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Re: Neutral Units
Posted: 16 Jan 2008, 22:09
by AF
And the magic that is linux further eludes discovery. Even a linux boot disk would be of use here.
I seriously wouldn't touch XP x64 with a barge pole.
Re: Neutral Units
Posted: 17 Jan 2008, 07:22
by clumsy_culhane
AF wrote:
I seriously wouldn't touch XP x64 with a barge pole.
lol
i touched it.. i even bought it ... ran it for a year or so. it wasnt too bad, till i went to play farcry and some other games that didnt work properly (altough, to be fair, ubisoft came out with a x64 patch..)
but yea, i would agree with AF, and not get it under any circumstances.
Re: Neutral Units
Posted: 17 Jan 2008, 11:30
by Triaxx2
So far the only problems I've had stem from it being a 64-bit OS. It suits my needs for now. I'll probably upgrade to Vista eventually, but for now I'm less than enthused with it's performance.
Re: Neutral Units
Posted: 17 Jan 2008, 16:13
by AF
If 64bit XP runs badly Vista will barf. Vista expect modern hardware, ti was optimized for modern hardware, if your hardware is not modern it will not run properly and Vistas resource management will start to trip up over itself.
Once again the magic linux disc eludes discovery.
Re: Neutral Units
Posted: 18 Jan 2008, 03:37
by clumsy_culhane
mm why do i smell a rat in regards to trixx Ai's progress?
look, its not that hard to download ubuntu. its not even that big..
Re: Neutral Units
Posted: 18 Jan 2008, 16:25
by Triaxx2
It's pretty damn difficult on a dial-up connection. Besides, I've used Ubuntu, and I don't like it.
On the other hand, it's not my transport code that's the problem. It's not doing it consistently, so I think it's not reading the dropzone's threat level as low enough. Guess I'll have to re-write that.
Ah well.
Re: Neutral Units
Posted: 18 Jan 2008, 16:26
by DJ
how have you analysed the drop zones threat level?
Re: Neutral Units
Posted: 19 Jan 2008, 12:36
by Triaxx2
The same as always, checking for AI units versus enemy units. While there are hard values if I know what a unit is, if I don't it's simply deteremined by number of AI/Enemy. So 0/6, means the enemy has the higher threat.
Sometimes if it doesn't have a square, it'll come back as '??' and be sent to the scouting to send a scout. If it's far enough away to require a transport, this is where it fails to drop. It's a bit of a long run though certain agents. It goes like this:
InfoAgent from Threat Matrix receives a return of '??'. Scouting agent is sent a request to send a scout. Air is the first choice. Sometimes air is not available. If the sector is naval it looks for naval scouts. If not it looks for land scouts. If it's more than five sectors away, then a call is sent to the Transport command. Transport picks up the marked scout and sends it to the dropzone. At the zone, it sends a call to GOD, who checks the sector threat level from the Threat Matrix. If it returns an acceptable value it'll drop the unit. Unfortunately, I forgot about ?? when I programmed the transport code. So now it's a subroutine when the Scout agent calls for transport, and will drop on a value of ?? or a negative value.
Unfortunately, for the moment all of this is null and void. A cursory inspection turned up the rat that was mentioned. I've been programming for... the wrong version. I somehow lost the latest one and I've been programming for version 0.60b1. I feel stupid.
And before you ask, no, it doesn't work with the latest version. Now I get to convert the whole thing to the new version. *scream of frustration*
Re: Neutral Units
Posted: 19 Jan 2008, 14:02
by Kloot
Triaxx2 wrote:Unfortunately, for the moment all of this is null and void. A cursory inspection turned up the rat that was mentioned. I've been programming for... the wrong version. I somehow lost the latest one and I've been programming for version 0.60b1. I feel stupid.
All these "creative" excuses about your supposed
killer AI that you just-can't-release-yet are getting
a bit tiresome and insulting, not to mention a real
strain on your credibility. Either put up some direct
tangible evidence or shut up about it pleasethanks,
nobody here has any use for baseless hype.
Re: Neutral Units
Posted: 19 Jan 2008, 18:36
by jcnossen
All these "creative" excuses about your supposed
killer AI that you just-can't-release-yet are getting
a bit tiresome and insulting, not to mention a real
strain on your credibility. Either put up some direct
tangible evidence or shut up about it pleasethanks,
nobody here has any use for baseless hype.
