NTAI 0.26 + Other goodies

NTAI 0.26 + Other goodies

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

Post Reply
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

NTAI 0.26 + Other goodies

Post by AF »

Same as below but with changes.

This package has the GroupAI recompiled, the GUI fodler included, ZCAIN 0.2 and JCAI 0.22, the new settings.exe and an updated version of NTAI.

NTAI 0.26 changelog.

- Necros now build more than just an HLT.
- Factories use the same cosntruction systema s untis, thus the whole build queue of a factory is built, and units may guard it when they've finished tasks. Expect the AI to build more forces and scouters as a result.
- AI makes use of sumos now, and builds more lvl 2 attack units.
- Attack code has been tweaked somewhat, the AI may attack in groups of units larger than 14 now.

If it crashes, an it says GlobalAI exception, send the needed log files to the AI dev, be it me zaphod ro cain.

If you get the all familiar dialog saying spring ahs crashed, dont blame me, it is not somehtign I cause do or have cotnrol voer, so forward bug reports to zaphod or one of the SY's.

Downlaod Here

PS: Expect unviersal mod support to be a v0.3 feature
Last edited by AF on 31 Oct 2005, 21:08, edited 1 time in total.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

and we can download it where?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

bugger I knew I forgot something =D, fileuniverse.com! I'll edit the post
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Somehow with your version i can't enable shadows while in the normal version it does work...

also the new gui is really messed..

just wanted to let u know
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Well I havent touched the new GUI at all, I just uncommented #define NEWGUI and recompiled.

Try making a list of the problems and send it on to torrasque ro jouninkomiko.

I dunno about enablin shadows though =s, works for me...
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Since altani are the one that compiled the spring.exe altani are the one that have the .pdb file connected to it (you saved it right?) and therefore altani are the only one that will be able to see what the bug reports says. Therefore all bug reports created when using an exe compiled by altani must be sent to altani. (same goes for all other custom compiled exes with their respective author)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I have amde the minor changes needed, I've provided them for all to see and yet I still dotn see them in the cvs.

Eitherway I have no use for them things, if confronted with the bug report I would spontaneously combust in a shower of cookies to be reborn.

I hold responsibility only for NTAI 0.26 and the rest is provided as is. Any changes to Spring.exe I amde are documented and shouldnt be capable of causing any crashes whatsoever.
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

The point is that the other developers don't have PDB files for your spring exe, so the crash report is useless.
Do you have a cvs diff that I can use to patch?
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I see that the "transparent building" is in settings.exe. It's nonsense (but perhaps it's just here to test it in solo)
It should be in the lobby, or in the config file of a mod/mutator.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

ARM doesn't do anything?

also Core builds up a lot of resources be4 beginning on it's first plant

it expands nicely, builds lot of attackers but almost never attacks..
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Ok ok, firstly it still only supports XTA CORE. No arm support is available yet, it will nto crash with arm but it will just sit there askign the engine cna ti build core this no it cant can it build that etc etc.

Secondly, if it never sees you it never attacks, radar blips also coutn as enemy sightings, but if there are no sighting all it'll do is merge idle attack groups together till one big one is built just sitting there growing bigger and bigger.

The code changes I amde where amde directly to the CVS copies, they should be fine simply pasting over what already exists.

And the pdb file I have should be replicable by simply recompiling witht he code I put on fileunvierse. The copy I had has bene overwritten after I made a few changes requested by aGorm int he thread "Things desperatly needed IMHO" thread.

These are also copies directly edited from the cvs.

Also I'd find it useful if someone could tell me howto make diff files using VS .Net.

Featurehandler.rar changed code
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

VS.net can't generate a cvs diff directly, you have to "cvs diff ..." from the command line or use something like TortoiseCVS.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i'm not sure if i recall correctly but it didn't really builded radar. also it does build level 2 labs but does not use them, and it builds a lot of level 2 labs lol
User avatar
Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

good job, youre making progress with that AI. it still is somewhat unstable on my system on some maps (castles, mountain siege) but it gave me a real shock to see it attack early on with lots of lvl 1 mechs :)

when will the AI build krogoths? 8)

edit: just played another game on flooded desert and after some 11 k frames the game became extremely slow and some message with overflow and stuff spammed the console.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I was saving mechs as a fluke for dynamic build testing when I came to it.

But adding krogoths should be easy albeit it'll probably be unadvisable for resourcing reasons.

See how NTAI hardcoded it in the previous versions while I rumage to see if I got 0.26 source code on ym zip drive. It should only take an if statement and adding the corgantry to the adv con tasklist.

After which it should churn out krogoths if it hasnt stalled with building the gantry.
User avatar
brainxp
Posts: 6
Joined: 18 Oct 2005, 18:42

Post by brainxp »

I cannot get this AI to install correctly, I get "improper version" errors with centrabuild.dll and other files. The readme.txt didn't help me at all. Where should the AI files go in what directories?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The errors are because you're using the old GroupAI files with the new binaries instead of using the new groupAI files.

Are you beign asked if you want to voerwrite? And if so are you clicking no and keeping the old fiels, hence the errors?

Eitherway the AI should still work even with the old groupAI dll's.

And ontop fo that what binary are you running, spring.exe or springcolours.exe? Only use the modified binaries I or zaphod have released otherwise use NTAIx.dll from V0.25.

Eitherway NTAI + INCORRECT Interface type message (that doesnt mention a groupAI) == User running wrong version fo spring.

I take it the recompiled ZCAIn and JCAI 0.22 have the same problem, they do sue the same interface as the compiled NTAI, and ZCAIN that was bundled uses the same spring source files to compile as NTAI
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

does anyone know when there will be a new release, so all ais work with the same spring.exe that comes with the "official" update?
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

In the next few days. Betalord is doing some bugfixing with the new server code, and after that we should be ready to release.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The binaries I've released with NTAI 0.25 and 0.26 and the binary zaphod released with JCAI 0.22 all use the same interface....

The only AI that doesnt have a version compatible is veylons OTAI
Post Reply

Return to “AI”