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SoUlFaThEr
14-04-2004, 21:26
here is our new podbot 2.6mm thread.

lets continue the work on it in here.

first items to fix:

1. that the bots dont hit buttons at all unless a flagged waypoint is there.
2. that a button flag is no longer an automatic thing. it needs to be added to the menus in the waypoint editor so WE can place a button flag if theres REALLY a button a bot needs to hit... this is a huge problem solve!

behavior is not an issue right now. but if this is easy:
1. bomb carriers have a default NORMAL behavior pattern
2. hostage holders have a default AGGRESSIVE behavior
3. a VIP has a default NORMAL behavior.

Pierre-Marie Baty
14-04-2004, 23:32
Out of curiousity I've had a quick look in the code for that button problem and I've found something horrible.

The button flag on waypoints doesn't have any purpose.
It's useless. The bots just ignore it.

It's there, you can set the flag, but there's no code to tell the bot how to handle it!

The bots only press the buttons they see on a random basis.

This needs to change. And while you're at it, implement the button usage the right way this time, like Stefan is saying.

And about the personality thingy, here's at least something I can tell you :

The bot personalities are set during the BotCreate() function, i.e. when the bot is created, NOT when the round is restarted. In order for the bomb carrier or the VIP to have a personality depending on its role in the team, you have to change that and alter the bot personalities in BotSpawnInit() which is the function that resets the bot at each start of a new round. If you do so however, don't forget to randomize the personalities for the bots that neither have a bomb nor are the VIP, else you'll end up with only "normal" personalities bots.

SoUlFaThEr
15-04-2004, 01:59
cool PM thanks for that extremely valuable info.

im really wondering why he added a button flag that doesnt have a corresponding code to tell the bot about it. crazy shit.

is Austin capable of doing what Stephan did with the buttons/trigger-multiples? He was writing me his idea of how it should happen and it seemed really similar to Stephans thing.

and the personality thing seems like it COULD work...
so thats a good sign !!

Austin?

here is StephanHendricks theory about the door which works on maps like de_prodigy and de_rats(whose buttons are not func_buttons but rather...trigger_multiples!) :

- find a button to open the door (target/targetname match)
- traceline
- when traceline fails
- check on why
- when traceline returns "worldspawn" AND you are checking for a trigger_multiple, find a waypoint/node very close to this.
- when available. RETRY the traceline
- on success, still go to it!

sPlOrYgOn
15-04-2004, 02:26
Alright heres a list of what i've changed from the Podbot SDK

+ Stopped bots from randomly pushing buttons (WARNING: Since there is no code to handle button flags the bots will NOT push buttons at all)
+ Button flag no longer added automaticly
+ Fixed the bug i found.. about the addbot command in the podbot.cfg

BOTS WILL NOT PUSH BUTTONS!!!
I do not know how to implement this well but I have an idea how to..
I do not feel that I know enough to add my 'idea' of how it should be done..
http://www.mapzap.org/podbot.zip
my releases will be uploaded there.


I have also just decided I will try to implement them pushing buttons when there is a button flag but I will be expecting someone (Austin) to take a look at it and fix up any errors.


I have just changed my mind..
This is way out of my head..


*just wondering* Why doesn't podbot just use TraceToss for calculating where to throw a nade?
(just found TraceToss in Metamod's Engine Notes, me know nothinga bout it.)


I uploaded the wrong file and just reuploaded.


btw no linux build. that linux build is from last version. If you read my other posts you would know why.
Anyways it shouldn't be any useful to linux people since they don't push buttons. This is more of a release for waypointers since SF suggested that button flag no longer automaticly added to waypoints


just rebuilt because I just realized that if i removed auto placing of button flags and theres no option for manually placing them then they're as good as gone.. so I just added the button flag to the Change Flag menu.
Please redownload.


I just noticed that the angle "problem" that was fixed by pmb in the other thread about 10 pages back isn't in the podbot sdk..
on purpose or no?

SoUlFaThEr
15-04-2004, 03:57
before i download.......did you put in the button flag that the bot should USE. and also place in our flag menu?...does it have a sprite so we know it? is it part of the flag mentions on the upper left like pmb has done for us?

did you test if the bot is pressing anything it sees without a button flag anywhere?

if you did, and all the things i mentioned above are IN it...... then ill download this file.
and THANK you too :)

did you test it?

your 7 edits makes me wonder......doesnt look good man :)(changed my mind/wrong upload)

also please toss the code you made for these new options into this thread when you update ........that will be standard procedure on updates for the bot from now on. please do this......we will be able to correct bugs in it much faster this way if theres a question about it.

also Musicman was making some things happen.......and they are surely NOT in your portion.......this is what i meant about getting organized you guys :)

sPlOrYgOn
15-04-2004, 06:16
Alright sorry.
I was sorta in a rush..
I'll go look for the code right now.
I only tested if it auto added button flags and it didn't so that part is working.
But i didn't delete it all. I only delete the part that checks for if a button is near.
I'll go look through the code again and see what I changed and post it. I'm on a different computer right now... I keep getting kicked off of my fast computer :'(

in bot.cpp around line 996 find:
if ((strcmp ("func_button", STRING (pent->v.classname)) == 0)
&& (strncmp ("cam", STRING (pent->v.target), 3) != 0))
{
bCanPickup = TRUE;
iPickType = PICKUP_BUTTON;
}
and change it to:
/* if ((strcmp ("func_button", STRING (pent->v.classname)) == 0)
&& (strncmp ("cam", STRING (pent->v.target), 3) != 0))
{
bCanPickup = TRUE;
iPickType = PICKUP_BUTTON;
}*/
in waypoint.cpp around line 394 find:
while (!FNullEnt (pent = FIND_ENTITY_IN_SPHERE (pent, pHostEdict->v.origin, radius)))
{
strcpy (item_name, STRING (pent->v.classname));

if ((strcmp ("func_button", item_name) == 0)
&& (strncmp ("cam", STRING (pent->v.target), 3) != 0))
{
UTIL_HostPrint (HUD_PRINTCENTER, "Button detected. Setting Flag!\n");
p->flags = W_FL_USE_BUTTON;
}
}
and change it to:
/* while (!FNullEnt (pent = FIND_ENTITY_IN_SPHERE (pent, pHostEdict->v.origin, radius)))
{
strcpy (item_name, STRING (pent->v.classname));

