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Posted: 16 Jun 2007, 01:55
by gamer17
I have XP MCE
It crashes as soon I asign the AI to the commander
Posted: 16 Jun 2007, 03:25
by Noruas
Yes, I notice it crashes as soon as asign it some cases. Sometimes it crashes when i give a new order. I haven't even readjusted the music.tdf
I have Windows XP Home Edition.
Posted: 16 Jun 2007, 09:19
by gamer17
Only v2 crashes, v1 works fine
Posted: 16 Jun 2007, 17:52
by Tim-the-maniac
Crashes when I move the thing I assigned the ai to.
Music started playing tho :)
Posted: 16 Jun 2007, 19:00
by AF
Code: Select all
void CGroupAI::GiveCommand(Command* c){
}
Odd because when you issue a command its ignored.
I'm currently asking ppl to pm me in the lobby to help test builds with more data to fix the crash issue.
Posted: 16 Jun 2007, 19:26
by Tim-the-maniac
Ok yeah it was probably a coincidence as it crashes 2-3 secs after music starts.
Posted: 17 Jun 2007, 00:07
by AF
Heres a replacement build for v2 to push it upto v3 without downloading the OTA soundtrack and all 28MB again.
http://spring.unknown-files.net/file/30 ... 2-3_patch/
Posted: 17 Jun 2007, 00:10
by LOrDo
Does V3 fix all the crashing?
Posted: 17 Jun 2007, 00:14
by AF
It should do. If you get a crash from v3, pm me.
Posted: 17 Jun 2007, 00:18
by LOrDo
I'm just surprised no ones bitched about Af using the OTA soundtrack yet.
"OMFGZ MINORLY ILLEGALZ!!!!!!!!!!!BANSTIX!!!!!"
Posted: 17 Jun 2007, 00:36
by AF
It was mentioned in #main and I made it clear anybody using OTA based mods such as BA or CA and doesnt have the original game, is already breaking the law, regardless of wether they use the soundtrack or not.
Theres also question other wether Atari owns the IP of that soundtrack as it might have been assembled from existing sources.
Posted: 17 Jun 2007, 04:59
by Noruas
While playing a real game, i suddenly notice that even when not attacked, it likes to play battle music, i cant really explain it...
("not helpful you stupid idiot me Noruas")
Posted: 17 Jun 2007, 05:01
by AF
did you self destruct/reclaim/give any units?
Posted: 17 Jun 2007, 05:29
by Noruas
No in real games, the music randomly switches to battle, and back to peace, while nothing is happening it goes back to the war music, and i cant really describe it because i cannot really identify its pattern yet.
Posted: 17 Jun 2007, 05:45
by AF
well say you started building a factory and then cancelled it when the nanoframe was up. That means you gained then lost a unit, so it changes.
What I really need is a unitdamaged or enemy damaged call that works for every unit regardless of wethr theyre assigned to the AI or not.
Posted: 17 Jun 2007, 14:57
by Warlord Zsinj
How far are we from further denominations then just build/battle?
I'd like to see the following divisions:
- Building
- Tension
- Battle
- Winning
- Losing
I believe those were the original TA divisions too.
Posted: 17 Jun 2007, 15:33
by AF
Its not as easy as that.
When people were adding events to the skirmish AI itnerface here there and everywhere, nobody decided to give any to the groupAI interface.
As a result you onyl have the following events:
Init
Update
CommandGiven.
The latter is useless as it only does it for commands issued to that group, not the units within it or a unit in the game.
So basically Init and update. Theres no cheat interface, so how do we know if we're winning? well we could measure a decrease in enemies, but then is that because we're winning or because our scouter was blown up?
For the same reason tension is unfeasable.
Basically GroupAI is too limited for any more specific types of events. I'd wait for 0.75 and use lua to generate the music type then pass it to the groupAI however theres even a question fo wether lua <-> GroupAI is even a 2 way street instead of a one way street involving lua chatting and groupAI being mute. However I have one or two ideas regarding lua->groupAI communication should it be true that theres only groupAI->lua communication via IAICallback..
Posted: 17 Jun 2007, 15:36
by AF
Also there's nothing saying which songs go with which denomination.
Remember dont push for requests. I'm severely limited by groupAIs backwardness and I cant do fades because of MCI.not having a working volume control that doesn't just flip between very very quiet, mute and full volume. You're going to have to wait for a lua widget to decide the music type, which means v0.75 at the very least (although I do have an idea or two, but I also have a few other projects to get working on)
Posted: 17 Jun 2007, 18:13
by AF
Having said that, I've had soem thoughts.
If the AI measures at spaced intervals of say 10 seconds, the average damage/hitpoint ratio of all units and stores it then on the next interval, checks the old value against the new value, it might be able to determine loosing that way.
Or, counting units with no weapons and static emplacements, if theres a reduction then that might be considered loosing.
Tension could be increasing numbers of mobile attack units, aka mobile nonbuilders with weapons.
Battle would be a change in the total Health of all units in the negative direction. Battle would be the opposite.
That leaves only winning.
Suggestions? Thoughts?
In the mean time can somebody determine which of the OTA soundtracks belong to what categories.
Posted: 17 Jun 2007, 20:13
by Noruas
gah, your right, whenever your units get reclaimed, or canceled, battle music plays.