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OpenBW Introduction - Page 15

Forum Index > BW General
Post a Reply
Prev 1 13 14 15 16 17 19 Next All
imp42
Profile Blog Joined November 2010
398 Posts
April 06 2017 15:07 GMT
#281
On April 06 2017 22:06 BossPurple wrote:
How is engine coming along? is it playable?

The BW AI IDE might be ready in a couple weeks. Then OpenBW will be fully playable programmatically.
50 pts Copper League
imp42
Profile Blog Joined November 2010
398 Posts
Last Edited: 2017-06-19 18:08:50
June 19 2017 18:06 GMT
#282
Although it has been a bit quiet lately, we've been very busy working on OpenBW.

Finally we have published all source code repositories and introduced a first version of the BW AI IDE.
It contains a version of BWAPI compatible with OpenBW. That means, you can now develop and run Broodwar bots using free and open-source software on Linux. *

The OP has been updated with a dedicated module at: http://www.teamliquid.net/forum/brood-war/517127-openbw-introduction#anchor_bwaiide containing all relevant information.

The source code Github repository is can be found here.

Happy coding!

* the only files that are NOT open-source are the 3 MPQ files from the original Broodwar. They are however free, since Blizzard made the original game available for free.

Edit: Original announcement here
50 pts Copper League
heluq
Profile Joined October 2014
Spain115 Posts
June 21 2017 20:33 GMT
#283
On June 20 2017 03:06 imp42 wrote:
Although it has been a bit quiet lately, we've been very busy working on OpenBW.

Finally we have published all source code repositories and introduced a first version of the BW AI IDE.
It contains a version of BWAPI compatible with OpenBW. That means, you can now develop and run Broodwar bots using free and open-source software on Linux. *

The OP has been updated with a dedicated module at: http://www.teamliquid.net/forum/brood-war/517127-openbw-introduction#anchor_bwaiide containing all relevant information.

The source code Github repository is can be found here.

Happy coding!

* the only files that are NOT open-source are the 3 MPQ files from the original Broodwar. They are however free, since Blizzard made the original game available for free.

Edit: Original announcement here

Good job!!!
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
June 21 2017 20:50 GMT
#284
Wow! Awesome work. So many manhours in this... Hats off, guys!
Quatari
Profile Joined February 2010
Australia46 Posts
Last Edited: 2017-08-15 15:43:57
August 15 2017 14:34 GMT
#285
Hi, Chris Coxe, author of ZZZKBot here. Is there a project or instructions somewhere to help/explain how to set up some kind of tournament manager system/environment for running many headless concurrent games on Linux that uses OpenBW (i.e. similar function as StarcraftAITournamentManager but headless)? I noticed https://github.com/tscmoo/bwheadless but I haven't looked through the project very deeply and I'm wondering how to run multiple concurrent games on Linux without bots clobbering each others' data etc. Any idea what maximum frame rate is typically for a (headless) game for a OpenBW bot vs OpenBW bot on Linux, compared with, say, StarcraftAITournamentManager on Windows VMs? I prefer developing & running in Linux/WINE and I'd eventually like to eventually switch to Linux (sooner rather than later). If the frame rate is better, and if it's easy to test my bot against many other bots, and considering it's headless (so no need to wait for rendering and game menus/lobbies and game countdowns), this is even more reason why bot writers should consider switching to Linux. Thanks for these amazing projects!