if ((strcmp ("func_button", item_name) == 0)
&& (strncmp ("cam", STRING (pent->v.target), 3) != 0))
{
UTIL_HostPrint (HUD_PRINTCENTER, "Button detected. Setting Flag!\n");
p->flags = W_FL_USE_BUTTON;
}
}*/
also in waypoint.cpp around line 218 find:
char item_name[64];
and change it to:
// char item_name[64];
in bot_globals.cpp around line 595 find:
menutext_t menuWaypointAddFlag =
{
0x3FF,
" Waypoint Flags\n"
"1. Add Block with Hostage\n"
"2. Add T ONLY Camp\n"
"3. Add CT ONLY Camp\n"
"4. Del Block with Hostage\n"
"5. Del T ONLY Camp\n"
"6. Del CT ONLY Camp\n"
"\n"
"0. Cancel"
};
and change it to:
menutext_t menuWaypointAddFlag =
{
0x3FF,
" Waypoint Flags\n"
"1. Add Block with Hostage\n"
"2. Add T ONLY Camp\n"
"3. Add CT ONLY Camp\n"
"4. Add Use Button\n"
"5. Del Block with Hostage\n"
"6. Del T ONLY Camp\n"
"7. Del CT ONLY Camp\n"
"8. Del Use Button\n"
"\n"
"0. Cancel"
};
in dll.cpp around line 2066 find:
case 4:
WaypointChangeFlags (W_FL_NOHOSTAGE, 0);
EMIT_SOUND_DYN2 (pEntity, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1.0, ATTN_NORM, 0, 100);
break;

case 5:
WaypointChangeFlags (W_FL_TERRORIST, 0);
EMIT_SOUND_DYN2 (pEntity, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1.0, ATTN_NORM, 0, 100);
break;

case 6:
WaypointChangeFlags (W_FL_COUNTER, 0);
EMIT_SOUND_DYN2 (pEntity, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1.0, ATTN_NORM, 0, 100);
break;
and change it to:
case 4:
WaypointChangeFlags (W_FL_USE_BUTTON, 1);
EMIT_SOUND_DYN2 (pEntity, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1.0, ATTN_NORM, 0, 100);
break;

case 5:
WaypointChangeFlags (W_FL_NOHOSTAGE, 0);
EMIT_SOUND_DYN2 (pEntity, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1.0, ATTN_NORM, 0, 100);
break;

case 6:
WaypointChangeFlags (W_FL_TERRORIST, 0);
EMIT_SOUND_DYN2 (pEntity, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1.0, ATTN_NORM, 0, 100);
break;

case 7:
WaypointChangeFlags (W_FL_COUNTER, 0);
EMIT_SOUND_DYN2 (pEntity, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1.0, ATTN_NORM, 0, 100);
break;

case 8:
WaypointChangeFlags (W_FL_USE_BUTTON, 0);
EMIT_SOUND_DYN2 (pEntity, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1.0, ATTN_NORM, 0, 100);
break;
there thats it.


i think i said this but i guess u didn't see or something. I said i stoped them from pushing buttons at random, but because the code does not implement the button flag even if you put a button flag there they will not push a button. So the dll I released, they do NOT push buttons at all.

PMB already put the Use Button flag in the upper left corner if the flag is on the waypoint. No there are no sprite changes or color changes the only way to know if the button flag is there is to move upto a waypoint and check if the button flag is listed in the upper left corner.

SoUlFaThEr
15-04-2004, 10:59
ok very cool and thanks for doing that :)
I really appreciate it!

so,
if i add a flag right now with that .dll, the bots still wont push the button there? or they will.......

stefanhendriks
15-04-2004, 11:48
for pushing buttons i guess you just have to stand close to it. Ie in de_prodigy you have to touch it in order to push the button. I did not do more then a distance check for that.

MusicMan
15-04-2004, 17:53
could the code:

if (pBot->bIsVIP == TRUE)
{
pBot->bot_personality = 2;
}

else if (pBot->bIsLeader == TRUE)
{
pBot->bot_personality = 1;
}

else

//Randomize personalities

could this code be used to define personalities of bots who are bomb carriers, and bots that are VIP's? and how do I determine if a bot is escorting hostages?

Thanks in advance;)

MusicMan

Pierre-Marie Baty
15-04-2004, 18:06
@MusicMan: yes
And there is a function like this (or similar)
bool BotHasHostage (bot_t *pBot)
which returns TRUE if the bot is carrying a hostage around. You could use it.

stefanhendriks
15-04-2004, 18:43
to know if a bot is a vip :


// Is the edict a vip or not?
bool
UTIL_IsVip (edict_t * pEntity)
{
if (mod_id != CSTRIKE_DLL)
return false;
else
{
char *infobuffer;
char model_name[32];
infobuffer = (*g_engfuncs.pfnGetInfoKeyBuffer) (pEntity);
strcpy (model_name, (g_engfuncs.pfnInfoKeyValue (infobuffer, "model")));
if (strcmp (model_name, "vip") == 0) // VIP
return true;
}
return false;
}

>BKA< T Wrecks
15-04-2004, 20:26
Wow... respect! Now we have 2-3 guys willing to continue the project (Austin / sPlOrYgOn / MusicMan), a moderator to keep things on track (SoUlFaThEr), and invaluable input from 1337 bot coders (stefanhendriks and of course PMB) - this looks good! Just wanted to give all you guys some support and encouragement - that's the least I can do. Thumbs up, guys!
Concerning the button thing: Stefan, which button did you refer to? The ones a bot walks up to is not such a big problem. All it takes is clever waypoint placement there. The buttons that require a player to "use" them are what's more problematic.
Oh, and I'd like to throw in another thought: Bots can often be observed pushing a "walk up to" button, and then running into the door before it has fully opened, thus blocking it. This way, even if a second bot "pushes" (=walks to) the button, the door might stay closed. With "use" buttons it's really the same, only worse (bots don't even push the button many times).
Would it be possible to keep bots from blocking doors somehow? I already mentioned this to PMB and SF once, but it kinda got lost in the middle of so many other issues, so here I go again:
Is it possible to determine whether an entity is in idle or triggered state? Is it possible to tell bots something like "if [entity that's triggered by the button the bot has just reached] is idle, then activate the trigger and wait for n seconds [determined by waypoints] before proceeding, else don't activate trigger and proceed to next node?
Hehe, this must sound like totally helpless baby talk to you coders, but imagine if we could get bots to even use elevators properly... 9_9

P.S.: There are even maps where bots get killed by opening doors (cs_arabstreets[2], cs_vineyard). Even if they succeed in pushing the button, they run into the door and die. So this waiting function would really make sense, I think. However, I can't tell if that's totally utopic and out of range or actually feasible...

