Its default for 32bit.Agon wrote:Is default, too? Or should it be avoided to use?Code: Select all
-DMARCH_FLAG=i686
Spring on OpenSuse 11.1 64bit
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Re: Spring on OpenSuse 11.1 64bit
Re: Spring on OpenSuse 11.1 64bit
@Pink
A gdb crash should show at least line numbers of source files to be usefull. This means you dont use a build wiht debug symbols or the debug symbols are separate and you did not load then in your gdb sessions. usually one of these.
Currently there are only 3 usable AIs that come wiht a spring install:
AAI, KAIK and RAI.
only AAI needs config files.
KAIK is best at BA, but works with XTA too.
RAI can probably play soe more mods then KAIK, is not that strong at BA but will use more air an uses water units (KAIK does not).
for AAI there are quite some bugfixes. i compiled AAI with them for current release but only for 32 bit (dont have 64bit). here:
http://springrts.com/phpbb/viewtopic.ph ... 35#p360235
these changes are also in the spring main repo under branch: 0.79.1-branch
just compile that and use this AAI.
A gdb crash should show at least line numbers of source files to be usefull. This means you dont use a build wiht debug symbols or the debug symbols are separate and you did not load then in your gdb sessions. usually one of these.
Currently there are only 3 usable AIs that come wiht a spring install:
AAI, KAIK and RAI.
only AAI needs config files.
KAIK is best at BA, but works with XTA too.
RAI can probably play soe more mods then KAIK, is not that strong at BA but will use more air an uses water units (KAIK does not).
for AAI there are quite some bugfixes. i compiled AAI with them for current release but only for 32 bit (dont have 64bit). here:
http://springrts.com/phpbb/viewtopic.ph ... 35#p360235
these changes are also in the spring main repo under branch: 0.79.1-branch
just compile that and use this AAI.
Re: Spring on OpenSuse 11.1 64bit
@hoijui
I hadn't wanted to go on to the bleeding edge to get this to work. I wanted to try this out as a normal Linux user and just install it.
You are correct I just grabbed a symbols package from Agon's repo and installed that. I was only after the function call names, which doing that gave me, so I could then have some idea of what to grep for in the source. I'm not familiar with gdb at all as I'm more of a scripting than compiling kind of guy, but I'm willing to learn :).
I grep'd the source and found the function and then went in and hacked in a load of printf()s to get some more info out. I've written this up in a reply on this thread...
http://springrts.com/phpbb/viewtopic.php?f=15&t=18941
I guess I'm just going to have to go off and SVN the source and get it all setup to roll my own if I want to progress any further.
@general
Another issue I've notice with the build I have is that I mostly end up with AAI installed in each of the AI/Skirmish/xxx/vers/ directories.
Even now I thought I had specifically compiled up and installed RAI but the bot when loaded says it is KAIK in the in game console.
NTai doesn't even seem to build at all, but then it could be putting the libSkirmish.so somewhere weird based on what I've seen so far.
I'm thinking I need to clean out my current setup and grab everything afresh and start over. That way I can check if these are default build issues or related to my 'playing'.
At the moment I have a functional KAIK launching when I choose RAI in the bots list :) I have no idea at the moment if it is actually using the library in the RAI directory or if it is mis-loading the library in KAIK. I guess that's probably what I should find out next.
@Agon/Auswaschbar
Thanks for the info and help. I'm quite happy to be an x64 Linux tester for either of you. I'd far rather this was running on my home Linux box than my windows laptop (work box), so if I can help make this work better please let me know how.
I'm spending a fair number of my evenings recently trying to get spring in a stable state for me to just while away the odd hour being beaten up by an AI :) So far the game is in getting the game to work, and at the moment I'm still enjoying that. I'd rather be playing the game though :).
I hadn't wanted to go on to the bleeding edge to get this to work. I wanted to try this out as a normal Linux user and just install it.
You are correct I just grabbed a symbols package from Agon's repo and installed that. I was only after the function call names, which doing that gave me, so I could then have some idea of what to grep for in the source. I'm not familiar with gdb at all as I'm more of a scripting than compiling kind of guy, but I'm willing to learn :).
