AAI v0.2 Test release - Page 3

AAI v0.2 Test release

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

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submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

ok i found the bug: aai crashes if a building which is under construction is destroyed after its builder has been destroyed
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Submarine, looking through the ported code I copied to NTAI I noticed that there's a possible divide by zero error in AAI.

There's a bit where you get a float3 position then you do some divides based on it but you havent done any checks to see if the returned position is an error value such as UpVector(0,-1,0) or ZeroVector(0,0,0). As a result when you do the likes of pos.x/xSize you're doing 0/Xsize and generating exceptions.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

0/Xsize is perfectly valid, pos.x/0 is not.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Well it fitted in with the pattern of:

exception :: Update

30 lines onwards in AILog.htm..

exception Update

Changed to fix above problem

AIlog has no exceptions save those related to XTA not having AA units as is to be expected.

Eitherway it would be good to keep the check in for godo practise.
Iax
Posts: 16
Joined: 17 Nov 2005, 06:51

Post by Iax »

nice ai, except for the unhandled exception error that keeps shutting it down.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

aai v0.3 is under way and this has already been fixed. i just dont want to release an unfinished version
Iax
Posts: 16
Joined: 17 Nov 2005, 06:51

Post by Iax »

NP, i just liked that we could play coop vs it using AA

NTAI doesnt even work right now.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

NTAI has been fixed. I copied over the wrong file into the wrong archive and left out a folder it needed.

Any feature lists for v0.3 sub?
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

- improved and extended buildtable (mainly to save more cpu time for other stuff and to prepare to support naval units) (done)

- hopefully no more crashbugs (done)

- better ressource management (just started to work on it)

- aai builds base defences (25% done, placement has to be improved)
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

woot naval support, number 1 best thing about ta, that and air units, ground units just aren't as appealing as a massive fleet fighting with aerial support.

course you're entitled to your own opinions, however wrong they may be :P
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