NTai XE10.1b - Page 87

NTai XE10.1b

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

Moderators: hoijui, Moderators

User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: NTai XE9.8 experimental for 0.76b1

Post by 1v0ry_k1ng »

An ai dosnt count as released till you post somthing like this:
hi guize ive compiled the newest ntai. i have tested it extensively, done quality control, and can confirm it works and is ready for release.

The ai.dll
http://www.happynicefriends.com

the config toolset
http://www.smileypuppy.com

some new tags/options Ive put in are bla blabla bla, hf
(obviously with the correct links rather than shocksites though)(ha ha ha banned)

but yeah- you havnt made a post like that for about 3 years, which is why this ai is effectively mythical until otherwise proven
Last edited by 1v0ry_k1ng on 02 Mar 2009, 20:41, edited 1 time in total.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: NTai XE9.8 experimental for 0.76b1

Post by zwzsg »

1v0ry_k1ng wrote:but yeah- you havnt made a post like that for about 3 years, which is why this ai is effectively mythical until otherwise proven
I know from good source that it used to exist, I heard some report of long timers saying they have SEEN it, man!
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NTai XE9.8 experimental for 0.76b1

Post by AF »

IK Ive made changes and still making changes, if your still going to troll this thread then please leave, zwzsg you were asked to leave quite a while too as all you seem to do is the same.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: NTai XE9.8 experimental for 0.76b1

Post by 1v0ry_k1ng »

im not trolling, im reminding you that you havnt released for a loooong time. im not going to troll, I want this AI up and running, cuz it ballin
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NTai XE9.8 experimental for 0.76b1

Post by AF »

Thread unlocked, and progress of a most wonderful kind

Image
Attachments
screen002.png
(1.29 MiB) Downloaded 239 times
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: NTai XE9.9+ unstable - unreleased

Post by Gota »

Oh man...
After so many years of AI devving you still can't make it not play with Core?
Core Suck.
Call me when your A.I plays Arm.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NTai XE9.9+ unstable - unreleased

Post by AF »

Arm NTai play on greencomet, still a number of bugs to iron out:

Image
Attachments
screen004.png
(1.29 MiB) Downloaded 236 times
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: NTai XE9.9+ unstable - unreleased

Post by hoijui »

cool! :D
go on!!
Achilla
Posts: 79
Joined: 24 Aug 2009, 15:17

Re: NTai XE9.9+ unstable - unreleased

Post by Achilla »

May I ask for the list of currently officially supported mods under the AI?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NTai XE9.9+ unstable - unreleased

Post by AF »

The test games so far have been balanced annihilation 7 running under a generic configuration file that is not mod specific. There is an old configuration file by IK for XTA I have to test, and there are NOTA configs amongst others, btu I have not tested those with the new code yet either.

As such I cannot declare which mods are officially supported until shortly after release.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: NTai XE9.9+ unstable - unreleased

Post by 1v0ry_k1ng »

hi guiz,

pm test versions/config maker client to IK for biiig win?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NTai XE9.9+ unstable - unreleased

Post by AF »

I will do when I have finished further stability testing. I have also removed threading and doubled the size of the build algorithm grid squares, but I would like to talk to my professor about revising the algorithm so that it runs faster.

I also have a handful of other tweaks, and I believe the threat matrix needs modifying, its not working optimally.

I would also like to clarify that the configuration file format after this next release will be subject to flux and may nto even be based on the tdf syntax. I will not be modifying toolkit to read it in the immediate future, and will look into what it would take once the changes are mature.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NTai XE9.9+ unstable - unreleased

Post by AF »

I'd like to declare the following things:
  • I do not intend to allow NTai to be distributed with the main spring.
  • If game developers wish to put NTai in their installer, please contact me, and I can help put together a suitable package for their installer
  • NTai bugs and requests or suggestions are to be placed in my redmine NTai tracker, not the spring mantis database:
    NTai Bug/Support Tracker site
    Create new Issue/bug/request
    Roadmap/Progress status
  • I plan a release labelled classic NTai or XE10 within the next week.
  • I do not intend to develop support for unreleased versions of spring unless exceptional circumstances. For example at the moment spring stands at 0.8, I would not work with 0.81 or in-between code unless its pushed out in a public release. This is in order to simplify my release cycle further, as well as avoid the problem of managing multiple code base for multiple versions of the engine.
As you cans ee XE10 is currently standing at 51% completion. 64% of the issues are marked as closed, and only 8 issues remain at time of writting, most of which are refactors or trivial, such as documentation and UML diagrams
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: NTai XE9.9+ unstable - unreleased

Post by 1v0ry_k1ng »

your running out of week
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NTai XE9.9+ unstable - unreleased

Post by AF »

It was a guideline, and if you haven't noticed I've made progress, there are now only 2 issues that are blocking the release assuming stability testing, one of which is necessary and is almost completed, and the other works at the moment but the issue is about performance improvements to the build placement algorithm.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NTai XE9.9+ unstable - unreleased

Post by AF »

Major Progress

Image

4way ffa, yellow teams commander got killed by blue attackers and thus was removed from the game. Purple has reached tier 2, and red is attempting it. Blue has built hovercraft.

This is running BA, with the generic configuration file.

Game continued for 38 minutes before crash.
Attachments
screen001.png
(1.05 MiB) Downloaded 305 times
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: NTai XE9.9+ unstable - unreleased

Post by 1v0ry_k1ng »

BEEERRRRT!

WHERES MY BREAKFAST!
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NTai XE9.9+ unstable - unreleased

Post by AF »

Real life got in the way, pushed to monday/tuesday
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: NTai XE9.9+ unstable - unreleased

Post by 1v0ry_k1ng »

1v0ry_k1ng wrote:BEEERRRRT!

WHERES MY BREAKFAST!
User avatar
DJ
Posts: 355
Joined: 17 Jan 2007, 13:26

Re: NTai XE9.9+ unstable - unreleased

Post by DJ »

ever heard of the phrase "under promise over achieve"?

In fairness if you get this released and its crash free it will be awesome.
Post Reply

Return to “AI”