TorchCraft Versions Save

Connecting Torch to StarCraft

v1.4.0

6 years ago

It's been half a year since we released! There was a ton of work since the last release:

Major Changes

  • Much better python support, it's a first class citizen at this point (#161, #215)
  • Use Frame diffs in network code, 3x speed up in communication (#167, #169, #173, etc...)
  • Non blocking mode in BWEnv, so your commands will always get through within the tournament time limit (#211)
  • Network code now use binary serialization for another big speedup (#226, #227, #229)

Minor Changes

  • Creep is properly supported (#166, #185)
  • IPv6 and automatic port selection (#172)
  • Lots of bugfixes (#175, #178, #179, #180, #186, #193, #197, #203, #204, #223, #243, ...)

Give it a try!

v1.3-0

6 years ago

Major release

This a major release of TorchCraft.

Major Changes

  • Adds text drawing commands (#94)
  • Adds status flags for units (#95, #96, #98)
  • Separates map into a walkability map, buildability map, and ground height map (#102, #109 )
  • Adds ZSTD compression support to replays (#103, #130, #131, #146 )
  • Python support has been tested, and is now in Beta.

Minor Changes

  • Adds Start Locations to server side handshake (#92)
  • Cleaned up dependencies for lua (#99)
  • Adds last command of unit (#100)
  • Replayer push now does a copy of the frame (#112)
  • BWAPI errors are now reported directly to TorchCraft (#110)
  • Secondary orders (such as training of units) are supported (#115)
  • Adds copy and move support for Frame and State objects (#142)
  • More checks for a faulty replay (#147)
  • Supports IPv6 on non-Windows systems (#155)

Bugfixes

  • Game maps now save properly. Before now, there was a transposition that was scrambling the map data (#105)
  • Several Python objects had memory management issues (#123, #140, #141, #145 )
  • TorchCraft works properly with multithreading (#135)

v1.2-1

7 years ago
  • Fixed a couple of bugs wrt the way we handle the map data
  • Enhanched visibility data
  • New namespace for basic replayer types
  • Added ability to save replays with a different keyframe straight from lua
  • Buildability data and enhanced unit visibility info
  • Unit type data can now be looked up with `BW::UnitType
  • Added a lifted attribute to Unit
  • Exposed poll method in the C++ client

v1.1-1

7 years ago

Minor release:

  • no more compilation errors in BWEnv
  • fixed frame diff bug when all neutrals die
  • enabled IPv6 connections
  • added BWAPI_DIR instruction for building on windows
  • fixed invalid use of pcall causing TorchCraft to crash
  • added custom_launcher option in config.
  • Added config and maps in release zip.

v1.1-0

7 years ago

Release Notes

  • Docker image no longer requires a separate vncserver
  • Most client code is now in C++, for better performance
  • Use flatbuffers for server-client communication
  • Removed dependence on lzmq
  • Added possibility to specify timeouts for TorchCraft client
  • Replays now 4x smaller by only storing frame diffs
  • Added drawing commands to TorchCraft

... And many other small bugfixes!

v1.0-2

7 years ago

Release Notes

  • Added some more visual layers.
  • Added produces table into API.
  • Other minor fixes.

v1.0-0

7 years ago

Install

  • download and unzip torchcraft-v1.0-0.zip
  • copy all the content of bin/ into your StarCraft folder
  • copy either:
    • the BWEnv DLL to where you point ChaosLauncher (or your DLL injector)
    • the BWEnv EXE into your StarCraft folder

Notes

  • Compiled against BWAPI 4.1.2.
  • Supports all functionalities up to initial release.

What works perfectly

  • Micro maps
  • Unit movement and attack

What's been tested but not incredibly extensively but should work

  • Buildings, spells
  • Full games
  • Self play
  • Everything on WINE
  • Sending images over

What might be a little buggy occasionally

  • Torchcraft on Docker