View Full Version : Work In progress (WIP) #7
stefanhendriks
23-01-2004, 00:08
Work In progress (WIP) #7
BUILD 2079
Released at 22/01/2004
Windows only: realbot_mm.dll
For Linux users, read at the realbot site what is going on.
For changes/fixes/adds:
http://forums.bots-united.com/showthread.php?t=71
Nice work but...
CTs still think they can steal the bomb and plant it themselves...
(just mentioned in another thread): It seems that after a bot sees an enemy... they run backwards away from the enemy for awhile... this happens to get them killed often though...
a possible weapon pickup system where they pick up a better weapon or their favorite weapons? possiblely make it randomly generate favorite weapons because it's tedious to do the all...
priority still doesn't seem to work right... I never see them buy augs and they only buy certain weapons on the list all the time, even some at priority 0...
(perhaps them buying weapons based on price AND priority interferes???)
are any emotions coming back? I thought an emotion and personality system would work good together... bots need feelings too 9_9
would be interesting to see them get angry and spray and pray etc...
Where can i download it? in your download section it still shows Build 6065
A$$A$$IN
23-01-2004, 01:33
There is a problem: I start up the server, every thing is fine until the map changes. When the map changes, Realbot unloads itself and refuses to load again. Metamod sees the realbot plugin, but can't activate it any more. WTF???
yea that problem been happenin to me since i upgraded my dll
A$$A$$IN
23-01-2004, 02:15
So basically everything is fine when the server starts, at the first map change the bot plugin unloads, and from then on, the server runs but there are no bots.
I believe that is a problem with metamod...
When i was playing the t bots just get kicked out and the server adds like 10 ct bots by it self. WTF is wrong?
I have Realbot Build 2079 lastest!
maybe if you can make them hear bullets, listen to commands
don't make them stand on the bomb vibrating :D (in my opinion i think they shouldnt gaurd the bomb at all), they should move away from the bomb when they plant it and make some camping nodes.. then it would be all good ;)
stefanhendriks
23-01-2004, 11:10
well, i don't think its not handy to review things that are not built in. As i mentioned on my news i said this package mostly contains fixes and a built-in nodes editor so you can fix some connections up yourself (as requested by some people). I will work on features later on, but i really want to fix this map change bug. Although i heard that metamod causes the problem rather then RB?
Thanks to Stefan for the new update. I have had no problems with Rb uninstall at mapchange - I ran my listenserver for 8 hours through it's 10 map cycle with no problems. I am using MM 1.17 - not the SP version. The WIP bots are fast, accurate and deadly but the are just a couple of niggles I have with them. ;)
Bots and the bomb - T bots will only plant the bomb about 1 in 10 maps or so. If the CT bots kill the bomb carrier they either stand on top of the bomb or crowd round it pointing their guns at it. Makes them an easy target for HE nades. :D
Speed - Bullets don't slow them at all - I have to chase them round the map til I can get a clear shot! (sick of shooting at the heels of bots running away lol) >:(
Line of Sight - that sudden shot and you are dead. I have fallen victim to numerous through the wall shots. :'( Although it does mean no one camps on the ramp in Cs_Assault for easy pickings now! :D
Some of my clients complain that the bots are "too hard" on the easy setting. A complete noob setting may be required ( I took to burying some of them so they could at least get some kills)(if you are reading this you know who you are and should be ashamed lol) o_O
Running backwards towards a target - well that just gets them killed. :D
Their love of knives, pistols and MAC10s - I rarely buy a gun now as the bots love to pick and choose their guns often leaving piles of discarded weaponry at their spawn sites (AWPs, M4s, Aks etc). Saves me having to hunt for a SG552 when I'm in the CTs. :D
So all I have to report are some cosmetic changes, no real bugs or problems found yet - keep up the good work! 8)
F.Y.I.
