Itty Bitty Request for NTAI

Itty Bitty Request for NTAI

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

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FizWizz
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Joined: 17 Aug 2005, 11:42

Itty Bitty Request for NTAI

Post by FizWizz »

I'm sure many people find it very pleasant, thoughtful, convenient, etc. that you (AF) package NTAI into a nice neat installer, bundled with other thing(s) like SpringSP. However, I don't care so much for using installers for things as small as NTAI, and don't care much about having anything bundled with it either. I might be alone in thinking this, I might not (I haven't asked anyone, anyway), but would it be much of an inconvenience to make NTAI available in a simple old .zip (or better, .7z) file?
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AF
AI Developer
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Post by AF »

I have a vanilla version with just XE8 and SpringSP but I'll have a 4th version with just a zip/7zip then Ill add int he source and distribute the source that way...
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unpossible
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Post by unpossible »

is XE8 coming out tonight then? :-)
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AF
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Post by AF »

no
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unpossible
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Post by unpossible »

you cut me deep :cry:
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AF
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Post by AF »

=(, But It'll be good when it does get released, I'm sorry it keeps getting pushed back, although:


bamb is working on AA buildtrees and lindirs buildtrees are getting a lot better.

Also the changelog is becoming unmanageably large
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unpossible
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Post by unpossible »

AF wrote:
Also the changelog is becoming unmanageably large
Excellent!

Edit: oh noes i have been outdone! :oops:
Last edited by unpossible on 20 Apr 2006, 14:02, edited 1 time in total.
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Zenka
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Post by Zenka »

Image
couldn't resist ^.^'
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krogothe
AI Developer
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Re: Itty Bitty Request for NTAI

Post by krogothe »

FizWizz wrote:I'm sure many people find it very pleasant, thoughtful, convenient, etc. that you (AF) package NTAI into a nice neat installer, bundled with other thing(s) like SpringSP. However, I don't care so much for using installers for things as small as NTAI, and don't care much about having anything bundled with it either. I might be alone in thinking this, I might not (I haven't asked anyone, anyway), but would it be much of an inconvenience to make NTAI available in a simple old .zip (or better, .7z) file?
QFT - zips ftw

Im not a fan of little installers so i just made it so KAI installs itself as long as the dll is in place. works quite nicely!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I noticed a lot of people had trouble, and that putting the dll in the correct palce was the most confusing part of all because unless you'd done it before you had to navigate to a folder somewhere and drop in a load of files in the correct place, and if you made a mistake it'd crash.

That and I dont think Spring would like loading a 2MB dll file so I wont make NTai write the data itself...
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

AF wrote:That and I dont think Spring would like loading a 2MB dll file so I wont make NTai write the data itself...
As long as you keep it under 2 GB, it should be no problem at all.
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Re: Itty Bitty Request for NTAI

Post by submarine »

krogothe wrote: Im not a fan of little installers
neither am i :) i want to know where i put which files...
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unpossible
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Post by unpossible »

side question: how come NTAI's file structure is different to the other AIs?
Can't it fit the standard 'plop the whole archive into the globalai folder' formula the others do?
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AF
AI Developer
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Post by AF »

NTai's folder structure is variable
where NTai loads from in XE8 is totally changeable,

it loads

tdfpath/datapath/file.extension

where datapath is "./"NTAI by default and datapath is "Default" or the modname by default.

tdfpath can be changed using an AI.tdf placed in the spring fodler, so it could eb changed to "/home/spring/NTAI/" or "c:\NTAI" etc

datapath is set to modname and if that doesnt exist it uses "Default", hwoever NTai reads from the mod_info.tdf in the mod archive and checks if the modder has specified a specific folder, for example a single Ff buildtree could be sued for all FF versions if they added a tag to laod from the FF fodler in every version, that way NTai wouldnt need manual procedures to copy and maintain itself everytime a new version was released.

Also if the folders dont exist NTai simply doesnt do anything, unlike the other AI's which crash and burn.

In future I suggest that the NTAI fodler be renamed AI and OTAI load from it aswell, as OTAI already laods and saves data files for mex data and DT data that are identical to the copies NTai use and are interchangeable (I copied them out of the OTAI cache folder and NTai couldnt tell the difference.

And the tags used by NTai for datapath in mod_info.tdf ould be useful for OTAI and AAI, as AAI could use ti as profile names so all versions fo AA shared a single AA config file, and OTAI already attempts to gain a generic name by parsing a config file veylon wrote with modnames and their respective loading directories
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mecha
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Post by mecha »

so if you have one build tree for all versions of a mod then how does it cope with addition of different units between versions?
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AF
AI Developer
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Post by AF »

you would release a new buildtree and the old versions would work the same as NTai skips untis that dotn exist
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Drone_Fragger
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Post by Drone_Fragger »

Make NTAI caused Lag and sync problems whenever you press the number 7. Thats all I want added/
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hmm, I wouldnt know howto do that.

Anyways more changelog:

- Full cheating mode with unlimited resources and LOS
- Attack units attack nearby units based on priority when idle
- If no units are nearby the Attack unis fan out in different directions to find an enemy
- The feasable() functions has been enabled again with a few changes, so NTai wont build things that will make it stall
- If a units task is unfeasable from the above function it'll repair nearby units and reclaim nearby wrecks.
- You can specify in the buildtree units that can onyl be built once, such as targetting facilities
- You can specify buildings that can only have one construction instance, e.g. only build 1 bertha at a time
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