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by zoggop
13 Feb 2014, 03:47
Forum: AI
Topic: enemy attack prediction
Replies: 14
Views: 3086

enemy attack prediction

Has anyone written any kind of "is that a blob of enemy units & radar blips? if so, where is it headed and will it hurt me?" algorithm? So far I've got each enemies' movement vector average over the last ten seconds (and therefore its predicted position). I was going to just check all ...
by zoggop
12 Feb 2014, 22:08
Forum: Art & Modelling
Topic: Random WIP 2014+
Replies: 303
Views: 116373

Re: Random WIP 2014+

that's really lovely
by zoggop
10 Feb 2014, 19:28
Forum: Lua Scripts
Topic: blob groups
Replies: 3
Views: 1082

Re: blob groups

oops, forgot to include the texture for that blue circle in the screenshot. see above for link to zip.
by zoggop
10 Feb 2014, 13:27
Forum: Lua Scripts
Topic: blob groups
Replies: 3
Views: 1082

blob groups

An evolution of the blob guard widget. Numbered groups assist and repair other members as needed. Also reclaim, resurrect, repair, and assist anything close by. Combat units form a protective ring around everything else. If the whole group is ordered to move somewhere else, the fastest units will wa...
by zoggop
07 Feb 2014, 22:21
Forum: Lua Scripts
Topic: blob guard
Replies: 20
Views: 3475

Re: blob guard

and now i learn that Jools already made something similar for XTA (but without the protective aspect, i think).
Jools wrote:-- (Why are you even reading this, go out in the sun and play with the kids.)
by zoggop
07 Feb 2014, 21:48
Forum: Lua Scripts
Topic: Fancy Teamplatter
Replies: 6
Views: 1217

Re: Fancy Teamplatter

how's this?
by zoggop
07 Feb 2014, 20:58
Forum: Lua Scripts
Topic: blob guard
Replies: 20
Views: 3475

Re: blob guard

Made some updates (visual indicators, blob merging). Adding a custom command is wonky. Is it possible to modify the guard command to accept either ICON_MODE (1) or ICON_AREA (4) parameters, like reclaim or attack?
by zoggop
06 Feb 2014, 22:41
Forum: Lua Scripts
Topic: blob guard
Replies: 20
Views: 3475

blob guard

By popular request two years ago , I made a widget to do an area guard of multiple units. Guards that can assist and/or repair will do so as needed to any units within their guarded blob. Combat unit guards that are fast enough surround the guarded blob in a circle to protect it. download GitHub pro...
by zoggop
05 Feb 2014, 10:54
Forum: Lua Scripts
Topic: aggressive guard
Replies: 19
Views: 2335

Re: aggressive guard

Complete rewrite of ancient widget! Places guards in a circle unless there are only one or two guards, who go in front and (the second goes) in back of a moving unit. Only takes effect if the guarding units are faster than the unit they're guarding, can attack, can't assist, and can't fly. guard_all...
by zoggop
04 Feb 2014, 23:47
Forum: Lua Scripts
Topic: [Updated] Chili Endgame Stats v1.0
Replies: 22
Views: 11199

Re: [Updated] Chili Endgame Stats v1.0

Code: Select all

Error in GameOver(): [string "LuaUI\Widgets\gui_chili_funks_endgraph.lua"]:351: attempt to index upvalue 'Chili' (a nil value)
I'm guessing it needs to be used in a game that uses Chili? (this is in BA unreloaded)
by zoggop
31 Jan 2014, 22:34
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 284698

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

AF wrote:I believe the true source of the problem lies in the get friendly units APIs.
what about get enemy units? you just added the handling of enemy unit deaths, i see. before you made those changes, did the enemy unit objects ever get deleted?

also, thanks for working on it
by zoggop
31 Jan 2014, 21:51
Forum: AI
Topic: Shard AI seems to be causing severe framerate drops for me.
Replies: 12
Views: 3031

Re: Shard AI seems to be causing severe framerate drops for

AF, looks like there's a typo. The line that registers enemy unit deaths...

Code: Select all

struct SeNEMYDestroyedEvent* evt = (struct SEnemyDestroyedEvent*) data;
edit: there's a pull request fixing the typo
by zoggop
31 Jan 2014, 21:35
Forum: AI
Topic: Shard AI seems to be causing severe framerate drops for me.
Replies: 12
Views: 3031

Re: Shard AI seems to be causing severe framerate drops for

AF wrote:They're removed from the unit map and then deleted
it did seem to be crashing from posthumous unit accesses before i made some lua changes to prevent those. but now of course the question is what does stick around in memory?
by zoggop
31 Jan 2014, 06:49
Forum: AI
Topic: Shard AI seems to be causing severe framerate drops for me.
Replies: 12
Views: 3031

Re: Shard AI seems to be causing severe framerate drops for

PicassoCT wrote:Seriously.. there are c++ dlls who basically do garbage collection.. its unsynced anyway so why not.. get yourself free (;)
Seriously.. i not that smart
by zoggop
30 Jan 2014, 20:57
Forum: AI
Topic: Shard AI seems to be causing severe framerate drops for me.
Replies: 12
Views: 3031

Re: Shard AI seems to be causing severe framerate drops for

If you had another team, without units in stasis, governed by shard, and on memory-demise transfered the units.. lol. don't forget, transfers the units and then starts another instance to wait for the next memory demise for posterity, here's a link to the other discussion of this problem: http://sp...
by zoggop
23 Jan 2014, 23:25
Forum: AI
Topic: Shard AI seems to be causing severe framerate drops for me.
Replies: 12
Views: 3031

Re: Shard AI seems to be causing severe framerate drops for

It's a combination of two things: First, the Lua code I wrote for Shard to play BA is pretty ineffecient. Second, as I understand it, the Shard-Spring interface keeps certain data in memory forever. (AF, who wrote Shard, understands this better.) My Lua code for BA accesses those kinds of data more ...
by zoggop
07 Jan 2014, 07:01
Forum: Balanced Annihilation Reloaded
Topic: BA:R Arm models
Replies: 133
Views: 103692

Re: BA:R Arm models

consul, the fun-loving tracked robot who likes to go out dancing :-)
by zoggop
03 Jan 2014, 21:03
Forum: News
Topic: Spring 96.0 released!
Replies: 21
Views: 22372

Re: Spring 96.0 released!

:mrgreen:
fix #4200 (secret)
by zoggop
29 Dec 2013, 20:47
Forum: AI
Topic: Does AAI still work for something?
Replies: 17
Views: 3773

Re: Does AAI still work for something?

try the Shard dev AI when 96.0 comes out, i've been configuring it with the intention of playing cooperatively against it on maps with mixed terrain. http://springrts.com/phpbb/viewtopic.php?f=44&t=31035

also i agree with Silentwings, KAIK is a big improvement over AAI for compstomp
by zoggop
27 Dec 2013, 09:26
Forum: Balanced Annihilation
Topic: BA 7.90 Released!
Replies: 32
Views: 5090

Re: BA 7.90 Released!

the latest BA test version (at http://imolarpg.dyndns.org/svn/trunk, i'm assuming) indeed does not mess with start positions chosen before game (including AI start positions) for me. thank you for fixing that! who or what is thorium?

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