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Posted: 02 Jul 2006, 17:32
by KDR_11k
I'm building my own mod which hasn't really seen a release yet. One thing I've done is combined mexes and powerplants into one building, I suppose there is no special behaviour for that case to make NTAI build mexes anywhere when it builds them as a powerplant rather than a mex (B_POWER, for example)?
I'm still getting a few unhandled Global AI exception crashes, is that a known problem in the current release?
Posted: 02 Jul 2006, 17:53
by AF
hmm, might be because of the change in your mod.
mexes and pwoerplants should both be detected by B_MEX or B_POWER so in yuor case if all powerplants are mexes then B_POWER and B_MEX are the same only 1 prioritizes the ability to produce energy and the other metal.
However Make sure you're running latest NTai with sprign AI exception catchign turned off in settings, those exceptions should be caught by NTai exception handling and logged, not by spring.
Posted: 02 Jul 2006, 18:38
by KDR_11k
I think Spring will only catch the exception if it wasn't caught inside the AI. If Spring didn't catch it it would collapse the entire try{} stack, causing a termination without error message.
Posted: 02 Jul 2006, 18:45
by AF
NTai is supposed to catch the error, if your compiling RC20 make sure the #define EXCEPTION isnt commented out in include.h.
Posted: 02 Jul 2006, 18:57
by KDR_11k
I'm using the binary build, I have no idea how to deal with compiling TBH.
Posted: 03 Jul 2006, 14:37
by KDR_11k
By the way, is it possible to put the AI profile into the mod sd*?
Posted: 03 Jul 2006, 14:44
by unpossible
KDR_11k wrote:By the way, is it possible to put the AI profile into the mod sd*?
bad idea unless AF decides to put the AI files in the correct/standard place (globalAI folder), otherwise it'll be looking for the information in the wrong directory if you set up a sensible one.
Posted: 03 Jul 2006, 15:35
by AF
Send build data to me to be included in he next release or package alongside the mod. People can just drop the fodler in their AI folder, or wherether else it is.
Also NTai CAN put stuff in the globalai fodler if you configure AI.tdf correctly.
Posted: 03 Jul 2006, 16:26
by KDR_11k
I was just hoping I could throw he files into the mod's sdz instead of having the mod consist of the sdz and an AI folder.
Posted: 03 Jul 2006, 17:17
by AF
It is possible, if you create an AI folder and place the folder inside there then package ti up it'd work but then everyone would have to keep tot eh default AI.tdf.
Also it means I cant peer review and change things in the public releases, your essentially locking in your mod to a specific build tree.
Your best sending me the data along with the learning file
Posted: 05 Jul 2006, 16:16
by hollowsoul
NTAI(9) Linux
i tried out your code idea in .deb thread
& i also tried it out for the svn tagged released for 72.b1 (before the code to rotate buldings got in) still the same results.
Btw gonna throw together a thread regarding NTAI / linux later in linux forum.
Cause looking @ thread for .deb package for spring
Looking here & i think this also spread to a few other threads plus possible an email / PM is completey unnesscary fragmented dicussion on gettin bot to work under linux.
Hell even R.txt R1.txt R2.txt are still not changed for latest buildtress for XTAPE. They should be r.txt r1.txt r2.txt.
Posted: 05 Jul 2006, 20:09
by AF
A few bits of twiddling got em the same results.
For that I've eliminated FBuild() in favor of using CBuild() and that worked. Also passing 4 parameters through CBuild has no effect on 0.71b1 so it should be able to sue 0.72 code too.
That and I eliminated a few minor bugs and optimized one or two bits here and there. I'll post the new source later.
Posted: 06 Jul 2006, 22:55
by malric
Quick question (I searched the forums but I couldn't find the answer, maybe it is too obvious).
Is NTAI source code kept in the spring svn repository on berlios ? (I mean the development version...)
In case this is not the case, is there a way to get the latest source ?
Thanks
Posted: 07 Jul 2006, 16:21
by AF
the berlios svn and the spring svn are the same.
The latest code released is RC20 which attempts to fix few things for linux. I have RC21 here but lindir keeps reporting issues with the anti stall algorithm, and I've lost my main net connection on my own computer making svn access extremely awkward. As a result I'm considering removing NTai completely from the svn until svn access is more feasible (and I manage to figure out how to configure tortoise svn and commit...).
Posted: 07 Jul 2006, 16:46
by Lindir The Green
Hey AF, I think I found some of the problem.
Check your e-mail.
Posted: 09 Jul 2006, 02:45
by Erom
I assume this is already a known bug, but just to make sure,
In AA with RC20, NTai refuses to build suficient energy sources. It will build 1-2 solars near it's start point, then build no further e sources, causing it to e stall the entire game. Both with the stock version and the H mutator, this is on non-metal maps.
Posted: 09 Jul 2006, 03:58
by AF
That's a symptom of a disease known as autoconfigia nonexistia.
NTai gets this while playing AA and reverts to the default build tree, which is generic, and doesn't fit in with AA completely. This is a symptom of having values designed to work for the majority and they need optimizing.
However I fell a cure may be on the horizon in the form of the elusive AA buildtree but that's something we'll have to wait and see about.
Posted: 09 Jul 2006, 04:01
by esteroth12
AF wrote:That's a symptom of a disease known as autoconfigia nonexistia.
Autoconfiguration nonexistant?
but yeah, linder's buildtree is for XTA, so AA has nothing...
Posted: 09 Jul 2006, 04:08
by AF
One recent patient of autoconfigia nonexistia is ee. However this mod now ha a basic mod.tdf settign outattackers and scouters, allowing NTai to detect something as anything other than a scout.
ironically, SWTA has this disease but suffers litle to no side effects.
Posted: 09 Jul 2006, 04:34
by Lindir The Green
But... side effects are caused by the treatment of the disease, not the disease itself. So I think you mean symptoms... :/
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