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  1. Today
  2. Ah right, that makes some kind of sense since there is no GUI in non visual ... So probably nothing gets initialized and nothing listen to the messages No problem, sorry we couldn't figure out a solution. I do believe that using the RL interface might be better in this case, since it should have a lot more access to the engine functions because you can send arbitrary js to the engine. The tickets hyperion mentioned above. https://gitea.wildfiregames.com/0ad/0ad/issues?q=autostart&type=all&state=all&labels=43
  3. That was good suggestion. I placed as much "warns" as possible and discovered that in my OnInitGame trigger: Trigger.prototype.TestLearningStart = function() { warn("Init"); //zapytajmy czy jest plik startowy inicjalizujacy nasz algorytm wstepnymi entities itp let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "load-json", "players": [0], "name": "testlearning-last", "param": "init" }); warn("Init finish"); //this.TestLearningStartFromScratch(); } PushNotification sends the request without errors, but OnCommand never receives it. It is was clear that my custom message "load-json", which loads JSON file, is simply not being push further. This is my load-json msg: "load-json": function(notification, player) { warn("Received load-json"); let name = notification.name || "testlearning"; let data = null; if (Engine.FileExists("simulation/" + name + ".json")) data = Engine.ReadJSONFile("simulation/" + name + ".json"); Engine.PostNetworkCommand({ "type": "dialog-answer", "dialog": "json", "answer": { "param": notification.param, "data": data, }, }); warn("finished load-json"); }, And this is how I run the game with loading mod with customized "messages.js": $ pyrogenesis -mod="public" -mod="train" -autostart-victory="endless" -autostart="skirmishes/test_sparta" -autostart-disable-replay -quickstart -autostart-nonvisual Mod "train" contains just one single file with modified "messages.js". Since warning "Received load-json" never appears, we can be sure this message never hits in headless mode. So the only explanation is that under -autostart-nonvisual, custom "messages.js" coming from my mod is either ignored or, which is more likely, overlapped with different set of "messages.js" designated for -autostart-nonvisual. Since I need custom messages to communicate with some GUI APIs, I can't get rid of this pattern... I think it is not worth investigating further. I'm satisfied with my current solution as it is and although headless mode certainly could be nice improvement it is not that important for these type of calculations. Thank you again for your help.
  4. Hey @Lopess and @Duileoga I know I don't speak spanish, but if you ever need help or me to look at a model and tell you what you can optimize for performance, just ping me here Keep up the awesome work!
  5. It seems it shouldn't have any weird side effects. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/maps/scripts/NonVisualTrigger.js It does load your genetic_async.js too bad we don't have https://gitea.wildfiregames.com/0ad/0ad/pulls/7245 yet in your version. Can you figure the furthest it goes in your script before it starts warning. BTW thanks for helping us debug this.
  6. Do you have the same mods loaded when you play the saved game ? Any errors ?
  7. I have been able to compile fine but i do have a few tricks. For the first part of the build I use brew clang, and for the game build i use normal apple clang.
  8. Instead of the user map it just uses the map that is first in the list of skirmish maps, and that map happens to have just 2 players, not 4. So I guess it just uses the first two players, which are the human ones, the Petra-bot players 3 and 4 are jmaybe just dropped as there is no slut in the wrong map. If it helps, I can provide the map files, too? Thank you very much for your quick answer and of course for your work!
  9. Nope. I'm not sure if I can attach full logs here in public. They include sensitive data like API keys. I can send you both logs in PM if needed. In -autostart-nonvisual "NonVisualTrigger.js" is loaded additionally as opposed to regular run. I don't think its the culprit, but who knows.
  10. What steps do you take to complete one architectural set and what software do you use?
  11. Cc @phosit looks like a bug with MP saved games. If the map doesnt have the same number of players though that's weird
  12. We do now since about a year when the git migration occured.
  13. Is there anything in the main log that says that something was skipped ?
  14. There are a few bug reports by @Langbart wrt autostart / nonvisual / rlinterface, I'd check if one of them applies here and if not file a new one with clear steps to reproduce. I probably will spend some time during the r29 release cycle on this topic, tho for the next few weeks I intend to focus on xmpp/lobby stuff open for years.
  15. Hello, I'm here to share an image of the first Jomon Hero evolving through the first three ages: Chipped Stone, Polished Stone, and Copper Age. I'll bring more photos for you soon. Thank you, and please continue commenting and following our work.
  16. También @Alisson Fabrini D desde mediados del año pasado y principios de este año, nos ha estado ayudando siempre que ha sido posible.
  17. Yesterday
  18. Absolutely! This appears to be a giant effort! Thank you @Duileogaand @Lopess and all the others for your ambition! (And still looking forward to seeing it - one day - in game )
  19. Yeah something is off. Is it writing to interestinglog.html /mainlog.html ? Whether it's visual or non visual it should do the same thing because it needs to be reproductible. It was there long time before the RL interface. Cc @phosit @hyperion @Itms
  20. -Por el momento no hay ninguna civilización completamente terminada. -Es un trabajo en equipo, mayormente entre @Lopess y yo (aunque tenemos un grupo con más usuarios que nos ayudan muchísimo). -Por ahora la mayoría de civ's tienen casi toda la arquitectura ,unas cuantas(incluyendo todas las americanas) tienen todas las unidades y algunas tienen símbolos de facción, traducciones o bonificaciones.Por lo que la respuesta sería "cada una nos lleva años". Disculpen las molestias*
  21. Thanks @Duileoga! I am absolutely looking forward to seeing your new creations in game!
  22. Hola,buenas; -Concretamente es el Monumento Naval del Ágora de Cirene (muy muy parecidos,creo que son ambos de la diosa Nike)y lo usé para el Centro urbano: -Si tiene referencias o reconstrucciones del "Stoa de Hermes y Hércules "se lo agradecería mucho @nifa(por ahora solo encuentro ruinas). -¡Muchas gracias! -Disculpe pero no entiendo que significa eso. Disculpen las molestias*
  23. Hola, buenas; -Suelo poner las en telas (alfombras, banderas y estandartes)a veces en escudos y símbolos culturales.En la mayoría de los edificios intento que se vean esos objetos en color del jugador 1 (Azul oscuro). -Luego les enseño una foto de los bocetos en Blender, evidentemente luego @Lopess hace algunos cambios (corrigiendo errores digitales, mejorando su apariencia o eliminando bugs históricos etc...) Disculpen las molestias*
  24. Happy New Year, fellow creatives! To kick off 2026, I've created a couple of brand new music tracks to share with you. As always, they're 100% free to use in your projects with attribution, just like my thousands of other tracks: On my Funny 8 page: "A WILD PARTY IN DOCTOR STRANGEVOLT’S CASTLE" – (Looping) https://soundimage.org/funny-8/ On my Chiptunes 5 page: "PIXELTOWN HEROES" – (Looping) https://soundimage.org/chiptunes-5/ OTHER USEFUL LINKS: My Ogg Game Music Mega Pack (Over 1400 Tracks and Growing) https://soundimage.org/ogg-game-music-mega-pack/ My Ogg Genre Music Packs https://soundimage.org/ogg-music-packs-2/ Custom Music https://soundimage.org/custom-work/ Attribution Information https://soundimage.org/attribution-info/ Enjoy, please stay safe and keep being creative. :-)
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