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Re: [ANN] Baczek's KP AI 1.2
Posted: 02 Jun 2009, 19:30
by hoijui
an other idea (if we want this lib dir that is), would be to temporarily change the CWD to this lib dir, load SkirmishAI.dll, and change hte CWD back to what it was. as i got it, libs are searched in CWD aswell.
someone in hte C++ chat mentioned this oculd cause problems with threads though.
Re: [ANN] Baczek's KP AI 1.2
Posted: 02 Jun 2009, 21:48
by zwzsg
Well, I find it messy to have all those .dll dropped in Spring root, but that's no reason to change it into something even dirtier.
Re: [ANN] Baczek's KP AI 1.2
Posted: 08 Jun 2009, 12:59
by hoijui
We leave it as dirty as it is.
I made a stub quality wiki page for your AI, baczek.
http://springrts.com/wiki/AI:BKPAI
Re: [ANN] Baczek's KP AI 1.2
Posted: 08 Jun 2009, 15:13
by imbaczek
thanks.
Re: [ANN] Baczek's KP AI 1.2
Posted: 08 Jun 2009, 21:00
by zwzsg
- I managed to jam its kernel with a single virus. Why have down time between each unit by the way? Keep that homebase always busy!
- It didn't like being given stuff (with the H menu), and caused Spring to crash. Yeah, people giving their units to AI isn't supposed to happen in every game, but the more stable the AI the better.
Re: [ANN] Baczek's KP AI 1.2
Posted: 08 Jun 2009, 21:22
by imbaczek
never tested sharing stuff ^^ will take a look at the issues sometime, not sure when; a week or two maybe.
Re: [ANN] Baczek's KP AI 1.2
Posted: 02 Aug 2009, 01:05
by zwzsg
Was this AI compiled for Linux? If so, anyone tried it to check it does work?
Re: [ANN] Baczek's KP AI 1.2
Posted: 02 Aug 2009, 01:06
by imbaczek
IIRC it worked, but distribution is rather tricky - there's a plethora of dependency versions.
Re: [ANN] Baczek's KP AI 1.2
Posted: 02 Aug 2009, 01:15
by zwzsg
Could I have a list of files (with their paths) that I should check for to know if Baczek's KP AI is installed and working? (so that my Lua skirmish generator use it only if it is present.) Not necessarly all files, just enough to be reasonably sure the user hasn't forgotten something.
Re: [ANN] Baczek's KP AI 1.2
Posted: 22 Aug 2009, 23:23
by zwzsg
Where do I get one that doesn't crash Spring 0.80.2 ?
Re: [ANN] Baczek's KP AI 1.2
Posted: 23 Aug 2009, 13:34
by imbaczek
whenever i get to recompiling, wait a day or two. it's on my TODO.
Re: [ANN] Baczek's KP AI 1.2
Posted: 23 Aug 2009, 13:51
by zwzsg
Nice to know it's being worked on.

Re: [ANN] Baczek's KP AI 1.2
Posted: 23 Aug 2009, 13:55
by imbaczek
only a little, unfortunately. i'll try to at least provide releases whenever spring breaks AIs.
Re: [ANN] Baczek's KP AI 1.2
Posted: 25 Oct 2009, 19:43
by zwzsg
Is there a place where I can download a Baczek's KP AI working for Spring 80.5.1?
Re: [ANN] Baczek's KP AI 1.2
Posted: 25 Oct 2009, 23:38
by imbaczek
i hope there'll be one soon... i just have to get around to compiling it. spam me about it if nothing will happen for the next several days.
Re: [ANN] Baczek's KP AI 1.2
Posted: 29 Oct 2009, 23:12
by imbaczek
finally got around to compiling one. took me long enough. tested only a short match.
still not sure if it works without python installed. some people had issues without it, unfortunately.
gcc version -
http://www.darkstars.co.uk/downloads/vi ... 291ec3.zip
msvc version -
http://www.darkstars.co.uk/downloads/vi ... 291ec3.zip
pick one that works best.
Re: [ANN] Baczek's KP AI 1.2
Posted: 30 Oct 2009, 19:49
by zwzsg
Thanks.
Works mighty, save that it often crashes in the middle of a game::

Re: [ANN] Baczek's KP AI 1.2
Posted: 30 Oct 2009, 22:31
by imbaczek
can you try the msvc zip, then? or does it crash with both?
Re: [ANN] Baczek's KP AI 1.2
Posted: 30 Oct 2009, 23:58
by zwzsg
You're right, over the course of about 15 games, couldn't get the second one to crash.
But I witnessed a rare occurence of Baczek's KP AI 1.2 losing over KP Lua AI!
Re: [ANN] Baczek's KP AI 1.2
Posted: 31 Oct 2009, 03:13
by imbaczek
zwzsg wrote:But I witnessed a rare occurence of Baczek's KP AI 1.2 losing over KP Lua AI!
happens a lot on Palladium, not quite sure why this map stands out so much.