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by aeonios
09 Aug 2016, 04:23
Forum: Map Creation
Topic: Spring Map Edit Revisted
Replies: 60
Views: 9887

Re: Spring Map Edit Revisted

hm.. I've decided to start working on SME, and this newly maintained version seems to be a very decent starting point. Some things I did: -added an ant build script. It's really minimal atm but it could be cleaned up and used to separate release related stuff from dev related stuff automatically. -C...
by aeonios
13 Jun 2016, 22:00
Forum: Engine
Topic: Reading RulesParams from AI
Replies: 3
Views: 729

Re: Reading RulesParams from AI

Take mexes for example. In zk they have at least two different rules params regarding how much metal they produce: mexIncome and current_metalIncome (I think they were called). The first describes only base income and the second includes overdrive. I ended up using those values as eco measures becau...
by aeonios
13 Jun 2016, 20:51
Forum: Engine
Topic: Reading RulesParams from AI
Replies: 3
Views: 729

Reading RulesParams from AI

I recently updated the zk ai I've been working on to the latest dev engine (101.0.1-414-g6a6a528) and found that there were some changes to the way unit/gamerulesparams are handled by the ai interface. While I think the new system is definitely cleaner than the old one there is no longer any way to ...
by aeonios
19 Mar 2016, 00:39
Forum: Engine
Topic: New gl.UnitShape is less useful
Replies: 13
Views: 2988

Re: New gl.UnitShape is less useful

Intel cards have supported GLSL for a while now, so that's a moot point. 0ad runs fine under intel, and apparently it has fewer bugs with reflective/refractive water than nvidia cards do (which are still better than ati, go figure). VAOs have been standard since GL2.0. I guess I could take a look at...
by aeonios
07 Mar 2016, 21:29
Forum: Map Creation
Topic: Spring Map Edit Revisted
Replies: 60
Views: 9887

Re: Spring Map Edit Revisted

I just changed the bat script back to how it was with the old SME and it worked fine.

However, it also crashes when you try to switch to metal view, and may have other issues.
by aeonios
28 Dec 2015, 03:21
Forum: Feature Requests
Topic: Better Teams Interface for AI
Replies: 6
Views: 1334

Re: Better Teams Interface for AI

Hm, well it uses some weird iterator stuff over the ais that I don't really understand but was more or less able to work around. So far I added the new allyevents to the following files: AISEvents.h SkirmishAIWrapper.h/.cpp EngineOutHandler.h/.cpp as well as shifted around the defs used in EngineOut...
by aeonios
27 Dec 2015, 23:00
Forum: Feature Requests
Topic: Better Teams Interface for AI
Replies: 6
Views: 1334

Re: Better Teams Interface for AI

Arg. K.
by aeonios
27 Dec 2015, 01:16
Forum: Feature Requests
Topic: Better Teams Interface for AI
Replies: 6
Views: 1334

Better Teams Interface for AI

Currently the AI interface (at least java, but I suspect it isn't much different for the others) sucks horribly when it comes to teams. There are callins for enemyCreated, enemyFinished, enemyDestroyed etc, but none for allies (and the normal unitCreated etc callins don't apply to allies). It's also...
by aeonios
23 Dec 2015, 09:26
Forum: AI
Topic: Issues using OpenGL with an AI
Replies: 13
Views: 4603

Re: Issues using OpenGL with an AI

OpenGL is a graphics library, it shouldn't be used to perform AI logic. Visualising what's happening inside an AI is tooling, and the AI interface is ill suited to raw OpenGL work, as is rebuilding the entire lua UI toolchain in a new interface and language I'm not the first to use GPGPU and I cert...
by aeonios
22 Dec 2015, 16:31
Forum: AI
Topic: Issues using OpenGL with an AI
Replies: 13
Views: 4603

