Playing against AI in linux client? - Page 2

Playing against AI in linux client?

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I'll post it up at darkstars today or tomorrow, depending if I have time...
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

I made a practise run, getting the latest source code NTAI7.0b while waiting for 7.5 and i managed to get it to run on the linux client but with the same result ie. the AI commanders are standing still..
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

I have managed to get NTai - XE7b to work properly with the linux client but i have encountered another error(get the same results with JTAI), the game seems to freeze after ~12minutes i can click on the units and hear the sound but they do no execute build orders but have frozen completely.
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4321
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

If you can provide a patch (which makes it compile&run on linux) against either current SVN NTAI or a specified version of NTAI, I can commit it to SVN.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Current svn NTAI is XE4, you'll need mroe than a diff to fix any error.

However XE7.5 is released today, it's currently uploading to fileuniverse.

I would like it a lot if that version was commited to svn along witht he data inside the source archive being mvoed to the game fodler along with all the other compiled stuff
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

Hi Tobi, i'll send the code and the data needed separately to your hotmail account if you preffer some other email account please pm me..i have ported XE7b.. i'll look at the 7.5 when it's uploaded.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmmm XE7.5

There's no reason XE7.5 shouldnt compile under linux, I've applied every solution thats bene handed to me
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

Ok, i'll have a go at 7.5 later this evening :-) and Tobi you've got mail ;-) I hope anyway..hotmail isn't the most reliable webmail, if you want a gmail account i can send you an invite.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I received it.

And I got a gmail address already, it's equal to my hotmail except for the gmail.com part :-) (I use both). Thanks for the offer anyway.
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

I have made a linux build on the latest NTai XE7.5 and the builder freezing problem persist after 12 minutes, all builders stop and factories cease to build equipment.

Any idea how to debug this?

AF, have you tried running XE7.5 with the script on the previous page or do you run the NTAI ai using the 'single user' client?

PS. I have sent the latest patch to AF, i'll send the latest source to you Tobi.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I've comitted it.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Could you try making the following links in trunk/game/aidll/globalai/NTAI:
xtapev3.sd7 to XTAPEV3.sd7
xtapev5.sd7 to XTAPEV5.sd7

I've a game running now. It's in its 20th minute and it's still building.
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

I have a nagging suspicion that it is the script that messed things up, MaxUnits=100; *ugh* i will play test more tonight.. Good to hear that you have it up and running..Btw could you test NTAI with the SWTA mod i get a message "No Sync Response from <user>"
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm I'm not sure SWTA should be played as it needs a custom mod.tdf with cheap_multiplier tweaked else it'll take a while to build a factory.

Eitherway i suggest you up the default value NTAI uses for that from 1.3 maybe to 1.6 if you recmpile
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

Yeeees... :-) it was the MAXUNITS=300 which aborted after ~12 minutes..so now i could play a full game, thanx everybody for all your help :-)

AF i have tried recompiling with cheap_multiplier=1.6 and i have used the data from XE7b data directory NTAI/StarWars01.sd7/* but i still have the
>No sync response from Nicke

Does anyone have managed to get NTAI 7.5 working with SWTA?

:: NTAI XE7.5 Log File
:: Programmed and maintained by AF
:: Copyright (C) 2006 AF
:: Released under the GPL 2.0 Liscence
:: Game started: 27.2.2006 23:55:16

:: Star Wars TA 1.0
:: A long time ago in a galaxy far, far away....
:: AI DLL's in game

:: Found 33 Metal Spots
:: Using abstract buildtree

:: ArcticPlains.smf
:: StarWars01.sd7
:: map size 16 x 16
:: Closing LogFile...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I'm sure the nyl way tog t the AI tog enerate a dalayed sync message is by spamming rodess and causing an overflow, or entering a really long loop and exiting after a minute or so, but it doesnt look like those have happened....
nicke
Posts: 42
Joined: 14 Mar 2006, 17:25

Post by nicke »

I have figured out where the "nosync" messages comes from i used the default names in tobis example aiscript which had side=ARM; where it should be Empire or Alliance. So the script parser seems to be *uhm* sensitive to the input and the "nosync" message is not really giving away clues as to what could be wrong :roll:

Does anyone know if there is a working lobby client for linux?

I have received the source code for AAI 0.60 and have helped submarine to build a binary aai.so for linux so you should expect a new release in a couple of days, and from what i can see it works really well :lol: anyways i get my ass kicked by that AI.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm XE8 is due in the next day or two
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