Author Topic: New Unity versions and AI War  (Read 2369 times)

Offline TechSY730

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New Unity versions and AI War
« on: April 07, 2014, 01:44:58 am »
I know this would probably require a more concentrated effort than can really be afforded with doing AI War work sort of on the side when the The Last Federation work is under full swing, but is there any chance that AI War can be "migrated" to the later versions of Unity. It seems that it worked well enough for Bionic Dunes (I could tell it was the newer version thanks to the native Linux support).

Also, did the new versions of Unity get a version of Mono with a less defeatist garbage collector?
« Last Edit: April 07, 2014, 04:23:37 am by TechSY730 »

Offline doctorfrog

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Re: New unity versions and AI War
« Reply #1 on: April 07, 2014, 03:11:58 am »
Just curious, what are the benefits (besides Linux support, which is probably not hugey huge huge but a pretty significant plus)?

Offline Chthon

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Re: New unity versions and AI War
« Reply #2 on: April 07, 2014, 03:18:45 am »
Just curious, what are the benefits (besides Linux support, which is probably not hugey huge huge but a pretty significant plus)?
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Offline Shrugging Khan

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Re: New unity versions and AI War
« Reply #3 on: April 07, 2014, 03:27:57 am »
Becoming one with everything and everyone in the universe for starters.
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Offline TechSY730

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Re: New unity versions and AI War
« Reply #4 on: April 07, 2014, 04:23:16 am »
Well, if the newer versions of Unity have a version of Mono with a better GC, then all the memory trickery would become less nessecary, and out of memory crashes become, well not a thing of the past, but much harder to trigger as only true OOMs would cause the crash. This would also mean that features that have been held off due to GC pressure concerns would become a possibility again.

Also, there are the possibilities of optimizations, meaning better performance for everybody.


Yea, not a super high priority, but it would be cool. :)

Offline Histidine

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Re: New Unity versions and AI War
« Reply #5 on: April 07, 2014, 05:31:35 am »
It could probably go on the plate with AI War expansion 6... home page schedule says it's coming out Q3 2014, with a BD expansion and a new game between it and TLF release.

Offline keith.lamothe

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Re: New Unity versions and AI War
« Reply #6 on: April 07, 2014, 10:14:00 am »
One compelling reason to upgrade is to get rid of that "completely freezes your computer when you quit the game from fullscreen, on a Mac" problem.  It's an engine bug that they've fixed since the version AIW uses.

And in general there are a lot of improvements.  I dunno if the GC situation itself gets any better.  Though I think we may have substantially reduced the number of too-many-heap-sections crashes a few versions ago  (albeit slightly increasing the number of out-of-memory ones while we did it, I still don't have enough data on that).

Anyway, my working-copy of the game (the one I actually modify directly when developing, and do all the first-line tests in) is actually on a more recent version of the engine, though not strictly the latest anymore.  It works fine for the most part but the textboxes often get into a state where they are totally borked.  I honestly don't see how to make the upgraded version eligible for public usage without simply writing a custom textbox class of our own.  Before I did that I'd want to make sure AIW was using our latest GUI code (for which the _only_ remaining thing we use Unity's built-in gui for is the textbox)...

All told, a lot of work.

But the game can run on the later version, and it does work in native linux.  But there's still critical things (mainly the textbox thing) that we've yet to work around before we could release it that way.
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Offline Aklyon

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Re: New Unity versions and AI War
« Reply #7 on: April 07, 2014, 11:27:06 am »
AI War has a lot of text, and a lot of textboxes. I can see how that can be rather important on its own.

Offline Draco18s

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Re: New Unity versions and AI War
« Reply #8 on: April 07, 2014, 11:30:20 am »
AI War has a lot of text, and a lot of textboxes. I can see how that can be rather important on its own.

Yeah.  On-screen dynamic text is a downright pony in Unity.

Offline keith.lamothe

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Re: New Unity versions and AI War
« Reply #9 on: April 07, 2014, 11:33:13 am »
Displaying text we've got pretty much down (it involves some 3rd party libraries in our case).  Textual input is something we'd really rather not have to implement ourselves, but the choices are looking kind of thin.
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Offline Draco18s

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Re: New Unity versions and AI War
« Reply #10 on: April 07, 2014, 12:07:44 pm »
Also that.

I did implement something myself, but it looked awful.  Mesh text, a keyboard listener....yeah.

Offline keith.lamothe

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Re: New Unity versions and AI War
« Reply #11 on: April 07, 2014, 12:13:16 pm »
Maybe we could go with morse code instead of standard keyboard input.  Nah, most of the players won't know that.  How about "slam your head into the desk once for 'A', twice for 'B', etc.  Please use the back of your head for lowercase letters"?
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Offline ZaneWolfe

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Re: New Unity versions and AI War
« Reply #12 on: April 07, 2014, 09:36:11 pm »
Maybe we could go with morse code instead of standard keyboard input.  Nah, most of the players won't know that.  How about "slam your head into the desk once for 'A', twice for 'B', etc.  Please use the back of your head for lowercase letters"?

I've played some console games that controlled like that. Only it was smash face into controller and throw controller into screen style rather than desk, but same general idea. Never really played a PC game like that, unless it was a port from console. Probably why I rarely use my console unless its for an RPG. PC gaming has spoiled me. If it doesn't have controls I like, I either modify the controls or mod the game until I get something I like.

Off topic, I know AI War doesn't officially support modding, but really the only things you would want to mod you already can. (Planet names, GUI, graphics) Still wish I had the Photoshop skills to make the mod I want. Imagine, a galaxy full of Pony planets.

Offline Draco18s

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Re: New Unity versions and AI War
« Reply #13 on: April 07, 2014, 09:43:49 pm »
I've played some console games that controlled like that. Only it was smash face into controller and throw controller into screen style rather than desk, but same general idea. Never really played a PC game like that, unless it was a port from console. Probably why I rarely use my console unless its for an RPG. PC gaming has spoiled me. If it doesn't have controls I like, I either modify the controls or mod the game until I get something I like.

Related, Lost Planet 2's port to the PC had awful controls.

A and B on the XBox controller were mapped to...

A and B

Offline keith.lamothe

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Re: New Unity versions and AI War
« Reply #14 on: April 07, 2014, 09:45:59 pm »
A and B
I'm sure it seemed like a good idea at the time to some poor junior programmer.

Did they ever find enough for a positive ID?
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