SoUlFaThEr
15-04-2004, 20:49
i just hope that the things these different gentlemen do come together properly in one update.....meaning:

if the both have the same sdk.....and both do different things to it and release it.....we have 2 separate .dll's. one with his fix, one with HIS fix.

but i know it will be ok ... im just an old worry-wart!!

thanks for support T-Wrecks :)

stefanhendriks
15-04-2004, 22:52
i think i can get elevators working in CS_SIEGE ;)

anyway, to get on the buttons:
as you said, on touch buttons you simply need a clever waypoint placement. FOr use buttons its actually the same. In fact, you can stand 'pretty far' to a use button!

What i do is like with hostages to use them:

- get near button
- use it
- set timer
- resume path to goal x

about the timer,
i use a simple fUseButton timer, when the timer is below gpGlobals->time , the bot is allowed to use a button. When it is above, it is not.

For multiple bots using a button and such, id on't see the problem really? I Have been playing de_prodigy and de_rats with dozends of bots, but did not encounter a problem.

Perhaps it is because my bots will ONLY use a button when it finds an obstruction in its path! It is not programmed to use a button BEFORE it hits the door. It goes the other way around:

- bot walks to waypoint/node
- bot traces a line to this waypoint/node
- when the traceline gets a hit to an entity read out what it is
- when it is a door only THEN start the 'find button and go to it' procedure. In this procedure the bot will also remember the button

when the bot has a button to remember it will also execute the 'what to do with the button when i am close'.

>BKA< T Wrecks
16-04-2004, 00:48
Hmmm.... *me exhausting my 3 brain cells*... let's see:

1. What you said about touch buttons is true, I think we agree on that...

2. What you said about push buttons (WP doesn't even have to be that near) is true as well, also in PB 2.6mm. Bots will go a longer distance to push a button. But there's something I don't understand. When I waypoint, I usually make bots pass a button first and then walk through a door. This way, the node sequence looks like this [bot approaching]...node 1 (near button)...node 2(in front of door)...node 3 (behind door)...[continue]. If the bot walks like this, can he check for the problem between node 2 and 3 (path obstructed by entity) BEFORE he looks for the trigger, which is already located at node 1? Or would your method mean that I could just waypoint happily through a door, and that bots would "sense" the entity obstructing their path and then stray from the waypoints to hit the button, and finally return to the node they were about to go to?

SoUlFaThEr
16-04-2004, 02:46
if its implemented the way he said it......you can just happily waypoint STRAIGHT throught the door without a worry man

no shit!

about cs_siege, one word :

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!

i hope you can assist our lads working on pod2.6mm to get those sort of "incredible masterpiece" code sequences to work here Stephan.

looks like theres another guy i have to SQUEEEEEEEZe

stefanhendriks
16-04-2004, 10:50
Afaik, i don't care about how you walk to a door, ie. If i walk to the button first and then go through the door (which is logical, i am not a bot :)) then the bot does not care.

i don't know abou tpod waypointing that much, but i think you can still use the method. The bots will just sense the path is obstructed. You will have to overwrite the old path with a temp new path to the button, then when you hit the button, you simply create the path to the goal again, and u're done! :)

as for cs_siege, here is my theory:

set a flag on the waypoint/node that requires to be on an elevator. This waypoint MUST be on the floor of that elevator. When you set the flag, the waypoint will search for the entity that is the elevator and remember this. (so in editing mode the elevator should be downstairs, u should be in the elevator and then set the flag). Now, you also should have the node/waypoint at the button too already. When you got these 2 , then you are finished.

1) The bot will go to the node of the elevator
2) the bot will notice that this node is flagged
3) it will now go to the button you refer to by the flag
4) the bot goes to the button, hits use
5) the bot will go back to the elevator

SoUlFaThEr
16-04-2004, 13:49
ok heres a question based on your listed explanation of the elevator process:

once the bot does hit the button and goes back into the elevator......will he wait? because they used to do that to...hit the button in siege, get in the elevator as waypointed with special one-way paths......but then the bot never waits......and comes back out.

i had trid one time in as_steel to make the bot run in circles inside the elevator after hitting the button...........all with oneway paths.......this was a SERIOUS PITA...because back then there was no autopath max distance menu!
i did the same with de_station(awesome map! but ruined by the elevator)

my point is.....podbot cant stand still waiting unless he thinks he may be in danger if he moves.....willl he wait on this flagged waypoint after hitting the button?

sPlOrYgOn
17-04-2004, 03:19
I think i'm just going to stop changing the code now and just look through it for a few days/weeks until i get used to/know where to find/navigate it really fast.
btw PMB :D
// On Assault Maps target VIP first !on line 150 bot_combat.cpp :D

Austin
17-04-2004, 09:02
I think i'm just going to stop changing the code now and just look through it for a few days/weeks until i get used to/know where to find/navigate it really fast.
We need to sort out how this is going to fall together.
We need a "code librarian" if we are gong to have several people working on the bot or it will be total kAIos. Something that could work at first, for simple isolated changes is what sPlOrYgOn has already done. (sPlOrYgOn not bad for a first try at it. The first thing I will do when I get back and finally get started is have a look at this but it looks like you are on the right track and your efforts will not be lost.)
1) Put in a fix AND TEST IT!
2) Post the code here in the forum.
3) We all agree that the bot should work like this.
4) The librarian adds in the code and does the build and posts the release with source and custom installer..

I would volunteer to do this. But you guys have to be patient for about 2 more weeks. I still will have some time and be chinking in every few days.

BTW,
What is THE EXACT source we are starting with?
I noticed some new POD26MM projects in the filebase.
The source that is in the podbot.zip from the filebase is exactly the same as
the source I got from PM's site on 4/12.

PM, anyone, is this THE version to start with?

sPlOrYgOn
17-04-2004, 09:06
the version to start with is the PODBot SDK it has the newest code from PMB

i'll just be reading the code for now..
i'm not used to it yet..
seems so hard to find things..
I think i might relocate somethings..

Pierre-Marie Baty
17-04-2004, 15:55
I am willing to be the "librarian", or "committer", as mark says. It doesn't eat my time to put in any changes, what eats my time is figuring them and testing them out myself...

Given this, it's no problem for me. I can help you getting started on whatever you may want to fix.

Upon SoUlFaThEr's request I've also made minor improvments to the WP editor and changed some stuff here and there so don't bother changing things dealing with the WP editor yet. I'll release them as soon as there's something interesting else to put in.

Austin
17-04-2004, 21:24
I am willing to be the "librarian", or "committer", as mark says.
...
Upon SoUlFaThEr's request I've also made minor improvments to the WP editor Good thanks PM.
One thing we will need is a way to get your absolute latest source so we know what , exactly you have changed and we don't duplicate efforts and modify the same areas.
For example, I have in my source the menu changes requested by SF (i sent them to you once) and I also have in my source the command index fix, but these changes are not in any version that you posted.
So you see the problem already. I am not sure what to send right no.
If I could see the exact source you have I would know exactly what to send and it would take less of your time to sort everything out. In essence I would be doing the sorting out here before forwarding the changes. Can you keep a zip on your server some where of the absolute latest source? Really, we need to have a CVS repository setup somewhere.
Thanks.

