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Fatal Execution Error


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#1 Quitch

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Posted 31 July 2005 - 10:17 PM

http://flypicture.co...le/?id=qt70m6k=

This file contains two replays where the AI encountered a fatal execution error. It happened on the Inquisitor Fortress map from Community Map Pack 3. I believe both times it occured almost to the same second, if not exactly, 3:46 (IIRC). I played twice, the problem occured twice. The second time it happened just after some cultists were attacking some mines, but obviously there was a lot going on I didn't see.

Edited by Quitch, 31 July 2005 - 10:18 PM.


#2 Flenser

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Posted 01 August 2005 - 09:59 AM

Anything obviously unusual about that map (unreachable Critical Point etc.)?

If you want to help test the MOD you can run it with AI logging enabled. That way we have more information about where and when the crash occured. Do you know how to do this?

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#3 Quitch

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Posted 01 August 2005 - 12:39 PM

Since the game lasts only a short time I haven't fully explored, but I don't think anything is unreachable. Only unusual feautre is the pre-placed mines.

No, I don't know how to enable logging.

#4 Argonaut

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Posted 01 August 2005 - 02:05 PM

The inquisitors fortress map gives the player in slot one some troops to start with - these are the rhino's and inquisitor etc. It is a wild stab in the dark but maybe having these troop types assigned to races that don't usually get them, could cause problems. (You can be player 1 and be chaos, and still get the inquisitor etc)

mentioning the mines, maybe having SM mines assigned to an eldar player for example, could cause the AI some confusion. I helped to playtest the map and there were some wierd things happening with the vanilla AI as a result of this - including the enemy running into the corner and sulking, doing nothing else for the rest of the battle.

#5 Flenser

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Posted 01 August 2005 - 02:09 PM

There is a post about this but I cannot remember where it is.

"Enabling AI logging"

1. You have to edit the AI files in dowai/DATA/AI. You will need Notepad to do this.

2. Open up cpu_manager.ai.

3. Find "self.debug = false" and change it to "self.debug = true"

4. Save and close.

5. Open up utility.ai.

4. Find "table.insert(tracing, msg)". Add the following on the NEXT line:-

"local txt = cpu_manager.cpu_player:GetGameTime().." "..msg
ailog("c:\\"..tostring( player_id).."aitrace.txt", txt)"

5. Find "function vec2str( vec )
return ("<"..vec.x..","..vec.y..","..vec.z..">" )
end". Add the following on the NEXT line:-

"--AI log dump to text file (activate in cpu_manager.ai when self.debug = true)

function ailog( logfile, msg )
local log log = io.open( logfile , "a+" )
if player_id == nil then
log:write("AI"," ", tostring(msg) , "\n")
else
log:write("AI"..player_id," ", tostring(msg) , "\n")
end

log:close()

end"

6. Save and close.

NOTE: in step 4, if your root drive is not c:\\, change "ailog("c:\\" to whatever your root is.

The AI logs for each AI will be written to your root drive as you play.

If you want to play without your screen being full of the AI output however, skip steps 2, 3 and 4 above. I suggest you try it at least once just to see how the AI 'thinks' - as you have done some AI scripting before you might find it interesting.

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#6 thudo

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Posted 01 August 2005 - 03:24 PM

Yep.. seen that before. When the AI comes across an object that isn't set properly in the map or is pre-determined with funky gameplay specs the AI logic will error out. Hell.. good thing it was an AI Execution error ->I'm shocked it wasn't the dreaded crash-to-desktop one! Essshhh! Btw, that map sounds like it has special elements to it (a new gameplay mode)? If so, thats custom AI scripting required. AI has to understand the framework.
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#7 LarkinVB

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Posted 01 August 2005 - 06:12 PM

I played this map as space marines vs AI chaos and ork and had no problems.

Btw Map Pack 3 is nice.

#8 thudo

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Posted 01 August 2005 - 06:16 PM

Gawd.. haven't had time for the sanctioned map packs. So how does MapPack1,2, and 3 stack up? Good? I still love the original maps (4p_MountainTrail, Biffys Peril but prefer large 3vs3 and good 4vs4 maps..). Real good to test massive AI conflicts!! Need to go download the packs.
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#9 LarkinVB

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Posted 01 August 2005 - 06:23 PM

I have them all and like most of them. Think they are a must have. Already played some online too.

Btw. : Do you coders/tester play online or are you just playing AI ?

#10 thudo

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Posted 01 August 2005 - 06:29 PM

Using user-created maps are an excellent test for advanced AI to see how they negoiate alien terrain. However, whenever I create a map, unlike some RTS games which demand bloody trigger points/zones to be created, DoW AI is superb as it auto-conforms 9/10 times to each custom map. As for playing.. yes only against AI.. My friends are waiting on the expansion to get back into the franchise.
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#11 Quitch

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Posted 01 August 2005 - 07:38 PM

I play online, but DoW is not an easy game to play online. The audience is limited, and automatch, my preference, will never give you a game bigger than 1v1 and customs often use some stupid settings. But to answer your question, yes I play online when I can. Shame there's not more people, and I often end up playing WC3 instead despite my hatred of their ladder system.

Plus, trying to get games going on maps like Inquisitors Fortress is very hard.

When I played the map it was myself and Chaos Vs. an Eldar.



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