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by lamer
12 Nov 2015, 11:41
Forum: AI
Topic: [C++] Access MapHardness param
Replies: 12
Views: 3106

Re: [C++] Access MapHardness param

There is global hardness and on top of that applied local terrain-types hardness (those are multipliers to mapHardness ). Therefore 2 ways i can think of: 1) clone LuaSyncedRead::GetGroundInfo(x, z) and split it into set of functions: float Game::GetMapHardness() // returns global hardness bool Map:...
by lamer
11 Nov 2015, 21:18
Forum: AI
Topic: [C++] Access MapHardness param
Replies: 12
Views: 3106

Re: [C++] Access MapHardness param

Back to this issue. My ai made it to factory selection stage, and it really lacks (i believe) MapHardness parameter. Because of that it almost always prefers all-terrain factory to heavy-tanks (low-slope units). I'm looking forward to add Map::GetHardness() function (ignoring local terrain types so ...
by lamer
28 Oct 2015, 00:57
Forum: AI
Topic: Help choosing a "game"
Replies: 29
Views: 5135

Re: Help choosing a "game"

Links: Regarding Lua<->AI communication (with example in LegacyCpp API): For JavaOO API docs. Specifically of interest. Also game/mod dev can put things in ( Game | Unit | Team )RulesParams and AI can read it. Threads in lua AI not possible AFAIK. Of course if wanted algorithm has iterative nature t...
by lamer
12 Oct 2015, 15:36
Forum: Help & Bugs
Topic: Right way to play on LAN?
Replies: 24
Views: 4387

Re: Right way to play on LAN?

Hmm, i had same issue, don't know who's fault that is, springlobby's?
Please try also ip:8200 (i wrote "ip:port" in instructions for a reason)
by lamer
12 Oct 2015, 14:28
Forum: Help & Bugs
Topic: Right way to play on LAN?
Replies: 24
Views: 4387

Re: Right way to play on LAN?

@Silentwings (FAQ: How to run uberserver on windows?) Next setup is python-32bit win7 oriented (for convinience), ommited virtualenv for guide simplicity. 1) install python into C:\Python27. Python (or rather it's scripts) doesn't like paths with spaces. 2) Add "C:\Python27;C:\Python27\Scripts&...
by lamer
11 Oct 2015, 23:22
Forum: Help & Bugs
Topic: Right way to play on LAN?
Replies: 24
Views: 4387

Re: Right way to play on LAN?

Do you guys just ignore my posts? 1) Uberserver works on Windows! (thanks to abma for switching to Twisted) 2) It's possible to wrap python script into exe (with pyinstaller for example), so user don't need to install python or git (see my last post with attachement)! But online connection if it's p...
by lamer
10 Oct 2015, 10:02
Forum: Help & Bugs
Topic: Right way to play on LAN?
Replies: 24
Views: 4387

Re: Right way to play on LAN?

https://github.com/spring/uberserver/pull/185
https://github.com/spring/uberserver/pull/186 (I guess proper fix is inside comment to PR, not PR itself)
by lamer
09 Oct 2015, 22:55
Forum: Help & Bugs
Topic: Right way to play on LAN?
Replies: 24
Views: 4387

Re: Right way to play on LAN?

Yet another option is to use server directly on Windows. (But i wouldn't recommend it: vagrant with virtualbox is much more fun and enlightening.) uberserver_de1736a5_fix.zip This is uberserver wrapped by pyinstaller. It's based on latest commit with a small fix for Windows compatibility (CryptoHand...
by lamer
08 Oct 2015, 23:25
Forum: Help & Bugs
Topic: Right way to play on LAN?
Replies: 24
Views: 4387

Re: Right way to play on LAN?

Alternative way: 1) Install vagrant 2) Get vagrant configuration, unzip in SomeDir Vagrantfile.zip 3) C:\> cd SomeDir 4) C:\> vagrant up 5) Start springlobby and connect to 192.168.0.42:8200 (see Vagrantfile if you want to change ip) First "vagrant up" will give enough time to read how to ...
by lamer
08 Oct 2015, 00:18
Forum: Help & Bugs
Topic: Right way to play on LAN?
Replies: 24
Views: 4387

Re: Right way to play on LAN?