KWo
17-04-2004, 23:03
To sPlOrYgOn - I tested right now Your dll, and still I see - "detailnames on" doesn't work (botskill can't see near bot's name in parenthesis and type - agressive,normal, defensive - can't see the same). Bots don't re-renter the game after map change by changelevel command (on dedicated server and on listenserver). Tested on CS1.5 , metamod 1.17, statsme 2.8.0.7 Beta, clanmod 1.80.19 Beta, podbot.dll created by You 14.04.2004 17:27 233472 bytes. I think the problem with non re-enter of bots - maybe You don't call every map change the podbot.cfg file (there are addbot commands). Can You check this?

OK - I was wrong when I thinked that there is nobody to continue the work of PMB right now, but this discussion before and hard words of PMB suggested this. Sorry for all if I hurted somebody.

SoUlFaThEr
17-04-2004, 23:17
no pain taken.......
have a look at the other thread one last time to see what i wrote you about the addbot thing Kwo :)
try that.

other than that just wait.

AUSTIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
ok......PMB did some amazing shit again.
hard to tell you what because its just amazing.

one thing he did was put the apmd menus back to the way HE had it.......and i must say......its really better with those numbers he had.......after now tryin both, his just are set correct(i think mine were more for that map i was doing.....how selfish of me)......and the new feature he added.......OMFG...thats almost not even needed anymore :)

when it fully works, it was the idea i threw into POX over a year ago:

point at a waypoint and delete or add paths......INCOMING or OUTGOING as well.....from where you stand.

its not completely correct yet.......but.....damn.......you will only have to open the console when waypointing ONLY if you need to teleport to somewhere!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
but it yet needs some fine tuning.........so wait, ill be getting with him tonight again to see if we can fix the rest :)

@ALL of you:
this thing with everyone dipping in and doing something to the bot........

please just keep track, on your own, what you have changed........keep your own files safe(the originals and what you changed)......and hold on to them.....so that one day.......when everyone is ready........it will all be sent to one person......and COMPILED

THEN ............we test it out.......if one part is messed up...THAT person goes fixing........and we work from there........

because if everyone uploads a dll he corrected.....we are never going to have all the changes in one DLL.......and :

me and T-Wrecks (and other waypointers maybe) are trying to make a custom waypoint pack for this bot specifically and must be able to continue to do them... so we also need a working DLL......like the one where PMB stopped.

can we agree on that????? me only tries to add organization to everyones HELP! i see all of you trying to help and appreciate the shit out of it cuz i love all this work we are doing together.

PEACE OUT :D

SoUlFaThEr

KWo
17-04-2004, 23:51
SF - OK - sorry , I will not ask you to confirm something if You doesn't want.

About addbot command - beacuse sPlOrYgOn suggested me, that his dll fix problems described by me in the prevoius thread (SF - You can look what I asked about), I answered him (now - in this thread), that these things I described there are not solved by him. There are only solved problem caused by PMB (these lines of sources with the same parameter - so ignore others - and beacuse this the name couldn't be added by addbot command). I described problem (for me it's old problem) with DIFFERENT WORK OF ADDBOT COMMAND in podbot.cfg and console line. This last (console) doesn't use class parameter (the third paramter for addbot comand in this case must be a bot's name). Why? I only asked about this beacuse I think somebody checking and correcting some issue with addbot comand (this PMB mistake) can fix another problem (this with different work) with the same command - this should be close to this code. This problem with re-enter bot to the game is new for me. Because on this forum sPlOrYgOn's release of podbot.dll is latest , so my words were directed to him.
But maybe his source were not the latest vesrion from PMB, too? In this case I losed much time...

SoUlFaThEr
18-04-2004, 00:15
its not that i dont want to test what you mention Kwo.....not at all dude......i like helping people.

but you misunderstand something from me :)
i dont code.
i only make maps and waypoints.
and now i test the dll for them too.

so you telling us about the mistake is good because the Coders will one day fix this.

it is momentarily a question of priorities...we attempting to add some great new features that get the bot RUNNING well. Other "fixes" that dont affect gameplay of the bot.....will get done as well.....but after these changes are made first. it is though likely that sPlOrYgOn will be checking into this :) so he will be testing that......while i am testing other things :)

its all good man......it will get fixed...just be patient with us yo :)

KWo
18-04-2004, 00:39
SF - I know that You are not a coder. I know that You do waypoints for maps (I remember You since discussion about cs_medieval map and too many wp added by me reached max wp numbers - this was about 2 years ago on another forum - You don't remeber this? :) ), but You said in the previous thread, that You are ready for tests for help PMB's work (this is first) and I konw that You tested sometimes addbot command and You received bad results (this is second); next some people said that they can fix some problems about addbot command (this is third). Adding this - I thinked, this is good way to ask You to confirm the problem I see with addbot comand. Only because this. I know - for playing game maybe this is not big problem and now the priority are bigger - but if somebody is touching code of addbot command, maybe he can solve this my problem, too? Maybe this is not a big problem during one correction of this the same command.
OK - now I'll try to be patient, but for playing game this issue about bot don't re-enter the game (latest sPlOrYgOn's release) I will cry http://forums.bots-united.com/images/icons/icon15.gif .

sPlOrYgOn
18-04-2004, 01:07
sorry i can't test or build new version right now or anytime soon..
sharing computers always cause trouble... and my sister's computer.. the only one with windows.. she won't let me use.. so i can't test or compile anything for windows and on linux when i compile plugins using glibc2.3 and gcc 3.3.2. plugins get a bad load when i try to test them so i can't build linux builds either..
I can't do anything at all right now.. :'(

oh yea kWo you got strange problems because when i tested the dll before which is the same dll in the zip file on my site detailednames on works and also it does run podbot.cfg at the start of each map.


once PMB is ready to release that amazing stuff he did to the code I think I'll try to fix any bug anyone might find.

