Main reason for that was the time frame. 1.2.0-beta1 is not far off, and introducing a big feature like this after the first beta is not a good idea.bokkie wrote:NICE!
Not too much of a surprise but somehow you were a bit careful yourself
NoGo - A Scriptable Game Framework - v1.5
Moderator: OpenTTD Developers
Re: NoGo - A Scriptable Game Framework - v1.5
Re: NoGo - A Scriptable Game Framework - v1.4
i'd extend this to rivers as well, so a GS could make cut off rivers flood until they find a connection again.MinchinWeb wrote:As a thought exercise:
A reasonable expansion might be canals. Then the following functions would make the list. Again, maybe removals should be restricted to non-owned or town-owned canals.I've never done it, but I think you can build 'canal bridges', and so the bridge functions should be opened up to canals as well.
- GSMarine.BuildBuoy
GSMarine.BuildLock
GSMarine.BuildCanal
GSMarine.RemoveBuoy
GSMarine.RemoveLock
GSMarine.RemoveCanal
Re: NoGo - A Scriptable Game Framework - v1.4
Congratulation! Thanks for the hard work.TrueBrain wrote: PS: I committed NoGo to trunk 1.5 will be last custom build, tomorrow night you can just download the latest nightly.
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Re: NoGo - A Scriptable Game Framework - v1.5
So I managed to break it again...
NoGo v1.5 x64 on Windows 7
NoGo v1.5 x64 on Windows 7
- Attachments
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- crash.dmp
- (2.08 MiB) Downloaded 55 times
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- crash.log.txt
- (11.24 KiB) Downloaded 68 times
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department
Re: NoGo - A Scriptable Game Framework - v1.5
Do you have a minimal script that triggers this error? As it should be impossible (hence the NOT_REACHED ).
The only thing necessary for the triumph of evil is for good men to do nothing.
Re: NoGo - A Scriptable Game Framework - v1.4
From me too! That is really great!!!Torrasque wrote:Congratulation! Thanks for the hard work.TrueBrain wrote: PS: I committed NoGo to trunk 1.5 will be last custom build, tomorrow night you can just download the latest nightly.
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Re: NoGo - A Scriptable Game Framework - v1.5
I'll have to add that to my accomplishments: The ImpossibleTrueBrain wrote:Do you have a minimal script that triggers this error? As it should be impossible (hence the NOT_REACHED ).
As for a script, I don't have anything useful at this computer right now, and won't until tonight (i.e. 9 hours from now at the earliest). My code is all online at Google code, but the only place it tries to build a bridge, if memory serves, is here, where it 'builds' everything in test mode to determine the cost, and here where it builds everything for real.
P.S. There's no rescangame command available at the in-game console. Should one be added for consistency? (There's one for AI's and NewGRF's)
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department
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Re: NoGo - A Scriptable Goal Framework
Is it now (partially) in trunk, or am I just terrible at understanding changelogs?TrueBrain wrote:I am sorry, but it is not.Transportman wrote:If I understand the changelog for r23310 correctly, it is now (partially) in trunk.
I did commit some updates for the TownGUI (it now shows a bit more information about what is going on), and also prepared it for a solution like NoGo (although it can also be used by anything else). And I added the long overdue ability for AIs to see if a town needs food or water (they couldn't so far).
As a nice side effect it did make my patch-queue a lot shorter, but there is no NoGo code yet in trunk.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: NoGo - A Scriptable Game Framework - v1.4
It is ALL now in trunkTrueBrain wrote:PS: I committed NoGo to trunk 1.5 will be last custom build, tomorrow night you can just download the latest nightly.
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: NoGo - A Scriptable Game Framework - v1.5
I love the new framework!
It would be nice if we could have a function to change the bank balance of a company (GSCompany.SetBankBalance, GSCompany.AddMoney, GSCompany.Remove Money, GSCompany.TransferMoney, etc.)
It would be nice if we could have a function to change the bank balance of a company (GSCompany.SetBankBalance, GSCompany.AddMoney, GSCompany.Remove Money, GSCompany.TransferMoney, etc.)
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Re: NoGo - A Scriptable Game Framework - v1.4
Apparently I am also terrible at reading this forum...Lord Aro wrote:It is ALL now in trunkTrueBrain wrote:PS: I committed NoGo to trunk 1.5 will be last custom build, tomorrow night you can just download the latest nightly.
But great to see it in trunk already, now I can also use it with my running game if I want, without making it incompatible with trunk.
Just one question:
How many GameScripts can be active at once? If I look at the Settings screen, I get the feeling it is just 1.
Coder of the Dutch Trackset | Development support for the Dutch Trainset | Coder of the 2cc TrainsInNML
Re: NoGo - A Scriptable Game Framework - v1.5
Yes, only 1 GS per game.
MinchinWeb: do you have a small script for me that causes that NOT_REACHED?
Added rescangame for you, plugged a few holes. I suggest you all upgrade to upcoming nightly (20:00 CET).
MinchinWeb: do you have a small script for me that causes that NOT_REACHED?
Added rescangame for you, plugged a few holes. I suggest you all upgrade to upcoming nightly (20:00 CET).
Not going to happen for now. There is no real reason (except cheating) to have it, and would do more harm (confuse the player, annoy the player, ..) than good. Unless of course someone present a good use-case, but I haven't seen any yet11Runner wrote:(..)
