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Outpost 2 Programming & Development / The carapace issue.
« Last post by Fire Plague on Today at 08:45:04 AM »
So far I've gotten attack units (or any unit for that matter) to move around the map by telling them "Go here." However that doesn't do any good if the place you want them to go is completely surrounded in walls. (literally) and seeing that the player is also starting at random and can place the walls where they will, it  creates invincibility for them against the units barring any natural disaster or such that create a whole for you. How can you locate an issue like this and tell them to blast a hole in it and get inside? (note if you try to do build a carapace wall in the colony builders shipped with the game they do this.)
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Computers & Programming General / Re: SVN -> Git Conversions
« Last post by Vagabond on August 23, 2019, 09:36:02 PM »
Hooman,

Thanks for posting these instructions and helping me out with the process. Super helpful.

I transferred PlymouthColdWar from the SVN repository to GitHub. https://github.com/OutpostUniverse/PlymouthColdWar

I was generally planning to try and fix the mid game crash that always occurs so the mission is playable again. Not sure when I will complete as it needs updated project files before debugging can begin.

If anyone doesn't want it on GitHub, please let me know and I'll pull (It was originally authored by Black Box I believe)
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Projects / Re: OP2 Scenario Project for C#
« Last post by TechCor on August 23, 2019, 06:08:06 PM »
I don't use Linux, so I don't know.

Hooman said he was able to get the C# project to successfully compile on Linux. However, the interop could be a problem point.

Someone would need to try it out and report back what any issues are.
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Projects / Re: OP2 Scenario Project for C#
« Last post by Vagabond on August 23, 2019, 04:30:20 PM »
Any idea how this would work on Linux using Wine? A decent subset of Outpost 2 players use Wine.

I was going to ask if you could statically compile against .net2.0. However since C# compiles into IL and not native, I suppose the real question is whether Wine would support running a compiled C# application?

Targeting .net 2.0 probably would improve compatibility, being around for as long as it has.

-Brett
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Projects / Re: OP2 Scenario Project for C#
« Last post by TechCor on August 22, 2019, 10:23:19 PM »
For those just arriving, there is an AI demo video.


Yes, the debug points are from the local player's combat manager. The targets are the "Threat Zones" including defensive points. The DNA markers are the combat units' pathfinder destinations.

Project is using .NET Standard 2.0 built with VS 2017.

Here are the files required to play:

https://github.com/TechCor8/OP2DotNetMissionSDK/tree/master/Outpost2

cTest.dll - The native C++ plugin that contains the ExportLevelDetails.
cTest.opm - The JSON file with startup settings. You can configure player/unit settings and which players use the AI. No compile required. Reading of this file can be disabled in C#.
DotNetInterop.dll - The interface between the native plugin and C#, and C# and the Outpost 2 API.
DotNetMissionSDK.dll - The C# mission DLL. This is the generic version for use with JSON/editor missions. For building a custom C# mission, see the GitHub ReadMe.


You can easily integrate the AI into your existing C++ missions. Just add DotNetInterop as a reference and call the required functions:

https://github.com/TechCor8/OP2DotNetMissionSDK/blob/master/NativeMissionSDK/NativePlugin/LevelMain.cpp

That will hook C# into the C++ mission. From there, you can manually enable the bot in C# CustomLogic.cs if using a custom C# DLL, or use the JSON file to manage player setup (which will be "your_dll_name.opm").
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Projects / Re: OP2 Scenario Project for C#
« Last post by Vagabond on August 22, 2019, 06:23:08 PM »
Hey, looks pretty good. It looks like you are using the different waypoints to mark AI points of interest for debugging?

I am impressed by the progress!

What is the requirement for this to be embedded in a mission. Is it just the DLL? Does the DLL require a specific .net framework available to work?

-Brett
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Projects / Re: OP2 Scenario Project for C#
« Last post by TechCor on August 21, 2019, 08:07:46 PM »
Here's a quick video for 6 bot Land Rush FFA with Tech Level 13.

Outpost 2 AI Test or: How I learned to Stop Worrying and Love the Starflare


Still a lot of work to be done:
Research priorities, earthworker should complete tubes it starts, prioritize defense when enemies have combat units, combat priorities, ESG attacking buildings, etc, etc.

The infrastructure is there, however, and doesn't have any noticeable slowdowns.
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Outpost 2 Add On Missions / Re: Evacuation Under Fire - Ply Campaign Scenario
« Last post by pente on August 21, 2019, 01:26:59 PM »
Was there any difference between the two save files? I saved them as quickly after each other as I could press the button, so they should be almost the same game state, except that one is broken and one not. I didn't get the two saves on the same tick, so it's not as easy as looking at a hexdump and seeing which bytes changed (I checked just in case :) ) but maybe you have a more sophisticated means of analysis.
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Outpost 2 Update / Re: Updates for Outpost 2 1.3.8
« Last post by Vagabond on August 20, 2019, 05:01:23 PM »
Hooman,

Thank you for the wine testing! Assuming it is not your new computer setup, I would try inserting the last release of Outpost 2's version of op2ext on the new release. We changed from dynamic to static compilation and introduced the multi-project solution to op2ext. If op2ext isn't loading correctly, it would prevent the modules from showing up.

Also, you can check to see if the ip address drop down is showing up in TCP/IP join screen. If that isn't showing up, there is definetly a problem with op2ext.

Thanks,
Brett
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Projects / Re: OP2 Scenario Project for C#
« Last post by TechCor on August 20, 2019, 01:45:13 PM »
Hey Hooman,

Is this enough optimization for ya? Took like 12 hours. I'll send the bill in the mail. ;)

Performance of StateSnapshot is 3-9 times faster, and GC spikes were eliminated.

I bet I could optimize CopyTileMap some more if I could figure out the format to switch from double nested loops to memcpy, but it is a micro-optimization at this point.

1/3 of the cost is from calculating the command map for all players mid-game, so I'd say it's pretty well optimized.
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