Also, I would give anything to know how to learn the skills for how tscmoo wrote the game engine for OpenBW without any BW source code? I know how to examine MPQ files and read disassembly for EXEs/DLLs etc and I know a little about how BW's ISCRIPT and animation frames/sprites system works but how did he write the source code for the game engine and make it so identical to BW? Surely he didn't do it just by reading disassembly? Any tools/advice for how to do it? I've used disassemblers and decompilers before but was there an easier or different way than that? Is there a particular function that is the entry point for BW's game engine logic when a game starts? Which EXEs/DLLs/MPQs file? Any advice or reference material for how I would get started if I wanted to have a go myself?
Quatari
Profile Joined February 2010
Australia46 Posts
August 23 2017 16:25 GMT
#286
Also, I couldn't figure out how to register to the forums for OpenBW?
LonelyCat
Profile Joined April 2011
United Kingdom130 Posts
August 25 2017 00:08 GMT
#287
If anyone has OpenBW + OpenBWAPI working correctly with bwapi.ini files would appreciate some help, my bwapi.ini file line for the map seems to be ignored (I'm currently working around it by hardcoding it into one of the OpenBWAPI files...)
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
August 25 2017 00:13 GMT
#288
This is pretty amazing, surprised I haven't seen this yet.
AKA: TelecoM[WHITE] Protoss fighting
LutheeMajestic
Profile Joined April 2017
3 Posts
Last Edited: 2017-08-25 18:52:23
August 25 2017 18:51 GMT
#289
Wow, awesome project, I just finished trying out the replay viewer demo which is neat !
(I also Starred the OpenBW github page =)
imp42
Profile Blog Joined November 2010
398 Posts
August 31 2017 20:25 GMT
#290
On August 15 2017 23:34 Quatari wrote:
Hi, Chris Coxe, author of ZZZKBot here. Is there a project or instructions somewhere to help/explain how to set up some kind of tournament manager system/environment for running many headless concurrent games on Linux that uses OpenBW (i.e. similar function as StarcraftAITournamentManager but headless)? I noticed https://github.com/tscmoo/bwheadless but I haven't looked through the project very deeply and I'm wondering how to run multiple concurrent games on Linux without bots clobbering each others' data etc. Any idea what maximum frame rate is typically for a (headless) game for a OpenBW bot vs OpenBW bot on Linux, compared with, say, StarcraftAITournamentManager on Windows VMs? I prefer developing & running in Linux/WINE and I'd eventually like to eventually switch to Linux (sooner rather than later). If the frame rate is better, and if it's easy to test my bot against many other bots, and considering it's headless (so no need to wait for rendering and game menus/lobbies and game countdowns), this is even more reason why bot writers should consider switching to Linux. Thanks for these amazing projects!

Also, I would give anything to know how to learn the skills for how tscmoo wrote the game engine for OpenBW without any BW source code? I know how to examine MPQ files and read disassembly for EXEs/DLLs etc and I know a little about how BW's ISCRIPT and animation frames/sprites system works but how did he write the source code for the game engine and make it so identical to BW? Surely he didn't do it just by reading disassembly? Any tools/advice for how to do it? I've used disassemblers and decompilers before but was there an easier or different way than that? Is there a particular function that is the entry point for BW's game engine logic when a game starts? Which EXEs/DLLs/MPQs file? Any advice or reference material for how I would get started if I wanted to have a go myself?

hey Chris

first of all, congratulations on winning CIG 2017!

the bwheadless project has been abandoned in favor of OpenBW. The OpenBW program can be executed in parallel as many times as you want (= as your hardware allows you to). Just remember that there is no integrated AI-opponent, so you will have to learn/play against yourself or other bots.
If you go the OpenBW route then there is no need for WINE. The whole tool chain can be Linux based. And yes, it will definitely be faster than a Windows VM setup .

OpenBW was in fact created by reading disassembly. For advice on process / tools I recommend joining IRC #openbw and talk to tscmoo directly.

regarding the entry point when the game starts: check out BWAPIs AI Module Loader (the one on the OpenBW github) together with the OpenBW code.
That should hopefully give you the pointers you want. The only original files needed are the MPQs, which contain only data (stats, images, sounds,..).

hope that helps!
50 pts Copper League
Quatari
Profile Joined February 2010
Australia46 Posts
Last Edited: 2017-08-31 20:57:07
August 31 2017 20:52 GMT
#291
Thanks for the reply. When I have time, I'll look into the stuff you mentioned. tscmoo must secretly be a machine posing as a human if he is able to hand-write source code that easily just from eyeballing disassembly...