Cs 1.5
Adminmod 2.50.59
Metamod 1.17
Rb (WIP) 2079
Chickenmod 1.0.5.1
Statsme 2.7.1
Hostitron V2(beta)
Fiber_Optic
23-01-2004, 17:13
I still have no problem with the wip#7.
just did a quick test, and had no major problems, the bots walk nice around corners and don't hug the wall anymore.
i have just one problem (also had that with wip #6), that is a bit anoying the bots always go (99%) the same way? the map starts and all the bots run the same route (ct and t) kill each other, doneo_O .
anyone else has got this problem
stefanhendriks
23-01-2004, 20:05
how come? the bots differ paths all the times. I have heard a lot of positive things about this. Is this map learned? or just 'new' for bots?
botmeister
23-01-2004, 20:11
I am wondering if there is there is a way to force the bots to stop running around with knife? I guess you have the bots switch to knife to make them run faster, but that's only good at the very start of a round to get to rush points quickly. After reaching a rush point, the bots should always keep their main weapon at the ready imo.
stefanhendriks
23-01-2004, 20:17
you could set the WalkWithKnife setting for the bot to 0. I will add a variable in the console to disable walking with knife... (ADDED, Look @ Progress Thread)
botmeister
23-01-2004, 20:46
If possible, it would be nice if there was a way to allow the bots to run with knife for about 30 seconds (or so) after round start.
how come? the bots differ paths all the times. I have heard a lot of positive things about this. Is this map learned? or just 'new' for bots?+
yup, the map are all learned, just played again and noticed that they took slight more different paths.
CT still want to crawl in the bomb bag somehow.
stefanhendriks
23-01-2004, 21:36
yes, i saw the bug with the ct's crawling to the bomb. Definatly fixed now in the next build ;)
@botmeister, timer based? no problemo.
KillerAngel
23-01-2004, 22:20
Are there plans to add the minbots functionality to this WIP? It would really help me manage the bots better on my dedicated server. Other than that I am very happy with these bots. Thanks!
-KA
Perhaps the implementing of walking for stealth when they are the last ones alive on their team or alone or scared may be considered in the future...
stefanhendriks
24-01-2004, 00:40
Minbots, i assume the minimum amount of bots in a server to be around. I find this quite rare, because you control the amount you add. Once you add 4 bots, they should keep on joining on next map so what is the real use of minbots?
I implemented a new learning system which is based uppon a trial/error system. When bots somehow do not succeed on a node connection, then they will remember this is a 'troubled one'. When they happen to get stuck on this connection again, they look it up in their memory and add the amount of 'faults' on this 'troubled connection'. When the bot has tried over 3 times, it will mark the connection as bad.
A$$A$$IN
24-01-2004, 00:58
Cool, that should solve the fence problem in cs_militia and the stairs in cs_matrix. ANy time a bot is trying for more than 10 seconds to reach a node and has jumped and crouched and hasnt moved, it should try another route. But make sure the bots try jumping, ducking, and duck-jumping before giving up, and they should remember what worked. So if you have to crouch to get in a vent, the bot should figure that out, and remember to crouch whenever it tries to enter the vent.
like after 5 mins after i add bots, they kick them self out and the few seconds later it just adds like 10 ct bots and i lag like hell. THIS IS VERY ANNOYING!!!!
A$$A$$IN
24-01-2004, 01:51
I think I solved the mapchange problem; I had to delete all of the nodes/experience files. I switched maps 4 times so far and the bots are still going.
Plz Help Me In My Problem!!!
Perhaps making skills of bots more noticable.... I don't see much difference between noobs at ten and average guys at six or super guys at skill one or even zero... newbs need to be more newby :) Maybe make the higher level guys harder? But I don't see how without making them seem like they're hacking... I bet that hearing code will help imensely and will be fairly interesting...
:( I noticed them buying the same weapon over again... that buy code is a stubborn one :(...
KillerAngel
25-01-2004, 02:21
Actually the minbots feature is quite usefull if you are using the bots on a dedicated server to bring in traffic (i know its evil). but what i like to do is set it up so that if there are always at least a mininum of 16 slots used (humans + bots). Then, as more humans join the bots automatically leave. When there are 16 humans all of the bots are gone.
The correct setting for this example would be:
minbots 0
maxbots 16
Several other bot implementations have this feature including foxbot for TFC and podbot.
Thanks for the help!
-KA
A$$A$$IN
25-01-2004, 02:57
I second the vote on the minbots feature, I've been using that on my server for a long time. But bots should only leave the server at the end/beginning of a round; there is nothing more annoying in the world than a bot 10 feet away from rescuing a hostage and then leaving the server because a human joined.
