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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Stan`

    ban

    Hello, You have to contact @user1 he is in charge of the lobby moderation.
  2. As long as you run native js code no. Might need to hold back on some es6 features you'd normally use with npm like promises but apart from that you should be fine. Anyway most of your code will be python anyway. The only things you might need to be careful about are Engine calls. We define some CPP functions in JS using C++ interfaces. But you won't have to use any of those outside of the game anyway. Since you want to implement machine learning, you might want to also have a look at commands.txt files that are generated when playing the game. Those files contain all the commands from all the players. You might get some useful information by taking some of the ones that are uploaded to the forums by good players and trying to find patterns on those files with KNN and stuff on what makes someone win. It might outline some decisive moves. Might also get things wrong if your new ai tries the same thing on a different map with a different civilization.
  3. We are having issues recently with the last server migration. We are using Stun to avoid the need port forwarding but it's been acting out recently... I can't have a look but @implodedok @elexis @user1 are aware of the issue. Sorry for the inconvenience.
  4. See If you do manage to compile it in 64 bits let us know. 0AD' Js engine runs with Spidermonkey which is a different J's interpreter from node.js. I didn't find any reference to such a memory limit so I guess it's not limited by default but it's limited here because the game only uses up to 4Gigs of Ram on Linux.
  5. Trompetin17 made his third release candidate for Mac that still crashes on OsX Mavericks. Elexis commited some fixes and change to UI to enable or disable TLS. Itms will start looking into packaging the game for Linux and windows soon. If that goes alright I all also make a Windows portable version of 0AD
  6. You can also try to hook Python on the Js using stuff like webkit I think.https://stackoverflow.com/questions/8284765/how-do-i-call-a-javascript-function-from-python
  7. Hello you are limited to one account per hour. If you already created an account for a friend you have to wait one hour before you can create another one
  8. What would you have wanted ? You can literallyprint everything in a function by writing warn(uneval(object) and it will be saved in the interestinglog.html in the game data folder.
  9. Well you could find a way to hook yourself to the c++ interface of the AI with Python. https://trac.wildfiregames.com/browser/ps/trunk/source/simulation2/components/ICmpAIInterface.cpp https://trac.wildfiregames.com/browser/ps/trunk/source/simulation2/components/ICmpAIManager.cpp https://trac.wildfiregames.com/browser/ps/trunk/source/simulation2/components/CCmpAIManager.cpp Or you could write a script in JavaScript that reads files written by Python so Game does stuff -> Js stores in file -> Python reads file -> Python does stuff -> Python writes files -> Js loads file -> Game does stuff
  10. It always bothers me to download and install wxwidgets for windows. so I made a script for it. Sharing it here in case anyone is interested. download-compile-install-wxwidgets.ps1
  11. I can't say it always happens but it should be the case
  12. That's part of the commit process when the ships will be in the blendfile that was last used to export it should be committed to the repository
  13. Very nice. Only need the new sails textures can someone tell me why they would put a sail someplace that's very likely to be damaged when ramming another ship ?
  14. The good thing is you'll be soon able to commit them
  15. LoL Since STK is going to steal our Privacy Policy, we might steal their LOD code
  16. Those games are optimized though some people can't play the game since we changed the new units models
  17. While this is a great idea in theory, the more we complexify models the more we restrict people from playing the game. And no currently we can't make a low poly version of the public mod :/ Without hacks at least.
  18. Do you know how much poly the current ones have ?
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