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jonbaer

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Everything posted by jonbaer

  1. I think I actually did patch for the cinematic demo map a while back to take a look at it (not sure if these are the same hacks you are referring to) but in watching this again I realize what the problem is in that there isn't one single solid camera source that would capture an entire session and it wouldn't really make sense on following a center or unit really. What I was hoping for was say you take the random/continent map and fix the camera in between the 2 civic centers and hold it there for watching a replay between many simulations. I was just hoping that maybe I could patch pyrogensis to accept an output directive (--replay-video=) to write a simulation w/ no visual somehow, is your hack on a branch somewhere? Edit: I have found much of what agentx writes about in older posts similar to what I want to attempt to do (it seems that some excellent threads like this one died out), but mainly of the video (gcl, etc) tools he found where what I was looking for. I have been running sims all day and making notes of end games / issues but also making a smaller "0ad-lite" copy w/ just 1 civ (athens) to pass along to a friend to explore. In the end I would like to record all these sims.
  2. Really off-top but I am curious to know what most people here use to screen capture their battles and trying to understand if it's possible to dump video on OpenGL directly, ie after reading http://stackoverflow.com/questions/7634966/save-opengl-rendering-to-video (I understand the resolution factor, FPS, etc) but can a simulation that was setup w/ 2 AIs be sent directly to video in some fashion?
  3. It would be great if birds were figured into the chat system somehow (ie for sending messages) and via new/upgraded tech you got a faster bird + a slower delay, owl -> pigeon -> raven -> eagle ...
  4. I noticed http://trac.wildfiregames.com/ticket/4011 and I wanted to comment there but while playing a game today I came across a situation (and have occasionally caught this error before) in which it says "warning: unknown type in garrisonManager undefined" and I think what has happened is I captured a structure which had something special pertaining to that civ (but a bit hard to debug) ... was trying to figure out an easier way to test this situation, any ideas?
  5. Yeah I ended up peeking @ PETRA.Config.debug = 3 to see everything. (BTW is there a way to get access to PETRA inside of console for testing?) ... I think my toy approach is to have different "strategies" per Civ and react to different situations per opposite Civ strength/weaknesses, much akin to say what sports analytics does. The machine learning approach where the attack / defend / trading plans change over time sure is interesting. An unbeatable AI will not be fun to play against (as is evident by comments I have seen here) but the challenge of getting to watch it play out is rewarding. I only tried a hack so far where commands came from Neo4J, And using random/continent as a super simple starting base.
  6. Yes that is what I was trying to mod out (https://wildfiregames.com/forum/index.php?/topic/20749-thieves-and-spies/) but I think it's might be hard to swap a unit like that where it is "unattackable" from the other side (or at least knowing which Engine command to send). Im still trying to figure out if this disguise is possible, ie clone a unit, have it count as your unit, have it appear as the other civ (since the colors need to line up).
  7. Real stupid question, I can't believe I have yet to figure this out after staring @ the code for over an hour but the commands.txt file for -replay and -replay-visual - where does Petra write his commands? Or is it that since the metadata on the AI (seed,diff,etc) is @ start that on the replay it will just run again? I'm trying to understand where that data is stored (or how game state is reconstructed from commands.txt w/ such little info) ...
  8. Yes I also noticed the archers could not garrison. Is this something worth putting up a Trac for and submitting a patch? (or is this something more of a user preference, I could not tell from your response). There was also a small situation that game up in a game where I could somewhat unfairly garrison a Worker elephant onto a fishing boat (this has been my goto Civ so far).
  9. You should have included the questionnaire questions here (doing so below) and explained a bit of detail on what the mod does (at least the C++ bit) since that is the harder stuff to get access to for us OSX/Linux users. On a side note it would be nice to have a forum subtopic just for the AI bit (Petra) because I know of at least 2-3 other people tinkering w/ it and myself have been fascinated w/ the AI docs that came w/ Hannibal* and have been tinkering w/ it myself. It's obvious we want to analyze game data, apply some machine learning back into the game (either as a hobby, intro to AI or just get bots to battle it out - this game being done in Javascript could garner alot more attention if the bot code were separated out, documented, forked, and played online somewhere. It's obvious that StarCraft II BroodWar gets alot of attention but the C++ API is a bit hackish (no? I could be wrong), https://github.com/bwapi/bwapi There are alot of topics on this discuss + a decent Coursera @ https://www.coursera.org/course/aiplan What I am really thinking is that there could be a way for you to record what you have + upload to YouTube so someone can study it, this is what I have plans for (running via pyrogenesis, speeded up, 2 AIs w/ different settings, and watch it unfold - and maybe learn). * - https://github.com/agentx-cgn/Hannibal Test Participant Name: Date of Test: • – Questionnaire Nr. 1 Name of Bot: No Question Result (Yes / No) Comments 1 Did any of the bots in the previous group deviate from expectations you had on it's approach based on previously observed behavior? 2 Did any of the bots seem to change their strategy over time? 3 Did the various bots seem to act differently from one another in terms of play style? 4 Did any of the bots seem to prioritize attacking one of its enemies over the other, possible to an irrational degree? 5 Did any of the bots seem more aggressive than the others? 6 Did any of the bots seem overly defensive? 7 Did your team-mate communicate its intent well? 8 Did your team-mate seem more willing to help you fight enemies over time? 9 Did your team-mate seem more inclined to give you higher tributes over time? 10 Did your enemies seem to react to actions you made? 11 Did your team win the match? • – Questionnaire Nr. 2 Name of Bot: No Question Result (Yes / No) Comments 1 Did any of the bots in the previous group deviate from expectations you had on it's approach based on previously observed behavior? 2 Did any of the bots seem to change their strategy over time? 3 Did the various bots seem to act differently from one another in terms of play style? 4 Did any of the bots seem to prioritize attacking one of its enemies over the other, possible to an irrational degree? 5 Did any of the bots seem more aggressive than the others? 6 Did any of the bots seem overly defensive? 7 Did your team-mate communicate its intent well? 8 Did your team-mate seem more willing to help you fight enemies over time? 9 Did your team-mate seem more inclined to give you tributes over time? 10 Did your enemies seem to react to actions you made? 11 Did your team win the match? • – Questionnaire nr. 3 No Question Result (Yes / No) Comments 1 Did think the inclusion of the emotions and personality was noticeable in how one of the bots played? 2 Which set of bots do you think was modded to include personality and emotions? (name the bot in comments) 3 Which set of bots did you was the most difficult to face? (name the bot in comments) 4 Would you call yourself experienced in real-time strategy games? 5 Have you played 0 A.D. before? 6 What difficulty did you play your matches at? (name in comments)
  10. Could not find a previous discussion on this + I don't know if this is a bug or intentional, are War elephants suppose to be able to garrison to a stable? The docs say so ("Mauryan units can "capture" Gaia elephants in the wild and garrison up to 5 of them inside the Elephant Stables.") but the template_structure_special shows <List datatype="tokens">Support Infantry Cavalry</List> ... While playing a game I wanted to hide these units as they are (probably) one of the most effective siege vs. buildings + a nice surprise when racked up. Should "Elephant" be part of the class token list?