The bots still are very stupid about getting stuck; they have no sense of "humans crouched to go here, so maybe I should try that, too." Vents and holes like the one in the wall by T spawn in assault are bot magnets; they go there and get stuck trying to go through without crouching. Same for the vents in siege, and the bridge there by CT spawn is a bot trap too. They fall off the bridge, then wander around below wallhumping for the rest of the round. For God's sake, please add a sanity check to node connections for navigation: the 5 second rule. If a human ever went from node A to node B in less than 5 seconds without getting fall damage, then the bots can try, too. Otherwise, don't even let them think about trying to go from A to B. And if they've been trying to go from A to B and haven't arrived after 10 seconds, the they need to pick a different freaking destination node. The bots spend way too much time trying to go places that are obviously impossible to go (like through the sewer fence in militia) and never seem to learn that they can't do that.
The bots are still very poor at team goals; CT's have totally forgotten how to rescue hostages. They walk by them and ignore them and don't try to use them about 90% of the time. The only theing CT's do right (sort of) is guard a dropped bomb; they treat it like the contents of Paris Hilton's panties. But they shouldn't stand right on top of it; they need to spread out and form a perimeter around it. Bots need to be just as interested in planting the bomb and defusing it and rescuing hostrages as they are in guarding the dropped bomb.
Something in the bot's vision needs tweaking, they are killing people around corners before they are actually in view. And the parameters in the personality file aren't being used; I have all my bots set to a .25 minimum reaction time and I'm still getting instant headshotted before I can even see the bot that killed me. Kinda annoying, there.
Perfect Cell
25-01-2004, 06:02
Actually, the mean admin mod supports the very feature you are asking for. There is a check at the start of each round to see if any humans have joined or left and adds/removes bots accordingly.
As for the bots themselves:
A$$A$$IN - I think it's called a WIP for a reason. Stefan hasn't implemented all of the CS/bot features yet. He pretty much re-coded everything from scratch (didn't use RealBot AI code). The coding aspect you were suggesting doesn't sound to easy to code, and would probably use up more power since the bot would always have to be checking if it's stuck.
Also, if you read the progress thread you'd see that the CT standing on top of the bombs has been fixed for next release. As for the bots shooting before they see you: my guess is it's the early 'hearing' code; the bots auto-aim you through the walls until they can shoot through an obstacle to hit you for now until Stefan properly codes them hearing you walking or attacking.
The bots do have a rather large view cone don't they?
jaydennison
25-01-2004, 07:14
Not to sound too nasty but what does the bot do at the point when he can't make his mind up where he wants to go? he seems to do a jig!
Its as if he can't make up his mind on which way he wants to go. Apart from that I haven't had a problem with the new release.
I haven't personally got a problem with it but the people that play on the server with them find it annoying when u have to shoot ur own people to make them make a decision quickly (usually giving their position away when they do! 9_9 )
I mean when I keep gettin the same question over and over again "what is he doing?!"
I can only get away with sayin "he's doin he's Irish Jig!" for so long. :D
A$$A$$IN
26-01-2004, 20:37
A couple other bugs I noticed:
A bot will sometimes fire a shot at an enemy, then turn around and walk away, like it thinks the enemy died, bit it didn't. This usually results in the demise of the bot.
Sometimes bots charge an enemy running full speed backwards.
Bots will fall off the same high place over and over and never seem to learn the danger.
It would be very helpful if a bot's path is blocked by a button-controlled entity (like an elevator or door) if the bot would use the button to unblock its path. There are a LOT of great maps out there that have an elevator or worse yet, a spawn area with a button-controlled door, both of which result in stuck bots. de_shuttle_n8 is a perfect example; the CT bots run down the elevator shaft and die cuz the elevator is at the bottom, and the T's are permanently stuck in the spawn room cuz the door opens with a button.
botmeister
27-01-2004, 05:44
I think I solved the mapchange problem; I had to delete all of the nodes/experience files. I switched maps 4 times so far and the bots are still going.
Did it get solved for certain? let me know.