SoUlFaThEr
18-04-2004, 01:40
that is if you can get on her computer :D

Kwo
i tested the addbot command
addbot 1 2 bill

and i got a bot named bill

addbot 2 4 george

and i got a bot named george

then i turned ON detailnames cuz i dont use that, went back in a map and:

addbot 1 2 bill

and got a bot named bill

addbot 2 4 george

and got a bot named george

both had a [P*D] and a (NN)skill readout.

did i miss something?
i did this in 1.5 only


my bot.cfg also loads each map.
but in the second map the bots are not added automatically......true and this has been like this for quite a while and it wasnt a change of anyone but PM that did this.
i dont see why thats a "problem" tho
cuz i can still fill the server with bots by using the botmenu.

if i missed something to test please inform me...and i will test it for you to try to get the same error.

sPlOrYgOn
18-04-2004, 01:44
soulfather i just used the computer against my sister's wishes and tested it
it is add <skill> <team> <model> <name>
the detailed names work...
except they do not work when a name a supplied
so I will go through the code and see if i can fix this.
Note: next time I release I'll let them still push buttons and also have the button flag manually addable and deletable.

SoUlFaThEr
18-04-2004, 01:49
PM directed us not to do anything with the wp editor
so leave the manual flag placing out of your repetior because its already in his code.
you may tho, allow them to press buttons again until we DIRECTLY fix how they do it :)

and help out MR Kwo with that addbot bug

thanks dude for your help :)......just send PMB your changes when you are finished.....when hes on later we will fix some stuff.......

go to the chat room......from now on i will just be in that chat room if i am online at all.....(IRC chat link on the top of the page, or use IRC)

PS: i am still seeing WAYS to get around his problem......he could still play if he used them

sPlOrYgOn
18-04-2004, 01:52
i want to go on irc but it says mIRC only :'(
linux doesn't have mIRC

and i won't do anything with the waypoint editor then


i get the feeling that it was made this way for a reason..
so people can supply a name and have it exactly that name.

SoUlFaThEr
18-04-2004, 01:58
yes and also that we are not getting doubled and tripled .....meaning

Bill
[1]Bill
[2]Bill

which is just fabulous for those running stats

btw.....the irc chat icon on the site here loads a java plugin so you can chat there without having IRC...so you should be able to manage it

Onno Kreuzinger
18-04-2004, 01:58
the IRC works with other clients than mirc, also in inux :)

use mozillas chatzilla if in doubt

sPlOrYgOn
18-04-2004, 02:00
Well I only tried using Chat-X and it didn't allow me to connect :(
I guess i'll install mozilla then
and I guess i'll try to fix the problem with same name for multiple bots but i don't think i will be able to if pmb tried this a few times and it's still happening..

i will also make the detailednames work for the name supplied when using addbot command.


HAHA
i see why it doesn't work like PMB made it to :D
it's because when detailed names are on it will add stuff to the name and what he did was check the names of all the bots connected and test it against the names in botnames.txt which will always be different when detailednames is on :D
on a side note I might not know how to fix this problem without adding a new variable into the bot structure or making a new array to hold the names that are used.

SoUlFaThEr
18-04-2004, 02:05
if i dont put a skill in the adbot commandline......the detailnames work......

sPlOrYgOn
18-04-2004, 02:10
well it's actually If you don't supply a name the detailnames work :D i think i posted this in one of the posts before.

SoUlFaThEr
18-04-2004, 02:12
they worked for me.....my last post on page 3.....have a look

EDIT
whooops

i did this with detailed names on:

addbot 100 1 2 Bill

and got a bot named 2 with no details

then:

addbot 2 4 Bill

i get a no detailed bot named Bill

then:

addbot Bill

and it pulls a detailed name from the botnames list(not BILL) !!

lol???

sPlOrYgOn
18-04-2004, 02:13
it worked for you because u didn't supply a name...
"addbot <skill> <team> <model> <name>"

okay this is hard i can't figure out how to do this..
if i use StripClanTags it'll even strip out parts of the person's name if it has { } or ( ) or [ ]
as you can see i am a very inexperienced coder :(
I've gotten too used to PHP


it's only supposed to work in the right order and inorder to supply a name you MUST supply everything else...
and that leaves me to question why that 2nd one worked...


also when i tried it i supplied it with addbot <skill> <team> <model> <name> and it worked perfectly fine...

SoUlFaThEr
18-04-2004, 02:20
is it fun tho?

btw check my last post.....i edited wit with some funny info

sPlOrYgOn
18-04-2004, 02:25
alright i'ma try a very cheap way to strip out the detailed names..
and according to my head this should work...
but i have no way of testing or building a dll for you to test...

well heres to code that's been added. around line 313 in bot.cpp
iUsedCount = 0;
for (index = 1; index < gpGlobals->maxClients; index++)
{
pPlayer = INDEXENT (index);

if (!FNullEnt (pPlayer)
&& (pPlayer->v.flags & FL_FAKECLIENT)
&& (STRING (pPlayer->v.netname)[0] != 0))
{
if (g_bDetailNames)
{
strcpy (c_tempName, STRING (pPlayer->v.netname));
int iTempNameLength = strlen (c_tempName), i, iSkillLength;
iSkillLength = (bots[index].bot_skill == 100) ? 6 : ((bots[index].bot_skill > 9) ? 5 : 4);
for (i = 5; i < iTempNameLength - iSkillLength; i++)
c_tempName[i - 5] = c_tempName[i];
c_tempName[++i] = 0;
}
else
strcpy (c_tempName, STRING (pPlayer->v.netname));

szUsedBotNames[iUsedCount++] = c_tempName;
}
}
on line 233, c_tempName is defined as
char c_tempName[BOT_NAME_LEN + 1];


why do i feel like i'm the only person here living in GMT -8 :(


about the slow mo..
my 2.0Ghz gets slow mo too except it's less noticable.
They move just a little slower than others but not as slow as my 400Mhz
I'ma look into this


added the check for the length of skill


Note: this is pure untested code... If anyone can test it, please do and return feedback.

Austin
18-04-2004, 05:16
There has been a great deal of confusion over the addbot command, probably because the original pod docs are way wrong.

The DS console command has always been.
(I was actually the first person to figure this out a long long time ago.. at least I never saw any post on it until I opened up a thread on nb two years ago..)

pb "addbot 10 1 4 TheBotsPlayerName"
10 is the skill, 1 is the team 1=t 2=ct and 4 is the skin 1-4

and you NEED the quotes.

