SVN currently breaks AI's

SVN currently breaks AI's

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AF
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SVN currently breaks AI's

Post by AF »

currently the code in the svn does not work with current AI's despite adding a 4th parameter to build items. NTai works in 0.72b1 but int eh svn ti only builds buildings and no units, despite it being the same code.

This is likely due to the rotateable buildings being introduced, and it has broken AI's building units completely. People are asking em for an NTai fix, but this is an engine issue and it needs to be treated that way else this svn build will get released and Windows users will experience the nightmare too.
colorblind
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Post by colorblind »

AFAIK Sean Mirssen is still working on his patch, which hasn't been committed yet. So the problem you are experiencing must be related to something different.

Btw I just compiled the latest revision (1612) and NTAI works perfectly (it also builds units).
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AF
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Post by AF »

=O, windows or linux build!?!!?!? I'll have to test that! I thought rotating buildings had been comitted but further work was needed..
hollowsoul
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Post by hollowsoul »

After compiled latest version on linux...

No luck just builds 2 different types of kbots (XTAPE think they were crusher & something else).
Also lvl1 const units. Also metal extractors & lvl1 defense i.e anti-air & laser towers & lvl1 factory. Nothing else though

Bot suffers from building over metal extractors aswell.
Think a patch went in for that, so its easier to upgrade metal extractors. i.e u repick to reclaim & then build metal extractor in order queue.
But bot just builds over them thus 2 (maybe more) in same spot & only 1 was working i believe.
hollowsoul
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Post by hollowsoul »

argghh after tried out a game using my app.
Me Verus 3 JCAI AI's they built nothing but construction lvl1's bots & metal extractors & lvl 1 factorys..... :|
Same thing i observed tryin to play against NTAI

Hopefully above helps in findin out what got changed
hollowsoul
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Post by hollowsoul »

ehhh
/me runs & hides
just notice my custom ebuild i been using unpacks old version of NTAI source i.e rc18 / 19

opps :P
Where do u unpack / copy the NTAI config files to now?
Since it was sayin that it couldnt create NTAI/Logs
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AF
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Post by AF »

Look at the svn.
hollowsoul
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Post by hollowsoul »

Well svn has configs stored in game/AI
Yet NTAI tries to make <datadir>/NTAI/Logs

Thus why i asked.... since it doesnt appear to be same as svn

and segfaults either way on me atm. Recompiling glibc with debuging atm
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AF
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Post by AF »

Check AI.tdf for that.
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clericvash
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Post by clericvash »

Any update on if this is working yet/working anytime soon?
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AF
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Post by AF »

I havent gotten any more information
keithjr
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Post by keithjr »

can't the change which caused the svn to break be tracked down and temporarily reverted? It seems like functioning AI's should be higher on the list of priorities than being able to rotate buildings. IMHO this should have been tested before being promoted, am I wrong?
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AF
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Post by AF »

it turns out it wasnt rotating buildings that broke i as they hadnt been committed to the svn yet at the time it broke.
Tobi
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Post by Tobi »

keithjr wrote:IMHO this should have been tested before being promoted, am I wrong?
Nah, it's SVN (ie. unstable!) after all. There must be the freedom to temporalily break things or development would grind to a halt. (IMHO)

I admit tho that with our rate of feature adding / bugfixing it's hard to choose between tags/taspring_0.72b1 and trunk.
keithjr
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Post by keithjr »

Yeah, I see your point.

The problem that I'm having is that I need to use the source to compile NTai to run the new version in linux, since there is no place to get the procompiled .so files. for it. Without a good svn I kinda feel dead in the water.
hollowsoul
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Post by hollowsoul »

U can always svn up. grab a copy of latest NTAI
and svn tagged release and copy it to a another folder

and then replace the NTAI code (in your tagged release copy).
And replace it with latest NTAI. What i used todo before NTAI 9 made it into svn.
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AF
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Post by AF »

anyone tried the latest NTai svn code? It changed a few things that had crippled the previous svn code in windows, I'm curious what changed under linux.
hollowsoul
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Post by hollowsoul »

latest svn doesnt compile atm

Code: Select all

g++ -march=pentium4 -O2 -pipe -fvisibility=hidden -fpermissive -pthread -D_REENTRANT -DDIRECT_CONTROL_ALLOWED -D_SZ_ONE_DIRECTORY -DNO_CLIPBOARD -DNO_AVI -DNO_LUA -Irts -Irts/System -I/usr/include -I/usr/include/GL -I/usr/include/freetype2 -I/usr/include/SDL -I/usr/include/python2.4 -c -o build/rts/Map/BaseGroundDrawer.o rts/Map/BaseGroundDrawer.cpp
rts/Map/BaseGroundDrawer.cpp: In member function 'bool CBaseGroundDrawer::UpdateExtraTexture()':
rts/Map/BaseGroundDrawer.cpp:182: error: no matching function for call to 'CUnitHandler::TestUnitBuildSquare(BuildInfo, CFeature*&)'
rts/Sim/Units/UnitHandler.h:52: note: candidates are: int CUnitHandler::TestUnitBuildSquare(BuildInfo&, CFeature*&)
scons: *** [build/rts/Map/BaseGroundDrawer.o] Error 1
scons: building terminated because of errors.
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AF
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Post by AF »

jelmers been trying to fix the gcc build of spring for a few hours now.....
Tobi
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Post by Tobi »

should compile now tho, even on amd64
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