A completely undescriptive picture

A completely undescriptive picture

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

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BajoRUN
Posts: 1
Joined: 24 Jan 2006, 06:22

A completely undescriptive picture

Post by BajoRUN »

Image
Played with myself one pre-spring afternoon, and found to my dismay that JCai.dll (yes.. Jcai.. D:) dosen't seem to work with final frontier, infact the act of shooting the command cruiser crashes the global ai, as seen in above picture. (Yes my gpu dosen't support fragment programs (wtf))
Last edited by BajoRUN on 25 Jan 2006, 03:05, edited 1 time in total.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

JTAI, or JCAI? I have never heard of JTAI. If, however you mean JCAI, it does not support the FF mod. It only supports XTA. You should use one of the other AI's to play with FF, most of them work with all the mods.
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

We really need an AI page with infomation on compatibility, versions, warnings and links for the various AIs
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

We have a wiki page, but nobody bothers updating it.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

I would update it, but i dont know enough about the AI's. Ill make a new thread asking for information about AI's, so someone (probably me) can add it to the wiki.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

i added a little bit of information about aai a few weeks ago...

i dont know about the other ais but aai lists all compatible mods in its readme
greenail
Spring Developer
Posts: 80
Joined: 13 Dec 2005, 20:16

Post by greenail »

i've added a ton of info here, why not update it and put in blank sections where that need to be fillin like

TODO:: describe how x works

TODO:: list compatable mods

check out my section wiki is easy to use not excuse not to use it.

http://taspring.clan-sy.com/wiki/Greenai
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

submarine wrote:i added a little bit of information about aai a few weeks ago...

i dont know about the other ais but aai lists all compatible mods in its readme
you do realize that your ai crashes for instance at FF or Xect v Mynn, dont you ? (at the very start(frame 0))

doesnt it support them or did i forget to configure something ?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Are those versions of Xect/Mynn and FF that where the latest versions at the time of the last AAI release? Or versions released sicne then? If so I suggest submarine put version numbers next to those mod names.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

view aai_faq:

Q: AAI crashes right at the beginning running mod y

A: Some mods like FinalFrontier crash AAI for some reason. It could also be possible that one of the learning
files has been corrupted, try to remove the files in the learn and/or cache subfolder

and the readme says:

By default, AAI has cfg files to support the following mods:
- XTA 0.66
- TA:WD 5b4
- AA 1.42
- OTA Shiny 5.5
- OTA Classic 5.5
- KuroTA 0.47
- Star Wars 1.0
- TLL 1.04

So all other mods either crash the game due to their structure or you will have to set up a config file first
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

submarine wrote:view aai_faq:

Q: AAI crashes right at the beginning running mod y

A: Some mods like FinalFrontier crash AAI for some reason. It could also be possible that one of the learning
files has been corrupted, try to remove the files in the learn and/or cache subfolder

and the readme says:

By default, AAI has cfg files to support the following mods:
- XTA 0.66
- TA:WD 5b4
- AA 1.42
- OTA Shiny 5.5
- OTA Classic 5.5
- KuroTA 0.47
- Star Wars 1.0
- TLL 1.04

So all other mods either crash the game due to their structure or you will have to set up a config file first
ok ok.. sorry i was posting it has a known fact for me that it didnt ran ff or so but then i had a second thought about configures , sorry about it.
(I had already read the FAQ somewhere in the past ..lol -> my memory is crap)
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

Oddly enough, once I updated AAI to the newest two versions, it stopped working with TLL 1.04 even after I nuked the contents of the learn folder

Not really a big issue though, just saying

EDIT: only posted this to see if it's just me, o do other people have problems running TLL and AAI.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

ok good to know, i only tried tll 4-5 times...
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

sorry, i found the bug:

open the tllv104.cfg and look for the following line:
AMOBILE_ARTY_RANGE 1000.0

change it to
MOBILE_ARTY_RANGE 1000.0

i must have been not carefully enough when updating the cfg files for the last release; if an error occurs reading a mod cfg-file, aai uses default config (which crashes tll)

sorry, my fault - after changing that, tll works fine for me again
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

thanks man

I think I found the same thing in the AAspring135 cfg files which is why I could never get them running, but now they work (even though I'm still using an old AA vrsion).
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

ai log should look like this:

Code: Select all

AAI 0.45 running mod TLLv104.sd7
 
Mod config file loaded
General config file loaded
Map cache file succesfully loaded
Map: Comet Catcher Remake.smf
Note that i forgot to update the version string so even with aaai 0.42 it says aai v.035
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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

What we should have is the messagebox tell us:
- The team number of the AI that caused the exception.
- What function was being called.

That would make much less headaches for all of us AI developers and the AI users, making it easier to determine what it was that went wrong.

I've looked over the AICallback.cpp file and it should be easy to add that information.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Veylon wrote:What we should have is the messagebox tell us:
- The team number of the AI that caused the exception.
- What function was being called.

That would make much less headaches for all of us AI developers and the AI users, making it easier to determine what it was that went wrong.

I've looked over the AICallback.cpp file and it should be easy to add that information.
thats also why it is advised to run spring in debug when testing , so that you can see that however if is an ai user playing and it crashes to him it'd be nice to be able to see that info from him
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Veylon
AI Developer
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Joined: 21 Sep 2005, 19:45

Post by Veylon »

How do you do that? Do you uncheck the "Catch AI Exceptions" option? And if so, how do you get the function out of the dump log?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

When you're in a skirmish ffa with 4/5 ai's running all from different people and it crashes, the message is totally ambiguous. At least show an aidll name rather than just ai.dll
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