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Posted: 07 Mar 2007, 17:49
by 1v0ry_k1ng
its still behaving as if it has no maphack.. it left its huge army domant until i attacked its ally (in LOS) when it suddenly lept to life.

Posted: 22 Mar 2007, 20:22
by 1v0ry_k1ng
has this project died? i want fixed LOS KAI :(!

Posted: 23 Mar 2007, 00:17
by Kloot
When I find a bit of free time I'll sit down and write some LOS-testing code, but that won't be until next week at the earliest (exams + looming deadlines).

Posted: 23 Mar 2007, 02:50
by hrmph
Better late than never!

Posted: 23 Mar 2007, 12:22
by AF
The cheat interface still works for maphack, you can see the debug models being draw on NTai XE9.65D showing it has found enemies outside its LOS and identified their type and location correctly.

Posted: 16 Jul 2007, 12:26
by 1v0ry_k1ng
victors 0.22 dosnt work as yet. any luck fixing this version?

Posted: 17 Jul 2007, 18:24
by Kloot
No, you'll have to talk to Viktor about his changes to 0.22 (now 0.23).

Posted: 20 Jul 2007, 02:32
by Kloot
Well, it only took four months, but 0.12's attack behavior is finally fixed (the AI no longer ignores enemies outside of its direct LOS or radar coverage). Linux and Windows builds for 0.75b2 are available here (updated 29/7).

Posted: 20 Jul 2007, 18:12
by 1v0ry_k1ng
nice work :-)
I'll check it for faults. out of interest, why did you pick 0.12 over 0.22 to convert?

Posted: 21 Jul 2007, 11:30
by 1v0ry_k1ng
sweet, this works with EE! when did this get hub support? it dosnt play amazingly like the old KAI, it likes to spaem factories and never techs up, but it can actually play.

Posted: 21 Jul 2007, 12:02
by Kloot
It has worked with EE for months, I added hub support back in January. ;)

I decided to convert 0.12 instead of 0.22 because it was closer to the KAI of old and more complete feature-wise, and because Viktor's megapatch and later commits already took care of a lot of things that I had planned to do (so just getting 0.12 to play as it should seemed more productive).

Posted: 21 Jul 2007, 12:21
by 1v0ry_k1ng
Spring 0.75b2 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x007666ff
DLL information:
0x00400000 spring
0x7c900000 ntdll
0x7c800000 kernel32
0x77dd0000 ADVAPI32
0x77e70000 RPCRT4
0x73f10000 dsound
0x77c10000 msvcrt
0x77d40000 USER32
0x77f10000 GDI32
0x774e0000 ole32
0x76b40000 WINMM
0x77c00000 VERSION
0x68b20000 GLU32
0x5ed00000 OPENGL32
0x73760000 DDRAW
0x73bc0000 DCIMAN32
0x76c90000 IMAGEHLP
0x71ad0000 WSOCK32
0x71ab0000 WS2_32
0x71aa0000 WS2HELP
0x10000000 SDL
0x7c340000 MSVCR71
0x00d00000 DevIL
0x66fc0000 freetype6
0x61b80000 zlib1
0x00e90000 glew32
0x003e0000 ILU
0x01d90000 ATKOGL32
0x69500000 nvoglnt
0x71a50000 mswsock
0x662b0000 hnetcfg
0x71a90000 wshtcpip
0x72d20000 wdmaud
0x76c30000 WINTRUST
0x77a80000 CRYPT32
0x77b20000 MSASN1
0x72d10000 msacm32
0x77be0000 MSACM32
0x77bd0000 midimap
0x73ee0000 KsUser
0x02cf0000 KAI-0.12
0x59a60000 DBGHELP
Stacktrace:
(0) C:\Program Files\TASpring\spring.exe [0x007666FF]
(1) C:\Program Files\TASpring\spring.exe [0x0076C3B0]
(2) C:\Program Files\TASpring\spring.exe [0x00763291]
(3) C:\Program Files\TASpring\spring.exe [0x00768458]
(4) C:\Program Files\TASpring\spring.exe [0x007F9C63]
(5) C:\Program Files\TASpring\spring.exe [0x00818D48]
(6) C:\Program Files\TASpring\spring.exe [0x006E411E]
(7) C:\Program Files\TASpring\spring.exe [0x0071BD8A]
(8) C:\Program Files\TASpring\spring.exe [0x005BB7F1]
(9) C:\Program Files\TASpring\spring.exe [0x005DB50C]
(10) C:\Program Files\TASpring\spring.exe [0x005DE5EE]
(11) C:\Program Files\TASpring\spring.exe [0x00819AA9]
(12) C:\Program Files\TASpring\spring.exe [0x00821C68]
(13) C:\Program Files\TASpring\spring.exe [0x00822038]
(14) C:\Program Files\TASpring\spring.exe [0x00822269]
(15) C:\Program Files\TASpring\spring.exe [0x0090F147]
(16) C:\Program Files\TASpring\spring.exe [0x00401292]
(17) C:\Program Files\TASpring\spring.exe [0x004012DD]
(18) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816D4F]
KAI keeps crashing ten odd minutes into the game, no discernable cause

Posted: 21 Jul 2007, 12:26
by Kloot
Doesn't seem like an AI crash:
(0) CCobInstance::EmitSfx(int, int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobInstance.cpp:648

(1) CCobThread::Tick(int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobThread.cpp:515

(2) CCobInstance::RealCall(int, std::vector<int, std::allocator<int> >&, void (*)(int, void*, void*), void*, void*)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobInstance.cpp:259

(3) CCobInstance::Call(int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobInstance.cpp:192

(4) CWeapon::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Weapons/Weapon.cpp:292

(5) CMissileLauncher::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Weapons/MissileLauncher.cpp:43

(6) CUnit::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/Unit.cpp:430

(7) CUnitHandler::Update()
/opt/mingw42/lib/gcc/i586-mingw32msvc/4.2.0/include/c++/bits/stl_list.h:150

(8) CGame::SimFrame()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2379

(9) CGame::ClientReadNet()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2736

(10) CGame::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:1776

(11) SpringApp::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:838

(12) SpringApp::Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1023

(13) Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1083

(14) WinMain@16
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1146

Posted: 22 Jul 2007, 00:12
by 1v0ry_k1ng
what cause in which case ?

Posted: 22 Jul 2007, 00:13
by Peet
Broken code by Noruas or myself.

Posted: 22 Jul 2007, 13:10
by 1v0ry_k1ng
in XTA? gah. that would explain the NTAI crashes too.