I grep'd the source and found the function and then went in and hacked in a load of printf()s to get some more info out. I've written this up in a reply on this thread...
http://springrts.com/phpbb/viewtopic.php?f=15&t=18941
I guess I'm just going to have to go off and SVN the source and get it all setup to roll my own if I want to progress any further.
@general
Another issue I've notice with the build I have is that I mostly end up with AAI installed in each of the AI/Skirmish/xxx/vers/ directories.
Even now I thought I had specifically compiled up and installed RAI but the bot when loaded says it is KAIK in the in game console.
NTai doesn't even seem to build at all, but then it could be putting the libSkirmish.so somewhere weird based on what I've seen so far.
I'm thinking I need to clean out my current setup and grab everything afresh and start over. That way I can check if these are default build issues or related to my 'playing'.
At the moment I have a functional KAIK launching when I choose RAI in the bots list :) I have no idea at the moment if it is actually using the library in the RAI directory or if it is mis-loading the library in KAIK. I guess that's probably what I should find out next.
@Agon/Auswaschbar
Thanks for the info and help. I'm quite happy to be an x64 Linux tester for either of you. I'd far rather this was running on my home Linux box than my windows laptop (work box), so if I can help make this work better please let me know how.
I'm spending a fair number of my evenings recently trying to get spring in a stable state for me to just while away the odd hour being beaten up by an AI :) So far the game is in getting the game to work, and at the moment I'm still enjoying that. I'd rather be playing the game though :).
Re: Spring on OpenSuse 11.1 64bit
So I had a look at the build output and it's definitely a little confused :)
My apologies it was KAIK that did not appear to be being built, not NTai as there was no libSkirmishAI.so in the KAIK source directory after build.
we can see from the above that what is happening in fact is KAIK is being built and then linked in to the RAI directory.
Then RAI is being built and linked in to the parent AI/Skirmish build directory.
This explains why when I load RAI I get KAIK and why KAIK doesn't work. I'm guessing then that in the install script it is failing to find some of the libraries (due to bad build) and is therefore falling back to copying the first library it copied. IE AAI. I've got nothing to back this up other than I noted a while back that lots of my AI libraries were the same filesize and thought that was rather odd and it turned out that was the filesize of the AAI library.
Just about to try manually copying the RAI and KAIK libraries in to place and see how that does in BA.
My apologies it was KAIK that did not appear to be being built, not NTai as there was no libSkirmishAI.so in the KAIK source directory after build.
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...
Building CXX object AI/Skirmish/CMakeFiles/KAIK.dir/__/Wrappers/CUtils/SSkirmishAISpecifier.cpp.o
Linking CXX shared module RAI/libSkirmishAI.so
Built target KAIK
...
Building CXX object AI/Skirmish/CMakeFiles/RAI.dir/__/Wrappers/CUtils/SSkirmishAISpecifier.cpp.o
Linking CXX shared module libSkirmishAI.so
Built target RAI
...
Then RAI is being built and linked in to the parent AI/Skirmish build directory.
This explains why when I load RAI I get KAIK and why KAIK doesn't work. I'm guessing then that in the install script it is failing to find some of the libraries (due to bad build) and is therefore falling back to copying the first library it copied. IE AAI. I've got nothing to back this up other than I noted a while back that lots of my AI libraries were the same filesize and thought that was rather odd and it turned out that was the filesize of the AAI library.
Just about to try manually copying the RAI and KAIK libraries in to place and see how that does in BA.
Re: Spring on OpenSuse 11.1 64bit
there was a quirk in the AI build script (CMake) until recently, mixing up somethign with RAI with something of KAIK. it is not zet in the reslease build sources, but in master.
there is no mechanism of fallback to an other AI librarz or something like that. the AIs libs generally end up in the right place, and i can not imagine why there should be a difference between 32bit and 64bit build systems.
hmm...
just a wild guess.. do zou start cmake in the AI subfolder?
this would not work properly, zou always have to start it in hte spring repo root. later you can do a for example, to compile only that, but configuring cmake has to be done in spring root.
there is no mechanism of fallback to an other AI librarz or something like that. the AIs libs generally end up in the right place, and i can not imagine why there should be a difference between 32bit and 64bit build systems.
hmm...
just a wild guess.. do zou start cmake in the AI subfolder?
this would not work properly, zou always have to start it in hte spring repo root. later you can do a
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make AAI
Re: Spring on OpenSuse 11.1 64bit
I actually used 'ccmake .' in the source root (as the C++ compiler variable wasn't automatically set.) and then did a (c)onfigure and then a (g)enerate.
