Author Topic: Having trouble with auto-attack (GAE XML)  (Read 3017 times)

Kiko

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Having trouble with auto-attack (GAE XML)
« on: 26 January 2012, 09:18:12 »
I could do with a quick bit of advice on my units auto-attacking enemy units. (I've read a lot of Wiki pages and posts here, but can't find how to get the effect I want).

In GAE, using the Japanese mod, I'm trying to stop Shinobi from automatically attacking nearby enemies. I set the attack-range for all attacks to 1, but all that does is make them move close to perform the attack. I can't stop them from wading in once they're anywhere near an enemy unit or building. Clicking the STOP icon only halts them momentarily. Am I missing something fundamental, or is it impossible to stop attacks until they're right next to an enemy?



From another thread;

In GAE it is already possible to put auto-attack off. And if you don't want your units running in panic, remember to put auto-flee off, too :D. First time with this ability I just set auto-attack off, and I found that my hidden stealth units started running away :D.

I've just gone through a bunch of Wiki pages on GAE, but the kind of tags you mention aren't listed. What are the tags and their parameters, and do they go in the unit's skill section?



I considered just setting the Shinobi unit's sight to 1 instead of the 21 it is in the mod, but don't know if that would mess up some other aspect of play..? (Heh; just tried that and it made the visible area around the unit ridiculously small).
« Last Edit: 26 January 2012, 13:04:55 by Kiko »

Omega

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Re: Having trouble with auto-attack (GAE XML)
« Reply #1 on: 26 January 2012, 17:54:52 »
You need to download the git master (the source code) and compile it. It hasn't been released in an official version yet. The beta-2 might have it, but compiling from the source would be far more up to date. In the latest version, there's two extra buttons when a unit is selected, one which toggles on or off auto attack and the other which toggles on or off autoflee (this second button only appears if the unit has autoattack turned off or does not have an attack skill). It's automatic, there's nothing to change for this feature. This feature is definitely the one you want, as sight controls not only what they will automatically attack, but the fog of war they can clear.



Edit: Nope, doesn't look like it's in the beta. Compile it yourself.
« Last Edit: 26 January 2012, 18:00:45 by Omega »
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Kiko

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Re: Having trouble with auto-attack (GAE XML)
« Reply #2 on: 26 January 2012, 18:24:54 »
You need to download the git master (the source code) and compile it.

Cheers Omega – that's a lot clearer now.

I can't get GAE to run after a compile for some reason. I followed the instructions carefully, moved the Freetype dependency folder up a level as someone suggested (as the compiler couldn't find it), and have all the dependencies in the right place. It compiles, but the app just gives a WSOD and then does a CTD. The error log contains nothing at all, so I can't tell what's wrong. (I downloaded the code via GIT yesterday, in case that's relevant).

Is there a list for the new file/folder structure, in case something is missing but no error message is being displayed?

Omega

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Re: Having trouble with auto-attack (GAE XML)
« Reply #3 on: 26 January 2012, 19:55:28 »
You need to download the git master (the source code) and compile it.

Cheers Omega – that's a lot clearer now.

I can't get GAE to run after a compile for some reason. I followed the instructions carefully, moved the Freetype dependency folder up a level as someone suggested (as the compiler couldn't find it), and have all the dependencies in the right place. It compiles, but the app just gives a WSOD and then does a CTD. The error log contains nothing at all, so I can't tell what's wrong. (I downloaded the code via GIT yesterday, in case that's relevant).

Is there a list for the new file/folder structure, in case something is missing but no error message is being displayed?
I'm quite a few revisions behind at the moment, but I had it replicating the vanilla Glest folder structure:

Also, make sure that you have the DLLs in the same folder as the binaries. Check the crash logs too to see if they explain anything.
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Kiko

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Re: Having trouble with auto-attack (GAE XML)
« Reply #4 on: 26 January 2012, 20:49:45 »
Also, make sure that you have the DLLs in the same folder as the binaries. Check the crash logs too to see if they explain anything.

Everything appears to be in the right place, but after the CTD there's nothing in any of the logs. (I've checked the logs in the user/glestadv folder from my 0.3.2 installation too, in case it's writing there, but nothing).