I know some of you guys are using mEAn, so beware when reporting things to Stefan. Depending on your configuration, some of the bots functions will be changed, and the bot will no longer behave like a normal realbot. For example, there are features that force the bots to buy weapons in a certain way, to shoot through walls or not, and to have a very wide or narrow field of view. In the last mEAn WIP, I added a command that allows you to turn on/off all the bot enhancements, so use this command
m_botenhance on|off
to see if it is realbot or mEAn that is causing whatever it is that you don't like before reporting it in here.
I WANT THE LINUX VERSION PLEASE :D cmon, all the GOOD servers are LINUX :D :D :D 8)
nocturnal
27-01-2004, 14:01
I've been trying to intall the WIP/metamod of realbot but i'm having trouble getting the plugin to run. Here's what I'm doing:
-I installed metamod v1.17 (or wutever) like this "c:/sierra/half-life/cstrike/addons/metamod/dlls" with metamod.dll in the dlls folder.
-created the file 'plugins.ini' in "c:/sierra/half-life/cstrike/addons/metamod"
-I downloaded the WIP/metamod.
-i extracted the file into "c:/sierra/half-life/realbot/dll"
-i noticed the file was called metamod.dll and not realbot_mm.dll so i renamed it (i read the readme).
-added this into 'plugins.ini', "win32 ../realbot/dll/realbot_mm.dll RealBot" w/o the quotation
-went to the cstrike 'liblist.gam' and replaced the old gamedll with "gamedll "addons/metamod/dlls/metamod.dll"
-started the lan game but when i typed in the console 'meta list' i see the the plugin but it's not running
Somebody help?
stefanhendriks
27-01-2004, 14:35
the file you should have is realbot_mm.dll, there should be no need to rename things at all. Are you sure you got the right dll? it seems all other stuff looks okay.
oh, btw, do not forget to set your liblist.gam to read-only.
nocturnal
27-01-2004, 14:57
Ohhhhhhhh, I dl the wrong file, stupid me. Thanks for the help.
"Currently i am extensively testing this version to make sure the bots plant the bomb 100% of the time i want them to. Recent test results give me (out of 10 played rounds , 1 T VS 1 CT bot, no bots shooting (primarily objectives only)). 10x bomb planted, 7x defused (3 times the CT bot did not visit the correct bomb site and was to late to defuse the other one)."
Thats last part about them going ot the wrong site, should be kept, because sometimes people make mistakes
Me and a friend ran around de_dust2 for a while the bots seemed to pick up on what to do but they didn't buy any weapons. Then after they knew what to do we re-loaded the map and it was as if the rbn file was never created they just sat at spawn till the humans created the paths.
Is it suppose to save so the bots know what to do next time the map is played?
Also why don't the bots buy weapons they just run around with pistols?
A$$A$$IN
28-01-2004, 08:18
Did it get solved for certain? let me know.
Yes, I had to nuke all of the old rbx and rbn files and make all new ones, but i haven't had more problems since then. I've got like 90 maps in the mapcycle, so it takes about 3 days to go through all of them. I'm just starting the second go-round. And I'm using a pretty vanilla config, only metamod + realbot + CS 1.5. And LOTS of maps.
nocturnal
28-01-2004, 14:48
Sorry more problems with the WIP. I got the plugin attached, but it won't let me add bots. I still use that bot menu that's binded with H right? And also my previous bot (PoD bot) is adding bots somehow, but I changed the gamedll in the liblist.gam for the metamod. How is podbot still adding bots? Oh and one more thing, in the console it keeps on repeating unknown command rb_addbot or sumthing like that. Have i installed something wrong?
A$$A$$IN
28-01-2004, 21:44
Actually, you need to :RTFM: . The command syntax for adding/removing bots changed when the bot was converted to a Metamod plugin.
nocturnal
28-01-2004, 22:11
Sorry for being an idiot, but then how do u add a bot?
botmeister
29-01-2004, 00:13
Yes, I had to nuke all of the old rbx and rbn files and make all new ones, but i haven't had more problems since then. I've got like 90 maps in the mapcycle, so it takes about 3 days to go through all of them. I'm just starting the second go-round. And I'm using a pretty vanilla config, only metamod + realbot + CS 1.5. And LOTS of maps.
Thanks m8, I'll give it a try. I found the cs_assault navigation is a total mess anyway, so may as well nuke them all and start over.
