switching to BWAPI 4.4.0
I’m in the process of switching Steamhammer to BWAPI 4.4.0. There are more steps to it than I expected. It involves switching from ancient Visual Studio 2013 to modestly out of date VS 2017. I hated dealing with Microsoft enough to make the upgrade, but it wasn’t actually difficult. The compiler is more strict about language conformance, and I needed a little research to figure out the minor tweaks. There are still a bunch of warnings that I’ll look at later; at first glance they seem insignificant. Changes to keep up with updates to BWAPI’s API were trivial; I had been ready for more. Up to here, everything was planned for.
I did not realize that BWAPI no longer installs BWAPI.lib but expects you to compile it yourself as a project dependency. BWAPI no longer includes a lib directory at all. See the commit. The change is to work around this issue of link errors, which looks like Microsoft’s fault. The closest thing to a mention in the change log (under BWAPI 4.3.0) is below; you have to read the closed issues to find out the problem and solution. (Steamhammer’s documentation is also behind reality....)
Added [Release|Debug]_NoCopy configurations for BWAPILib and other projects which could be used outside of BWAPI itself (bots, libraries etc). This allows for automatic rebuild of these files when BWAPI or your compiler updates #786
I wonder—could the change cause headaches for CIG and AIIDE as they compile entries? I can imagine issues with project dependencies. They certainly need to know about it, at least.
I have more to do. On the cost side, I’ll need time to run test games to see if Steamhammer has hatched any new bugs. On the benefit side, I’m looking forward to removing Steamhammer’s workarounds for the BWAPI bugs in version 4.1.2. They are holding back its play (though there are bigger weaknesses).
Comments
MicroDK on :
Antiga / Iruian on :
Jay Scott on :
Antiga / Iruian on :
Jay Scott on :
Bytekeeper on :
I believe bots shouldn't abuse their high APM to wear out human players. That won't be satisfactory for neither the human player, nor the bot author.
I think it's fine to abuse the high APM to micro the hell out of units. For exaple, it's fun to watch Locutus' goons.
But there might be a thin line between that and the "low hanging" fruit of smothering a human by forcing attention on the whole map while not playing good at any spot.
Jay Scott on :
Dan on :
Hannes Bredberg on :
Jay Scott on :
MicroDK on :