From: Hedayat V. <hed...@gm...> - 2011-05-01 22:22:01
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Hi all! Mahdi told me that he was able to run the latest version of simspark/rcssserver3d under windows successfully. Apparently, I faced crashes since some of the pre-built libraries that I use were built with VC 2008 and they doesn't work with VC 2010. Therefore, I decided to try MinGW and finally I were able to create a working installer which will be released soon. :) Thanks, Hedayat /*Mahdi <zig...@gm...>*/ wrote on 04/30/2011 2:10:00 AM +0450: > Hi Hedayat > > Of course, I will do my best to create the windows binaries as soon > as possible and I will consider your suggestion to analyse possible > problems. Although competitions are using linux versions of simspark > binaries, I personally think it is wise to compile a big project using > different compilers to reduce number of possible errors. > > cheers > > On 4/29/11, Hedayat Vatankhah <hed...@gm...> wrote: >> Hi Mahdi and Drew, >> >> Yes, I forgot to mention that Mahdi has created Windows versions of the >> previous version of simspark/rcssserver3d; and they are available for >> download on the official place. >> >> I spent some time creating the Windows version, and fixed a few bugs in >> the middle. However, rcssserver3d still crashes immediately when run. >> I'm not expected to spend much more time debugging the issue, so I'll >> wait to see if Mahdi (or someone else) can find the issue. >> Mahdi, please try to create a working windows binary with regular ODE >> first. When succeeded, you might go with TBB version of ODE then. >> I wonder if the issue is caused by commits after rcssserver >> 0.6.4/simspark 0.2.1, or it is because of using a newer version of >> Visual Studio or something. Anyway, it looks like to be a bug in our >> code (but not for sure). >> >> Thanks, >> Hedayat >> >> /*Mahdi <zig...@gm...>*/ wrote on 04/29/2011 4:38:37 PM +0450: >>> Hi Drew >>> >>> Installer packages were created for rcssserver3d 0.6.4 and simspark >>> 0.2.1 release on windows, but they were not released right after the >>> official release. With a bit of delay, they were released three months >>> ago on sourceforge. The tbb version of ode used in this release makes >>> compilation a bit harder, but that would not be a serious problem. >>> Updated installer packages for windows will be up soon :) >>> >>> On 4/28/11, Hedayat Vatankhah <hed...@gm...> wrote: >>>> /*Drew Noakes <dre...@ya...>*/ wrote on 04/28/2011 5:35:02 PM >>>> +0450: >>>>> Great news. I look forward to trying it out. >>>>> >>>>> I notice that there haven't been any binaries for Windows since 0.6.3. >>>>> It'd be great to have these. In fact, the Windows version gets more >>>>> downloads than the Linux versions on SourceForge (possibly because >>>>> people get it via package managers on Linux?): >>>>> >>>>> http://sourceforge.net/projects/simspark/files/rcssserver3d/0.6.3/ >>>> Hi Drew, >>>> I'm working on the Windows version and (hopefully) it'll be released >>>> soon. >>>> >>>> Thanks, >>>> Hedayat >>>> >>>>> Drew. >>>>> >>>>> ------------------------------------------------------------------------ >>>>> *From:* Hedayat Vatankhah <hed...@gm...> >>>>> *To:* Server3D ML <sse...@li...> >>>>> *Cc:* Simspark Devel ML <sim...@li...> >>>>> *Sent:* Wednesday, 27 April 2011, 7:41 >>>>> *Subject:* [simspark-devel] SimSpark 0.2.2 and RCSSServer3D 0.6.5 are >>>>> available now! >>>>> >>>>> Dear all, >>>>> Finally, simspark 0.2.2 and rcssserver3d 0.6.5 are released! You can >>>>> download them from [1]. These packages include a number of bug fixes and >>>>> improvements since the pre-release versions. Most notably, simspark >>>>> includes some bug fixes for log playback and a small fix in network >>>>> communication. The latter can affect teams which spend too much time >>>>> when thinking. Previously, such agents could slow down the simulator; >>>>> but in this release such agents will lose some cycles if they don't >>>>> receive simulator's messages on time. >>>>> >>>>> RCSSServer3D includes some changes too: thanks to the initial patch by >>>>> Luis (FC Portugal), and the code to geometrically calculate where the >>>>> ball has crossed the goal line by Mehdi (Zigorat/Halcyon), rcssserver3d >>>>> should be able to count all goals correctly now. Hopefully, it should >>>>> not miss any goals any longer (However, it seems that rcssmonitor might >>>>> sometimes fail to update the goal count on the screen). Another patch >>>>> was submitted by Mehdi (IIRC) from Nexus3D. With this change, when too >>>>> much players are in touch with each other and the number of opponents in >>>>> the group are more than the number of teammates of the last player to >>>>> joint the group; a member of the opponent team is relocated outside the >>>>> field instead of him. Thanks to all for their contribution. >>>>> >>>>> Like most simultaneous releases, please note that rcssserver3d 0.6.5 >>>>> requires simspark 0.2.2 and will *not* work