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by slogic
19 Dec 2010, 16:50
Forum: AI
Topic: The corlab can assist??
Replies: 9
Views: 1780

Re: The corlab can assist??

Forboding Angel wrote:...canMove = true/false,
It is just for button in GUI. Do not rely on it. For exmaple it can be used to set rally point for factory.
by slogic
19 Dec 2010, 16:49
Forum: AI
Topic: The corlab can assist??
Replies: 9
Views: 1780

Re: The corlab can assist??

Building does not have movedef (UnitDef->movedata == NULL). But for example NOTA mod has movable defences: Hatrack (armmllt). It HAS movedef but max velocity is 0.001.
by slogic
18 Dec 2010, 12:24
Forum: Game Development
Topic: Do units use these tag for movment or just construction?
Replies: 6
Views: 924

Re: Do units use these tag for movment or just construction?

maxWaterDepth & minWaterDepth of unitdef are used in GetAllowedTerrainHeight() only. For static units they are not tweaked. For mobile units (units with movedef): 1) with ship movement minWaterDepth is adjusted based on "depth" key 2) without ship movement maxWaterDepth is adjusted bas...
by slogic
17 Dec 2010, 15:45
Forum: Engine
Topic: waterline tag
Replies: 1
Views: 786

Re: waterline tag

I would like to continue discussion cause topic is perfect.

What i want to know is what is taken as basis for vertical shifting of model: the bottom of the model or center of the model? Think in context of naval unit.
by slogic
17 Dec 2010, 15:02
Forum: Engine
Topic: how to build springlobby using msvc or c::b.
Replies: 2
Views: 422

Re: how to build springlobby using msvc or c::b.

I can give you MSVC2008 project file containing my efforts to compile SL under this compiler (will upload later). But i gave up cause i spent too much time with no positive result. Wish you luck. Also take a look at this branch: https://github.com/slogic/springlobby/tree/0.114-msvcfixes . There I st...
by slogic
16 Dec 2010, 22:34
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 133858

Re: Skirmish AI: E323AI 3.22.4

Umrug, you're right, there is a bug in threatmap calculation. Units with tag SUB are ignored for surface threatmap. And commander for example has LAND|SUB tags. I added this long ago and did not pay attention during tests. Fixed in master.
by slogic
14 Dec 2010, 15:54
Forum: AI
Topic: What's reliable way to detect if unit has antiair weapon?
Replies: 10
Views: 2045

Re: What's reliable way to detect if unit has antiair weapon?

Thanx. Found at mod rules. Also found an outdated information that is was in sensors.tdf files long ago.

Well, i think i'm in a deadlock again like with Spring category tags because modInfo is not accessible via Legacy C++ API.

I see no way to 100% detect anti-air units.
by slogic
14 Dec 2010, 15:35
Forum: AI
Topic: What's reliable way to detect if unit has antiair weapon?
Replies: 10
Views: 2045

Re: What's reliable way to detect if unit has antiair weapon?

Based on my tests (SQUARE_SIZE * (1 << modInfo.losMipLevel) / modInfo.losMul) = 32. I don't understand where modInfo.losMul & modInfo.losMipLevel are set by game developer? Or are they constants really?
by slogic
14 Dec 2010, 15:06
Forum: Help & Bugs
Topic: Crash When Units Enter View
Replies: 3
Views: 749

Re: Crash When Units Enter View

Update your Intel HD Graphics driver. Latest version is 8.15.10.2246. Yours: 8.15.10.2008.
by slogic
14 Dec 2010, 14:01
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 133858

Re: Skirmish AI: E323AI 3.22.4

E3232ai builds windgens on cometcatcher in v24, that can't be right :-) Because there is no WIND tag in categorization file for them. But the source code contains a switcher for units with this tag. I found this after switching to mentioned above categorization scheme. There are much more missed ta...
by slogic
14 Dec 2010, 13:56
Forum: AI
Topic: What's reliable way to detect if unit has antiair weapon?
Replies: 10
Views: 2045

Re: What's reliable way to detect if unit has antiair weapon?

No, i can't: http://springrts.com/phpbb/viewtopic.php?f=15&t=22988 I just profiled (ud->airLosRadius / ud->losRadius) expression for all registered anti-air units and always get values < 1.0. Very strange. Looks like they are expressed in different items. EDIT From some lua widget: unit->realLos...
by slogic
14 Dec 2010, 13:51
Forum: Balanced Annihilation
Topic: Epoch ship has improper waterline value
Replies: 3
Views: 815

Re: Epoch ship has improper waterline value

I thought "waterline" is connected with "floater" so unit does not sink.

Hm, then how can you explain why engine updates waterline from 5 to 15?
by slogic
14 Dec 2010, 12:29
Forum: AI
Topic: What's reliable way to detect if unit has antiair weapon?
Replies: 10
Views: 2045

Re: What's reliable way to detect if unit has antiair weapon?

Hm, i noticed all fbi files of anti-air units in BA have tags like these:

Code: Select all

  sightDistance=475;
  airSightDistance=900;
So, air sight distance of all anti-air units is 1.5x-2.x higher than usual sight distance. Can be used as additional trigger but also may give false positives.
by slogic
14 Dec 2010, 12:05
Forum: Balanced Annihilation
Topic: Epoch ship has improper waterline value
Replies: 3
Views: 815

Epoch ship has improper waterline value

In aseadragon.fbi waterline = 5, while according to movedef min water depth is 15. Fortunately engine clever updates "waterline" value.
by slogic
14 Dec 2010, 11:30
Forum: AI
Topic: What's reliable way to detect if unit has antiair weapon?
Replies: 10
Views: 2045

What's reliable way to detect if unit has antiair weapon?

Current algo is: if (weapon->def->tracks && !weapon->def->waterweapon && !weapon->def->stockpile && !weapon->def->canAttackGround) return true; But flak weapons are skipped. I have no access to "toairweapon" tag of weapons.tdf file. I was thinking about checking bal...
by slogic
14 Dec 2010, 11:22
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 133858

Re: Skirmish AI: E323AI 3.22.4

All these concerning NOTA gameplay? I did not test latest versions with NOTA and any other mod except BA due to lack of man power & time. Also config files for all mods except BA are not updated & i have no time to monitor other game changes. I'm already finished patch-categorization files s...
by slogic
13 Dec 2010, 23:08
Forum: Help & Bugs
Topic: How can i reset chat position
Replies: 5
Views: 1022

Re: How can i reset chat position

I have same settings :/
by slogic
13 Dec 2010, 23:01
Forum: Help & Bugs
Topic: Lobby works but Spring Game wont start all the way
Replies: 10
Views: 1388

Re: Lobby works but Spring Game wont start all the way

Reinstall Spring outside of "Program Files" then. For sure.
by slogic
13 Dec 2010, 14:30
Forum: Help & Bugs
Topic: How can i reset chat position
Replies: 5
Views: 1022

How can i reset chat position

I'm playing Spring in windowed mode and my chat window slowly moves higher & higher. How can i reset its position?

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