Search found 15 matches
- 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...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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)
- 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?
- 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...
- 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...
- 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...
- 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 ...
- 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......
- 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...
- 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
make clean
make
But still get the same errors. :S
- 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...