with previous versions of >>>>> simspark. Therefore, you should install simspark 0.2.2 and then >>>>> rcssserver3d 0.6.5. It is highly recommended to remove previous versions >>>>> of simspark and rcssserver3d before installing the latest versions. >>>>> Also, remove your ~/.simspark directory before running the latest >>>>> version. Notice that, since simspark 0.2.2, spark.rb is copied to >>>>> ~/.simspark in the first run, and ~/.simspark/spark.rb is used in >>>>> subsequent runs. So, if you want to change anything in spark.rb you >>>>> should apply it to ~/.simspark/spark.rb rather than what is installed >>>>> along the simulator (It is highly recommended to limit our your changes >>>>> to ~/.simspark anyway: e.g. if you want to modify rcssserver3d.rb, copy >>>>> it to ~/.simspark and apply your changes there). >>>>> >>>>> More detailed release notes of rcssserver3d and simspark follows: >>>>> >>>>> SimSpark 0.2.2 >>>>> ========= >>>>> This release features many small enhancements which will benefit users. >>>>> It contains many bug fixes and performance improvements, in addition to >>>>> fixing some compilation issues. The behavior of ACC perceptor has been >>>>> slightly >>>>> changed, and the multi-threaded mode should work without any known bugs. >>>>> Support for the camera sensor is improved too. More details are as >>>>> follows: >>>>> >>>>> - ACC sensor provides raw data without any pre-processing >>>>> -- You can apply the following filter to 'RawACC' value received from >>>>> the >>>>> simulator to get ACC value as what you'd receive in previous >>>>> versions: >>>>> ACC = 0.9 * ACC + (0.1) * RawACC >>>>> - Using base64 encoding for camera perceptor >>>>> - Fixed bugs in multi-threaded mode. >>>>> - Compilation fixes >>>>> - HingePerceptor can report torque >>>>> - Better Performance >>>>> - New timing system result in more cleaner code and prevent wasting >>>>> CPU time >>>>> - Do not block on sending data to clients. Previously, simulator would >>>>> block on >>>>> send() until it can send all data to clients. >>>>> >>>>> RCSSServer3D 0.6.5 >>>>> ============ >>>>> This release comes with a number of enhancements and some bug fixes. >>>>> Most >>>>> notably, the automated referee is improved to prevent many agents to >>>>> collide >>>>> with each other which is required for running games with more players. >>>>> Also, to >>>>> better suite the field for running 9 vs 9 games, the field size is >>>>> increased >>>>> and it is 21x14 now. There are some visual improvements and minor >>>>> enhancements >>>>> to improve the general experience with the simulator. Finally, >>>>> simspark.rb is >>>>> renamed to rcssserver3d.rb for more consistency. >>>>> >>>>> * New touch rules: >>>>> The automated referee now enforces two new rules to better prevent >>>>> crowding and >>>>> a high number of collisions in 9 vs 9 games: >>>>> - If an agent is in touch with more than 2 agents (including himself), >>>>> and he >>>>> wasn't in such a situation in the previous time step - which means he >>>>> is the >>>>> last to join the group - he is relocated outside of the field. >>>>> However, if >>>>> the number of opponents in the group are more than teammates, an >>>>> unspecified >>>>> opponent will be relocated instead. >>>>> - If it is not clear which agent joined the group last, e.g. when 3 >>>>> players >>>>> were all separate at time t, but were all touching each other in time >>>>> t + 1, >>>>> an agent is chosen at random for relocation. >>>>> >>>>> * Other Enhancements: >>>>> - Visual improvements in rcssmonitor3d: new field texture, colored team >>>>> names >>>>> and scores >>>>> - Set different agent and monitor ports with --agent-port and >>>>> --server-port >>>>> - Bigger field size: 21x14 >>>>> - Updated PDF documentation >>>>> - Bug fixes, specially in the automated referee >>>>> - New Trainer command (killsim) to terminate the simulator >>>>> - Compilation fixes >>>>> - Nao robots now sense visual information about field lines by default >>>>> - Now you should change the value of enableRealTimeMode variable in >>>>> rcssserver3d.rb if you want to turn off using real time mode >>>>> >>>>> Thanks to all MC members who contributed to this release, >>>>> Hedayat Vatankhah >>>>> RCSServer3D Maintenance Committee >>>>> >>>>> [1] http://sourceforge.net/projects/simspark/files >>>>> >>>>> ------------------------------------------------------------------------------ >>>>> WhatsUp Gold - Download Free Network Management Software >>>>> The most intuitive, comprehensive, and cost-effective network >>>>> management toolset available today. Delivers lowest initial >>>>> acquisition cost and overall TCO of any competing solution. >>>>> http://p.sf.net/sfu/whatsupgold-sd >>>>> _______________________________________________ >>>>> Simspark Generic Physical MAS Simulator >>>>> simspark-devel mailing list >>>>> sim...@li... >>>>> <mailto:sim...@li...> >>>>> https://lists.sourceforge.net/lists/listinfo/simspark-devel >>>>> >>>>> |