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Re: NTai XE10

Posted: 21 Oct 2009, 18:40
by AF
Kernel Panic socket placement works again in XE10.1

Image

Re: NTai XE10

Posted: 22 Oct 2009, 00:15
by Auswaschbar
Does not compile with boost 1.40. Fix please?

Re: NTai XE10

Posted: 22 Oct 2009, 00:29
by AF
I don't know how to fix and I have no boost 1.4 libs to test with.

http://redmine.darkstars.co.uk/issues/122

Re: NTai XE10

Posted: 22 Oct 2009, 00:57
by Auswaschbar
Refer to the spring engine headers for fixes to the tdf parser, fixing boost 1.40+ support
Also, http://sourceforge.net/projects/boost/f ... z/download

Re: NTai XE10

Posted: 22 Oct 2009, 01:08
by AF
The two or 3 hours waiting around to compile boost 1.4 would be better spent doing other things.

Right now if I could, I would rather remove the TDFParser class and rely entirely upon the C interface for all ym data and change the config format to xml

Re: NTai XE10

Posted: 22 Oct 2009, 10:14
by imbaczek
/me was kindly asked to remove this post

Re: NTai XE10

Posted: 22 Oct 2009, 14:20
by AF
cookies for imbaczek!!!

Re: NTai XE10

Posted: 22 Oct 2009, 14:31
by AF
My UML diagrams are aimed at documenting NTai in its current state. I'll draw up new UM diagrams for the future and what plans I have soon

Re: NTai XE10

Posted: 22 Oct 2009, 16:35
by hoijui
neither compiles with boost 1.35, but:
as i got it, the C Interface/new C++ wrapper has everything you need to get rid of TDF parser already, and you plan to use that in the long run. In case it does not, we can still add it later. as you dont seem to care much about a current version of NTai beeing referenced in master, it is all fine i guess. :-)

Re: NTai XE10

Posted: 22 Oct 2009, 20:53
by AF
More UML diag (reuploaded)

Image

Re: NTai XE10

Posted: 23 Oct 2009, 00:38
by 1v0ry_k1ng
whoop, this shit seems to WORK

I'll have a kickass BA profile ready by tomorrow night if were going to be joining that AI ladder :-)

Re: NTai XE10

Posted: 23 Oct 2009, 01:19
by 1v0ry_k1ng
or at least, work when not using a config. With this config, it never sent attack waves (it did recognize threat, so its either not recognizing attackers or not sending them out)

config:
[quote][AI]
{
author=[RoX]1v0ry_k1ng;
version=0.1;
message=config by [RoX]1v0ry_k1ng - Kicking your ass via AI proxxy since '06;

abstract=0;
use_mod_default_if_absent=0;

defence_spacing=4;
power_spacing=2;
factory_spacing=8;
default_spacing=8;

dynamic_selection=0;
spacemod=0;
hard_target=1;

antistall=0;
interpolate_tag=b_na;
MaxStallTimeMobile=10;
MaxStallTimeImmobile=10;

normal_handicap=0;
antistallwindow=43;
initial_threat_value=1;

maximum_attack_group_size=25;

increase_threshold_percentage=1;

increase_threshold_value=1;

mexnoweaponradius=700;

hold_pos=armcom;
maneouvre=;
roam=;
hold_fire=;
return_fire=;
fire_at_will= ;

NoAntiStall=;
AlwaysAntiStall=;
singlebuild=armcom;
solobuild=armcom;
scouters=;
attackers=corfav,corgator;
[geotherm]
{
searchdistance=6000;
noenemiesdistance=600;
}
;

}

[TASKLISTS]
{
[NORMAL]
{
builder=builder,builder;
commander=commander,commander;
hub=commander,builder,commander;
factory=factory,factory,factory;
armcom=armcommander;
corcom=corecommander;
corvp=CoreVP;
}
[CHEAT]
{
builder=builder,builder,builder,guardian1,guardian2,guardian3;
commander=commander,commander;
hub=commander,builder,commander,guardian3;
factory=factory,factory,factory;
}
[LISTS]
{
guardian1 =b_guardian,b_offensive_repair_retreat,b_resurect,b_guardian_mobiles;
guardian2 =b_guardian_mobiles,b_reclaim,b_offensive_repair_retreat,b_resurect,b_repair,b_defence,b_assault;
guardian3 =b_guard_factory,b_resurect,b_reclaim;
factory=b_builder,b_builder,b_builder,b_rule,b_assault,b_assault,b_assault,b_random,b_random,b_random,b_assault,b_assault,b_assault,b_builderm b_builder,b_assault,b_assault,b_assault,b_assault,b_builder,b_builder,b_builder,b_assault,b_assault,b_assault,b_random,b_random,b_random,b_assault,b_assault,b_assault,b_builderm b_builder,b_assault,b_assault,b_assault,b_assault,b_repeat;
builder=b_mex,b_power,b_rule,b_rule_extreme,b_defence,b_resurect,b_power,b_metal_maker,b_defence,b_resurect,b_resurect,b_resurect,b_radar,b_mex,b_geo,b_radar,b_mex,b_power,b_factory,b_guardian_mobiles,b_offensive_repair_retreat,b_repeat;
commander=b_mex,b_mex,b_mex,b_power,b_power,b_factory,b_power,b_defence,b_metal_maker,b_power,b_guardian_mobiles,b_resurect,b_offensive_repair_retreat,b_guard_factory,b_guardian_mobiles,b_offensive_repair_retreat,b_repeat;
armcommander=armllt;
corecommander=b_mex,corllt,corsolar,b_mex,b_mex,b_power,corvp,b_power,corllt,b_power,b_repair,b_repair,corfav,corfav,corfav,corfav,b_mex,b_mex,b_power,corllt,corrad,b_guard_factory;
CoreVP=corfav,corfav,corfav,corfav,corfav,corcv,corgator;
}
}

