NTAI dev build
Posted: 03 Jan 2006, 20:15
For Testing Purposes Only
Test Build 4!
This is a development build of NTAI and is not meant to be the next version of NTAI as it is incomplete.
Most of the bugs in the previous versions of NTAI where core problems which ended up being rewritten and so on. To eradicate all these bugs and come up with an AI base that is much more expandable and flexible I have scrapped the lot and kept very little intact and recoded. Currently only the build system is actually present, and the debugging tools (streaks, cursor, logging). I want to make sure it is working 100% before I continue. I do have exams and coursework to work on so I wont be doing as much as I could be doing other the next 3 weeks, but I need this code tested thoroughly.
Features of this build that are used:
Entirely new task system for building
Integration of Krogothes mex class
Universal mod support
Eradication of all known bugs including the out of virtual memory bug
Plaintext logging turned on by default, it will now log to AIlog.txt
Numerous fixes to logging class (such as when NTAI deliberatly crashed by typing .crash, the html tags where messed, all gone now)
Features that have yet to be added (coded but not enabled):
Tasks that check themselves and plan for contingencies (with extra unit behaviours) to eradicate idle unit stalls
Idle unit behaviours (such as repairing nearby units, reclaiming forests of trees, idle attack units approaching enemy units that arent protected)
Better building selection (NTAI isnt very good at picking it's buildings, and improvised learning code has bene commented out completely)
I need this testing on as many mods as possible on as many maps as possible, and all the logfiles sent to me, preferably by email or pm but not by posting them in this thread.
People who continually get errors on NTAI 0.28.10+ try running this and tell me if they still occur?
And I repeat this is not going to give you a good fight, it isnt meant to be a new release of NTAI it is for testing purposes only, so no AAI or OTAI performs better than this, or this AI sucks it didnt even attack me, it is not that sort of release
Download here Test Build 4
PS: there's no antistall code in here so if the commander builds something then does absolutely nothing take control manually and type in the command ".verbose" then move it around or press stop and see if it drives back into action. If the array of messages apeparing in the chat console mentions the word exception, tell me immediatly!!!!!!!!! And provide a log god dammit!
Remember this version is mod independant ti will work just as well on XTA core as AA-F Arm as TA:FF Core as TA:K Veruna or AATA etc
".verbose" - displays log messages in console when logging to file
".crash" Forcibly crashes Spring[/b]
Test Build 4!
This is a development build of NTAI and is not meant to be the next version of NTAI as it is incomplete.
Most of the bugs in the previous versions of NTAI where core problems which ended up being rewritten and so on. To eradicate all these bugs and come up with an AI base that is much more expandable and flexible I have scrapped the lot and kept very little intact and recoded. Currently only the build system is actually present, and the debugging tools (streaks, cursor, logging). I want to make sure it is working 100% before I continue. I do have exams and coursework to work on so I wont be doing as much as I could be doing other the next 3 weeks, but I need this code tested thoroughly.
Features of this build that are used:
Entirely new task system for building
Integration of Krogothes mex class
Universal mod support
Eradication of all known bugs including the out of virtual memory bug
Plaintext logging turned on by default, it will now log to AIlog.txt
Numerous fixes to logging class (such as when NTAI deliberatly crashed by typing .crash, the html tags where messed, all gone now)
Features that have yet to be added (coded but not enabled):
Tasks that check themselves and plan for contingencies (with extra unit behaviours) to eradicate idle unit stalls
Idle unit behaviours (such as repairing nearby units, reclaiming forests of trees, idle attack units approaching enemy units that arent protected)
Better building selection (NTAI isnt very good at picking it's buildings, and improvised learning code has bene commented out completely)
I need this testing on as many mods as possible on as many maps as possible, and all the logfiles sent to me, preferably by email or pm but not by posting them in this thread.
People who continually get errors on NTAI 0.28.10+ try running this and tell me if they still occur?
And I repeat this is not going to give you a good fight, it isnt meant to be a new release of NTAI it is for testing purposes only, so no AAI or OTAI performs better than this, or this AI sucks it didnt even attack me, it is not that sort of release
Download here Test Build 4
PS: there's no antistall code in here so if the commander builds something then does absolutely nothing take control manually and type in the command ".verbose" then move it around or press stop and see if it drives back into action. If the array of messages apeparing in the chat console mentions the word exception, tell me immediatly!!!!!!!!! And provide a log god dammit!
Remember this version is mod independant ti will work just as well on XTA core as AA-F Arm as TA:FF Core as TA:K Veruna or AATA etc
".verbose" - displays log messages in console when logging to file
".crash" Forcibly crashes Spring[/b]