Omega

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Re: Having trouble with auto-attack (GAE XML)
« Reply #5 on: 27 January 2012, 00:26:04 »
Strange. Are you getting any errors when building the executable? You have downloaded all the additional DLLs linked on the compile guide?

If nothing else, you can try making a shortcut to manually enforce the configuration and data directory to see if either of them could be causing a problem. This can be done either via a shortcut. After creating a shortcut to the executable, open the properties and append the attributes to the target (outside of the quotes). In the command line, navigate to the executable's folder (cd "C:\Path to executable"), then run the name of the executable (should be glestadv) with the attributes appended.

The attributes in question are -configdir "path" and -datadir "path". Both accept either relative or absolute paths (relative = from the executable). Configdir controls where the INI, logs, etc will be saved, datadir controls where it looks for the data (eg, the techs, maps, etc folders). Since they accept relative paths, ./ as the path would enforce checking the folder the executables are in (assuming you're using a vanilla Glest folder structure). So this would make the command glestadv -configdir ./ -datadir ./

If that too fails, I'm afraid I haven't a clue what went wrong. I had a "white screen no logs instant crash" before, but it was usually caused by either a bad driver (on my old computer, though that's likely not the case for you since you can play the beta fine), missing DLLs, or a bad folder structure (I encountered the latter two the first time I tried to compile GAE). If none of the above works, please list all the DLLs you have in the installation directory, as well as try tweaking around with the folder structure. d
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Kiko

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Re: Having trouble with auto-attack (GAE XML)
« Reply #6 on: 27 January 2012, 10:52:39 »
... If none of the above works, please list all the DLLs you have in the installation directory, as well as try tweaking around with the folder structure.

Thanks for the help Omega, but after trying everything over, and over, and over, and over again I've had enough and am giving up on it. (I did try your ideas below, and double-checked all the DLLs were in the right place).

I've re-followed all the Windows instructions to the letter (notwithstanding the Freetype path error), and downloaded the dependencies as instructed, but some things are not right from the start. Just one example; no boolean GAE_USE_PHYSFS value is displayed in the CMake GUI, and trying to add it gives all kinds of error messages (depending upon what I try).

I've built a lot of projects in the past, including my own creations (though not 3D games) and have never had such a tangle of folders and files before. I realise this has gone rather off topic, but I do wish there was a simple text file that listed paths and settings for a first time compile. Once it compiles all kinds of fun is possible, but this is a bit of a nightmare for me. Sad, really, as I only want to change a couple of small things which would make the game so much more playable on slower machines. Oh well, that's life! And I do appreciate you taking time to help. ;)



Edit: I discovered just now that the XML parser library isn't included in the download from GIT, nor is it in the base package. However, even after downloading that the PHYSFS error remains. I also read a post somewhere that developers are using Linux, so I don't expect anyone to work hard to get the Windows source and packages sorted out. But no worries – there are mods to play with! :)
« Last Edit: 27 January 2012, 13:16:22 by Kiko »

hailstone

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Re: Having trouble with auto-attack (GAE XML)
« Reply #7 on: 12 February 2012, 02:00:41 »
Hi Kiko. GAE_USE_PHYSFS option was removed as a CMake option since it is now a required dependency. I've updated the Windows compile guide to reflect this.

Quote
Edit: I discovered just now that the XML parser library isn't included in the download from GIT, nor is it in the base package.
GAE uses TinyXML for parsing xml which is included in shared_lib. You might be seeing the missing LibXml2 dependency for the glexemel tool. This isn't necessary to compile or play the game.

I've been through the Windows compile guide step by step and it works fine with only the above mentioned changes. Shaders seem to be enabled by default in latest which might cause problems with older graphics hardware (try disable it in glestadv.ini with 'RenderUseShaders=false').
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Kiko

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Re: Having trouble with auto-attack (GAE XML)
« Reply #8 on: 28 February 2012, 13:33:26 »
I've been offline for a while, and have dumped Windows Vista for Linux Mint KDE. I'm also using MegaGlest now as it runs faster, I like the unit multiple animations, and I can switch off that annoying laggy rendered mouse. I don't know if I'll be bothered trying to compile in Linux as I don't really need to now, and also am only online now and then at my local library.

A little off topic, but the delay I mentioned elsewhere in Windows MG when starting a game... just doesn't happen under Linux.

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