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leper

WFG Retired
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Everything posted by leper

  1. (Answering both of you) There isn't really a huge amount of documentation regarding the AIs, but there is an overview of qBot's structure. Apart from that wraitii's forum post regarding the development of Aegis are helpful too. Reading the code would be advisible too. Enable some debug output in simulation/helpers/Commands.js. qBot and Aegis have a debug setting in config.js. There is also some colouring that can be used for some additional information in Commands.js and you can of course use the Dev Overlay (Alt+D). See the autostart part (also use quickstart) in readme.txt. The AIs aren't compiled at all. You can view warnings and errors either in-game (top left) or in interesting.html/mainlog.html (see GameDataPaths for the location depending on your OS) Don't base your AI on the older APIs, those will be removed in the future. Maybe the Logging wiki page could come in handy. In case you have any questions joining #0ad-dev on QuakeNet should help too.
  2. I think that would work very well as an alternate main menu background.
  3. Select a different SourceForge mirror then, the one that is automatically selected may not always be the fastest one.
  4. I'd say that translating "I will go out against them" would be the right thing to do.
  5. Pass -xres=1234 -yres=5678 to the executable (The man page has the -config=KEY:VALUE part wrong, but that is unrelated) or using the second link Gallaecio posted above.
  6. Looks interesting! I'd make the connecting part from the Roman and the Persian parts to the center a bit wider as that looks like it will lead to units getting stuck there too easily. Also are you going to attach the map?
  7. It was really fascinating to watch you draw that!
  8. Ah, you got the warnings when building. I thought you got some when running the game (which logs the errors in interestinglog). If you want to get the build log in English you should just prepend the commands you run with 'LC_ALL=C' (as in 'LC_ALL=C make -j2'), so there is no need to do a reinstall or change your locale settings since the only thing to do is to override that environment variable for some commands.
  9. You have been using the release previously? In SVN textures are not stored compressed but are converted when they are first used, so that would explain stuff looking grey. Regarding the warnings could you post/attach them here? (You can find them in ~/.config/0ad/logs/interestinglog.html)
  10. Loki72: No spaces in '2>&1' (otherwise it won't do what you want). Gallaecio: If they did fork it too, maybe we could make it one fork by cooperating with them on it instead of having two.
  11. You can redirect the output to a file by appending '> mylogfile' to the command (note that this does only redirect stdio, but not stderr (to which errors are normally printed) so you should use '2>&1 > mylogfile') Scons is needed to build tinygettext (which is used to get the translated strings out of the .po files) and the second error indicates that you need to install ICU (and if the normal package doesn't include the headers the package that contains those (maybe named icu-dev or icu-headers)) as it is needed by some changes.
  12. Could you post the errors you are getting? (That helps a lot with finding out what goes wrong) The test and pyrogenesis files are created by running make (after running update-workspaces.sh first) so it is only logical that you don't have them if the build fails. The .exe.config files are there in the 0ad git mirror too.
  13. Are you testing with SVN or the alpha release? (As r13809 was claimed to have fixed it)
  14. Split this form the other topic (as UnitAI isn't part of the AI). Did you use healers in this game and did you change their stance to standground? Regardless of the answer to the question (though a positive answer would be quite a hint for fixing it) it would be very helpful if you could upload the commands.txt for this game. (See the folder where the logs are saved at, then go to the sim_logs folder and sort by date and then (depending on how many games you played since then) attach the correct one. You can open the file to check if it is the right map (map and what civs were used are in the first line))
  15. Yes, those changes were included in Alpha 14 and were done by scythetwirler with some work done by sanderd17 to make the starting/landing smoother.
  16. You can change the difficulty with the settings button next to the AI selection dropdown in the game setup. Very Hard and Hard get a 66% and 33% resource collection bonus, Medium gets none but apart from that these 3 settings are currently using the same logic. Easy gets 33% less resources and should attack less often while Sandbox does get 66% less (don't pin me down on that last number though) and should not attack.
  17. It is, but there are two difficulty settings that should make it easier: Easy and Sandbox.
  18. Pinned this, as it shouldn't get lost on a later page where nobody will read it.
  19. That is handled in gui/session/input.js. The relevant places are line 333 (checking if the action (convert in this case) is possible (done when hovering the unit)), line 532 (calling the first and what priority the action should have (eg if a unit can both heal and attack what should be done (bad example, but you should get the point))) and line 1350 (sending the command to the simulation (different script contexts, so you need some way to pass the data between those (with PostNetworkCommand being GUI->simulation and GuiInterfaceCalls mostly being simulation->GUI (as in GuiInterfaceCalls shouldn't change the simulation state (the sychronized state that is), setting the display of rallypoints would be an example)); this will result in calling ProcessCommand() in Commands.js which will then handle it on the simulation side).
  20. Some comments on the archive: You shouldn't need to supply Cheats.js (or cheats.json) as the Cheats.js in svn should pick up the json files in cheats/. You have the modified Heal.js in there (which is just Convert.js before renaming). Convert.js isn't actually used as you hacked that onto Attack.js (which is ugly IMO, but if you just want the AI to use the feature it is probably the easiest way) (The proper way would be to add a new component (similar to the Convert.js you added) add a new command to Commands.js (and call that from the gui) and add some new state to UnitAI)
  21. Use -1, since that is guranteed to be no valid player.
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