Drat. We're back to the bug.

Drat. We're back to the bug.

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

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Drat. We're back to the bug.

Post by Argh »

Hey folks... I've just gotten done testing all of the AIs again... and... erm... they're all having problems with stability again... my guess is that moving to the new portable code, while helping bring the Linux/Wintel folks closer together, has re-introduced the "commander death" bugs. Just thought y'all might want to know.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Re: Drat. We're back to the bug.

Post by Chocapic »

Argh wrote:Hey folks... I've just gotten done testing all of the AIs again... and... erm... they're all having problems with stability again... my guess is that moving to the new portable code, while helping bring the Linux/Wintel folks closer together, has re-introduced the "commander death" bugs. Just thought y'all might want to know.
thats pretty weird, isnt it just u ?
i remember having a 150+ min game last week with aai with no bugs whatsoever
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Re: Drat. We're back to the bug.

Post by submarine »

Argh wrote:Hey folks... I've just gotten done testing all of the AIs again... and... erm... they're all having problems with stability again... my guess is that moving to the new portable code, while helping bring the Linux/Wintel folks closer together, has re-introduced the "commander death" bugs. Just thought y'all might want to know.
i dont get your point. so far, nobody released a version of his ai based on the changed interface of the ported version neither has there been any release of a new spring version - so what are you actually complaining about?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The interface didnt change at all, it was the dll interface which was changed slightly so it would build under linux, hence why NTAI will work for you, otherwise it'd have came with a test build of the linux port.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

<shrugs> we've had two updates in the past week, who knows what all was in them? I assume that since the Spring team is merging codebases and switching over to portable code, that bits and pieces are getting changed with each version.

And I'm saying that, with every AI's current version, I'm seeing serious stability problems again. The only exception to this was KAIblob (not BlobKAI), which seems to be immune.

I did a number of tests with different maps, using strictly XTA 0.66 last night, and saw a lot of crashing going on.

The only really good news, so far as I can tell, is that OTAI 0.7 can sort've handle NanoBlob 0.3's current build. Although, for the record, it doesn't do so well- the Lord will build combat units, but won't build any Sheep, so it rapidly starves to death ;)

NanoBlob 0.3 is coming as soon as I can get S3O files working. I have quite a few of the new models built, and I've deliberately made them easy to animate, so this should be "soon". Gameplay is going to be pretty radically altered- I've made a number of decisions that will change things in ways that I think most will find surprising. When I have the basic models in, and their animations work, I will let any AI dev who is interested in seeing a preview take a look- PM me if you want to see it before release, and test your AIs for basic compatibility.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Remember that between 0.67b3 and the "test build" of the portable version the ABI changed, so you've to recompile all AIs before testing on the test build of the portable version, otherwise they'd just crash anyway because of ABI incompatibility...
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