It would be nice if we could have a function to change the bank balance of a company (GSCompany.SetBankBalance, GSCompany.AddMoney, GSCompany.Remove Money, GSCompany.TransferMoney, etc.)
The only thing necessary for the triumph of evil is for good men to do nothing.
Re: NoGo - A Scriptable Game Framework - v1.5
Could think of one reason why it "should" be there: tutorial game. And when a player finishes the tutorial, put the balance to a normal game start value.
Re: NoGo - A Scriptable Game Framework - v1.5
Or you could apply a fine/rewards if an goal is or is not reached.Arie- wrote:Could think of one reason why it "should" be there: tutorial game. And when a player finishes the tutorial, put the balance to a normal game start value.
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Re: NoGo - A Scriptable Game Framework - v1.5
I was trying to isolate the problem last night, but didn't have much luck. I've attached the full script (with libraries) below. The bridge building function calls are in my MetaLibrary in Pathfinder.Road.nut at lines 638 and 718.TrueBrain wrote:MinchinWeb: do you have a small script for me that causes that NOT_REACHED?
Thanks!TrueBrain wrote:Added rescangame for you, plugged a few holes.
- Attachments
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- WMDOT-GS-20111220.zip
- WmDOT, GameScript Edition
- (30.47 KiB) Downloaded 58 times
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- WmDOT-GS-Libraries-20111220.zip
- Libraries for WmDOT, GameScript Edition
- (164.42 KiB) Downloaded 63 times
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department
Re: NoGo - A Scriptable Game Framework - v1.5
Also imagine a script that detects if a player has money above a certain level, or even above a certain ratio compared to other players, and starts hitting them with random disasters-- including pure monetary penalties. It could show up in the newspaper that "[RANDOMNAME], a member of [TRANSPORT COMPANY NAME]'s board of trustees has been accused of embezzling. Before indictment, [RANDOMNAME] has fled the country with an estimated [LARGEAMOUNTOFMONEY]." Or something to that effect, anyway.
Tweaking with bank accounts could also create scenarios with constant resource drains every year. You could add taxes. It could implement infrastructure maintenance costs. It could supplement subsidies with bonuses for route completion. It could offer quest rewards.
I don't feel like the possibility for cheating is a good excuse for not allowing money tinkering. Presumably everyone on the server would be aware of the scenario, and there can be social ramifications to running a server which gives infinite money to player 1, while everyone else plays normally. But heck, I can even see where that might possibly be a fun server, if the person with unlimited funds was acting something like a "Game Master", modifying terrain and plopping industries/towns in response to certain criteria. Like a game script could do, but run manually by a person in real time. And if it turns out NOT to be fun, then that script could be set aside as worthless and no one would play it.
The only issue is making sure that all the players are on board with it, and understand what kind of scenario they are getting into before they start playing.
Tweaking with bank accounts could also create scenarios with constant resource drains every year. You could add taxes. It could implement infrastructure maintenance costs. It could supplement subsidies with bonuses for route completion. It could offer quest rewards.
I don't feel like the possibility for cheating is a good excuse for not allowing money tinkering. Presumably everyone on the server would be aware of the scenario, and there can be social ramifications to running a server which gives infinite money to player 1, while everyone else plays normally. But heck, I can even see where that might possibly be a fun server, if the person with unlimited funds was acting something like a "Game Master", modifying terrain and plopping industries/towns in response to certain criteria. Like a game script could do, but run manually by a person in real time. And if it turns out NOT to be fun, then that script could be set aside as worthless and no one would play it.
The only issue is making sure that all the players are on board with it, and understand what kind of scenario they are getting into before they start playing.
Re: NoGo - A Scriptable Game Framework - v1.5
- When executing "restart" in the console, the game script is not reloaded from disk. For AIs this happen when you restart the game from the console. Very useful for testing/debugging.
- Would like to see AIGoalList so that there is a way to find Goals if you have lost the index to them.
Last edited by Zuu on 21 Dec 2011 20:56, edited 1 time in total.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: NoGo - A Scriptable Game Framework - v1.5
Second: good idea.Zuu wrote:
- When executing "restart" in the console, the game script is not reloaded from disk. For AIs this happen when you restart the game from the console. Very useful for testing/debugging.
- Would like to see AIGoalList so that there is a way to find Goals if you have lost the index to them.
First: should happen ... odd; will check it out
And k k, good use-cases for money. It is still not that simple, as if you randomly remove money, you will be annoyed REALLY fast But we have some ideas .. will work it out a bit later
The only thing necessary for the triumph of evil is for good men to do nothing.
Re: NoGo - A Scriptable Game Framework - v1.5
For AIs you don't even need to restart the whole game. Just clicking "Reload" in the AI debug window will reload them from disk.Zuu wrote:
- When executing "restart" in the console, the game script is not reloaded from disk. For AIs this happen when you restart the game from the console. Very useful for testing/debugging.
- Would like to see AIGoalList so that there is a way to find Goals if you have lost the index to them.
Re: NoGo - A Scriptable Game Framework - v1.5
With respect to the use case taxes I'd suggest something in addition to YAIM, taxrates growing more than lineair to the ammount of cash a company has.
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