I have, at a later point, accidentally run ccmake in the AI/Skirmish directory; but then I re-ran it in the root after deleting the source dir and re-extracting it. It is because of little mistakes such as this that I was planning on cleaning out everything I have been playing with. I wish to eliminate any of my mistakes from this and try and track down and document some of the things I find are not quite correct.
At work today I've gotten mingw and git set up on my vista laptop and grabbed spring from git:// so I'm going to archive up my current release install on there and have a go at finding any dependencies and compiling spring under that. I also have Visual Studio 2008/2005 on there so I might be able to take advantage of that to help out identifying issues.
Hey I might also learn some C++ and more about CMake along the way, which can only be a good thing.
Tonight I plan on cleaning up both machines and getting ready for new builds (with less mistakes on my part and more knowledge).
Just one question at the moment. Is the master svn repo not accessible to the public? I tried to view it using RapidSVN and received 403 permission denied errors (hence going for the git repo instead).
I have, at a later point, accidentally run ccmake in the AI/Skirmish directory; but then I re-ran it in the root after deleting the source dir and re-extracting it. It is because of little mistakes such as this that I was planning on cleaning out everything I have been playing with. I wish to eliminate any of my mistakes from this and try and track down and document some of the things I find are not quite correct.
At work today I've gotten mingw and git set up on my vista laptop and grabbed spring from git:// so I'm going to archive up my current release install on there and have a go at finding any dependencies and compiling spring under that. I also have Visual Studio 2008/2005 on there so I might be able to take advantage of that to help out identifying issues.
Hey I might also learn some C++ and more about CMake along the way, which can only be a good thing.
Tonight I plan on cleaning up both machines and getting ready for new builds (with less mistakes on my part and more knowledge).
Just one question at the moment. Is the master svn repo not accessible to the public? I tried to view it using RapidSVN and received 403 permission denied errors (hence going for the git repo instead).
Re: Spring on OpenSuse 11.1 64bit
SVN is deprecated since january, we switched to git back then, so you have to use git
..it is way superior to svn
..it is way superior to svn

Re: Spring on OpenSuse 11.1 64bit
I deleted
/usr/bin/spring
/usr/bin/spring-dedicated
/usr/bin/springlobby
/usr/bin/springsettings
/usr/lib64/spring/
/usr/lib64/libunitsync.so
/usr/lib64/libspringserver.so
/usr/share/games/spring/
I've left my mods and maps and such in ~/.spring/ for now, I just wanted to make a clean base build from master.
I did a
then a
and set the g++ compiler flag and tweaked a few other flags.
After configure and generate had finished I did
It built everything fine from what I can see, particularly I noted the KAIK and RAI bots seem to put their libSkirmishAI.so files in the correct place in the build directories (thanks hoijui).
The install doesn't say where the sources come from but all the ouput locations looked okay.
I then listed the contents of /usr/lib64/spring/AI/*/*/*.so to get all the .so files
As you can see all the bot libraries are the same size apart from the NULLAI.
In the source build directories they are very different.
And as we can see, AAI is the one that fits.
So I conclude that for some reason AAI is being copied over in each case during the install.
/usr/bin/spring
/usr/bin/spring-dedicated
/usr/bin/springlobby
/usr/bin/springsettings
/usr/lib64/spring/
/usr/lib64/libunitsync.so
/usr/lib64/libspringserver.so
/usr/share/games/spring/
I've left my mods and maps and such in ~/.spring/ for now, I just wanted to make a clean base build from master.
I did a
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git clone git://github.com/spring/spring.git
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ccmake .