+1
It's not like you can even accidentally develop for 0.60b1. This release is from 29-Jul-2005, when spring was build on msvc and trepan wasn't even around yet. Dependencies were different, build methods were different, AI interface was difference.
It smells like something nasty here, maybe a big pile of bullshit?
Re: Neutral Units
Posted: 20 Jan 2008, 12:49
by Triaxx2
Now that's just insulting. I haven't come up with a creative excuse yet. If I were really trying to drop a creative excuse, I'd tell you my cat started his memoirs while I was trying to compile. Or that the songbird was trying to record his CD as I was running AI tests. Those are creative excuses. These are just being lost in the code.
But for now, forget I mentioned it. I thought I was closing on release, or I wouldn't have jumped back in. Since I'm not, I'll stop hyping. There's not really a point now.
There is however no need for you two to be jerks about an honest mistake.
Re: Neutral Units
Posted: 20 Jan 2008, 15:10
by AF
Triaxx, the point is that ubuntu actually works and XP 64bit doesn't.
And Linux is that flexible that if you don't like the gnome interface you can replace it with a completely different on, there are plenty of other window managers that work differently. Did you try KDE? FluxBox? XFCE? You can get it to look and behave like windows too. In fact some people have Linux machines that are indistinguishable from windows machines to the average user.
And I'm at a loss as to how you even obtained a copy of the source for version 0.60, I'm not even sure if there was a Skirmish AI interface before 0.64b1.
Please don't boast about how your AI works or hide the source code from prying eyes because its not read, for one who is there to hide it from? I would say me kloot and submarine, and we all have other things to do and our own ideas about where our code base should be going, our AIs have matured and we're no longer actively competing with each other. The age of game play driven AI development passed a long time ago, AI development is now fuelled by time management, compatibility, cpu performance, and bug fixes.
But most of all, I've already been down that route, and I'm telling you you do not want to go there.
Re: Neutral Units
Posted: 20 Jan 2008, 20:24
by Triaxx2
Who said I was using a source? I was just compiling things that should work and seeing what did work.
Of course having the source makes it much easier. But now I can set up the AI to run over night to do the serious bug checking I was lacking before.
I'm just not big on Linux. Those times I have tried it, I've had catastrophic failures. Besides, my x64 is completely isolated, so I don't have viruses to worry about, which is the big reason to go linux. Besides, I game, and they all work for Windows.
Re: Neutral Units
Posted: 21 Jan 2008, 02:00
by Tobi
0.60b1 was first release with AI interface, according to changelog, so in theory one could make an AI using 0.60b1 Spring sources.
Re: Triaxx2's AI (split from: Neutral Units)
Posted: 21 Jan 2008, 02:18
by Tobi
Split from Neutral Units thread because this isn't about that topic anymore.
Re: Triaxx2's AI (split from: Neutral Units)
Posted: 21 Jan 2008, 13:03
by Triaxx2
Thanks, I didn't mean to drag it off topic.
Stupid Question: What do I alter to make it look at my AI? Right now I've got it thinking I'm using AAI.
Re: Triaxx2's AI (split from: Neutral Units)
Posted: 21 Jan 2008, 14:59
by Tobi
You need to put the DLL in Spring/AI/Bot-libs
And don't call your AI AAI.dll...
Re: Triaxx2's AI (split from: Neutral Units)
Posted: 21 Jan 2008, 20:06
by Triaxx2
It's the old modders trick of making the program think that what you have is something it normally has. That doesn't sound right.
If you replace the ARMCOM with something, the fastest way to do it is to just name the unit ARMCOM, instead of changing all the names. Same thing.
What I was asking, is how to add a button on the interface for it.
Re: Triaxx2's AI (split from: Neutral Units)
Posted: 21 Jan 2008, 20:26
by Kloot
Seriously, if you already have your own AI coded up like you claim,
why are you even asking questions like this? "Who said I was using
a source?" "I was just compiling things that should work..."? "What
do I alter to make it [Spring] look at my AI"? Do you have any idea
what's involved in building an AI from scratch? At all? Did you ever
even write a single line of code for one? If so, what do you have to
show for it besides a bunch of idiotic posts that indicate you don't
really know what you're talking about?
Re: Triaxx2's AI (split from: Neutral Units)
Posted: 21 Jan 2008, 20:31
by AF
Kloot triaxx had plans similar to the TAI and NTai designs back in 2005, the difference being I then went on to build my AI and release it in a single weekend. Since then we don't know what he's been doing, whatever he's been doing he's quite out of date since he's missed everything that's happened since 0.60b1.