From: Alexander R. <ale...@us...> - 2001-12-30 04:23:49
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Hi, On Sunday 30 December 2001 00:22, you wrote: > it looks like you were passing in accuracy of 1... > accuracy is how many times it gets near the target location and corrects > for itself... > > however .. I guess it's a bug.... but it all depends on the starting > velocity...if it has to correct for its starting velocity, then that > wastes an accuracy already...so by changing the 'z' to be so high, that > made it so that an extra sign switch happens.... and it 'wastes' a point > of accuracy... > > the quick fix for this is to make accuracy like 5 or 6 or something... 3 > is default and seems to work ok... > > what ends up happening is that all the units get there adn crash into > each other ;-) There's no sense in their behaviour yet, just to show what canbe done :-) > the reason for this accuracy is that it was the only numerically stable > way to reliably terminate the AI script.... > I spent days and days of debugging...I would get the AI script to stop > when it was within X of the target location...o rwithin some > percentage...but due to floating point error and different simulation > atoms I could always break the AI scripts and make them think that they > would never terminate. > The only true solution I had for reliably terminating AI scripts was by > passing in an accuracy number which would count how many times the > velocity changed signs.... if it corrects for itself at least X > times...then it will terminate > > in your case it terminated immediately because you passed in an accuracy > of one and it changed signs right at teh beginning :-) Aha. Don't waste time debugging MoveTo, I think that MatchVel etc are the orders I should use. But please help me understand the vector math :-) > A couple of messages for you alex... > first of all.... I haven't been following this stuff for a little > while... > and when I saw all these planes following AI scripts written in C so > perfectly and scriptably..... > I was DAMN impressed.... you've been contributing so much to the > vegastrike project..... this is amazing :-)... I just want to let you > know how impressed I am with your nonstop, unending, toilsome work.... > and I would like to praise you for your accomplishments... :-))) *thank you* But I'm just a small wheel in developing VS - my biggest fear is, that some game company may come and offer my favorite graphics programmer a good job with lots-o-money and enough work to make him stop developing VS .... :-))) So, here goes a praise to you and to the others who did the amazing graphics programming - a thing I couldn't do :-)))) > As for me...I've been a little burned out recently.... this semester has I can imagine that. > drained me of my lifeblood and I'm getting ready to take a holiday on > the east coast of america.... so I might be out of the loop for a few You've earned it :-) > weeks.... That might be a change for people like Stefan to get the SGI-port done, when the CVS will not change as often as in the time before :-)) Might be also a chance for me to 'clean up' some stuff without getting into CVS conflicts with you - there are i.e. a few functions/variables in global namespace that should be moved to some decent class etc. Can you tell me from when-to-when you're away? Will you be reachable by email in case of emergency? :-)) > sorry about not documenting the accuracy properly here... that was my > bad.... but I'll commit a new version of that buggy mission with the > 'fixed' accuracy... though feel free to try higher accuracy so the ships > 'battle for that location' more Ok. > Oh and one question...the radar is kinda funky ;-) it seems like ships > appear outside of the little circle.... and not in Wing Commander style Yeah - it was my first shot, I have to add Radar ranges and then clip the ships that are out of radar range. > any more... Set the graphics/hud/radarType config var to WC to get the old style back :-) > I guess it's elite style...but I think it shoudl stay within the little > box or else be clipped.... I guess players will have to adjust radar > range to see more (which is why I hate that bloody radar thingy in > elite/privateer2) Yeah, that's a disadvantage of that Elite Radar, there you are right. I'm thinking about a 'dynamic' range range autoselection, your computer could select the 'best' radar range for you? Let's see what I can do :-) > But its' great to have options for players who function that way :-) :-)) > and I'm extremely pleased with the modifications I have seen so far... > > this scripting will rawk on! I just have doubts about it's performance. There are a lot of C++-Statements I have to do to execute a single c_alike statement. When I opened my Bigmouth some months before and said it would be fast - well, my Bigmouth without thinking. I mean, it's not actually *slow* - I just mean that I'm sure that it can't compete with python. I might invent a c_alike<->python wrapper to call python functions from c_alike and vice versa, let's see what I can do. Alex -- Alexander Rawass Email: ale...@us... http://tuxfleet.sourceforge.net http://qtreemap.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |