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Posted: 20 Mar 2007, 17:38
by DJ
will try as soon as 5pm roles around....

Posted: 20 Mar 2007, 18:06
by DJ
Dude did you change anything with spacing cos now it's building everything really tight together...

Posted: 20 Mar 2007, 18:21
by AF
I ran a quick test and the maphack is indeed working. And I'm just changing spacing again to try and stop the tight spacing problem.

Posted: 20 Mar 2007, 18:39
by AF

Posted: 21 Mar 2007, 11:04
by DJ
just tested it briefly, spacing was good, it looked like it was attacking but i got delayed sync errors. Haven't got time to test much more at the moment but i'll take a look at lunchtime

Posted: 21 Mar 2007, 13:38
by AF
Threading was disabled as I was suspecting that the engines canbuildat() didnt work if called from the alternate thread.

Posted: 21 Mar 2007, 14:09
by DJ
OK just tried testing again. It's very difficult to test because of the delayed response errors. This test for what it's worth didn't seem to attack. I can't test the .cheat and .aicheat because it becomes unusable very quickly.

Posted: 21 Mar 2007, 23:38
by AF
Here it is with threading added back in and one or two minor tiny little changes:

XE9.65C

Posted: 22 Mar 2007, 10:50
by DJ
ok it's still getting delayed response errors and the vehicle labs shut down again.

It didn't look like it was attacking but in the brief time i had before it became un usable i added .aicheat and that seemed to make a difference. Need a version without the response errors to test properly though

Posted: 22 Mar 2007, 14:47
by AF
units will pause while NTais searching for a buildposition. The alternative is for NTai to not use threads and freeze the entire game while it searches.

What're your system specs.

Posted: 22 Mar 2007, 14:49
by DJ
It worked fine before, as in XE9.65A. I don't think my system is at fault. For what its worth its a Pentium 4 3.6ghz with a gig of RAM.

Posted: 22 Mar 2007, 14:54
by AF
Now the blockingmap seems to eb working, its actualyl doing its job, rather than going

the builders pos isnt blocked (false), so we'll just build here, NEXT!!!

Instead its doing the full loop.

Admittedly I swapped out the original loop for one that iterates throughe very grid cell on the map in the ones where spacing works correctly, I'll try and switch back to a more 'optimum' loop

Posted: 22 Mar 2007, 14:57
by DJ
So if it loops through the all the cells on the map is it looking for the optimum place to build?

It might be simpler to work outwards from the location of the unit requesting the build site and stop at the first appropriate site.

Posted: 22 Mar 2007, 15:05
by AF
If we were testing position A, then NTai originally checked all the squares within that position that fell within the footprint if they where blocking.

The NTais where it works instead check each cell on the map that exists, does a distance check, then checks if its blocking or not. This means that its very fast at the start of the game but as the game continues it gets slower as more cells are created to represent blocked squares.

I'll have a new build very soon.

Posted: 22 Mar 2007, 15:31
by AF

Posted: 22 Mar 2007, 18:04
by DJ
OK seems to be performing alright again now but we're back to vehicle labs stopping building. I haven't got time to do a really in depth test but i'm off work tomorrow so can spend some real time on it then

Posted: 29 Mar 2007, 01:38
by AF
XE9.65E

Itll draw a marker above its units, so if a marker dissapears on a working unit, somethings wrong. This should tell me fi the vehicle plant stopping is because fo the tasks it has or its CUnit object being erased prematurely.

There are also one or two extra little changes to things that might fix it.

Posted: 31 Mar 2007, 00:25
by AF
XE9.66

made a few little changes

- Arm peewees are used for debug blocking maps but they'll be switched between arm_peewee and armpw depending upon which one works from now on, so no recompiling for XTA<->OTA basename switches.
- A quick check which *might* affect the hub predicament in EE and simbase.
- If you take control of the AIs team and mouse over a units centre, itll tell you what tis current task is
- I made a little change that might fix the vehicle factory stopping bug

Posted: 01 Apr 2007, 07:23
by gill_za
When I start a game AI doesn't do anything, i'm gessing it is because I don't have a build tree for Balanced annihilation mode. Does anyone know where to get it? thanks

Posted: 01 Apr 2007, 08:21
by AF
Please read the thread or the comments on UF. This AI isnt ready for the average player yet,a nd these builds are for bug hunting.

When it all works properly I'll make an installer and it should all start ticking over.

Having said that only lurker[] has given any feedback on bugs, via the lobby, about simbase and hubs.