SVN bugs / Oddities Found, current build
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NTai has been opensource for years. Its in the svn right now. But it isnt bundled with spring, and for very good reasons. If you had looked at NTai development in the last 9 months in any level of detail you'd know I've been crippled by graphics drivers and compiler issues and various mysterious bugs. The last verified as stable NTai was so long ago that its been lost forever, and bugs dont appear to be reported untill at least 3 new versions have been released making it near to impossible to debug anything that isnt in your face obvious or causes a direct crash in a debugger.No NTAI build for SVN? Shame. Same for RAI... those guys need to open their source, it's the AI I've had to rely on for testing with random AIs, since KAIK and AAI fall flat on their faces...
Or it's RAND. Try a few things like:
If that works, it's RAND that's broken.
Code: Select all
var=number;
spin piece speed number;
var2=othernumber;
spin otherpiece speed othernumber;
Every time I .give a Miner, PRINT returns the values of RandomSeed2, RandomSeed, and RandomTurn (in that order) as 3, 81, 0
Which is completely wrong, and shouldn't even be possible. Especially considering that the value of RandomTurn is being used properly.
It gets worse. If I put all three variables into GET PRINT parameters (was three separate lines), it now returns 3, 81, 81!
Which is completely wrong, and shouldn't even be possible. Especially considering that the value of RandomTurn is being used properly.
It gets worse. If I put all three variables into GET PRINT parameters (was three separate lines), it now returns 3, 81, 81!
Ok, check this out. I manually set the value of RandomSeed 2 to 1000, and when GET PRINT tries to fetch it, it returns a value of 3. 3!!!
WTF! The thing that's really getting me, is that most of my Create() script is working, just not this stuff.
Ok... last test... I'm going to make all three variables static-vars, and see what values get returned...
WTF! The thing that's really getting me, is that most of my Create() script is working, just not this stuff.
Ok... last test... I'm going to make all three variables static-vars, and see what values get returned...
When all of the variables are static-vars, the values are properly randomized, and return normally. Oh, and everything works perfectly then, too.
So, either it's a problem with RAND, or a problem with local-var access to memory.
I'd have to vote against RAND, because otherwise the part that causes the TURN to happen, and causes random orientations Y of my Unit's Base... wouldn't happen. It does.
So... did somebody try tweaking access to local-var stuff? If so, why? Because it's pretty darn clear it's not working correctly, which is a pretty big deal.
Now I'm going to try making something to test and figure out why StartMoving is no longer properly changing the state of my on/off static-var that I use in my simpler, non-MotionControlled scripts...
So, either it's a problem with RAND, or a problem with local-var access to memory.
I'd have to vote against RAND, because otherwise the part that causes the TURN to happen, and causes random orientations Y of my Unit's Base... wouldn't happen. It does.
So... did somebody try tweaking access to local-var stuff? If so, why? Because it's pretty darn clear it's not working correctly, which is a pretty big deal.
Now I'm going to try making something to test and figure out why StartMoving is no longer properly changing the state of my on/off static-var that I use in my simpler, non-MotionControlled scripts...
"Path not found" errors, resulting in Units locking up and refusing to move out of the footprint of my Factories 
I just got done playing for about an hour with PURE, using good ol' spawn-script (thank goodness it still works) and that was probably the single biggest issue I saw- perfectly good Factories getting stuck because of units refusing to move (apparently, the code that makes them choose the next waypoint if stuck isn't working now, grr), and I had to clear the clogs out manually, with very mixed results. I think that the pathfinder is having even more trouble with Footprints over 3 XY than it had in 0.75b2.
Also, the pathfinder's handling of Wrecks is abominable. I've seen multiple Units get hung up on Wrecks, where they could have solved their problems using simple right-hand-rule maze code...

I just got done playing for about an hour with PURE, using good ol' spawn-script (thank goodness it still works) and that was probably the single biggest issue I saw- perfectly good Factories getting stuck because of units refusing to move (apparently, the code that makes them choose the next waypoint if stuck isn't working now, grr), and I had to clear the clogs out manually, with very mixed results. I think that the pathfinder is having even more trouble with Footprints over 3 XY than it had in 0.75b2.
Also, the pathfinder's handling of Wrecks is abominable. I've seen multiple Units get hung up on Wrecks, where they could have solved their problems using simple right-hand-rule maze code...
Last edited by Argh on 04 Nov 2007, 22:11, edited 1 time in total.