Page 1 of 2
SVN currently breaks AI's
Posted: 13 Jul 2006, 02:50
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.
Posted: 13 Jul 2006, 13:05
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).
Posted: 13 Jul 2006, 14:20
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..
Posted: 13 Jul 2006, 14:41
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.
Posted: 13 Jul 2006, 18:11
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
Posted: 14 Jul 2006, 20:32
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

Where do u unpack / copy the NTAI config files to now?
Since it was sayin that it couldnt create NTAI/Logs
Posted: 14 Jul 2006, 20:45
by AF
Look at the svn.
Posted: 14 Jul 2006, 23:22
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
Posted: 15 Jul 2006, 03:05
by AF
Check AI.tdf for that.
Posted: 25 Jul 2006, 12:07
by clericvash
Any update on if this is working yet/working anytime soon?
Posted: 25 Jul 2006, 12:42
by AF
I havent gotten any more information
Posted: 31 Jul 2006, 18:32
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?
Posted: 31 Jul 2006, 18:33
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.
Posted: 31 Jul 2006, 20:45
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.
Posted: 31 Jul 2006, 21:21
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.
Posted: 31 Jul 2006, 22:18
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.
Posted: 31 Jul 2006, 22:46
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.
Posted: 31 Jul 2006, 22:50
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.
Posted: 31 Jul 2006, 22:51
by AF
jelmers been trying to fix the gcc build of spring for a few hours now.....
Posted: 31 Jul 2006, 23:03
by Tobi
should compile now tho, even on amd64