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AIDIR lib64/spring
AIINTERFACES ALL
APPLICATIONS_DIR share/applications
BINDIR bin
Boost_INCLUDE_DIR /usr/include
Boost_LIBRARY_DIRS /usr/lib64
Boost_PROGRAM_OPTIONS_LIBRARY /usr/lib64/libboost_program_options-mt.so
Boost_PROGRAM_OPTIONS_LIBRARY_ Boost_PROGRAM_OPTIONS_LIBRARY_DEBUG-NOTFOUND
Boost_PROGRAM_OPTIONS_LIBRARY_ /usr/lib64/libboost_program_options-mt.so
Boost_REGEX_LIBRARY /usr/lib64/libboost_regex-mt.so
Boost_REGEX_LIBRARY_DEBUG Boost_REGEX_LIBRARY_DEBUG-NOTFOUND
Boost_REGEX_LIBRARY_RELEASE /usr/lib64/libboost_regex-mt.so
Boost_SYSTEM_LIBRARY /usr/lib64/libboost_system-mt.so
Boost_SYSTEM_LIBRARY_DEBUG Boost_SYSTEM_LIBRARY_DEBUG-NOTFOUND
Boost_SYSTEM_LIBRARY_RELEASE /usr/lib64/libboost_system-mt.so
Boost_THREAD_LIBRARY /usr/lib64/libboost_thread-mt.so
Boost_THREAD_LIBRARY_DEBUG Boost_THREAD_LIBRARY_DEBUG-NOTFOUND
Boost_THREAD_LIBRARY_RELEASE /usr/lib64/libboost_thread-mt.so
CMAKE_AR /usr/bin/ar
CMAKE_BUILD_TYPE Release
CMAKE_COLOR_MAKEFILE ON
CMAKE_CXX_COMPILER /usr/bin/g++-4.3
CMAKE_CXX_FLAGS
CMAKE_CXX_FLAGS_DEBUG -g
CMAKE_CXX_FLAGS_MINSIZEREL -Os -DNDEBUG
CMAKE_CXX_FLAGS_RELEASE -O3 -DNDEBUG
CMAKE_CXX_FLAGS_RELWITHDEBINFO
CMAKE_C_COMPILER /usr/bin/gcc
CMAKE_C_FLAGS
CMAKE_C_FLAGS_DEBUG -g
CMAKE_C_FLAGS_MINSIZEREL -Os -DNDEBUG
CMAKE_C_FLAGS_RELEASE -O3 -DNDEBUG
CMAKE_C_FLAGS_RELWITHDEBINFO -O2 -g
CMAKE_EXE_LINKER_FLAGS
CMAKE_EXE_LINKER_FLAGS_DEBUG
CMAKE_EXE_LINKER_FLAGS_MINSIZE
CMAKE_EXE_LINKER_FLAGS_RELEASE
CMAKE_EXE_LINKER_FLAGS_RELWITH
CMAKE_INSTALL_PREFIX /usr
CMAKE_LINKER /usr/bin/ld
CMAKE_MAKE_PROGRAM /usr/bin/gmake
CMAKE_MODULE_LINKER_FLAGS
CMAKE_MODULE_LINKER_FLAGS_DEBU
CMAKE_MODULE_LINKER_FLAGS_MINS
CMAKE_MODULE_LINKER_FLAGS_RELE
CMAKE_MODULE_LINKER_FLAGS_RELW
CMAKE_NM /usr/bin/nm
CMAKE_OBJCOPY /usr/bin/objcopy
CMAKE_OBJDUMP /usr/bin/objdump
CMAKE_RANLIB /usr/bin/ranlib
CMAKE_SHARED_LINKER_FLAGS
CMAKE_SHARED_LINKER_FLAGS_DEBU
CMAKE_SHARED_LINKER_FLAGS_MINS
CMAKE_SHARED_LINKER_FLAGS_RELE
CMAKE_SHARED_LINKER_FLAGS_RELW
CMAKE_SKIP_RPATH OFF
CMAKE_STRIP /usr/bin/strip
CMAKE_USE_RELATIVE_PATHS OFF
CMAKE_VERBOSE_MAKEFILE OFF
CUSTOM_COMPILER_DEFINITIONS
DATADIR share/games/spring
DEVIL_ILUT_LIBRARY /usr/lib64/libILUT.so
DEVIL_ILU_LIBRARY /usr/lib64/libILU.so
DEVIL_IL_LIBRARY /usr/lib64/libIL.so