If you leave off the quotes or you leave out parameters, it will still add a bot but weird stuff will happen, like the bot joining the wrong team, or it will have the wrong skin etc.

sPlOrYgOn
18-04-2004, 05:19
but what we were talking about is the addbot command in the podbot.cfg which does not require pb infront of it. not only does it not require pb infront of it.. it is wrong to put pb infront of it because it will not be interpreted.
Note: I am talking about the addbot command in podbot.cfg

KWo
18-04-2004, 09:41
sPlOrYgOn - this pb infront of addbot command You have to use when You manage a dedicated server. On dedicated server this addbot without "pb" in console doesn't work. Ask to Austin more about this if You need some info.
Austin - these quotes You need especially for name, because when You try name James Bond without quotes, the bot's name will be James. When You use the qutes , the name is correct.
Mr. SoUlFaThEr - when You try compare Your and bots' skill using for example statsme, You need still the same names of BOTS - it's simply. You don't need ask somebody to fix problem especially for me. I saw, that for You fixing the problem of names of bots was so important like for me - because this I showed another name's problem. You repeated this in Your last test. The problem is this third parameter - in podbot.cfg it's bot's class, in console it's bot's name - after Your tests You can see the same results like me - thanks. I think , the best way is ask all people to find some bugs and after You and Your friends can sort the priority of these problems and after step by step fix them - but not especially for somebody. Some problems propably are simple to fix, so maybe can be fixed together with some other big problems in one release - because to see new release sometimes there is a big problem for coders to get the computer in their hands :D, so the next release can't be so soon.

sPlOrYgOn
18-04-2004, 09:50
KWo I know about the pb thing.. and i know what commands need pb infront and when..

in linux dedicated i don't need quotes and the parameters are
"pb addbot <skill> <team> <model> <name>"
it works just fine.

Terran
18-04-2004, 11:17
pb "addbot 10 1 4 TheBotsPlayerName"
10 is the skill, 1 is the team 1=t 2=ct and 4 is the skin 1-4

and you NEED the quotes.

If you leave off the quotes or you leave out parameters, it will still add a bot but weird stuff will happen, like the bot joining the wrong team, or it will have the wrong skin etc.
If this is true (review the source to confirm this) than it should be fixed soon.

sPlOrYgOn
18-04-2004, 11:26
actually i tested and it works fine without the quotes.

KWo
18-04-2004, 11:50
sPlOrYgOn - look what I wrote to Austin about quotes. On servers based on Windows the first quote should be behind pb , not before. Me, I use this first quote before name parameter. Try on linux add a bot with name James Bond without quotes - maybe it's possible - I have not possibility to check this. I can check this only on Windows dedicated server. Maybe on linux this first quote should be before pb - can someone explain this and add this to official PODBot help (the same there should be a info about class parameter in addbot command)? When I described problem about detailnames I meant that I can't see botskill in the parenthesis; the second problem is the type of bot (when I add a bot with name, I can't see type of bot (normal, agressive, defensive), too. I have in my podbot.cfg always turned on the parameter detailnames.

Austin - I just tried pb addbot command (with this latest sPlOrYgOn's dll) on windows dedicated server and what I see:

pb "addbot 100 2 1 Roger"

and bot is not added, but when I change this to:

pb addbot 100 2 1 Roger

bot named Roger is added to CT, but I can't check his skill, because I can't see this (detailnames doesn't work), I can't his class now, but I hope is correct.
When I try this:

pb addbot 100 2 3 James Bond

there is added a bot named James (not James Bond) to CT, but when I put this line:

pb addbot 100 2 3 "James Bond"

there is a bot added to CT with name James Bond. If this is true, what You said Austin about quotes , why I received these results? Maybe need more tests? If somebody have a time to test this and confirm what I see, maybe this can help to sPlOrYgOn and Austin.

Mr. SoUlFaThEr - maybe addbot comand can be a separate thread http://forums.bots-united.com/images/icons/icon10.gif?

sPlOrYgOn
18-04-2004, 11:58
KWo you should pay more attention because I have already addressed the problem of no detailnames when supplying a name to the addbot command... and the quote before pb... it's to show it as a whole and not actually type in the quote in the console. I probably should have wrote "without the quotes" but I thought it was implied...
and what austin said maybe applied to another version but not the current ones.
I looked through the code already and you do NOT put quotes around all those parameters.. If you do they would all be considered 1 parameter and that will be the bot skill.. which of course wouldn't work.
When I get the chance to build a new dll I will make it with the fixes...
KWo read closely and also read past posts so you don't miss out on anything.

KWo
18-04-2004, 12:05
I just made one test more - I didn't add a name to command and what I see:

pb addbot 100 2

And there is a bot added to CT [POD]Quentin_Tarantino (100) . It means, that if you add a bot with a name the parameter detailnames doesn't work, but when You use this addbot command without a bot's name, this prameter (detailnames) is working. Maybe this can help much more to sPlOrYgOn and Austin. But in botnames.txt there is described this:

#There must be at least 9 names in here and you're allowed a maximum
# of 21 chars for the name ! Why ? The "[POD]" will be
# placed before the Name and the Skill will be appended...

So when I use addbot command maybe there is a safety for non exceed more than 32 characters (with [POD] and (skill) ) and because this the parameter detailnames can't work correctly?
Maybe somebody need a type (normal, agresive, defensive) as an additional parameter to addbot command http://forums.bots-united.com/images/icons/icon10.gif?

sPlOrYgOn
18-04-2004, 12:08
okay... KWo you didn't read a word i said...
and adding that extra parameter was done in epodbot i think..

KWo
18-04-2004, 12:11
sPlOrYgOn - sorry , but You was writing the post at the same time I write my last (no, sorry - this is last - this previous).

sPlOrYgOn
18-04-2004, 12:22
then you would've double posted if i didn't post...
btw Austin read back about 4 pages.. SoulFather wrote something that you didn't read.

I am currently compiling gcc 2.95.3 to see if it makes any difference.
and i'm also going to try and get glibc 2.2 installed


8D 8D 8D WOOT! 8D 8D 8D
gcc 2.95.3 compiles a .so file that metamod can load!!!
no need for glibc 2.2
8D 8D 8D WOOT! 8D 8D 8D


so far so good.
My fix for them using the same name sometimes seems to be working because i fillserver and removebots about 10 times now and no name repeats


detailed names now also works when you supply the bot a name using the addbot command

>BKA< T Wrecks
18-04-2004, 13:46
Good job, sPlOrYgOn!! You da man! :) (although your nick is a PITA to type, just like SoUlFaThEr's... :D )

Now that's not bad: You can compile for linux now, and you seem to have fixed that duplicate names problem! That's nothing that affects gameplay very much, but still a very annoying bug. Especially because it could get worse and worse in a longer map cylce. Me & my LAN mates noticed that frequently, and it really pissed us off big time.

Keep up the good work and thanks for your efforts! We appreciate it... =)

sPlOrYgOn
18-04-2004, 13:49
yea don't get too excited because now i see a few names that are the same such as "[POD]Chris Tucker (96)" and "[P0D]Chris Tucker (84)".. :(

I have successfully found the problem with my code and it is fixed :D


and damn should test more before saying it works...
and now that i look at what pmb did more closely he used strstr...
the problem i was trying to fix never existed...
there is probably something else causing them to select the same name.

