Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
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Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
it is? i assume "avoidFriendly" is a mod configuration; also that thing you mentioned (unit in the process of its' creation) isn't a feature, it's a unit
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
not just per mod but even per weapon:
http://springrts.com/wiki/Units-WeaponD ... _Avoidance
so fix is to avoidFriendly=false avoidFeature=false etc to dgun
http://springrts.com/wiki/Units-WeaponD ... _Avoidance
so fix is to avoidFriendly=false avoidFeature=false etc to dgun
- Deadnight Warrior
- Posts: 183
- Joined: 08 Jun 2009, 17:59
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
Using Spring.Restart("-s", startScript) starts a new Spring instance, but the current one doesn't close and hangs, which sometimes leads to both instances hanging.
Using Spring.LoadCtrlPanelConfig(UIlayout) reloads the UI with new config but also prints following errors
Using Spring.LoadCtrlPanelConfig(UIlayout) reloads the UI with new config but also prints following errors
while saving the UIlayout string to a file first and using Spring.SendCommands('ctrlpanel ' .. LUAUI_DIRNAME .. 'config.txt') works without errors/warnings.Warning: LayoutButtons() bad xButtons or yButtons values
Warning: Can not disable from within LuaUI, yet
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
why -s?Deadnight Warrior wrote:Using Spring.Restart("-s", startScript) starts a new Spring instance, but the current one doesn't close and hangs, which sometimes leads to both instances hanging.
Code: Select all
-s [ --server ] Run as a server
- Deadnight Warrior
- Posts: 183
- Joined: 08 Jun 2009, 17:59
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
I just copied it from other LUA code.abma wrote:why -s?
Also spring.exe --help, or any alternative form, yields no result on windows. Nothing is printed in command prompt window or infolog
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
retried it withJools wrote:Spring 91.0.1-642-gdbf9540 develop (OMP)
Using game: XTA 9.725 [patch 1.7]
KAIK 0.13
---------
Error: Exception: Access violation (0xc0000005)
Error: Exception Address: 0x747943df
AAI 0.9:
--------
Stable
E323AI 3.25:
------------
Stable
RAI 0.601:
----------
Stable, but took very long to initialise.
Warning: [Watchdog] Hang detection triggered for Spring 91.0.1-642-gdbf9540 develop (OMP).
CppTestAI 0.1:
--------------
Stable (I think this is just a sandbox ai; does nothing)
91.0.1-642-gdbf9540
and
AAI 0.9 doesnt initialize with XTA > XTA 9.71
Code: Select all
AAI loaded
ressurected
Failed to initialize AAI! Please view ai log for further information and check if AAI supports this mod
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- Moderator
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Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
As I said before, this should be modside. If a player gives an attack command I want that command to appear. Gadgets and widgets should be told about this command. They can then decide if they want to allow the command.Jools wrote:I guess the idea is that mods would themselves deal with this situation. It's a lot more complicated than to just show different cursors. The behaviour should take into account that:
- multiple units can be selected
- units that can move should not be affected by the fact that object is outside range, they can simply move there
- labs can give attack orders, they become rally points for units produced in them
- kamikaze type units have no formal weapons, but they are still attack units in effect.
This is the logic I implemented for xta, feel free to improve it...
http://code.google.com/p/xta-springrts/ ... toofar.lua
It is very very easy for Lua to disallow commands. It is extremely hard for Lua to recognize that the engine has blocked the sending of a command due a special case. The engine cannot know if a command is relevant or not.
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
Yes, well other people than me probably know better where this should be handled. I was merely pointing out *that* this has to be handled.
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
Included springlobby 0.157 does not shows download progress at all! That's VERY bad. If I download a map, it even does not appears in "download" section.
Do you plan to release it with these behavior? It's not user friendly at all!
(btw, I like springlobby very much!)
Do you plan to release it with these behavior? It's not user friendly at all!
(btw, I like springlobby very much!)
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
I tested in BA/DSD.
1. When I start building with comm/cons - I hear 2 - 3 "build started" sounds. For example: try to start with arm t2 kbot cons building of fusion. These sounds are very annoying if you building with many constructors especially.
2. I set my t2 air lab on patrol. Then I start building fighters and then browlers. Some of fighters just did not patrol but lay on the land. And 1 browler too. Just lay on the land. (fighters 18:30 - 19:10, browler 19:50)
3. When browlers wanted to move "up" near hill, they are just shake or bounce. (21:49 - 21:54)
Replay attached.