DEVIL_INCLUDE_DIR /usr/include
FREETYPECONFIG_EXECUTABLE /usr/bin/freetype-config
FREETYPE_LIBRARIES -lfreetype -lz
GLEW_INCLUDE_DIR /usr/include
GLEW_LIBRARIES /usr/lib64/libGLEW.so
GLUT_INCLUDE_DIR /usr/include
GLUT_Xi_LIBRARY /usr/lib64/libXi.so
GLUT_Xmu_LIBRARY /usr/lib64/libXmu.so
GLUT_glut_LIBRARY /usr/lib64/libglut.so
JAVA_ARCHIVE JAVA_ARCHIVE-NOTFOUND
JAVA_AWT_INCLUDE_PATH JAVA_AWT_INCLUDE_PATH-NOTFOUND
JAVA_AWT_LIBRARY JAVA_AWT_LIBRARY-NOTFOUND
JAVA_COMPILE JAVA_COMPILE-NOTFOUND
JAVA_DOC JAVA_DOC-NOTFOUND
JAVA_INCLUDE_PATH JAVA_INCLUDE_PATH-NOTFOUND
JAVA_INCLUDE_PATH2 JAVA_INCLUDE_PATH2-NOTFOUND
JAVA_JVM_LIBRARY JAVA_JVM_LIBRARY-NOTFOUND
JAVA_RUNTIME /usr/lib/jvm/jre/bin/java
LIBDIR lib64
MARCH_FLAG nocona
MIME_DIR share/mime
OGG_INCLUDE_DIR /usr/include
OGG_LIBRARY /usr/lib64/libogg.so
OPENAL_INCLUDE_DIR /usr/include/AL
OPENAL_LIBRARY_RAW /usr/lib64/libopenal.so
OPENGL_INCLUDE_DIR /usr/include
OPENGL_gl_LIBRARY /usr/lib64/libGL.so
OPENGL_glu_LIBRARY /usr/lib64/libGLU.so
OPENGL_xmesa_INCLUDE_DIR OPENGL_xmesa_INCLUDE_DIR-NOTFOUND
PIXMAPS_DIR share/pixmaps
PYTHON_INCLUDE_PATH PYTHON_INCLUDE_PATH-NOTFOUND
PYTHON_LIBRARY PYTHON_LIBRARY-NOTFOUND
SDLMAIN_LIBRARY /usr/lib64/libSDLmain.a
SDL_INCLUDE_DIR /usr/include/SDL
SDL_LIBRARY /usr/lib64/libSDLmain.a;/usr/lib64/libSDL.so;-lpthread
SPRING_DATADIR /usr/lib64/spring
STABS_DEBUG_SYMBOLS OFF
SYNCCHECK ON
SYNCDEBUG OFF
TRACE_SYNC OFF
USE_GML OFF
USE_GML_DEBUG OFF
USE_GML_SIM OFF
USE_MMGR OFF
USE_NEDMALLOC OFF
VORBISFILE_LIBRARY /usr/lib64/libvorbisfile.so
VORBIS_INCLUDE_DIR /usr/include
VORBIS_LIBRARY /usr/lib64/libvorbis.so
X11_ICE_INCLUDE_PATH /usr/include
X11_ICE_LIB /usr/lib64/libICE.so
X11_SM_LIB /usr/lib64/libSM.so
X11_X11_INCLUDE_PATH /usr/include
X11_X11_LIB /usr/lib64/libX11.so
X11_XShm_INCLUDE_PATH /usr/include
X11_XTest_INCLUDE_PATH /usr/include
X11_XTest_LIB /usr/lib64/libXtst.so
X11_Xaccessrules_INCLUDE_PATH /usr/include
X11_Xaccessstr_INCLUDE_PATH /usr/include
X11_Xau_INCLUDE_PATH /usr/include
X11_Xau_LIB /usr/lib64/libXau.so
X11_Xcomposite_INCLUDE_PATH /usr/include
X11_Xcomposite_LIB /usr/lib64/libXcomposite.so
X11_Xcursor_INCLUDE_PATH /usr/include
X11_Xcursor_LIB /usr/lib64/libXcursor.so
X11_Xdamage_INCLUDE_PATH /usr/include
X11_Xdamage_LIB /usr/lib64/libXdamage.so
X11_Xdmcp_INCLUDE_PATH /usr/include