  11. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unportedlicense.
  12. I just did a patch to remove the sheep from the count but in doing so pretty much questioned every other score along the way, pretty much finding this topic on the forums at least confirms some of my thinking :-) What I think should be pulled apart is what constitutes a simple "stat" (fem%, etc) vs. what is used for a "score". There are a few other items I would like to see, I think AoE-like chart summaries, timelines, etc. I haven't quite figured out how this would all be possible but one thing I thought of is if nearly all score counting can come from just the replay files themselves? (is that possible?)
  13. Attack range is a good idea, I am not sure if you can that overlay, the Developer panel seems to show a different type of range, no attack. At the moment it's a bit difficult to determine the rank of a unit as well ...
  14. Is it possible for gaia (ie: trees) to have both a GarrisonHolder and GarrisonArrowMultiplier?
  15. It looks like this would cast improperly (char/string) ... I'm not 100% familiar w/ Spidermonkey yet but have you tried JS::Int32Value and passing that? ToJSVal<int>(cx, &name, *val.name);
  16. When you hit Alt+D to bring up the Developer Overlay there is an option "Unit Motion Overlay", however it goes away when you select another unit. Also it won't show queued paths (ie the cycle as you put it), what I would think would be nice is on TAB to highlight the overlay but a ) do it for all units and b ) show the queued path as well. (I think that is different from #657) ... (these are just suggestions)
  17. Yeah I would try dumping it out to the game console, something I would use: warn(JSON.stringify(emoState)); Do you have a repo for this fork yet?
  18. Man I didn't even know that, just cut my idle workers down to 0% ;-) Is there a way to determine to tell what the workers plans are? That would actually be a nice addition to the TAB key if it could be implemented, to see a resource pathfinder for a worker, etc. Just a thought.
  19. Hmmm, there is this bit here (in which case I changed flushcache to true instead of false (as it is hardcoded in Atlas), but did not seem to have any effect) - thought it would have caused the template to be read again + re rendered ... http://trac.wildfiregames.com/browser/ps/trunk/source/tools/atlas/GameInterface/Messages.h#L391 MESSAGE(SetActorViewer, ((std::wstring, id)) ((std::wstring, animation)) ((int, playerID)) ((float, speed)) ((bool, flushcache)) // true => unload all actor files before starting the preview (because we don't have proper hotloading yet) );
  20. I am not sure that applies to the Actor files, I read on the engine documentation: "The Atlas GUI is also scriptable. It is implemented in binaries/data/tools/atlas/scripts. Atlas also supports ''hotloading'' GUI scripts, so it is possible to edit a script and immediately see its effect in a running Atlas window. The goal is to eventually support hotloading for the game GUI and possibly even game logic scripts in 0 A.D." While I can't see a "scripts" directory it looks like a TemplateLoader (C++) isn't really called anywhere, which I am assuming would reload an entity. What I mean by this is say for example I removed this, <prop actor="props/units/heads/spart_agis.xml" attachpoint="helmet"/>, to see that change in Atlas w/o having to restart.
  21. Learned that the hard way :-) BTW, are there any docs in reference to the "mirage" features? I noticed some SVN commits in regards to mirage markets but would like to understand the concept more.
  22. Hi, Trying to figure out if I am missing a hotkey or if this is possible, in pyrogenesis -editor, the Actor viewer does not seem to pick up XML changes, is there a hack to do this? Thanks. - Jon
  23. I noticed a few peculiarities while working on removing sheep counts in an open ticket, I haven't quite documented it yet, I think what happens is that overall *all* Classes seem to get tallied up while it should negate the edge cases (in other words there might be more than trained sheep which should be removed from total), but I haven't quite figured out what the math rules for the game are to say for sure. I also noticed this while working on a more advanced real-time diplomacy screen (this gave a better picture).
  24. Hi, is there a document which will list *all* of the possible classes somewhere? I wanted to know if this existed before attempting to grep them all out. ie: <Classes datatype="tokens">Animal Organic -ConquestCritical</Classes> Thanks.
  25. Yeah I was trying to get some idea from this convert attack mod @ https://github.com/0ADMods/convert_attack ... what I was trying to do was make an infantry convertible to enemy @ training time but non attackable. I am pretty sure I will be able to get the behavior I want w/ some special configuration of the attributes that are already available.
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