Re: Issues using OpenGL with an AI

I tried using glfwGetCurrentContext to save and restore spring's context, and spring still crashed. I'm not entirely sure why, but it's probably because I'm using lwjgl/glfw instead of sdl. I also tried running all of the openGL code in separate threads and binding the context to each as needed, whi...
by aeonios
22 Dec 2015, 09:25
Forum: AI
Topic: Issues using OpenGL with an AI
Replies: 13
Views: 4603

Re: Issues using OpenGL with an AI

I think mantis issue is related. The heck glfwMakeContextCurrent(NULL) for? Try previousContext = glfwSomethingGetCurrentContext(); ...init... glfwMakeContextCurrent(previousContext); Regardless, CircuitAI's DebugDrawer.cpp proves that context switch works. Tried it, failed. glfw does not see sprin...
by aeonios
21 Dec 2015, 16:31
Forum: AI
Topic: Issues using OpenGL with an AI
Replies: 13
Views: 4603

Issues using OpenGL with an AI

I had some problems with painting the threatmap being pathologically slow (as in dragging spring down to 1fps) using java's built-in graphics functionality, so I ended up implementing my own GL-based 2D graphics library because there wasn't one that I could find. While I got the library basically wo...
by aeonios
21 Dec 2015, 16:25
Forum: AI
Topic: [Java] Clear factory build queue [solved]
Replies: 4
Views: 2684

Re: [Java] Clear factory build queue [solved]

for CMD_REMOVE you have to use options.alt in order for it to interpret params as command ids.
by aeonios
03 Dec 2015, 14:00
Forum: AI
Topic: AI Bandwidth Limit
Replies: 4
Views: 1142

Re: AI Bandwidth Limit

d'oh. It turns out I had removed a lot of the bandwidth limiting stuff recently so it was trying to assign 30 workers per second plus whatever else.
by aeonios
03 Dec 2015, 01:13
Forum: AI
Topic: AI Bandwidth Limit
Replies: 4
Views: 1142

AI Bandwidth Limit

Yet another stumbling block on the road to making a great AI, I've recently been running into this error: [f=0049805] Warning: Bandwidth limit was reached for aeonios AI #1 [packets delayed] which I know to be coming from the AI I'm working on. What's odd is, the AI I was testing against uses pathfi...
by aeonios
28 Nov 2015, 18:13
Forum: AI
Topic: Profiling Java AI
Replies: 4
Views: 3459

Re: Profiling Java AI

It turns out it was probably because the threatmap was being redrawn every time enemyEnterLos was called. ._.
by aeonios
22 Nov 2015, 16:44
Forum: AI
Topic: Profiling Java AI
Replies: 4
Views: 3459

Profiling Java AI

I've recently been working on Zero-K Graph Based AI (ZKGBAI: https://github.com/Anarchid/zkgbai) and ran across some problems with pathological (ie 1fps) lag issues. I want to profile it to see if I can track down what's eating CPU so badly, but since it's not a standalone app most approaches to pro...
by aeonios
15 Nov 2015, 15:21
Forum: AI
Topic: Weird errors with JavaAI
Replies: 1
Views: 576

Re: Weird errors with JavaAI

Nevermind, I just wasn't removing dead units from that particular group.
by aeonios
15 Nov 2015, 13:07
Forum: AI
Topic: [C++] Access MapHardness param
Replies: 12
Views: 2080

Re: [C++] Access MapHardness param

Icy shell is a good example of where map hardness becomes problematic. Icy shell is very flat and mostly veh friendly, but it has very low hardness to the point where reapers get flipped over in potholes created by their own weapons after only a few shots. It's true that there aren't very many maps ...
by aeonios
15 Nov 2015, 09:51
Forum: AI
Topic: Weird errors with JavaAI
Replies: 1
Views: 576

Weird errors with JavaAI

For reasons I can't explain I've been having problems with errors returned upon trying to give orders to units. It just says "error -3" and I can't find any good reason why it should be doing so. ex. (Unit).moveTo(someaifloat3, (short) 0, frame+whatever); -> error -3 or worse yet (Unit).st...

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