1. When I start building with comm/cons - I hear 2 - 3 "build started" sounds. For example: try to start with arm t2 kbot cons building of fusion. These sounds are very annoying if you building with many constructors especially.
2. I set my t2 air lab on patrol. Then I start building fighters and then browlers. Some of fighters just did not patrol but lay on the land. And 1 browler too. Just lay on the land. (fighters 18:30 - 19:10, browler 19:50)
3. When browlers wanted to move "up" near hill, they are just shake or bounce. (21:49 - 21:54)
Replay attached.
- Attachments
-
- infolog.txt
- (66.51 KiB) Downloaded 7 times
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- 20130202_032811_DeltaSiegeDry_91.0.1-1232-gadd1be5 release.sdf
- (2 MiB) Downloaded 10 times
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
i think you can see the output when you do something like spring.exe --help > z.txt, and then open the file z.txt.Deadnight Warrior wrote:I just copied it from other LUA code.abma wrote:why -s?
Also spring.exe --help, or any alternative form, yields no result on windows. Nothing is printed in command prompt window or infolog
the reason why it is not shown on the console directly, is cause under windows, an exe can either e set to be command-line or GUI. if you choose GUI, it can have GUI.. window(s), but no command line output, and vise-versa. .. or maybe it can have GUI, but... something is not possible, which spring needs, i think.
at least that is what i remember. ... sounds strange .. but also not impossible.
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
I found a ticket about that issue: http://projects.springlobby.info/issues/1691jamerlan wrote:Included springlobby 0.157 does not shows download progress at all! That's VERY bad. If I download a map, it even does not appears in "download" section.
Do you plan to release it with these behavior? It's not user friendly at all!
(btw, I like springlobby very much!)
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
Manticed
http://springrts.com/mantis/view.php?id=3442jamerlan wrote:I tested in BA/DSD.
1. When I start building with comm/cons - I hear 2 - 3 "build started" sounds. For example: try to start with arm t2 kbot cons building of fusion. These sounds are very annoying if you building with many constructors especially.
http://springrts.com/mantis/view.php?id=3443jamerlan wrote: 2. I set my t2 air lab on patrol. Then I start building fighters and then browlers. Some of fighters just did not patrol but lay on the land. And 1 browler too. Just lay on the land. (fighters 18:30 - 19:10, browler 19:50)
http://springrts.com/mantis/view.php?id=3444jamerlan wrote: 3. When browlers wanted to move "up" near hill, they are just shake or bounce. (21:49 - 21:54)
Replay attached.
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
Well, is there more information in that log? Did you say that if you try other AI:s that they don't work either?pheldens wrote:Code: Select all
AAI loaded ressurected Failed to initialize AAI! Please view ai log for further information and check if AAI supports this mod
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
AAI log (its own, not the spring infolog) is in Spring\AI\Skirmish\AAI\0.9\log (on windows that is, not sure where it's on linux). Look into that folder for files like AAI_log_team_0.txt, they should contain more information about what's wrong.
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
AAI + xta is fixed. XTA renamed the commander this required an update of the config files for AAI, too. see https://github.com/spring/spring/commit ... 4691afed34
caveat: older versions won't work with aai any more, blame the game devs for renaming the start unit, but i don't think thats an issue as older xta versions are maybe broken with spring 92, too.
caveat: older versions won't work with aai any more, blame the game devs for renaming the start unit, but i don't think thats an issue as older xta versions are maybe broken with spring 92, too.
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
We didn't rename the startunit, we added more ones. The original start unit is still available if you choose plain commander start option.
Start units can nowadays be changed when user is in-game in many mods, maybe AAI could get the current start unit with this command:
where paramName is 'startUnit'.
I agree it is our fault in the way that we didn't inform AI devs of the changes. There should be more cooperation between devs for engine, mod and AI.
Alternatively, here is a list of current possible commander names for xta:
Start units can nowadays be changed when user is in-game in many mods, maybe AAI could get the current start unit with this command:
Code: Select all
Spring.GetGameRulesParam
( string paramName, number paramValue [, table losAccess] ) -> nil
I agree it is our fault in the way that we didn't inform AI devs of the changes. There should be more cooperation between devs for engine, mod and AI.
