NTai XE10.1b - Page 91

NTai XE10.1b

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

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AF
AI Developer
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Re: NTai XE10

Post by AF »

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?
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hoijui
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Re: NTai XE10

Post by hoijui »

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.
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AF
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Re: NTai XE10

Post by AF »

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? )
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hoijui
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Re: NTai XE10

Post by hoijui »

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.
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1v0ry_k1ng
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Re: NTai XE10

Post by 1v0ry_k1ng »

BEEERT!!
WHARS MY [improved attack behavior] !!!
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AF
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Re: NTai XE10

Post by AF »

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
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1v0ry_k1ng
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Re: NTai XE10

Post by 1v0ry_k1ng »

:-)

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
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AF
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Re: NTai XE10

Post by AF »

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.
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AF
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Re: NTai XE10

Post by AF »

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
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AF
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Re: NTai XE10

Post by AF »

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
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AF
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Re: NTai XE10

Post by AF »

Changes pushed to github
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hoijui
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Re: NTai XE10

Post by hoijui »

nice! :-)
compiles with MinGW and boost 1.35 on linux now, so if you want, i can reference latest version in spring master now.
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AF
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Re: NTai XE10

Post by AF »

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.
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hoijui
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Re: NTai XE10

Post by hoijui »

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).
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1v0ry_k1ng
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Re: NTai XE10

Post by 1v0ry_k1ng »

got a new build?
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AF
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Re: NTai XE10

Post by AF »

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
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hoijui
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Re: NTai XE10

Post by hoijui »

i'll take this as a no (will remove the NTai link from spring master).
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AF
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Re: NTai XE10

Post by AF »

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.
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hoijui
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Re: NTai XE10

Post by hoijui »

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).
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