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AAI seemingly randomly crashes

Posted: 06 May 2006, 13:20
by Gasha
I've just (well, a couple of days ago) downloaded Spring, with the AAI, and I'm experiencing strange crashes. It started when I tried to use the AAI-script in singleplayer, and it said something like "can't find CFG-file for XTAPE-mod". I looked around in the TASpring folder, and found some CFG files located in TASpring/aidll/globalai/aai/cfg/mod. Two of them were named something very close to XTAPE, something like "XTAPEv55". I changed the name of one of them to just "XTAPE", and then it worked fine with the AAI. Then, I started to use TASClient and make singleplayer games with multiple bots. When I play such a game, the game almost always chrashes at some time, and I can't load saved games from multiplayer sessions, even if there was no-one else in the game, just me and the bots. Someone know what to do?

Posted: 07 May 2006, 10:33
by submarine
aai 0.63 has at least one possible crash bug that only occurs on small maps (like small divide) - until the next release i recommend playing bigger maps...

Posted: 07 May 2006, 10:44
by Gasha
I almost always play on a 24x24 map (Over crude water), so I don't think that the map size is the problem. Could it be something about over crude water being a metal map?

Posted: 07 May 2006, 11:56
by submarine
hmm i made the experience that krogs mex spiot algo (at least the version i'm using) has sometimes problems detecting metal maps....

i actually never tested aai on metal maps since i hate them - has anyone else problems on that map?

Posted: 07 May 2006, 14:40
by krogothe
The mex class doesnt currently support maps that have a non-uniform metal distribution with small radius, which would give over 5k spots. Maps like metal heck work fine though (a flag is set saying the maps a metal map). Something like wideopencombat wont however.

Posted: 07 May 2006, 15:06
by submarine
i played abit with the values, iirc wideopen combat works with aai, but im not sure

but imho spring should refuse to load that map anyway :)

Posted: 07 May 2006, 17:35
by AF
I saw that, the output for NTai mex debug for metal heck shows all the spots on metal heck are arranged in tightly pack grid patterns in the top fifth of the map.

That and it has trouble on maps with multiple levels of metal, such as core prime industrial or fizzylake type maps...