Search found 1135 matches

by Matt
Sat Nov 17, 2012 6:48 pm
Forum: General Discussion
Topic: Generalized AI
Replies: 11
Views: 9694

No while i don't speaking with Valkyrie. His code is strongly tied to RA mod. I'm trying to write a generic code. At least at this stage. In the future will still have to do some things more specifically. Plus I use a finite state machine for the squads of units and fuzzy logic in some cases. Your ...
by Matt
Sat Nov 17, 2012 6:26 pm
Forum: General Discussion
Topic: Stats screen
Replies: 16
Views: 9811

Ask Curtis to do it together with merging the CnC and RA settings GUI code again at https://github.com/OpenRA/OpenRA/issues/2243

PS: Scott is working on it: https://dl.dropbox.com/u/8707714/OpenRA ... 23_180.png (via IRC)
by Matt
Sat Nov 17, 2012 6:10 pm
Forum: General Discussion
Topic: [DEV] BetaAI | TOTAL REDO ?
Replies: 57
Views: 48176

I tried to clean this up for a merge into https://github.com/OpenRA/OpenRA and rebased it onto current bleed, but there is lot's of stuff to do. I did a dos2unix with your text files so we can see a proper diff: https://github.com/Mailaender/OpenRA/compare/improved-ai You also use spaces instead of ...
by Matt
Sat Nov 17, 2012 5:48 pm
Forum: General Discussion
Topic: Donating to AI dev
Replies: 14
Views: 10828

This is the best AI for OpenRA I found so far: https://github.com/VrKomarov/OpenRA Donate the 100 bucks to him and/or improve on his code.
by Matt
Sat Nov 17, 2012 5:35 pm
Forum: General Discussion
Topic: Making Hard AI, hard?
Replies: 17
Views: 20025

Re: Making Hard AI, hard?

I'm trying to do more complex ai with finite state machines and fuzzy logic. Now i fix bugs and test it on cnc mod. I can say that war with him was much more difficult. Even one on one hard to win at least to me. Now I think about inserting a neural network so that ai can be trained (not sure if it...
by Matt
Sat Nov 17, 2012 12:09 pm
Forum: Mapping and Modding
Topic: [MOD] [D2K] Rounded Edges [001]
Replies: 25
Views: 19380

I just copied everything and did dos2unix *.yaml with text files. You can see the diff at https://github.com/OpenRA/OpenRA/pull/2476 This might get merged into the next OpenRA release.
by Matt
Fri Nov 16, 2012 3:41 pm
Forum: Mapping and Modding
Topic: OpenRA IDE
Replies: 9
Views: 9724

riderr3 wrote: Windows only? :D
In that case I would prefer to add the functionality to the cross-platform OpenRA.Editor.exe instead.
by Matt
Fri Nov 16, 2012 3:30 pm
Forum: General Discussion
Topic: [Suggestion] I think Migs are too easily destroyed.
Replies: 8
Views: 5938

freak wrote: What we need more is to have "attack everything"-mode to airplanes. So they could attack automaticly to enemy unit when they circle over it.
https://github.com/OpenRA/OpenRA/issues/2035
by Matt
Wed Nov 07, 2012 10:43 am
Forum: Competitions and Events
Topic: OpenRa Tournament Registration (5th OpenRA Tournament)
Replies: 31
Views: 23064

This is not Dune 2000 anymore?
by Matt
Wed Nov 07, 2012 10:42 am
Forum: Mapping and Modding
Topic: OpenRA IDE
Replies: 9
Views: 9724

Re: OpenRA IDE

KillerLUA wrote: Hoping to add yml support and a basic wrapper for making units that have some special functionality, I just wish the developers would add a package format for mods.
Awesome. What do you mean with package format for mods? There is a mod.yaml which defines everything.
by Matt
Tue Nov 06, 2012 9:24 pm
Forum: General Discussion
Topic: Remove bib infront of buildings that don't need it.
Replies: 10
Views: 6922

epicelite wrote: If someone is dumb enough to wall themselves in on accident, they deserve it!
The AI building placement algorithm is very simple. There might be problems.
by Matt
Tue Nov 06, 2012 7:30 pm
Forum: General Discussion
Topic: Remove bib infront of buildings that don't need it.
Replies: 10
Views: 6922

This is just a yaml setting so it is easy to change, but this might also be a gameplay issue, because you can then wall yourself in with regular buildings.
by Matt
Sun Nov 04, 2012 5:25 pm
Forum: General Discussion
Topic: Trouble installing open RA
Replies: 9
Views: 7642

Try using the Cg renderer as explained in https://github.com/OpenRA/OpenRA/wiki/Settings It might also work for slightly older cards.
by Matt
Sun Nov 04, 2012 11:25 am
Forum: General Discussion
Topic: Trouble installing open RA
Replies: 9
Views: 7642

by Matt
Thu Nov 01, 2012 10:32 pm
Forum: Mapping and Modding
Topic: OpenRA Classic
Replies: 6
Views: 7801