KWo
18-04-2004, 14:33
sPlOrYgOn - in the previous thread after my asking Austin, abiut some problems with botnames , You said me this:
"the addbot bug has already been fixed..
look in the other thread about podbot
http://forums.bots-united.com/showthread.php?t=1372


and Austin either started from an old version or you didn't download the newest version because those are fixed too
"

You can check this here http://forums.bots-united.com/showpost.php?p=12161&postcount=522

So - after this I downloaded Your dll , I tried it and what I saw - nothing WHAT I ASKED Austin was not fixed by You. So - because this I asked You about the same once again. You didn't read exactly what I asked Austin about and You are angry at me, that I ask You about something You posted before me. Sorry - it was You - You said me that all I ask Austin is already fixed.
Or maybe this time I'm wrong , too?
I think You are angry at me, because after your and MusicMan and Austin discusion with PMB I was much more afraid that there is nobody who can continue PMB's job. I said once - I was wrong and I didn't want to hurt somebody, but if I hurted You - sorry. If You want I'll shut up and I will not post about some problems to You.

sPlOrYgOn
18-04-2004, 14:42
yes indeed the problems are solved but the latest dll build does not have the fixes (personal life problems.. it can't be helped..)

first. the problem about bots not joining after changelevel... My bots join after change level and also the podbot.cfg does get executed every new map.

second. the problem about no detailnames when you specify a name using the addbot command. This has been fixed except the dll does not have the fix.

third. the problem about the third parameter in addbot when in console..


parm0 parm1 parm2 parm3 parm4 parm5
pb addbot <skill> <team> <model> <name>
I have personally no problem with adding a bot like this...

KWo
18-04-2004, 15:25
sPlOrYgOn - you said this:
"edit4]
detailed names now also works when you supply the bot a name using the addbot command
[/edit4]"

If this is true (I can't test this) one problem is fixed.

Because maybe my english is so bad and You didn't understand what I meant about different work of addbot command (one result using exactly the same line in podbot.cfg and another result using this line under console line), look what described SoUlFaThEr here:
http://forums.bots-united.com/showpost.php?p=12198&postcount=39

and look at his first addbot command and results. This was made under console. The result - bot named 2 (not Bill) was added to T Team. But the same line when You put in podbot.cfg You will got bot named Bill with class=2 added to T team. So - the third parameter of addbot command in podbot.cfg is meaning bot's class, but under console line the same parameter is meaning name of bot, because under console line SF got a bot named 2 (not Bill) - so this meaning You can't write class of bot under console line. If this example is too difficult to understand the problem, please ask SoUlFaThEr directly about results of his test. I'm tired now...

KWo
18-04-2004, 15:32
When I described the problem "under console" I meant on listenserver, not on dedicated server. I said "exactly the same line" - on dedicated server can't be exactly the same line - must be pb infront of addbot command. My previous post and this test made by SoUlFaThEr was concerning to the listenserver console line. Sorry if I have not described this so clear.

sPlOrYgOn
18-04-2004, 15:42
now i see...
you double poster.. :D
well i have no way of testing this but i'll try to find out if this is true in the source code.

KWo
18-04-2004, 15:54
So - next time, when You want to ask somebody to read carefully something, first - do the same by yourself :P.
Don't look first in the code - try test on your computer in the same way like me and SoUlFaThEr.

sPlOrYgOn
18-04-2004, 15:56
and no i did read carefully about 3 times..
and also you should read carefully because i just said i couldn't test...
you shouldn't give advice while making the mistake the advice is supposed to fix..

and after i read your problem carefully i also tried it out myself and it didn't work because you didn't say it only happened on listen when you don't need pb infront of it

KWo
18-04-2004, 16:07
I know - I has reading - You don't have possiblity of test right now. You understood me wrong. For me is better if You don't need only to believe me or somebody (like in our example SF), but You can repeat how many times You want the result of bad work of some code on Your computer. In this case it's better for You to find some solution, maybe You can see something more during the same test. Now You understand me?

sPlOrYgOn
18-04-2004, 16:11
okay that paragraph is nonunderstandable...
I just spent the whole night trying to fix a non existent bug...
(nothing to do with addbot command)
and I have also found the problem with addbot
BotCreate (atoi (arg1), atoi (arg2), atoi (arg3), arg3);
should be
BotCreate (atoi (arg1), atoi (arg2), atoi (arg3), arg4);
it is now fixed and thank you and SF for pointing it out :D

KWo
18-04-2004, 16:27
I'm so sorry if You losed all night for finding bug not exactly in this point of code like we need. I meant when I use in posts addbot command (without pb) this is clear - this is in podbot.cfg command or in console line on listenserver. When I use pb in my posts - this is on dedicated server. The same if I used quotes. If You read carefully all my posts here, You can see the consequence in using of this.
OK - now I want to say only : Big Thank You. You can send me on private email account Your dll for tests (if You want), because If I understood good SF and Austin there should be some procedure for official releasing new dll. I can be Your beta tester. I think is good if Mr. SoUlFaThEr will receive this dll as first. Good job http://forums.bots-united.com/images/icons/icon12.gif!!!

sPlOrYgOn
18-04-2004, 16:29
yea and one of the reasons why i cannot test myself is because i cannot build a dll right now.. only so files..

SoUlFaThEr
18-04-2004, 17:17
boy........you know.......as i began reading what you 2 were "arguing about".......i was getting really pissed about this thread getting so cluttered up with bullshit.

if you guys could get yourselves into a CHAT ROOM.......this thread wouldnt get eaten up but 2 people talking right through each other.

now this new thread of mine has 7 pages......and theres very little USEFUL info to read. if i could just simply delete the last 30 posts in this thread........i would.(i am also a bitz at fault for beginning to play with this bug with kwo.....me and sPlOrYgOn added 2 pages to it yesterday also)

in the end im glad you finally got it worked out because im now thoroughly tired of seeing the word ADDBOT.

Kwo.....you know the problem is fixed now :)......wait for a new dll where this problem and some other features for the editor are finished...if i can get with PMB today(its planned) then by tomorrow there may be a DLL here for you to test out.
if you should find more bugs in it.......please START A NEW post as you yourself suggested.......i intended this to be more of a coding thread rather than a bug discussion.......each bug should have a separate thread........i may even ask that this entire bot gets a new forum for itself rather than messing up the metamod forum......even tho its a metamod plugin.

sPlOrYgOn:
send your fixes per mail to PMB.....dont attach files cuz his email account is messed up. so send the parts you changed......added with what file its in and the line its on......so he can open his own.....and do copy and pastes. i think it should work fine like this.

man you 2........:D crack me up!

