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by initram
08 Dec 2009, 10:47
Forum: Mac OS X
Topic: Compiling Spring (Mac OsX)
Replies: 22
Views: 7388

Re: Compiling Spring (Mac OsX)

Now all we need is a guide to make an app-file, and you guys would be awesome...
by initram
09 Nov 2009, 09:10
Forum: Help & Bugs
Topic: Error message right before the match starts
Replies: 7
Views: 924

Re: Error message right before the match starts

You should provide the infolog.txt, either at pastebin.com or attaching the file to your post.
by initram
06 Nov 2009, 12:14
Forum: Help & Bugs
Topic: BUG: "Build pos blocked" by commander
Replies: 3
Views: 595

BUG: "Build pos blocked" by commander

If the commander blocks a vehicle plant by a single "tile" as shown on the image below, then spring says "Commander: Build Pos Blocked". If the commander blocks by two or more tiles then the commader will move away and build the building correctly. This may not be a huge problem ...
by initram
03 Nov 2009, 09:34
Forum: AI
Topic: New C++ AI Interface
Replies: 53
Views: 11707

Re: New C++ AI Interface

I have been looking through some of the generated source for the C++ interface, and have found that functions that return vectors, e.g. springai::AICallback::GetUnitDefs(), are a source of memory leaks and are generally not very optimized (i don't know how much the c++ optimizer changes) The memory ...
by initram
28 Oct 2009, 09:19
Forum: AI
Topic: Building position/coverage
Replies: 3
Views: 853

Re: Building position/coverage

As I understand it the position is the center of a unit and the x-size and z-size are the width and height of the building in map coodinates (1/8 of the position coordinates) and that is only given that the facing is 0. If the facing is different (ranges from 0-3), the x-size and z-size changes its ...
by initram
26 Oct 2009, 23:05
Forum: AI
Topic: Unit speed and formations
Replies: 3
Views: 830

Re: Unit speed and formations

Any place to find documentation on this, if you were to implement your own path finder? (that had to take into account more information than the normal pathfinder)
by initram
22 Oct 2009, 17:19
Forum: AI
Topic: More AI Interface Questions (maybe not java specific)
Replies: 13
Views: 1600

Re: More AI Interface Questions (maybe not java specific)

does the AI not run in 30 FPS? why is it in 32 frames?
by initram
07 Oct 2009, 22:56
Forum: AI
Topic: AI rollcall
Replies: 19
Views: 3102

Re: AI rollcall

I am part of a group at Aalborg University(Denmark), that is working on an AI using the new C++ interface. The project we are doing is in "Opponent" modeling", so we are currently using a Bayesian Network to try to classify the opponent. The AI (called brAIn) is currently not availabl...
by initram
07 Oct 2009, 22:46
Forum: AI
Topic: New C++ AI Interface
Replies: 53
Views: 11707

Re: New C++ AI Interface

One ugly edge I see is that you can crash the engine by only calling the API functions: example(When an enemy unit is destroyed): Unit *unit = Unit::GetInstance(destroyedUnitId) UnitDef *def = unit->GetDef(); char *name = def->GetName(); This example has the potential to crash the client as the call...
by initram
28 Sep 2009, 14:36
Forum: Help & Bugs
Topic: GeometricObject LifeTime = 0 (patch included)
Replies: 1
Views: 486

GeometricObject LifeTime = 0 (patch included)

Hi I am creating an AI using the new c++ wrapper, and the comments for SCreateSplineFigureDrawerCommand and SCreateLineFigureDrawerCommand states that setting LifeTime to zero, should result in the object never getting removed. This however is not reflected in the implementation. Attached is a patch...
by initram
22 Sep 2009, 13:55
Forum: AI
Topic: Techtree from Spring - Balanced Annihilation 7.01
Replies: 3
Views: 3183

Re: Techtree from Spring - Balanced Annihilation 7.01

If the purpose was to make the tech tree human readable or easy to use, then you failed miserably. But you do show all connections, but i don't see any use for this as no one is able to read this pile of spaghetti. If you allow for repeated notes, it may be more clear. This way you could also split ...
by initram
21 Sep 2009, 23:48
Forum: Mac OS X
Topic: Mac OS X General Release for 0.80
Replies: 100
Views: 27317

Re: Mac OS X General Release for 0.80

What is the current progress on a binary release for OSX? I tried to compile the latest source from git, but i got an error with devIL ( http://pastebin.com/m7942ef06 ) Also, the first thing it tries to compile(gamedata) is dependant on 7zip which is later compiled. So i had to install 7zip first......
by initram
08 Sep 2009, 20:54
Forum: Mac OS X
Topic: Mac OS X General Release for 0.80
Replies: 100
Views: 27317

Re: Mac OS X General Release for 0.80

I found a work around for my problem (not really a solution): I downgraded boost from 1.40.0 to 1.39.0 and now it compiles... I think the problem was that the newest version of boost conflicts with the version of streflop that is included in the source. But to be sure, some brave soul could update b...
by initram
08 Sep 2009, 00:08
Forum: Mac OS X
Topic: Mac OS X General Release for 0.80
Replies: 100
Views: 27317

Re: Mac OS X General Release for 0.80

I made the changes described for the float3.h and float3.cpp, and did a:
make clean
make

But still get the same errors. :S
by initram
07 Sep 2009, 23:12
Forum: Mac OS X
Topic: Mac OS X General Release for 0.80
Replies: 100
Views: 27317

Re: Mac OS X General Release for 0.80

I do not know how many uncommitted there are for the macfix-branch, but i tried to compile it and got the following error: [ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/GameHelper.cpp.o [ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/GameServer.cpp.o /opt/local/include/boost/fu...

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