0.73b1 test build - Page 3

0.73b1 test build

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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ILMTitan
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Post by ILMTitan »

KDR_11k wrote:I think Fight and Patrol makes the units suspend their movement, mark their current spot as their return point, destroy the enemy, then return to their marked spot and continue moving from there. Maybe setting them to Roam changes that?
Essentially, yes. I meant it to keep units from being pulled off their path arbitrary distances by a succession of targets. (Roam did not change this, but that is a good idea for the future). Something seems to have changed since then, however, and it seems that units can be pulled arbitrary distances anyhow. I may try make the behavior act more intuitively this weekend, (hopefully) before .73 comes out.
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Rafal99
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Post by Rafal99 »

Lines drawn by AIs are borked.

Image
esteroth12
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Post by esteroth12 »

Caydr wrote:
ofc, this is only if Mars' and SmallDivide's makers want to remake them

did NoiZe make them both?
I'm usually wrong, but I really don't think Noize made those. Also, you can't just convert a map to SM3, it'd have to be remade from scratch, unless an SY still has the heightmap they used lying around somewhere.
thats why i used remake, not convert :P
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SwiftSpear
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Post by SwiftSpear »

AI's draw lines? Most spring releases break AI's somehow, usually it's a problem AI side, not spring side.
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Rafal99
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Post by Rafal99 »

Yes, AI's can draw lines. They are mostly used for debugging purposes.
I have my own AI project and there is no way to break lines to make them look like this.
I am sure it is a Spring problem, it happens with SVN revisions since the changes in texture system.
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Soulless1
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Post by Soulless1 »

Caydr wrote:Eh, er, where do I get that?
think it's bundled with NTai atm - called MapAI or something
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KDR_11k
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Post by KDR_11k »

I'm getting a completely weird extractor range display in 2097:

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Image

Sometimes you can even see parts of extractor radiuses that aren't in your LOS.

Hunch: The changed LOS resolution in the sensors.tdf isn't used correctly by the check if the extractor range is within view. Sometimes I'm seeing weird patterns of seen and unseen radius texels on radiuses that are in the southern ~3/4ths of the map, suggesting that it's using "junk" data for that, i.e. data exceeding the LOS array.
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bobthedinosaur
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Post by bobthedinosaur »

hmmm been trying out some of the new tags, not too many seem to work for me and the change log isnt ver helpful. there are no examples, and some lack any description on what they do. would any one like to post what they have found with new the fbi, tdf tags?
Tobi
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Post by Tobi »

KDR_11k wrote: [...]
Sometimes you can even see parts of extractor radiuses that aren't in your LOS.

Hunch: The changed LOS resolution in the sensors.tdf isn't used correctly by the check if the extractor range is within view. Sometimes I'm seeing weird patterns of seen and unseen radius texels on radiuses that are in the southern ~3/4ths of the map, suggesting that it's using "junk" data for that, i.e. data exceeding the LOS array.
Which mod is this and what are the contents of sensors.tdf?
If it's unreleased I'd prefer if you could PM me a link to the mod to reproduce the bug.
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KDR_11k
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Post by KDR_11k »

It's the GINTA techdemo here. The sensors.tdf is set to 4x size for LOS and aerial LOS. It should also demonstrate the "dead units remain as targets until Killed returns" bug I've posted in Mantis.
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Soulless1
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Post by Soulless1 »

btw on a *kind of similar* note, has anyone found a way to fix cloaked mexes still leaving an extractor radius yet?
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ILMTitan
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Post by ILMTitan »

Caydr wrote: And it behaves strangely. I told group A to "fight" to a location on the other side of group B. Group A comes across group B, kills it, then returns to their start location, THEN proceeds to the location I told them to "fight" to. Might've already been fixed, I'm not sure what build I was using at the time.
Patch up. May (hopefully) be small enough to be in .73. Units now move to the closest point on the old path, as opposed to their original position.
http://taspring.clan-sy.com/mantis/view.php?id=292
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Soulless1
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Post by Soulless1 »

ILMTitan wrote: Units now move to the closest point on the old path, as opposed to their original position.

schweet - good thinking :-)
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Rafal99
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Post by Rafal99 »

SVN log wrote:2129 / tvo 23 hours * BUGFIX: fix AI line drawing (according to how it was before r1625)
Great, AI lines now look like they should! :-)
Image

Thanks Tobi !!!
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Caydr
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Post by Caydr »

Someone make me a build up to at least rev 2136 please?
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KDR_11k
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Post by KDR_11k »

Code: Select all

build\tools\unitsync\unitsync.o(.text+0xaa):unitsync.cpp: undefined reference to
 `ConfigHandler::Deallocate()'
build\tools\unitsync\unitsync.o(.text+0xcb):unitsync.cpp: undefined reference to
 `ConfigHandler::Deallocate()'
rts\System\Platform\FileSystem.o(.text+0x43c):FileSystem.cpp: undefined referenc
e to `ConfigHandler::GetInstance()'
Tobi
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Post by Tobi »

Add ConfigHandler.{cpp,h} & RegHandler.{cpp,h} to the project.
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KDR_11k
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Post by KDR_11k »

Project? You mean add it to the SConscript file somewhere?
Tobi
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Post by Tobi »

Bah, guess MinGW port is bitrotting because I didn't look at it for three weeks...
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KDR_11k
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Post by KDR_11k »

Hm, adding the lines works but the Assertion Failed problem persists.
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