ggazzo / opennero

Automatically exported from code.google.com/p/opennero
Other
0 stars 0 forks source link

Loading populations works only the first time NERO mod is activated #79

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
To reproduce:
1. Train a population of NERO agents in OpenNERO
2. Save population
3. Exit mod, re-enter mod
4. Load population - no effect
5. Deploy - no effect

For comparison, start NERO from scratch, and load the same population file. 
Hitting deploy makes the population run.

Original issue reported on code.google.com by ikarpov on 31 Aug 2011 at 2:30

GoogleCodeExporter commented 9 years ago

Original comment by ikarpov on 4 Oct 2011 at 3:45

GoogleCodeExporter commented 9 years ago
leif - is this still the case in your branch?

Original comment by ikarpov on 11 Nov 2011 at 9:44

GoogleCodeExporter commented 9 years ago
Yes, last time I checked, this was still the case.

Original comment by lmjohns3 on 11 Nov 2011 at 11:33

GoogleCodeExporter commented 9 years ago

Original comment by ikarpov on 14 Nov 2011 at 8:26

GoogleCodeExporter commented 9 years ago
See r1410 and r1413 for the changes that have fixed this in my branch. They're 
not the cleanest revisions unfortunately but the gist of it is that I remove 
all existing agents when either load or deploy is called, and then do the 
actual load or deploy with a new set of agents. Also, I made a change in my 
branch so that all loaded/deployed agents are spawned immediately rather than 
waiting for future calls to spawnAgent.

I think at some point just merging my branch back into trunk will be a nicer 
way to get the changes that fix this issue, since the code in my branch also 
includes a bunch of work I've put in to allow RL and RTNEAT agents to coexist 
in NERO.

Original comment by lmjohns3 on 21 Nov 2011 at 8:13

GoogleCodeExporter commented 9 years ago
the branch has been merged into trunk (and should probably be re-created now).

Original comment by ikarpov on 27 Nov 2011 at 9:31