Alternatively, here is a list of current possible commander names for xta:
Code: Select all
local arm_start_unit = {
autoupgrade = "arm_commander",
halfupgrade = "arm_u2commander",
fullupgrade = "arm_u4commander",
noupgrade = "arm_u0commander",
comshooter = "armcom",
decoystart = "arm_decoy_commander",
capturethebase = "arm_base",
nincom = "arm_nincommander",
plain = "arm_scommander",
}
local core_start_unit = {
autoupgrade = "core_commander",
halfupgrade = "core_u2commander",
fullupgrade = "core_u4commander",
noupgrade = "core_u0commander",
comshooter = "corcom",
decoystart = "core_decoy_commander",
capturethebase = "core_base",
nincom = "core_nincommander",
plain = "core_scommander",
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
jools:
thanks for this input. now it should work with current and old xta: https://github.com/spring/spring/commit ... 0326107f82
thanks for this input. now it should work with current and old xta: https://github.com/spring/spring/commit ... 0326107f82
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
grassdrawer crash
Spring 91.0.1-1305-gcb1371b develop (OMP)
BA 7.72
AAI
Spring 91.0.1-1305-gcb1371b develop (OMP)
BA 7.72
AAI
Code: Select all
[f=0000000] Creating TreeDrawer
Program received signal SIGSEGV, Segmentation fault.
0x000000000073e291 in CGrassDrawer::LoadGrassShaders (this=0x4dfea20)
at /usr/src/spring/rts/Rendering/Env/GrassDrawer.cpp:209
209 grassShaders[i]->Link();
(gdb) bt
#0 0x000000000073e291 in CGrassDrawer::LoadGrassShaders (this=0x4dfea20)
at /usr/src/spring/rts/Rendering/Env/GrassDrawer.cpp:209
#1 0x000000000073faf1 in CGrassDrawer::CGrassDrawer (this=0x4dfea20)
at /usr/src/spring/rts/Rendering/Env/GrassDrawer.cpp:123
#2 0x00000000007146b1 in CAdvTreeDrawer::CAdvTreeDrawer (this=0x3672540)
at /usr/src/spring/rts/Rendering/Env/AdvTreeDrawer.cpp:56
#3 0x000000000071eec5 in ITreeDrawer::GetTreeDrawer ()
at /usr/src/spring/rts/Rendering/Env/ITreeDrawer.cpp:62
#4 0x00000000007d5299 in CWorldDrawer::CWorldDrawer (this=<optimized out>)
at /usr/src/spring/rts/Rendering/WorldDrawer.cpp:51
#5 0x00000000004db1e6 in CGame::PostLoadRendering (this=0x7fffe032a650)
at /usr/src/spring/rts/Game/Game.cpp:614
#6 0x00000000004e3cd0 in CGame::LoadGame (this=0x7fffe032a650, mapName=...)
at /usr/src/spring/rts/Game/Game.cpp:455
#7 0x0000000000528fe6 in CLoadScreen::Init (this=0x7fffe0157090)
at /usr/src/spring/rts/Game/LoadScreen.cpp:118
#8 0x0000000000529d4e in CLoadScreen::CreateInstance (mapName=..., modName=...,
saveFile=0x0) at /usr/src/spring/rts/Game/LoadScreen.cpp:181
#9 0x000000000053c23c in CPreGame::UpdateClientNet (this=0x7fffe0164030)
at /usr/src/spring/rts/Game/PreGame.cpp:299
#10 0x000000000053cfa2 in CPreGame::Update (this=0x7fffe0164030)
at /usr/src/spring/rts/Game/PreGame.cpp:168
#11 0x00000000009c24c6 in UpdateSim (ac=<optimized out>)
at /usr/src/spring/rts/lib/gml/gml_base.h:43
#12 SpringApp::Update (this=<optimized out>)
at /usr/src/spring/rts/System/SpringApp.cpp:943
#13 0x00000000009ca082 in SpringApp::Run (this=0x7fffffffe530, argc=2,
argv=<optimized out>) at /usr/src/spring/rts/System/SpringApp.cpp:1028
#14 0x00000000009a5c1a in Run (argc=2, argv=0x7fffffffe948)
at /usr/src/spring/rts/System/Main.cpp:64
#15 0x000000000049e1cc in main (argc=2, argv=0x7fffffffe948)
at /usr/src/spring/rts/System/Main.cpp:149
Re: Engine Testing - 28 Jan 2013 (91.0.1-1204-g0f1f5f1)
new testing release, thanks for the feedback!
http://springrts.com/phpbb/viewtopic.ph ... 8&p=535938
http://springrts.com/phpbb/viewtopic.ph ... 8&p=535938