Starting modding on windows problem

Starting modding on windows problem

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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discodowney
Posts: 47
Joined: 19 Apr 2010, 15:31

Starting modding on windows problem

Post by discodowney »

Im trying to follow the tutorial http://springrts.com/wiki/Building_Spring_on_Windows.

Ive gotten the source and am now onto the section Compiling for Windows. I dont understand how im supposed to get the minimum packages or even the full one. So for the one mpfr im assuming the following is the one i should download?

libmpfr-2.4.1-1-mingw32-dll-1.tar.lzma

for gmp there are two versions 5.0.1-1 and 4.3.1-1. Which is the correct version?

I also cant find any of these:
ÔÇóMinGW Runtime - mingwrt (dev & dll. - version 3.17 recommended, 3.18+ will cause a "multiple definition of _tls_used" linker error)
ÔÇóMinGW API for MS-Windows - w32api (dev)
ÔÇóGNU Binutils - binutils (bin)
ÔÇóGCC 4 - gcc-core (bin & dll)
ÔÇóGCC 4 - gcc-c++ (bin & dll)

If anyone could set me straight here thatd be great. Thanks
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Starting modding on windows problem

Post by Licho »

You dont need to modify spring itself to create your own game. What do you want to achieve?
discodowney
Posts: 47
Joined: 19 Apr 2010, 15:31

Re: Starting modding on windows problem

Post by discodowney »

yeah thought that seemed weird. Sorry, its late enough here and its been a long day.

Basically im gonna be working on an AI for Conflict Terra.
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Licho
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Joined: 19 May 2006, 19:13

Re: Starting modding on windows problem

Post by Licho »

Its probably easier and faster to code AI in lua directly, look at Shard or CAI
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Starting modding on windows problem

Post by Google_Frog »

KP has a LuaAI which is a lot smaller than either Shard or CAI. If you want to look into the basics of setting up a LuaAI in Spring you should look there.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Starting modding on windows problem

Post by hoijui »

guidelines for when to write a LuaAI, and when to write a "native" one:

LuaAI:
  • no need to ever compile spring or your AI... in general easier to get started with development
  • most suited if you really only want to support one mod
  • the mod dev team should be willing to integrate your AI when it is usable
  • you just want to make something that lets newbs play the mod without having to play online/against other humans
SkirmishAI("native"):
  • you want to use your favorite programming language (C, C++, Java, Python, ...)
  • you want your AI to be general (work with multiple mods)
  • you will likely requires lots of CPU
  • you will likely requires special libraries (there are many more in C, Java and Python then in Lua)
these are just guidelines! for example, i do not say that a very sophisticated AI is not possible in Lua.
Google_Frog
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Re: Starting modding on windows problem

Post by Google_Frog »

There is no reason luaAI can't be general just as well as "native". For example CRAIG plays both s44 and SWIW.

Apart from speed (which can be avoided as a problem) I haven't heard any convincing reasons not to use luaAI.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Starting modding on windows problem

Post by hoijui »

you have to integrate the LuaAI into the mod to use it with, or make a mutator. this is inconvenient when you have to do it for many mods. it is more convenient with a "native" AI. to prevent stupid comments like yours, frog, i called it guidelines, and even made an example for what i mean with guidelines. please explain how i would have had to put it for you to get it.

i gave 4 arguments that favor "native" AIs. they all still stand as they did before your post.

it is no secret that modders prefer Lua AIs, cause they have much more control over the AI then, and can more easily do changes them-selfs. this is ok, natural, logical. but it is getting ridiculously stupid how some of you go on about "LuaAIs are the ONLY valid AIs". just stop being so ignorant and selfish, k?

as it sounds to me, this guy should/will pick Lua, except he explained his goals totally wrong. This is no reason though, to spread false info.
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Starting modding on windows problem

Post by Google_Frog »

My last statement probably came across too aggressively. in other words if he is making an AI for CT I think he should use LuaUI. I think the developers of CT would like an AI so integration is not a problem, they even have svn and use SD system. CT also depended on morphing last time I checked, it should be much easier to use morphing as a gadget.

Anyway, discodowney, you should get in contact with the CT developers if you haven't already. I'm sure they would love an AI built with them in mind.
discodowney
Posts: 47
Joined: 19 Apr 2010, 15:31

Re: Starting modding on windows problem

Post by discodowney »

Yeah im in frequent enough contact with oksnoop2. Hes been very helpful. I dont want to use a Lua AI though as i dont think it is too compatible with what i want to do. This isnt really the thread for this. Ill start a thread in the AI forum. Cheers for yer input.
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