X11_Xdmcp_LIB /usr/lib64/libXdmcp.so
X11_Xext_LIB /usr/lib64/libXext.so
X11_Xfixes_INCLUDE_PATH /usr/include
X11_Xfixes_LIB /usr/lib64/libXfixes.so
X11_Xft_INCLUDE_PATH /usr/include
X11_Xft_LIB /usr/lib64/libXft.so
X11_Xinerama_INCLUDE_PATH /usr/include
X11_Xinerama_LIB /usr/lib64/libXinerama.so
X11_Xinput_INCLUDE_PATH /usr/include
X11_Xinput_LIB /usr/lib64/libXi.so
X11_Xkb_INCLUDE_PATH /usr/include
X11_Xkblib_INCLUDE_PATH /usr/include
X11_Xlib_INCLUDE_PATH /usr/include
X11_Xpm_INCLUDE_PATH /usr/include
X11_Xpm_LIB /usr/lib64/libXpm.so
X11_Xrandr_INCLUDE_PATH /usr/include
X11_Xrandr_LIB /usr/lib64/libXrandr.so
X11_Xrender_INCLUDE_PATH /usr/include
X11_Xrender_LIB /usr/lib64/libXrender.so
X11_Xscreensaver_INCLUDE_PATH /usr/include
X11_Xscreensaver_LIB /usr/lib64/libXss.so
X11_Xshape_INCLUDE_PATH /usr/include
X11_Xt_INCLUDE_PATH /usr/include
X11_Xt_LIB /usr/lib64/libXt.so
X11_Xutil_INCLUDE_PATH /usr/include
X11_Xv_INCLUDE_PATH /usr/include
X11_Xv_LIB /usr/lib64/libXv.so
X11_Xxf86misc_LIB /usr/lib64/libXxf86misc.so
X11_dpms_INCLUDE_PATH /usr/include
X11_xf86misc_INCLUDE_PATH /usr/include
X11_xf86vmode_INCLUDE_PATH /usr/include
ZLIB_INCLUDE_DIR /usr/include
ZLIB_LIBRARY /usr/lib64/libz.so
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sudo make install
The install doesn't say where the sources come from but all the ouput locations looked okay.
I then listed the contents of /usr/lib64/spring/AI/*/*/*.so to get all the .so files
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pink@bester:~/Projects/spring/spring> ls -las /usr/lib64/spring/AI/Skirmish/*/*/*.so
-rwxr-xr-x 1 root root 650798 2009-07-09 20:39 /usr/lib64/spring/AI/Skirmish/AAI/0.9/libSkirmishAI.so
-rwxr-xr-x 1 root root 650798 2009-07-09 20:39 /usr/lib64/spring/AI/Skirmish/KAIK/0.13/libSkirmishAI.so
-rwxr-xr-x 1 root root 650798 2009-07-09 20:39 /usr/lib64/spring/AI/Skirmish/NTai/XE9.81/libSkirmishAI.so
-rwxr-xr-x 1 root root 9607 2009-07-09 00:51 /usr/lib64/spring/AI/Skirmish/NullAI/0.1/libSkirmishAI.so
-rwxr-xr-x 1 root root 650798 2009-07-09 20:39 /usr/lib64/spring/AI/Skirmish/NullLegacyCppAI/0.1/libSkirmishAI.so
-rwxr-xr-x 1 root root 650798 2009-07-09 20:39 /usr/lib64/spring/AI/Skirmish/RAI/0.601/libSkirmishAI.so
In the source build directories they are very different.
