BorkAI
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Re: BorkAI
Hi, thanks for the report.
I'll soon upload a new release that (among other things) should fix this issue
Thanks again !
I'll soon upload a new release that (among other things) should fix this issue
Thanks again !
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Re: BorkAI
another bug
it happened when it tried to make its first plane..............
it happened when it tried to make its first plane..............
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- Sem nome, 16 Jun 2100.png
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Re: BorkAI
Ouch .Phrossi_TTD wrote:another bug
it happened when it tried to make its first plane..............
Aircraft handling is still much experimental so for a while (until I enable it by default) it will be somewhat buggy.
Thanks for the report, I'll try to fix this one in a short time... .
Re: BorkAI
Hi,
I saw you wrote a new version so I started a game with it and... found a bug.
But maybe just a typo, because I found a function called shuffle in your AI, but you use randomize() instead. See Screenshot below.
Bye.
I saw you wrote a new version so I started a game with it and... found a bug.
But maybe just a typo, because I found a function called shuffle in your AI, but you use randomize() instead. See Screenshot below.
Bye.
Re: BorkAI
Ouch. Yes, for some reason I wrote the same function two times with different names, in different times.Steffl wrote:Hi,
I saw you wrote a new version so I started a game with it and... found a bug.
But maybe just a typo, because I found a function called shuffle in your AI, but you use randomize() instead. See Screenshot below.
Bye.
When I realized that I removed one, but it seems I forgot to fix all the references.
I'll fix it right away !
Phrossi_TTD: I'm unable to reproduce the error. Could you please write the options (or mods) that you used ? A savegame would be event better...
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Re: BorkAI
i will make an save soon.marco.r wrote:
Phrossi_TTD: I'm unable to reproduce the error. Could you please write the options (or mods) that you used ? A savegame would be event better...
here is my config:
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- openttd.cfg
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Re: BorkAI
the new version crashed!
look:
THE INDEX "aaa" does NOT exist
look:
THE INDEX "aaa" does NOT exist
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- Sem nome, 1 Jan 2010#1.png
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Re: BorkAI
here is save.
the ai crashes when it looks for an suitable airport, not when it tries to build its first plane.
the ai crashes when it looks for an suitable airport, not when it tries to build its first plane.
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- Sem nome, 18 Jan 2010.sav
- the crash save
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Re: BorkAI
Memo to self... always test the release even for minor fixes,Phrossi_TTD wrote:here is save.
the ai crashes when it looks for an suitable airport, not when it tries to build its first plane.
and never release right before going to sleep
Sorry for the mess, please update again
Re: BorkAI
The savegame uses some NewGRF that arent available on Bananas.
They seem to be local modification of some package (check the screenshot for the names).
Do you know where I could get them ?
They seem to be local modification of some package (check the screenshot for the names).
Do you know where I could get them ?
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- snapshot1.png
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Re: BorkAI
for the wasdev:http://bundles.openttdcoop.org/worldair ... ies/r1167/marco.r wrote:The savegame uses some NewGRF that arent available on Bananas.
They seem to be local modification of some package (check the screenshot for the names).
Do you know where I could get them ?
for the others: http://bundles.openttdcoop.org/grfpack/ ... ck_8.0.zip
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Re: BorkAI
Try to replace tiles.len() with tiles.Count() in line 149 and 151 in air.nut. You get the tiles in an AIList back from a function and not in an array I think.Phrossi_TTD wrote:another bug
it happened when it tried to make its first plane..............
I also found another bug in route.nut in line 126.
Code: Select all
local path = buildRoad([newPos],[front],ROADINESS);
Ok. That's it for a while
Re: BorkAI
Thanks, I'll give it a check as soon as I have some free timePhrossi_TTD wrote:for the wasdev:http://bundles.openttdcoop.org/worldair ... ies/r1167/marco.r wrote:The savegame uses some NewGRF that arent available on Bananas.
They seem to be local modification of some package (check the screenshot for the names).
Do you know where I could get them ?
for the others: http://bundles.openttdcoop.org/grfpack/ ... ck_8.0.zip
Re: BorkAI
uhmm, very strange, my tests should have triggered this kind of error.Steffl wrote:Try to replace tiles.len() with tiles.Count() in line 149 and 151 in air.nut. You get the tiles in an AIList back from a function and not in an array I think.Phrossi_TTD wrote:another bug
it happened when it tried to make its first plane..............
I also found another bug in route.nut in line 126.
I found function BuildRoad in truck.nut, with a uppercase "B".Code: Select all
local path = buildRoad([newPos],[front],ROADINESS);
Ok. That's it for a while
Anyway many thanks, I'll try to fix it tonight.
Re: BorkAI
As a temporary workaround remove the lines, it's just some logging.Steffl wrote:Try to replace tiles.len() with tiles.Count() in line 149 and 151 in air.nut. You get the tiles in an AIList back from a function and not in an array I think.Phrossi_TTD wrote:another bug
it happened when it tried to make its first plane..............
Re: BorkAI
Hi,
The AI runs pretty good ...
But after an load of an savegame he crashes first time .... then after reload of AI it runs nice again ...
This happen every load of an save.
Actual HardGame version ... many NewGFX ...
Savegame + pictures included.
Regards
R-TEAM
The AI runs pretty good ...
But after an load of an savegame he crashes first time .... then after reload of AI it runs nice again ...
This happen every load of an save.
Actual HardGame version ... many NewGFX ...
Savegame + pictures included.
Regards
R-TEAM
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- BorkAI.png
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- No-Way Trans&Co AG, 16. Jul 1943.sav
- (1.17 MiB) Downloaded 187 times
Re: BorkAI
For some reasons I'm unable to load the save and test it (it's says I'm using and old version... but I tried also with the development version )R-TEAM wrote:Hi,
The AI runs pretty good ...
But after an load of an savegame he crashes first time .... then after reload of AI it runs nice again ...
This happen every load of an save.
Actual HardGame version ... many NewGFX ...
Savegame + pictures included.
Regards
R-TEAM
In any case the fix seemed trivial so I uploaded it anyways. Let me know if the new release still has the issue.
Re: BorkAI
I forgot. The issues reported by Phrossi_TTD and Steffi should be ok also (actually for a few days now).
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Re: BorkAI
same here, loaded 1913 save and crash!R-TEAM wrote:Hi,
The AI runs pretty good ...
But after an load of an savegame he crashes first time .... then after reload of AI it runs nice again ...
This happen every load of an save.
Actual HardGame version ... many NewGFX ...
Savegame + pictures included.
Regards
R-TEAM
see attachments below.
it needs last FISH and 2cc trainset nightly at devzone at http://bundles.openttdcoop.org/
- Attachments
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- CDTran, 10 Dez 1913.sav
- save
- (1.87 MiB) Downloaded 184 times
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- CDTran, 13 Dez 1913.png
- bug
- (100.46 KiB) Not downloaded yet
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Re: BorkAI
hard game pack is old (1.0.x - 1.1.x Era)marco.r wrote:For some reasons I'm unable to load the save and test it (it's says I'm using and old version... but I tried also with the development version )R-TEAM wrote:Hi,
The AI runs pretty good ...
But after an load of an savegame he crashes first time .... then after reload of AI it runs nice again ...
This happen every load of an save.
Actual HardGame version ... many NewGFX ...
Savegame + pictures included.
Regards
R-TEAM
In any case the fix seemed trivial so I uploaded it anyways. Let me know if the new release still has the issue.
also save needs WAS nightly
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