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by AF
11 Apr 2018, 16:54
Forum: Community Blog
Topic: [game][Evolution RTS] New Resource Bar?
Replies: 10
Views: 8513

Re: [game][Evolution RTS] New Resource Bar?

eh I always find it weird when supply isn't just a number like Starcraft "Supply 5/10" should suffice, and it should come last
by AF
31 Jan 2018, 17:58
Forum: General Discussion
Topic: Access to springinfo.info or @SpringRTSNews twitter
Replies: 11
Views: 3234

Re: Access to springinfo.info or @SpringRTSNews twitter

I didn't know there was a new page there, adding it now
by AF
29 Jan 2018, 21:18
Forum: General Discussion
Topic: Access to springinfo.info or @SpringRTSNews twitter
Replies: 11
Views: 3234

Re: Access to springinfo.info or @SpringRTSNews twitter

Possibly, but it would be error prone, and it'd require manual intervention, as well as custom code to assign a game to each individual person so it could be tagged correctly. There's also the problem of titles, some posts in Random WIP have no text, or the text makes no sense as a post title. Heave...
by AF
28 Jan 2018, 21:55
Forum: General Discussion
Topic: Access to springinfo.info or @SpringRTSNews twitter
Replies: 11
Views: 3234

Re: Access to springinfo.info or @SpringRTSNews twitter

Im actually for handing out all the tools to all the people. The worst thing is usually per default happening. Nothing besides the usual. Currently Spring News is Zero-K only news. The first non zero-k news are on page 4. I think everyone who can deliver by proof of quality should get a chance to p...
by AF
26 Jan 2018, 17:02
Forum: General Discussion
Topic: Access to springinfo.info or @SpringRTSNews twitter
Replies: 11
Views: 3234

Re: Access to springinfo.info or @SpringRTSNews twitter

hmm which feeds and what are their details? I'm not so fond of handing out twitter access to anyone, the social media profiles are all automated and tweet out new stuff that appears on springinfo.info, which itself pulls from RSS, so you'd have to mention these things via the RSS feeds pulled in
by AF
08 Jan 2018, 14:43
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 265511

Re: Shard 0.4/dev

Currently working on a new building placement algorithm at https://github.com/tomjn/Shard/pull/144 Currently it uses the game engines closestbuildsite in shard native, and when running as a gadget in a game it uses an algorithm taken I think from CRAIG that tests positions using expanding circles. T...
by AF
20 Nov 2017, 14:47
Forum: General Discussion
Topic: Nuke site media
Replies: 12
Views: 3169

Re: Nuke site media

TBH something built with Jekyll would probably suffice, or the Node static site generator, WP might be handy but who cba maintaining that
by AF
06 Sep 2017, 17:02
Forum: General Discussion
Topic: What exactly do current game developers want?
Replies: 41
Views: 28719

Re: What exactly do current game developers want?

- A half decent CLI interface to Unitsync info - A nice way of fetching minimaps without needing to mess around with bytes and RGB values, I miss the old unitsync JPEG generator function - Listing stuff in PR Downloader, the docs are clear on how to grab a game/map but not so much on how to find out...
by AF
23 Jun 2017, 17:30
Forum: General Discussion
Topic: Tabula Rasa Spring aka New User Experience
Replies: 10
Views: 3295

Re: Tabula Rasa Spring aka New User Experience

The game lobbies and their setups are all counter intuitive, and built from the perspective of somebody who already has them set up building an installer. They need to onboard users and explain how to get a game going, which none of them do. Users are just jumped into that paradigm without explanati...
by AF
12 May 2017, 17:47
Forum: Feature Requests
Topic: ValidAIs.lua
Replies: 128
Views: 59762

Re: ValidAIs.lua

Perhaps an engine dev can weigh in, I know the tests have helped with Shard, but for non-AI purposes what does having an automated gameplay test do to help engine development?
by AF
12 May 2017, 04:05
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 265511

Re: Shard 0.4/dev

Shard now has an AILoader.lua gadget, and should run as a LuaAI if you copy the files in the right place and put a LuaAI.lua in the archive root. BA mutator containing Shard McShardFace attached as an example, you may encounter issues using it https://springrts.com/phpbb/download/file.php?mode=view&...
by AF
12 May 2017, 00:20
Forum: AI
Topic: the neural network deep learning for computer player?
Replies: 3
Views: 7071

Re: the neural network deep learning for computer player?

There's only one way to find out. Fork one of the Java/Python/C++ AIs and do stuff with Tensorflow or one of the other frameworks
by AF
11 May 2017, 15:35
Forum: Feature Requests
Topic: ValidAIs.lua
Replies: 128
Views: 59762

Re: ValidAIs.lua

If AAI/RAI/etc aren't bundled with the engine they're basically dead Good, let them die. They have some value in that they fight bitrot in the AI interface. +1, engine builds run tests with all the AIs, without the native AIs these would no longer happen. These can catch other issues that wouldn't ...
by AF
11 May 2017, 00:33
Forum: Mac OS X
Topic: MacOS SpringRTS OSX Build
Replies: 142
Views: 109927

Re: MacOS SpringRTS OSX Build

Current homebrew based instructions needed tweaking a little but it half builds at the moment on the develop branch
by AF
09 May 2017, 01:02
Forum: Feature Requests
Topic: ValidAIs.lua
Replies: 128
Views: 59762

Re: ValidAIs.lua

I'm open to compromises, I simply disagree that validAIs.lua is a healthy option as it eliminates a lot of academic and hobbyist options that got AI working in the first place I prodded you forcefully to turn Shard into a LuaAI Instead, you threw a giant tantrum, threatened to delete Shard, it's rep...
by AF
07 May 2017, 21:13
Forum: Feature Requests
Topic: ValidAIs.lua
Replies: 128
Views: 59762

Re: ValidAIs.lua

That's exactly one of the huge problems. AI devs want all of the access but none of the responsibility. For the longest time we had all of the responsibility, and little to no cooperation. At some point I realized that in order to not have outside issues effect my game and my players, I had to forc...
by AF
07 May 2017, 20:44
Forum: Feature Requests
Topic: ValidAIs.lua
Replies: 128
Views: 59762

Re: ValidAIs.lua

Forboding Angel wrote:If a player goes into the lobby or into spring.exe directly, goes to choose an AI and an AI appears on that list, from the player perspective, the AI is indeed a part of the game. That's the problem.
True, so I'd like to be able to say my AI does not support EvoRTS
by AF
07 May 2017, 20:42
Forum: Feature Requests
Topic: ValidAIs.lua
Replies: 128
Views: 59762

Re: ValidAIs.lua

You can host your own mutators that support your AI, name them "Evo with Shard AI" or something and take the support burden onto yourself. There is absolutely no need to expose the already small number of newbies we get to crashy AIs (that happen to be at the top of the AI list) and then ...
by AF
05 May 2017, 18:52
Forum: AI
Topic: ShardLua games configurations dev
Replies: 17
Views: 14425

Re: ShardLua games configurations dev

It doesn't solve the duplicate code across multiple GitHub repos problem, but yes the gadget would need to go inside the game itself. I think the end goal is a shard.sdz that other games could depend on. That way they can include the game specific stuff themselves and depend on shard.sdz for the cor...

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