On April 06 2017 22:06 BossPurple wrote:
How is engine coming along? is it playable?
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.
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imp42
398 Posts
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. | ||
imp42
398 Posts
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 | ||
heluq
Spain113 Posts
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
Hungary438 Posts
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Quatari
Australia31 Posts
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
Australia31 Posts
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LonelyCat
United Kingdom130 Posts
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TelecoM
United States10635 Posts
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LutheeMajestic
3 Posts
(I also Starred the OpenBW github page =) | ||
imp42
398 Posts
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! | ||
Quatari
Australia31 Posts
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
398 Posts
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... | ||
sunvssky
4 Posts
Is openbw in progress? openbw๋ ์งํ์ค์ธ๊ฐ์? openbw๊ฐ ์งํ์ค์ด๋ผ๋ฉด ์ ๋ฌ์ผ๋ฉด ์ข๊ฒ ๊ตฐ์. ํน์ ์ด ๊ธ์ ๋ณด์๋ ํ๊ตญ์ธ์ด ์์๊น์? ใ ก์ด๋ ํ ์คํ ์ด์ง๊ฐใ ก | ||
ninazerg
United States7291 Posts
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. | ||
Golgotha
Korea (South)8418 Posts
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fazek42
Hungary438 Posts
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noname_
454 Posts
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
398 Posts
On September 24 2017 07:59 sunvssky wrote: We are a korean. Is openbw in progress? openbw๋ ์งํ์ค์ธ๊ฐ์? openbw๊ฐ ์งํ์ค์ด๋ผ๋ฉด ์ ๋ฌ์ผ๋ฉด ์ข๊ฒ ๊ตฐ์. ํน์ ์ด ๊ธ์ ๋ณด์๋ ํ๊ตญ์ธ์ด ์์๊น์? ใ ก์ด๋ ํ ์คํ ์ด์ง๊ฐใ ก 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. | ||
sunvssky
4 Posts
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? openbw๋ ์งํ์ค์ธ๊ฐ์? openbw๊ฐ ์งํ์ค์ด๋ผ๋ฉด ์ ๋ฌ์ผ๋ฉด ์ข๊ฒ ๊ตฐ์. ํน์ ์ด ๊ธ์ ๋ณด์๋ ํ๊ตญ์ธ์ด ์์๊น์? ใ ก์ด๋ ํ ์คํ ์ด์ง๊ฐใ ก 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
4 Posts
http://naver.me/xp03MA6m | ||
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