NTai XE10.1b
Moderators: hoijui, Moderators
Re: NTai XE10
Okay Ill bundle the pdb, there's afterall the log folder with logs of every NTai instance you've even ran in meticulous detail.
Hoijui, you mean me casting off the c++ legacy wrapper? Since when would buildbot build NTai?
Hoijui, you mean me casting off the c++ legacy wrapper? Since when would buildbot build NTai?
Re: NTai XE10
it always did, and still does. it is just not in the installer, and ai libs are not uploaded separately to a place where you could download it, but it keeps the the debug symbols.
Re: NTai XE10
hmm atm I have a crippling bug that only appears when I turn all the debugging stuff off, making it hard to figure out whats going on, its to do with accessing the unitdef array provided by the legacy cpp wrapper. I wonder what the mignw32 build says. I do not have a mingw dev environment to play around with ( hassle hassle hassle hassle hassle hassle hassle, did I mention hassle? )
Re: NTai XE10
if you fix the TDF Parser to work with all boost versions, i'd get latest NTai version and would try to reproduce the bug in gdb wiht a MinGW build.
Re: NTai XE10
http://redmine.darkstars.co.uk/projects ... s/calendar
http://redmine.darkstars.co.uk/projects ... sues/gantt
http://redmine.darkstars.co.uk/projects/ntai/activity
http://redmine.darkstars.co.uk/projects/ntai/roadmap
For those wanting to see how far is left to go before 10.1, and what's being done.
http://redmine.darkstars.co.uk/projects ... sues/gantt
http://redmine.darkstars.co.uk/projects/ntai/activity
http://redmine.darkstars.co.uk/projects/ntai/roadmap
For those wanting to see how far is left to go before 10.1, and what's being done.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: NTai XE10
BEEERT!!
WHARS MY [improved attack behavior] !!!
WHARS MY [improved attack behavior] !!!
Re: NTai XE10
Here's the rewrite planned I told you about:
http://redmine.darkstars.co.uk/issues/163
More details on that at a later date.
Here's the change from move commands to fight commands you requested:
http://redmine.darkstars.co.uk/issues/157#change-212
The broken threat matrix you notified me about:
http://redmine.darkstars.co.uk/issues/159#change-211
The Dgunning issue you mentioned:
http://redmine.darkstars.co.uk/issues/158#change-210
http://redmine.darkstars.co.uk/issues/163
More details on that at a later date.
Here's the change from move commands to fight commands you requested:
http://redmine.darkstars.co.uk/issues/157#change-212
The broken threat matrix you notified me about:
http://redmine.darkstars.co.uk/issues/159#change-211
The Dgunning issue you mentioned:
http://redmine.darkstars.co.uk/issues/158#change-210
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: NTai XE10

if you recall, my current baaawwww is the way attack groups idle after reaching a destination
and a request for attacking and raiding behaviors in the task lists
Re: NTai XE10
Those issues would be fixed by the new system. You should open a new issue for the raiding detailing exactly how you want it implemented for reference.
Re: NTai XE10
My latest attempt at getting tdfparser to work with boost 1.4 have been met with problems.
Now that Ive upgraded to boost 1.40, I do not understand the errors I'm getting and looking at the spring code and the commits in question doesn't help me at all as the same changes do not do anything helpful in the NTai version.
edit: I'm going ahead with just tearing out the sprignv ersion in its entirety and replacing NTais version with it
edit2: seem to be making progress
Now that Ive upgraded to boost 1.40, I do not understand the errors I'm getting and looking at the spring code and the commits in question doesn't help me at all as the same changes do not do anything helpful in the NTai version.
edit: I'm going ahead with just tearing out the sprignv ersion in its entirety and replacing NTais version with it
edit2: seem to be making progress
Re: NTai XE10
You'll be glad to know I have fixed the boost 1.40 issue, though I need to push it to github when I get back:
http://redmine.darkstars.co.uk/issues/122
I also spoke with one of my lecturers and came upon a nifty optimization that tracks how overcrowded a quadrant of the map becomes:
http://redmine.darkstars.co.uk/issues/169
http://redmine.darkstars.co.uk/issues/122
I also spoke with one of my lecturers and came upon a nifty optimization that tracks how overcrowded a quadrant of the map becomes:
http://redmine.darkstars.co.uk/issues/169
Re: NTai XE10
nice! 
compiles with MinGW and boost 1.35 on linux now, so if you want, i can reference latest version in spring master now.

compiles with MinGW and boost 1.35 on linux now, so if you want, i can reference latest version in spring master now.
Re: NTai XE10
I still dont want NTai in spring releases, but if you want to link in the git repos then thats your choice, as long as you make clear I wont take responsibility when people complain about horrible crashes in latest code that were fixed months ago in my release cycle.
Re: NTai XE10
well... it does not matter what i want, just what you want (for this matter
).
NTai is already linked in spring main repo, as it always was (just that it is now a submodule, and before was part of the main repo). The pro for you, if it is linked on the main repo:
more people get to compile NTai, and will probably test it, and send usefull crash reports (as people that compile themselfs are more likely to have debug symbols, or probably even try to find a bug themselfs). also, it would be test compiled on MinGW for windows and GCC for Linux.
if you do not need/want this, then i will remove the link in the main repo alltogether.
it has nothing to do with the installer or linux packages, as NTai will not show up there, whether it is linked in the main repo or not (only reffereing to the general spring installer, not game specific ones).

NTai is already linked in spring main repo, as it always was (just that it is now a submodule, and before was part of the main repo). The pro for you, if it is linked on the main repo:
more people get to compile NTai, and will probably test it, and send usefull crash reports (as people that compile themselfs are more likely to have debug symbols, or probably even try to find a bug themselfs). also, it would be test compiled on MinGW for windows and GCC for Linux.
if you do not need/want this, then i will remove the link in the main repo alltogether.
it has nothing to do with the installer or linux packages, as NTai will not show up there, whether it is linked in the main repo or not (only reffereing to the general spring installer, not game specific ones).
Re: NTai XE10
I do not maintain the spring repository, therefore it is not my responsibility or my decision. I have no official stance.
New build soon, just not been at my computer today
New build soon, just not been at my computer today
Re: NTai XE10
i'll take this as a no (will remove the NTai link from spring master).
Re: NTai XE10
I honestly dont know wether to allow it or disallow it. I don't mind if you link it in, but i wont ask you to.
Re: NTai XE10
i really don't know how i should explain it better then i already did (multiple times). It is a decission as in:
if it is linked, you will get more reports, which can help in fixing more bugs in NTai, but also could put more pressure on you (eg, if NTai fails to compile, pl could start yelling at you).
if it is linked, you will get more reports, which can help in fixing more bugs in NTai, but also could put more pressure on you (eg, if NTai fails to compile, pl could start yelling at you).