Downloads
| GTAI 1.19.rar (Experimental) (Details) GTAI 1.19.rar |
151.5 KB | 419 | 2012-05-07 |
| GTAI 1.18b.rar (Stable) (Details) GTAI 1.18b.rar |
146.6 KB | 1,722 | 2012-03-26 |
| GL 0.1 AI.rar (Light Version GT AI) (Details) GL 0.1 AI.rar |
205.4 KB | 613 | 2012-01-31 |
| GT AI 0.64 ( For 1.0 => 1.1 patch).rar (Details) GT AI 0.64.rar |
156.9 KB | 2,845 | 2011-01-09 |
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Damn if this SC2 arcade kills my GT AI GoSu MOD , I will be really angry....
Still no chance to get GTAI running in sc2 arcade alpha
lol. It seems that my efforts of the past 2 weeks have failed ^o^
I've made some fundamental assumptions that were wrong as I was building my system; now I have to redesign it from scratch.
Sorry, I won't have much to show in the near future until I can solve this~~~
Hi,
Sorry d3 is released, dont have so much time these days ^.^
I got an invitation to sc2 Arcarde .. it runs with the new changes for AI development.
I'm on it to get the AI running on this alpha version.
Greetings
Nex
Yeah, harvested count is good but income (mineral and gaz) is better imo...
For mineral by example, 100 harvesters on 1 bases... vs 48 harvesters on 3 bases. Every player, even bronze, know that it is better to be on 3bases with less harverters. AI don't at the moment I think. The player on 3bases don't have to attack and he know it ,but the AI will think that it has to attack because it has less harvesters...
It will be a great AI improvement.
@Panda:
Yes. It will be immensely useful for, well, just about every aspect of the AI.
In case no one sees my question: help me find a way to calculate/estimate the resource income per minute of a player in Galaxy.
EDIT: SOLVED. thanks Bear_Man_Jim!
@Bear_Man_Jim
I tried to remove my pic for ~24 hrs then upload a new one, but still not working...
@Naph
You try to incorporate income calculate function to GTai?
Would be nice if somebody can help me find a way to calculate/estimate the resource income per minute of a player in Galaxy.
It seems you've now lost your head?! Here, panda, panda... BRB, going to find some bamboo shoots.
mag is the only one who can help us!...
Yeah that where I took it! I had lost the panda body and I did not remember where I took it! ;) Now, I have it again!
Give some props to the artist here;
http://dizzy-o.deviantart.com/art/Doom-Panda-166501719
Yeah, I couldn't update my avatar either. Perhaps someone at Nibbits can help you out?
haha ^^
Yes I see! Thanks for trying!
But the problem is from the avatar uploader I think. Once uploaded, it looks like you can't change it anymore...
That was a good idea to resize it as you did but it still not working ;/
* Where did you find the tall panda image with robot arm?
@PandaZerg I've played with your avatar (nothing naughty, promise!) and have PM'ed you a link with some cropped/resized examples.
Hi Nexxy,
thanks for your reply. In which file does this stim detection thing live in?
Cheers,
-Naph
I like your pic. Jim! ;)
Mine has not size correctly :/
Whoops, I forgot to thank you for the earlier quick fix - no more scripting errors!
I tried a stress-test 4v4 using Hyperion on Debris Field - FPS never dipped below 24. Averaging around 40 so not an issue. Here's hoping it stays that way in a super long game.
So, 1.5... will ptanhkhoa need to come back from hibernation to help out as he did when 1.4 went live? Fingers crossed the update doesn't cause too much ball-ache. :-)
Hi Bear-Man,
yep there are no fps tweaks, cauz i didn't reduce the lines of code. But I tried to reduce the workload per Core .. unfortunately galaxy doesnt support that multitasking code and tries to always execute it in the same order.
But i'm still hoping that with will be better with patch 1.5. If not .. well than we realy should recode some old functions to get more performance.
@Naph
look into my GTAI stimpack detection code. This is exact the way to detect also a building worker.
Greetings
Nex
@Naph You mean AbilCmd? Examples of usage are listed here?
http://www.wcreplays.com/forums/showpost.php?p=2513137&postcount=8
@Nex I've run a number of game comparisons between 1.18b and 1.19 using SC2AllIn1. I'm not seeing any performance gains in terms of increased FPS but I'm guessing I'm not supposed to? I'm assuming the improvements are to give the Blizzard gaming engine a better chance of keeping up with the GTAI code?
Anyways, the only negative differences I can detect for the moment is that Terran may have lost the ability to use bunkers?
When pitting the commander Hyperion against itself on a map like Debris Field using 1.19, it no longer builds units like siege tanks (with siege researched) or cloaked banshees?
EDIT: Scratch that, bunkers still do get used - just ran a test on Blistering Sands.
Question:
How do I check whether a worker is constructing a building? I found this thread:
http://www.sc2mapster.com/forums/development/map-development/3683-issuing-order-to-build-a-building-advanced/
It mentions the SCV - Build ability command, but I can't find it in the editor and therefore don't know what the parameters for AbilityCommand() are.
Help would be nice :)
@ArmageddonZ
Hope too, So funny to play against iNcontroL as zerg. It does great games!
Yay, finally finished my priority queue engine. Now to make GTAI actually use it... will take even longer to write.
But it will make the AI use less computation time.
I hope this patch will not kill AI , or I hope this patch 1.5 is only a joke :D I remember, many months ago , some patch killed my AI MOD , it was lot of pain to make it work again :(
Good point, we'll see how it goes as patch 1.5 progresses.
but then, there's one little thing I've been working on...
Oh nooes,
a patch with a new number 1.5 is very very bad to AI-dev. I predict that the AI wont work with 1.5 :/ and it will take many hours to determine that bug.
On the other side, this changes sounds rly good, I hope this will solve some of our problems.
I will stop developing on performance issues until 1.5 is released ...
Mb i am able to change some unithandling. Any other ideas ?
Greetings
Nex
StarCraft II: Patch 1.5
· Galaxy o Trigger Debug Window support for breakpoints, stepping through functions, and variable inspection o Galaxy script code memory limit increased; 4x -10x more memory can be utilized depending on how scripts are being used. o Added support for passing structure, array, and function references as function parameters o Improved Galaxy error message output
May we all rejoice? :D
source: http://www.teamliquid.net/forum/viewmessage.php?topic_id=337170
EDIT: dammit, still no pointer rez
-Naph