As a user who did LAN setup a year ago i can share my old recipe: 1) Install virtualbox. 2) Install Ubuntu 14.04 as a guest system. 3) Make sure ubuntu's network in virtualbox configured as "Bridged Adapter". 4) Install uberserver (and required python modules) inside ubuntu. Run it. $ sudo...
by lamer
01 Oct 2015, 22:16
Forum: AI
Topic: Building inside yardmaps
Replies: 6
Views: 1919

Re: Building inside yardmaps

The bug is possible in BA as a player within own factory, tested with springlobby+spring100+BA9.10+singleplayer vs NullAI yardmap.jpg But if i understood right it's solvable with gadget for players. Btw, CAI (zk's ai) suffer from same issue: builds nano-turrets inside factories. Anyway, for native A...
by lamer
01 Oct 2015, 14:36
Forum: AI
Topic: Building inside yardmaps
Replies: 6
Views: 1919

Building inside yardmaps

Is building a structure inside a factory is correct behaviour? For example next CppTestAI will build radar inside factory (spring 100 + BA 9.10) /* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */ #include "CppTestAI.h" #include "ExternalAI/Interface/AISEv...
by lamer
11 Jun 2015, 11:18
Forum: AI
Topic: Cmake, AI, java with dependencier on Wrappers/JavaOO
Replies: 4
Views: 1670

Re: Cmake, AI, java with dependencier on Wrappers/JavaOO

I'm not into Java, can't help with exact issue, but here is the workflow that works for me: $ git clone https://github.com/spring/spring.git $ cd spring $ cp -r AI/Skirmish/NullOOJavaAI AI/Skirmish/MyGreenTeaAI $ cmake . -DJAVA_HOME=/usr/lib/jvm/java-8-openjdk $ make MyGreenTeaAI $ (install/copy) Or...
by lamer
10 Jun 2015, 10:51
Forum: AI
Topic: AI interface cleaning
Replies: 2
Views: 942

Re: AI interface cleaning

The engine side. The C API. The newer C++/Java API (as being only an automagically generated wrapper around C API). Legacy is legacy, won't touch it. Also there is no named functions in legacy interface. Planning to make those changes after .99 release. EDIT: Probably legacy will get in the way. I f...
by lamer
09 Jun 2015, 22:39
Forum: AI
Topic: AI interface cleaning
Replies: 2
Views: 942

AI interface cleaning

This is a TD list/note (mostly for myself) of partial AI interface cleaning/refactoring. [-?] int SkirmishAII::GetTeamId() [-] int Game::GetMyTeam() [+] Team* Game::GetMyTeam() [-] Teams* Game::GetTeams() //returns Teams object with only 1 method GetSize() [+] std::vector<Team*> Game::GetTeams() [-]...
by lamer
09 Jun 2015, 10:48
Forum: AI
Topic: [C++] Weapon reload time
Replies: 2
Views: 1071

Re: [C++] Weapon reload time

by lamer
07 Jun 2015, 23:05
Forum: AI
Topic: Failling to build Invalid version format
Replies: 2
Views: 1308

Re: Failling to build Invalid version format

To make bot you don't have to fork whole spring, only clone it https://springrts.com/wiki/AI:Development:Lang:Cpp https://springrts.com/wiki/AI:Development:Lang:Java Side note. rts/build/cmake/UtilVersion.cmake:196 rts/build/cmake/ConfigureVersion.cmake:28 should reveal what buildsystem actually exp...
by lamer
06 Jun 2015, 20:41
Forum: Engine
Topic: Engine Testing - 99.0-RC5
Replies: 38
Views: 6995

Re: Engine Testing - 99.0-RC5

Regarding armraven's salvo: 1) 98.0.1-720-ge72088d - avgSimFrame 118 ms 2) 98.0.1-721-g30eee0d - avgSimFrame 20 ms 3) 98.0.1-451-g0804ae1 - avgSimFrame 20 ms e.g. 98.0.1-721-g30eee0d fixes issue EDIT: (don't want to spam posts) 98.0.1-451-g0804ae1 (12cai_no_plop ZKL_default) - 71.3129959106 (speedy_...
by lamer
06 Jun 2015, 17:30
Forum: AI
Topic: [C++] Weapon reload time
Replies: 2
Views: 1071

Re: [C++] Weapon reload time

About disarmed: it appears to be a specific ZK's feature and should be found in UnitRulesParam "disarmed".

And of course there is no weapon state functions like in lua. Should implement something similar to that.
by lamer
06 Jun 2015, 17:10
Forum: Engine
Topic: Engine Testing - 99.0-RC5
Replies: 38
Views: 6995

Re: Engine Testing - 99.0-RC5

Well, ignore issue (1) then. But about (2). Steps to reproduce: a) BA 8.17 /cheat /give 100 armraven shoot nearby position Compare lags of 98.0.1-711-g2e953b6 with 98.0.1-451-g0804ae1. b) ZK 1.3.5.1 /cheat /give 20 armraven shoot nearby position With 98.0.1-711-g2e953b6 simFrame goes up to 120 ms, w...

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