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pink@bester:~/Projects/spring/spring> ls -las ./AI/Skirmish/*/*.so
-rwxr-xr-x 1 pink users 650798 2009-07-09 21:24 ./AI/Skirmish/AAI/libSkirmishAI.so
-rwxr-xr-x 1 pink users 1015638 2009-07-09 21:25 ./AI/Skirmish/KAIK/libSkirmishAI.so
-rwxr-xr-x 1 pink users 1180238 2009-07-09 21:28 ./AI/Skirmish/NTai/libSkirmishAI.so
-rwxr-xr-x 1 pink users 9607 2009-07-09 21:28 ./AI/Skirmish/NullAI/libSkirmishAI.so
-rwxr-xr-x 1 pink users 213337 2009-07-09 21:28 ./AI/Skirmish/NullLegacyCppAI/libSkirmishAI.so
-rwxr-xr-x 1 pink users 688248 2009-07-09 21:29 ./AI/Skirmish/RAI/libSkirmishAI.so
So I conclude that for some reason AAI is being copied over in each case during the install.
Re: Spring on OpenSuse 11.1 64bit
mmm.. thank you very much!
strange.. i am very sure this never happend on my dev machine, but now on an other machine, i get the same! NullAI beeing smaller, the others beeing of equal size, and its also AAI here.
Well... it could be because of an other version of cmake, or compiler settings (i use ccache and distcc on the machien where it goes wrong). though the second option seems much less likely.
anyway, it is maybe time to restructure the cmake AI build scripts.
as it is now:
the later two mainly consist of a list of build targets for the interfaces/skimrmish AIs each. they could be split into one file per interface/AI, and it would look liek this:
this may already fix this problem, plus it would make it possible to add AIs as git submodules much more easily (if i got it right).
i will look into this, thanks again!
strange.. i am very sure this never happend on my dev machine, but now on an other machine, i get the same! NullAI beeing smaller, the others beeing of equal size, and its also AAI here.
Well... it could be because of an other version of cmake, or compiler settings (i use ccache and distcc on the machien where it goes wrong). though the second option seems much less likely.
anyway, it is maybe time to restructure the cmake AI build scripts.
as it is now:
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/CMakeLists.txt
/AI/CMakeLists.txt
/AI/Interface/CMakeLists.txt
/AI/Skirmish/CMakeLists.txt
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/CMakeLists.txt
/AI/CMakeLists.txt
/AI/Interface/CMakeLists.txt
/AI/Interface/C/CMakeLists.txt
/AI/Interface/Java/CMakeLists.txt
/AI/Skirmish/CMakeLists.txt
/AI/Skirmish/AAI/CMakeLists.txt
/AI/Skirmish/RAI/CMakeLists.txt
/AI/Skirmish/KAIK/CMakeLists.txt
/AI/Skirmish/NullAI/CMakeLists.txt
/AI/Skirmish/NullOOJavaAI/CMakeLists.txt
...
i will look into this, thanks again!
Re: Spring on OpenSuse 11.1 64bit
It's the least I can do in consideration of the hard work others have put in.
I'm unlikely to ever be able to help out by optimising the shadow or reflection or bumpmap routines; but test and report, yeah that I can do. Fixing the odd little niggle and to some extent bug hunt should also be within my reach.
As I think I mentioned in my original post if this helps one other person it's worth it.
I'm intrigued by many aspects, it's going to take a while to learn it all. First step is to get as stable a base to work from as possible and keep things tidy.
I'm unlikely to ever be able to help out by optimising the shadow or reflection or bumpmap routines; but test and report, yeah that I can do. Fixing the odd little niggle and to some extent bug hunt should also be within my reach.
As I think I mentioned in my original post if this helps one other person it's worth it.
I'm intrigued by many aspects, it's going to take a while to learn it all. First step is to get as stable a base to work from as possible and keep things tidy.
Re: Spring on OpenSuse 11.1 64bit
i made some changes described in my last post, they are in master now. the problem with all shared libs beeing AAI does not occure on my local system anymore.
please git pull and recompile. hope it works now for you too.
please git pull and recompile. hope it works now for you too.
Re: Spring on OpenSuse 11.1 64bit
Will do that right now and let you know how it goes. Thanks.
Re: Spring on OpenSuse 11.1 64bit
Didn't get a chance last night to actually build this so set it going as I left for work this morning. The result...
