Alpha 10.2

Chilio
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Re: Alpha 10.2

Post#21 » 25 Sep 2017, 10:53

I'll keep using this thread for 10.2 related bugs until someone says I should post it somewhere else :)

I cant 'edit target' of condition nodes wwith a "any target does not exist". (I can when trying edit->edit target, but 'edit target' and [T] are disabled.)

Chilio
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Re: Alpha 10.2

Post#22 » 25 Sep 2017, 10:57

Kanishka wrote:2. Change from Exists to any other Condition, since Any doesn't support Exists. After removing Exists, change to All, and then Count.


Shouldn't this workflow get somewhat shorter?
How about keeping counting available with the wrong target and updating the target to all (in case of 'x number') or any (in case of exists)? That could also make it easier to update the existing 'exists' nodes.

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GFX47
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Re: Alpha 10.2

Post#23 » 25 Sep 2017, 10:58

LuBeNo wrote:
GFX47 wrote:Unfortunately, threads in Unity are still a dream.
Or at huge dev cost...

IMO it would be better to postpone it to first opening of career page then. (perhaps the player will just program his AI or donate to the dev. ;) )


It's done to have the "new" tags up to date when opening the game.
I'll delay it for the main menu animation time.

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GFX47
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Re: Alpha 10.2

Post#24 » 25 Sep 2017, 11:11

Chilio wrote:I'll keep using this thread for 10.2 related bugs until someone says I should post it somewhere else :)

I cant 'edit target' of condition nodes wwith a "any target does not exist". (I can when trying edit->edit target, but 'edit target' and [T] are disabled.)


Fixing it.

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GFX47
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Re: Alpha 10.2

Post#25 » 25 Sep 2017, 11:11

Chilio wrote:
Kanishka wrote:2. Change from Exists to any other Condition, since Any doesn't support Exists. After removing Exists, change to All, and then Count.


Shouldn't this workflow get somewhat shorter?
How about keeping counting available with the wrong target and updating the target to all (in case of 'x number') or any (in case of exists)? That could also make it easier to update the existing 'exists' nodes.


Doing it right now ;)

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GFX47
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Re: Alpha 10.2

Post#26 » 25 Sep 2017, 14:17

Uploading 10.2 RC2 builds...
See the original post for links.

Fixed most of what was reported here and on telegram.
+ Forbid counting conditions on "Myself" target type

Also I had to increment the resolution engine version for the negative counting conditions bug fix :/
So all previous matches will be unreplayable.

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Re: Alpha 10.2

Post#27 » 25 Sep 2017, 14:29

GFX47 wrote:Fixed most of what was reported here and on telegram.
+ Forbid counting conditions on "Myself" target type


Speaking of self, can we use filters on self somewhere in the future? (Useful for checking if (0-50% shield) and (0-50% health) exists. This costs 4 nodes atm.)

And are you uploading the windows version too? (I only see android atm)

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Re: Alpha 10.2

Post#28 » 25 Sep 2017, 14:31

Chilio wrote:
GFX47 wrote:Fixed most of what was reported here and on telegram.
+ Forbid counting conditions on "Myself" target type


Speaking of self, can we use filters on self somewhere in the future? (Useful for checking if (0-50% shield) and (0-50% health) exists. This costs 4 nodes atm.)

And are you uploading the windows version too? (I only see android atm)


It sounds pretty far fetched ^^
I prefer improving conditions.
One day...

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Re: Alpha 10.2

Post#29 » 25 Sep 2017, 14:32

Chilio wrote:Speaking of self, can we use filters on self somewhere in the future? (Useful for checking if (0-50% shield) and (0-50% health) exists. This costs 4 nodes atm.)

Yes. This would be nice.
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Chilio
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Re: Alpha 10.2

Post#30 » 25 Sep 2017, 14:42

GFX47 wrote:
Chilio wrote:
GFX47 wrote:Fixed most of what was reported here and on telegram.
+ Forbid counting conditions on "Myself" target type


Speaking of self, can we use filters on self somewhere in the future? (Useful for checking if (0-50% shield) and (0-50% health) exists. This costs 4 nodes atm.)

And are you uploading the windows version too? (I only see android atm)


It sounds pretty far fetched ^^
I prefer improving conditions.
One day...


Well, I do check these things to see if a situation is safe or I should flee. I sometimes use 3 or 4 layers of conditions on self after eachother to see what to do. A possible example (don't have the game with my full AI at hand atm) could be this:
self HP<50
self shield<50
self is not attacking or self type is assault or shotgun
flee

while this could just be 2 conditions and 2 connections if the filters existed instead of the 7 conditions and 13 connections.

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GFX47
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Re: Alpha 10.2

Post#31 » 25 Sep 2017, 14:44

I mean testing if myself xxx exists sounds weird.

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Re: Alpha 10.2

Post#32 » 25 Sep 2017, 14:49

GFX47 wrote:I mean testing if myself xxx exists sounds weird.


while this is true, using those filters really would ease the fleeing workflow a bit :)
I don't know how to make it sound better though, maybe "if self satisfies (filters)"?

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GFX47
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Re: Alpha 10.2

Post#33 » 25 Sep 2017, 15:01

Node editor refactoring is not coming soon... let me check the code and see if it doesn't create too many new bugs.

Chilio
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Re: Alpha 10.2

Post#34 » 25 Sep 2017, 15:01

In test mode, the spotlights seem to be gone

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GFX47
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Re: Alpha 10.2

Post#35 » 25 Sep 2017, 15:02

Chilio wrote:In test mode, the spotlights seem to be gone


Intended.

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Re: Alpha 10.2

Post#36 » 25 Sep 2017, 15:03

Chilio wrote:In test mode, the spotlights seem to be gone

(I cant really say more because my testing/debugging module is at my PC at home and I'm supposed to be studying atm)

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GFX47
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Re: Alpha 10.2

Post#37 » 25 Sep 2017, 15:05

Chilio wrote:
Chilio wrote:In test mode, the spotlights seem to be gone

(I cant really say more because my testing/debugging module is at my PC at home and I'm supposed to be studying atm)


No problem, thanks for your precious time!

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GFX47
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Re: Alpha 10.2

Post#38 » 25 Sep 2017, 15:36


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Kanishka
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Re: Alpha 10.2

Post#39 » 25 Sep 2017, 15:38

Fixes break an AI more than bugs do. :ugeek:

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GFX47
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Re: Alpha 10.2

Post#40 » 25 Sep 2017, 15:52

And RC3 is available (see first post).

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