Search found 13 matches
- 17 Nov 2009, 16:45
- Forum: Engine
- Topic: Visual Studio 9 build
- Replies: 5
- Views: 829
Re: Visual Studio 9 build
Visual Studio 2008 = Visual Studio version 9. Microsoft logic? :D I used the vc9 build files. The same problems occur when using a native skirmish AI, RAI. The reason I want to compile the engine is that I need to change some of the output that is sent to the ingame console and some information in U...
- 17 Nov 2009, 16:36
- Forum: Lua Scripts
- Topic: UI questions
- Replies: 19
- Views: 1870
Re: UI questions
I think I solved it. The Observer player window can at least be minimized to not show information. The console position can be moved outside the game window.
The reason for this is that I want to hide all information about who plays the game, if it is a human player or an AI bot.
The reason for this is that I want to hide all information about who plays the game, if it is a human player or an AI bot.
- 17 Nov 2009, 11:18
- Forum: Lua Scripts
- Topic: UI questions
- Replies: 19
- Views: 1870
Re: UI questions
Not sure if they can be controlled by Lua or if I need to recompile Spring to do it.
- 17 Nov 2009, 11:11
- Forum: Lua Scripts
- Topic: UI questions
- Replies: 19
- Views: 1870
UI questions
Hi,
A few UI questions:
- Is it possible to hide the
widget?
- Is it possible to hide the message widget in replay mode?
Cheers,
Johan
A few UI questions:
- Is it possible to hide the
Code: Select all
ALLIES
<- AI-Bot
ENEMIES
<- Player
SPECS
Player(spec)
- Is it possible to hide the message widget in replay mode?
Cheers,
Johan
- 17 Nov 2009, 10:47
- Forum: Engine
- Topic: Visual Studio 9 build
- Replies: 5
- Views: 829
Visual Studio 9 build
Hi, I managed to compile and link Spring.exe in VS 9. When running Spring it starts, load screen with graphics and text is shown correctly, the map shows and then crash. It seems it cant handle the AIInterface dll:s used in the pre-compiled Spring version. Infolog shows: [ 0] 0x61a40000 AIInterface ...
- 30 Oct 2009, 10:25
- Forum: AI
- Topic: Slope etc question
- Replies: 5
- Views: 877
Re: Slope etc question
That seemed to be the thing. Now it works perfectly.
Thanks for the help!
Thanks for the help!
- 29 Oct 2009, 09:23
- Forum: AI
- Topic: Slope etc question
- Replies: 5
- Views: 877
Re: Slope etc question
For some reason I cant get the built-in pathfinder to work. I do AIFloat3 dest = new AIFloat3(1024, 0, 1024); int current_pathId = 1; AIFloat3 start = new AIFloat3(unit.getPos().x, 0, unit.getPos().z); InitPathAICommand command = new InitPathAICommand(start, dest, unit.getDef().getMoveData().getPath...
- 23 Oct 2009, 11:22
- Forum: AI
- Topic: Slope etc question
- Replies: 5
- Views: 877
Slope etc question
Hi, I am developing an AI using the Java interface. I cant really get hang on the slope map things. What I want to do is basically: I have a unit U at pos (x,y,z) I plan to move U to pos (x,...,z) and I want to check if the unit can move between the points or the terrain is too steep. Tried to get d...
- 28 Sep 2009, 13:14
- Forum: AI
- Topic: Map coord to unit coords and back
- Replies: 2
- Views: 555
Map coord to unit coords and back
Hi,
This might have been answered before but I couldnt find any good info about it.
The map size on my test map is 512x512. The coordinate for my units are something like (x=3660.1147, z=3502.4683).
How do I convert coordinates from units to map and back?
Cheers,
Johan
This might have been answered before but I couldnt find any good info about it.
The map size on my test map is 512x512. The coordinate for my units are something like (x=3660.1147, z=3502.4683).
How do I convert coordinates from units to map and back?
Cheers,
Johan
- 18 Sep 2009, 15:07
- Forum: Engine
- Topic: Problem creating skirmish AI
- Replies: 6
- Views: 1007
Re: Problem creating skirmish AI
I used a copy of NullLegacyCPP and modified it with another name. I'll try the NTAI when I get back to the office next week. The main issue is not that I dislike mingw, but rather that the technicians handling the student lab computers arent very happy about us teachers telling them to install addit...
- 18 Sep 2009, 10:00
- Forum: Engine
- Topic: Problem creating skirmish AI
- Replies: 6
- Views: 1007
Re: Problem creating skirmish AI
I get the following errors in infolog: [ 0] 0x1a300000 SkirmishAI [ 0] 0x734a0000 dbghelp [ 0] Stacktrace: [ 0] (0) Unknown [0x00000000] [ 0] (1) C:\Program Files\Spring 1944\spring.exe [0x00926279] [ 0] (2) C:\Program Files\Spring 1944\spring.exe(skirmishAiCallback_Unit_CurrentCommand_0ARRAY1VALS0g...
- 18 Sep 2009, 08:31
- Forum: Engine
- Topic: Problem creating skirmish AI
- Replies: 6
- Views: 1007
Re: Problem creating skirmish AI
One of the issues I have with mingw compilation is that it requires a lot of steps and installation of programs for it to work. My plan is to use Spring as a research and education tool for master level students in game AI. It would therefore be very handy to just have to supply a Visual Studio proj...
- 17 Sep 2009, 11:00
- Forum: Engine
- Topic: Problem creating skirmish AI
- Replies: 6
- Views: 1007
Problem creating skirmish AI
Hi, After some struggles I managed to create an empty skirmish AI based on NullLegacyCppAI and solved all compile and link errors. The files included are: TestGlobalAI.h and .cpp AIExport.h and .cpp All LegacyWrapper .h and .cpp files. This compiles and links without errors in Visual C++ 2008. The p...