having many, many problems with .72b1 - Page 2

having many, many problems with .72b1

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The point was people complained it didnt compile quoting errors from files they should never have compiled.

However, things have changed since XE8 in the svn build of spring, and reccomending XE7.5 is a bad idea as its ludicrous to think that the 0.72b1 AI's have all been broken exept the one thats the buggiest..... Afterall why shouldnt XE9 work in svn? It works fine in 0.72b1, what changed?

I'm sorry but in this case NTai is fine, its the interface itself at fault, and I'm not the person to go on at, as I didnt break NTai in the svn, it compiles fine for me under 0.72b1 and runs as intended.

However could someone report for sure on XE9.23, the newest version commited to svn in the last few days, and if they get problems, report back logs and results, testing XTA and nanoblobz with 2 NTais on different sides each time and a different map with logs. Since the last set of svn build lgos I got from hollowsoul ages ago a fair bit has changed and more logging messages added.

Its also ntoed that despite metatags in svn being fixed, AA still performs badly and egarwaen is working on that so reports of games using AA and svn build are useless to me.
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Jocken
Posts: 23
Joined: 28 Aug 2006, 01:12

Post by Jocken »

that interesting because in my most recent crash, an error popped up sating something about the external AI ran into some sort of exemption and I should contact the AI's author (you, I believe)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Get XE9RC22, not XE9RC19 or XE8.

RC22 has exception handling. Should a crash occur instead of the message box popping up, the exception is caught and the game continues.

RC19 has it too however there are 2 palces it didnt have it which was corrected in rc22
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Jocken
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Joined: 28 Aug 2006, 01:12

Post by Jocken »

again, back to what directory in TA Spring does it need to be put in (the AI foler is enormous).
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

RC22 has an installer, the downloaded file itself is called NTaiInstaller.rar.......
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Jocken
Posts: 23
Joined: 28 Aug 2006, 01:12

Post by Jocken »

well how do I run it, my PC doesn't like .rar files, or at least doesn't recognize them. Basically, it doesn't know what ot do with the installer.
Also, I've been wondering why many weapons, particularl lases don't regester visually. The damagegoes through and there's ground effects, but ou can't actually see the beam itself. What gives?
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Jocken wrote:Also, I've been wondering why many weapons, particularl lases don't regester visually. The damagegoes through and there's ground effects, but ou can't actually see the beam itself. What gives?
Crappy graphics card.
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Jocken
Posts: 23
Joined: 28 Aug 2006, 01:12

Post by Jocken »

so i got the new AI up and running (the load screen said i was running 22) and there haven't been any crashs (yet). However, once i got into a game, the messagelog gave me one of the following messages about once every 1.5 sec.: "GlobalAI1: error in Manufacturer->UnitIdle" or "GlobalAI1: error in Manufacturer->UnitIdle in UnitMoveFailed"
Also, while the anti-crashing software seems to be working, the game freezes frequently (but recovers after about 15-20 sec)
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Jocken
Posts: 23
Joined: 28 Aug 2006, 01:12

Post by Jocken »

and there you have it. The progran crashed. It simply quit to the desktop like it always does.
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