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Thread: Talkative computer player

  
  1. #1
    KeeperFX Author mefistotelis's Avatar
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    Default Talkative computer player

    Yesterday I've added a new functionality for testers and mapmakers - computer players chat.

    Basically, computer players can announce what they are doing in the messages which were previously used only for multiplayer chat.

    To enable this, you need latest nightly.

    And it can be enabled by adding command line parameter - "-compuchat scarce" will enable displaying major decisions, and "-compuchat frequent" will display every task the computer player takes.

  2. #2

    Default Re: Talkative computer player

    The CP now talks yes, but in this nighlty even if you don't add the parameter when you load a game you either crash to desktop or return to map view.

    Code:
    ync: LbMouseChangeMoveRatio: New ratio 256x256
    Sync: GraphicsHeap Size 8388608
    Sync: reenter_video_mode: Switched video to 640x480x32 (mode 28)
    Script(line 15): script_add_command: Level files version 1.
    Sync: Optional file "map00080.flg" doesn't exist or is too small.
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Error: get_dungeon_f: add_gold_to_hoarde: Tried to get non-existing dungeon 5!
    Sync: Created menu ID 1 at slot 0, pos (0,0) size (140,400)
    Sync: Created menu ID 2 at slot 1, pos (0,0) size (140,400)
    load_script: Used script resources: 0/16 tunneller triggers, 1/48 party triggers, 6/64 script values, 8/48 IF conditions, 1/16 party definitions
    Sync: set_creature_assigned_job: Assigned job NULL for creature KNIGHT index 332 owner 5
    Sync: Created menu ID 16 at slot 2, pos (160,394) size (480,86)
    Sync: Created menu ID 8 at slot 3, pos (236,170) size (308,120)
    Sync: Created menu ID 11 at slot 4, pos (172,55) size (436,350)
    Sync: SetMusicPlayerVolume: Music volume set: 16
    Warning: load_game_chunks: Incompatible GameAdd chunk
    Warning: Couldn't correctly load saved game in slot 3.
    Error: gui_load_game: Loading game 3 failed; quitting.
    Sync: SetMusicPlayerVolume: Music volume set: 32
    LbDataFree: freeing "*SCRATCH"...done
    LbDataFree: freeing "*TEXTURE_PAGE"...done
    LbDataFree: freeing "data/creature.tab"...done
    LbDataFree: freeing "data/palette.dat"...done
    LbDataFree: freeing "data/bluepal.dat"...done
    LbDataFree: freeing "data/redpall.dat"...done
    LbDataFree: freeing "data/lightng.pal"...done
    LbDataFree: freeing "data/dogpal.pal"...done
    LbDataFree: freeing "data/vampal.pal"...done
    Also, I would split up some messages: 'Imp goes here' and 'move creature to room' is not very informative.
    Messages like ''Move creature to training room' or 'Move imp here to dig room' are more useful.

  3. #3
    KeeperFX Author mefistotelis's Avatar
    Join Date
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    Location
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    Default Re: Talkative computer player

    Quote Originally Posted by YourMaster View Post
    The CP now talks yes, but in this nighlty even if you don't add the parameter when you load a game you either crash to desktop or return to map view.
    Oh, yes. I had to add the parameter to game structures, which broke saved game compatibility. Old saves won't work with latest nightly.

    Quote Originally Posted by YourMaster View Post
    Also, I would split up some messages: 'Imp goes here' and 'move creature to room' is not very informative.
    Messages like ''Move creature to training room' or 'Move imp here to dig room' are more useful.
    At the level where I added the message, it is sometimes no longer relevant what was the purpose of moving.
    When creature goes to work in a room - the target room is in the message.
    But yes, always displaying a purpose would be better, I agree.
    Last edited by mefistotelis; March 28th, 2015 at 11:46.

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