Looks good to me. Thanks. Looking forward to 0.79.1.3 :)
Now I just have to try and work out why RAI never builds more than one metal extractor, why KAIK is so aggressive and why AAI crashes on UpdateEnemyScoutData(). :)
Code: Select all
pink@bester:~/.spring> ls -las /usr/lib64/spring/AI/Skirmish/*/*/*.so
-rwxr-xr-x 1 root root 650846 2009-07-14 14:31 /usr/lib64/spring/AI/Skirmish/AAI/0.9/libSkirmishAI.so
-rwxr-xr-x 1 root root 1019766 2009-07-14 14:31 /usr/lib64/spring/AI/Skirmish/KAIK/0.13/libSkirmishAI.so
-rwxr-xr-x 1 root root 1184366 2009-07-14 14:31 /usr/lib64/spring/AI/Skirmish/NTai/XE9.81/libSkirmishAI.so
-rwxr-xr-x 1 root root 9607 2009-07-14 13:46 /usr/lib64/spring/AI/Skirmish/NullAI/0.1/libSkirmishAI.so
-rwxr-xr-x 1 root root 217465 2009-07-14 14:31 /usr/lib64/spring/AI/Skirmish/NullLegacyCppAI/0.1/libSkirmishAI.so
-rwxr-xr-x 1 root root 692376 2009-07-14 14:31 /usr/lib64/spring/AI/Skirmish/RAI/0.601/libSkirmishAI.so
Now I just have to try and work out why RAI never builds more than one metal extractor, why KAIK is so aggressive and why AAI crashes on UpdateEnemyScoutData(). :)
Re: Spring on OpenSuse 11.1 64bit
glad that fixed it 
KAIK beeing aggressive is good, no?
AAI needs oconfig files for the mods you play, you have to create/copy them by hand, have a look at AI/SSkirmish/AAI/0.9/cfg/mod/, you shoudl get the idea.

KAIK beeing aggressive is good, no?
AAI needs oconfig files for the mods you play, you have to create/copy them by hand, have a look at AI/SSkirmish/AAI/0.9/cfg/mod/, you shoudl get the idea.
Re: Spring on OpenSuse 11.1 64bit
Yeah, I've configured a stack of configs for AAI, but it always crashes out a some point during the game whilst in the loop in UpdateEnemyScoutData() and segfaults. I must admit I haven't tried it recently. I've been playing against KAIK (which has no air units I believe), it's good cannon fodder on maps which restrict it's movement, but wipes me out every time on more open maps.
I like it tough once I've had a chance to build up a basic economy, but to be wiped out by aircraft and level 3 units before I've even got a kbot lab stable is incredible.
Sometimes it seems to play a bit slower and I can just get a good foothold in place and have a fairly protracted battle (before being wiped out), other times it just stomps me down before I've even started.
As a result I'm getting fairly good at having no stalling up until I've gotten a few factories running solidly and a fair amount of land occupied and defended.
Not one of the other AIs function adequately though. AAI crashes, RAI does little to nothing and usually ends up with it's commander being target practice for a huge fleet of bombers. NTai is the same as RAI, despite trying a few different mods.
I'm sure I'll get to the bottom of these issues eventually. It's running well enough against KAIK for me to have some fun and learn how to play various mods.
Thanks for the support and help. Much appreciated. I will no doubt be posting more threads with questions and findings.
I like it tough once I've had a chance to build up a basic economy, but to be wiped out by aircraft and level 3 units before I've even got a kbot lab stable is incredible.
Sometimes it seems to play a bit slower and I can just get a good foothold in place and have a fairly protracted battle (before being wiped out), other times it just stomps me down before I've even started.
As a result I'm getting fairly good at having no stalling up until I've gotten a few factories running solidly and a fair amount of land occupied and defended.
Not one of the other AIs function adequately though. AAI crashes, RAI does little to nothing and usually ends up with it's commander being target practice for a huge fleet of bombers. NTai is the same as RAI, despite trying a few different mods.
I'm sure I'll get to the bottom of these issues eventually. It's running well enough against KAIK for me to have some fun and learn how to play various mods.
Thanks for the support and help. Much appreciated. I will no doubt be posting more threads with questions and findings.