[ECONOMY]
{
[RULES]
{
power=0.7;
mex=0.7;
factorymetal=0.7;
factoryenergy=0.7;
factorymetalgap=0.7;
energystorage=0.7;
metalstorage=0.7;
makermetal=0.7;
makerenergy=0.7;
[EXTREME]
{
power=0.7;
mex=0.7;
factorymetal=0.7;
factoryenergy=0.7;
factorymetalgap=0.7;
energystorage=0.7;
metalstorage=0.7;
makermetal=0.7;
makerenergy=0.7;
}
}
}
[Resource]
{
[ConstructionRepairRanges]
{
armcom=1000;
corvp=1000;
corfav=800;
}
[ConstructionExclusionRange]
{
}
[MaxEnergy]
{
}
[MinEnergy]
{
}
}[/quote]

Re: NTai XE10

Posted: 23 Oct 2009, 01:21
by 1v0ry_k1ng
It would also be cool if putting a factory unit into a mobile constructors build list caused them to assist construction of any of that unit a factory was producing, rather than ignoring the order.

ie,
A commander with an arm jeffy in his build order would assist a single jeffy out of a factory, if one happened to be in its specified repair range.
repairing dosnt seem to work this way either.

Re: NTai XE10

Posted: 23 Oct 2009, 16:34
by AF
Interesting, add that to redmine and Ill flag it on XE10.1, and use a pastebin!!!!

edit:: and yeah when 10.1 is out we can go on the AI ladder, though Im not sure what provisions there are for different configs in the ladder right now.

Re: NTai XE10

Posted: 23 Oct 2009, 18:30
by AF
I have added code to auto assign factories an exclusion zone of 800 if one isnt defined, and mobile units are assigned a con repair value of 600 if none is defined.


I'd also like people to tell me which games and mods NTai does not support, and cannot support. E.g. THIS and other games where heavy lua implementation cripples NTai completely where the default build tree cannot even be executed.

I intend to build a tag into the configs that makes NTai auto self destruct or use the starting unit as an offensive weapon for these games. A blacklist of sorts. Since NTai has a limited capacity to play most games, and will try, the list of games it cannot support is smaller than those ti can.

So I'd like to include blackout configs for those games in XE10.1, but only for games for which it is impossible to support at the moment.

Re: NTai XE10

Posted: 23 Oct 2009, 18:34
by 1v0ry_k1ng
encase this point got lost in transit,

NTAI is not attacking right now,

when can has fix? cant finish the config without it.

Re: NTai XE10

Posted: 23 Oct 2009, 18:36
by AF
send config as zip file so I can has deploy and test, and please please pelase remove uber giant wall fo text borking this page

edit: and again, bug reports go here!

http://redmine.darkstars.co.uk/projects/ntai/issues/new

Re: NTai XE10

Posted: 23 Oct 2009, 23:38
by 1v0ry_k1ng
just copy that text into your current BA profile if you need it

you shouldnt actually need that profile because attacking doesn't work at all, with any profile, or no profile. no attacking is happening. you can test it with anything.

and seriously, start testing each build before release! it takes 5 minutes to start a NTAI vs KAI game and watch it at 12x speed and it'd save all these stupid bum releases you always make!

Re: NTai XE10

Posted: 24 Oct 2009, 00:07
by AF
I only made 1 release so far, and I had tested a lot beforehand, just in debug mode, I didn't expect it to crash the way it did in release.

Also i have no BA config, can you please package it all up, open in toolkit and click on export if you must

Re: NTai XE10

Posted: 25 Oct 2009, 19:48
by zwzsg
AF wrote:Kernel Panic socket placement works again in XE10.1
Where do I download it? I'm remaking KP installer and would interested in including NTai, if it works.