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Re: Shard

Posted: 23 Nov 2010, 21:15
by AF
Tests showed it did things in BA, although evorts had a lua crash, capitalisation was the culprit, I haven't had a chance to check over for more errors with capitalisation and filenames yet

Re: Shard

Posted: 08 Jan 2011, 22:09
by zwzsg
Shard Ballsey 0.31 was tested against Spring 82.7.1 with Kernel Panic 4.1 and found working.

I am shocked!

Re: Shard

Posted: 09 Jan 2011, 17:27
by AF
hooray ^_^

Re: Shard

Posted: 21 Feb 2011, 14:08
by AF
Minor Update:

Work is going very slowly, I shall have ADSL ~ march 9th maybe afterwards, but until then my progress is crippled by mobile broadband and has been since mid january =(

Re: Shard

Posted: 22 Feb 2011, 19:44
by oksnoop2
Glad to hear the project is not dead.

Re: Shard

Posted: 23 Feb 2011, 23:16
by AF
oksnoop2 wrote:Glad to hear the project is not dead.
Image

Re: Shard

Posted: 16 Mar 2011, 23:04
by McLoud
Can I get a linux 64 build? or source to build one?

Re: Shard

Posted: 16 Mar 2011, 23:42
by hoijui
there is no independent build file for Shard on linux, so you have to compile it through/with spring.

for the current release version of spring:
get the spring sources, unpack them, then:

Code: Select all

wget http://sourceforge.net/projects/springrts/files/springrts/spring-0.82.7.1/spring_0.82.7.1_src.tar.gz/download
tar xfvz spring_0.82.7.1_src.tar.gz
cd spring_0.82.7.1
cd AI/Skirmish
git clone git://github.com/Tarendai/Shard.git
cd ../..
cmake .
for the last part onwards (cmake .), see:
http://springrts.com/wiki/Building_Spring_on_Linux

Re: Shard

Posted: 17 Mar 2011, 23:58
by McLoud
Thanks, got it working. Used the BA script with TA and worked. Just need to remind myself of never again test a new AI with 5k unit cap :shock:

Re: Shard

Posted: 18 Mar 2011, 09:55
by AF
heh did the AI fill the cap and slow the sim down? I had stages with NTai where it would fill up brazillian battlefields till there were traffic jams of con units searching for places to build.

Currently I haven't focused on BA much, so the support is incomplete, but could be improved dramatically, very easily/quickly. If you do anything to taskqueues.lua please let me know, and if you have any suggestions, feel free =)

Re: Shard

Posted: 18 Mar 2011, 22:33
by McLoud
Yup, 2 AIs filled everything, but the BA script is only buildinng LLT, pewees, solar and mexes. Build a single strong mech and watch the world fall. But couldnt manage to play much, it got too slow. I'm still learning LUA itself and geting a hold of the general structure, the first think I want to ask, is there a way to know which units an certain unit can build? I think it follows somewhat the same C/Java API, right? Is there any editor with code complete for LUA?

Edit: what I'm trying to do is this:

Code: Select all

build (Unit unit)
    foreach Unit childUnit: unit.unitsItCanBuild
      if !childUnit.unitsItCanBuild then
        queueBuild(unit, childUnit)
    end;
    foreach Unit childUnit: unit.unitsItCanBuild
      if childUnit.unitsItCanBuild then
        build(childUnit)
    end 

Re: Shard

Posted: 19 Mar 2011, 02:30
by AF
At the moment no, in the next version yes, or via gadget communication, yes

Re: Shard

Posted: 22 Mar 2011, 02:57
by SpikedHelmet
Hey AF, I started using Shard because it seems cool. Got it basically functioning as much as building units and attacking me, but i'm not very capable of making it do much more than this. main goal is to have the ai detect various lus locals and change behaviour accordingly (for instance, withdrawing a unit when it becomes overheated, re-attacking when its cooled down, using jump jets, returning to base to repair, and capturing flags)

just wondering if you'd like to help me out :>

Re: Shard

Posted: 22 Mar 2011, 13:06
by AF
Sure, though I don't know how much time I have for a lengthy sit down, and I have to tweak one or two things anyway regarding construction placement.

I assume you'll need to start on gadget<->Shard Comms? Do you have any objections to whatever arises being used as an example/tutorial?

Re: Shard

Posted: 22 Mar 2011, 20:53
by AF
New additions in next release:
  • Greater clarification of which unit objects are shard unit logic objects, and which are engine API objects
  • Support for the Spring Gadget API in Shard
  • Better memory management on unit deaths

Re: Shard

Posted: 22 Mar 2011, 21:41
by AF
http://darkstars.co.uk/2011/shard-attacks/

A discussion explaining how Shards attacking works. How it figures out which units to attack with, when to attack, and where to attack

Re: Shard

Posted: 24 Mar 2011, 07:42
by knorke
tl;dr
if you want to document shard so others can actually use it, don't do it with chatlogs.

This is a documention:
http://love2d.org/wiki/love

This is useless:
[20:29:26] note
[20:29:31] that the entire attacking system can be either
[20:29:33] sidestepped
[20:29:35] or replaced
[20:29:53] all it would take is either your own behaviours, thats then assigned to attacker units

Re: Shard

Posted: 24 Mar 2011, 08:54
by AF
Chat log is better than nothing

Chat log in blogpost is better than chat log sitting on a hard drive is better than nothing

While documentation isn't ready, this is the next best thing until I finish plugging that gap

Re: Shard

Posted: 29 Mar 2011, 23:52
by AF
Momentary hiccup, my main machine has died, new one arrives thursday. No data has been lost. I still have my macbook so I am still contactable ( and still have developer tools ). Ill have my new machine setup Friday/Thursday evening, followed by a 5 day weekend ;D

Re: Shard

Posted: 31 Mar 2011, 19:55
by AskQuestionsLater
hoijui wrote:there is no independent build file for Shard on linux, so you have to compile it through/with spring.
I see that the Shard github project is now hooked into the main Spring github tree.

https://github.com/spring/spring/commit ... 351f948fae

I'm assuming this means that more people can now look forward to being pwn3d by Shard in future Spring releases on all platforms?