@$3.1415rin
18-04-2004, 17:40
@sPlOrYgOn (http://forums.bots-united.org/member.php?u=397) vbmenu_register("postmenu_12274", true);

about this name problem, retrieving the real name from a bot, old joebot has a function which does it, maybe not the most elegant way, it's already old, but it works. forgetting single letters and stuff, that's something you maybe do not need :) :

void CChat :: ConvertName(char *szChangP){
char szChanged[100],szTemp[100],*szB,*szE,*szEnd;
long lAnz;

if(strlen(szChangP) < 3){
return;
}

// copy
strcpy(szChanged,szChangP);
// make lowercase
UTIL_strlwr(szChanged);

//cout << szChanged << endl;
strcpy(szTemp,szChanged);
szEnd = szChanged + sizeof(char) * strlen(szChanged);
// cut out (...) stuff
if(szB=strchr(szChanged,'(')){
if(szB < szEnd){
//cout <<"szb : "<<szB<<endl;
if(szE=strchr(szChanged,')')){
//cout <<"sze : "<<szE<<endl;
if(szE < szEnd){
if(szE && szB){
if(szE>szB){
strcpy(szTemp,szChanged);
strcpy(szTemp + (szB - szChanged)*sizeof(char),szE+1);

}
else{
strcpy(szTemp,szChanged);
strcpy(szTemp + (szE - szChanged)*sizeof(char),szB+1);
}
}
}
}
}
}

if(strlen(szTemp) > 2)
strcpy(szChanged,szTemp);

strcpy(szTemp,szChanged);
szEnd = szChanged + sizeof(char) * strlen(szChanged);
// cut out [...] stuff
if(szB=strchr(szChanged,'[')){
//cout <<"szb : "<<szB<<endl;
if(szB < szEnd){
if(szE=strchr(szChanged,']')){
if(szE < szEnd){
//cout <<"sze : "<<szE<<endl;
if(szE && szB){
if(szE>szB){
strcpy(szTemp,szChanged);
strcpy(szTemp + (szB - szChanged)*sizeof(char),szE+1);
}
else{
strcpy(szTemp,szChanged);
strcpy(szTemp + (szE - szChanged)*sizeof(char),szB+1);
}
}
}
}
}
}
if(strlen(szTemp) > 2)
strcpy(szChanged,szTemp);

strcpy(szTemp,szChanged);
szEnd = szChanged + sizeof(char) * strlen(szChanged);
// cut out {...} stuff
if(szB=strchr(szChanged,'{')){
//cout <<"szb : "<<szB<<endl;
if(szB < szEnd){
if(szE=strchr(szChanged,'}')){
if(szE < szEnd){
//cout <<"sze : "<<szE<<endl;
if(szE && szB){
if(szE>szB){
strcpy(szTemp,szChanged);
strcpy(szTemp + (szB - szChanged),szE+1);
}
else{
strcpy(szTemp,szChanged);
strcpy(szTemp + (szE - szChanged),szB+1);
}
}
}
}
}
}
if(strlen(szTemp) > 2)
strcpy(szChanged,szTemp);
// just forget one letter .... sometimes

lAnz = strlen(szChanged);
if(lAnz>4 && RANDOM_FLOAT(0,100) < 10){
long lLose = long(RANDOM_LONG(1,lAnz-2))+1;
strcpy ( szChanged+(lLose-1)*sizeof(char),szChanged+lLose*sizeof(char));
}

// copy back
strcpy(szChangP,szChanged);
}

sPlOrYgOn
18-04-2004, 21:17
btw aspirin there was really never a problem with that..
thats the "bug" i spent all last night trying to fix when SF told me to stop them from having the same name when he actually gave the same name to the addbot command...

KWo
18-04-2004, 22:13
SoUlFaThEr - maybe the problem is that You need open the new forum, not only new threads separate for each bug found by somebody in podbot26mm? It's depanding of the people what bugs they can find. In the future - I think You would like to add some new functions for podbot26mm, so trying to find all posts and wish and problems about podbot inside metamod forum maybe can be difficult. Maybe it's possible (ask Administrator) open new thread named "addbot problems with podbot26mm" and than simply move there all posts concerning to this problem. This is not good situation started so big discussion about podbot and its problems on the metamod forum, but I was not started these threads here. Sometimes to explain a simple problem You need use more of effort and time than after to solve this by somebody. Look at this last discussion about "addbot" command - after understanding problem by a coder he has needed 2 minutes to find the bug and fixing it. And because this one thread can eat few pages. I wanted send to You all I described right now via e'mail, but You blocked this possibility. Sorry for adding by me one post more here.

Pierre-Marie Baty
18-04-2004, 23:03
om~g this has grown into a monster thread already

good job guys :)

SoUlFaThEr
19-04-2004, 04:45
Thanks PM...gotta keep the fire burning

[NvT]_KaszpiR_
19-04-2004, 10:46
previous was bit bigger :D

POD-bot back into shape. (http://forums.bots-united.com/showthread.php?t=833) replies 525 (http://forums.bots-united.com/forumdisplay.php?f=15#)

pages = 10*53

>BKA< T Wrecks
19-04-2004, 13:25
We ain't done yet, KaszpiR... :D
But seriously: The last one should have been an entire forum already. In the end, this bot wasn't just a metamod version of good old PODBot plus one or two minor bugfixes, but developed into a bot like IvPBot or E[POD]bot - based on PODBot, but with new features and stuff... I think it deserves a forum of its own.
Besides, the current structure makes it difficult for newbies to find the bot - one of my friends asked me "well, I went to bots-united and wanted to d/L PMB's bot - I found they have many bots there, but I wasn't sure which one to take. Where is it?" And where is it? "Hidden" in a monster thread in the Metamod Plugins section...
Wouldn't it be better if PB2.6mm had a forum, with one thread like "get the latest version here", where only the latest "official" dll is posted, and other threads for problems, issues and queries of any kind?

SoUlFaThEr
19-04-2004, 14:10
that forum will be made.

[NvT]_KaszpiR_
19-04-2004, 14:14
yea , the really strong "beginners guide" would be good , ause see so many threads in realbot about ppl uding aI 1.0 while wIP 9 is so better....

Onno Kreuzinger
19-04-2004, 14:40
ah guys, please use the filebase, not the forum to upload stuff, the forum is great, but not for downloads ;)

SoUlFaThEr
19-04-2004, 14:54
whos uploading here?

what?

Onno Kreuzinger
19-04-2004, 14:58
oh got me, you uploaded to the filebase *ups*
never mind, just ignore my other post ;)