Another question - if WINE isn't used, presumably it means that you can't run bots on Linux that were built for the normal BWAPI (i.e. built for Windows)? Maybe it's a stupid question. What I would like ideally is to be able to get away from needing Windows OS to test my bot against existing bots like the vast majority of the AIIDE/CIG/SSCAIT bots. Thanks
imp42
Profile Blog Joined November 2010
398 Posts
September 01 2017 23:19 GMT
#292
On September 01 2017 05:52 Quatari wrote:
[...]
Another question - if WINE isn't used, presumably it means that you can't run bots on Linux that were built for the normal BWAPI (i.e. built for Windows)? Maybe it's a stupid question. What I would like ideally is to be able to get away from needing Windows OS to test my bot against existing bots like the vast majority of the AIIDE/CIG/SSCAIT bots. Thanks

you will have to compile the other bots yourself, which means you need their source and they have to be Linux compatible (the latter should be a non-issue).

My big goal is to eventually provide the complete development environment as a docker image to run out of the box...
50 pts Copper League
sunvssky
Profile Joined September 2017
4 Posts
Last Edited: 2017-09-23 23:03:12
September 23 2017 22:59 GMT
#293
We are a korean.
Is openbw in progress?

openbw는 진행중인가요?
openbw가 진행중이라면 잘 됬으면 좋겠군요.
혹시 이 글을 보시는 한국인이 있을까요?
ㅡ어느 한 스타 초짜가ㅡ
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
September 23 2017 23:05 GMT
#294
"Because if they won't do it, we'll do it ourselves"

This line makes me a bit sad, because of hard work put in by yourselves, and people like tec27, who did so much to make Brood War accessible and modern, only to be usurped by Blizzard. I, however, think that fan-made interface stuff like Chaoslauncher and MCAlauncher are superior to what Blizzard has put forth for SC:R.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 24 2017 04:51 GMT
#295
Does BWopen have the ability to follow the player's camera during replays? Also, I remember a Build Order coach that Brood war once had waaaay back then. Blizz might have completed the HD stuff, but we still want a bunch of other things.
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
September 24 2017 07:58 GMT
#296
Yeah, Blizzard are slow to implement all the features we want! We want a combined openbw-mca-shieldbattery launcher for SC:R! :D In all seriousness though, I wonder if Blizzard will eventually get around to everything we want and if launchers will show up once again at some point. I imagine they will, and I imagine most devs at this point are waiting it out, to see what'll happen, and when is it reasonable to start contributing again.
noname_
Profile Blog Joined April 2007
456 Posts
Last Edited: 2017-09-24 08:45:16
September 24 2017 08:36 GMT
#297
On September 24 2017 08:05 ninazerg wrote:
"Because if they won't do it, we'll do it ourselves"

This line makes me a bit sad, because of hard work put in by yourselves, and people like tec27, who did so much to make Brood War accessible and modern, only to be usurped by Blizzard. I, however, think that fan-made interface stuff like Chaoslauncher and MCAlauncher are superior to what Blizzard has put forth for SC:R.

Absolutely!
We`re rooting for you guys.
imp42
Profile Blog Joined November 2010
398 Posts
September 30 2017 20:51 GMT
#298
On September 24 2017 07:59 sunvssky wrote:
We are a korean.
Is openbw in progress?

openbw는 진행중인가요?
openbw가 진행중이라면 잘 됬으면 좋겠군요.
혹시 이 글을 보시는 한국인이 있을까요?
ㅡ어느 한 스타 초짜가ㅡ


Hey Sunvssky

Yes, OpenBW is still being developed!
All the code is easily accessible at github.com/OpenBW now. Documentation will be added step by step.
50 pts Copper League
sunvssky
Profile Joined September 2017
4 Posts
October 01 2017 07:37 GMT
#299
On October 01 2017 05:51 imp42 wrote:
Show nested quote +
On September 24 2017 07:59 sunvssky wrote:
We are a korean.
Is openbw in progress?

openbw는 진행중인가요?
openbw가 진행중이라면 잘 됬으면 좋겠군요.
혹시 이 글을 보시는 한국인이 있을까요?
ㅡ어느 한 스타 초짜가ㅡ


Hey Sunvssky

Yes, OpenBW is still being developed!
All the code is easily accessible at github.com/OpenBW now. Documentation will be added step by step.


Thank you imp 42
(I'm not Engilsh sorry...)
sunvssky
Profile Joined September 2017
4 Posts
October 01 2017 08:30 GMT
#300
My Korean blog(Im not Engilsh)
http://naver.me/xp03MA6m
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