Fiber_Optic
29-01-2004, 00:15
Sorry for being an idiot, but then how do u add a bot?
realbot add
stefanhendriks
29-01-2004, 00:19
@Ava3ar, yes i think thats nice too. But you could say the bots should be smarter not to defuse the bomb when the timer is running out ;)
botmeister
29-01-2004, 01:19
Thanks m8, I'll give it a try. I found the cs_assault navigation is a total mess anyway, so may as well nuke them all and start over.
So far, I've had 5 map changes without any problems. Before I deleted the nav files, I could not get away with even one map change. Looks like the solution is to simply delete all your old navigation files. Wonder why?
A$$A$$IN
29-01-2004, 01:51
My server has been up for about 50 hours and about 65 map changes. Looking good so far...
nocturnal
29-01-2004, 04:35
I'm still trying to figure out how to work the metamod, sorry for being a bummer. I type in realbot, and it says unknown command, but it shows the plugin is attached
stefanhendriks
29-01-2004, 10:09
I have changed my saving/loading process but they keep in mind which version of the file you have. It could be that the old loading process caused to crash the server (which still uses the 'one block read' code). The new version uses multiple 'block reads' (512 bytes blocks).
I have added a number in the Experience file to make it work, i think the NAV file itself (RBN) should not cause trouble (as i have a de_dust.rbn file for months now ;)), i do think the RBX file could cause trouble (V1.0), the new loading/saving process should take care of this hopefully ;)
stefanhendriks
29-01-2004, 10:44
Me and a friend ran around de_dust2 for a while the bots seemed to pick up on what to do but they didn't buy any weapons. Then after they knew what to do we re-loaded the map and it was as if the rbn file was never created they just sat at spawn till the humans created the paths.
Is it suppose to save so the bots know what to do next time the map is played?
Also why don't the bots buy weapons they just run around with pistols?
both problems occur when you install RealBot into the wrong directory. I will add error messages for this.
realbot help is the command to find all the realbot umm commands (kinda makes no sense that sentance)
stefanhendriks
29-01-2004, 12:05
only a few get shown when using realbot help ;)
Onno Kreuzinger
29-01-2004, 14:31
Hi Stefan,
i case no one told you, WIP is compiling for linux, and configured in the BU CS server, like HPB_Bot too. I will test it a little bit now, yesterday Nova and me played some rounds, without big hassle. Since i was not shure, it is only installed on the BU server, nowhere else, because it is the obsolete 2053 release.
Cheers Memed
stefanhendriks
29-01-2004, 17:49
great to hear, i will try out the new source later. Currently i am having difficulties starting a listen server with realbot in CS 1.6, i think its because of my server messages i sent to inform a user.
A$$A$$IN
30-01-2004, 17:23
Another thing to add to your fix list: when bots are stuck, they usually lose all awareness of what is happening around them. It's like when they are trying to unstick themselves, they can't pay any attention to what is happening around them. Sometimes being shot will jolt them from their reverie, but sometime you can blast away and they never notice you until they are dead.
I'm just wondering if anyone has had problems with their server being slow during mapchanges? Would this be to do with the rbx files increasing in size as time goes on? Is there a way to trim the file sizes at all to find out or just delete the RBX files now and again? Is it possible to switch the mapping algorithm off?
I just had my server repeatedly crash as the RBX file was corrupt. I tracked the map as being AS_Assault. I deleted the map to try and reloaded a fresh copy - loaded Cs_Assault and oops - there goes the server again. I took out the rbx file for CS_Assault and its fine again. At least that explains the outage of the server earlier today.
Also at least 6 of the bots of a group of 20 when at skill 10 they got headshots all the time - XYZ offset of 0 reaction time min 0. Instant headshot across the map with a TMP. Not a happy bunny that day!
I have edited them all and I a keeping a small control group (10) with altered settings see if some of my clients come back for another dusting!
2079 - Good but sometimes too evil lol
stefanhendriks
01-02-2004, 11:15
for RBX files, i hope the new saving/loading procedures will finally work. They are in 2079, but it seems they are not 100% compatible with VER 1.0
i'll have another look on that. Apart from that the headshots are logical due their offsets... though when on skill 10 they are still 'worse' then skill 0... so imagine how that would be ;) (skill=0, offset=0, reactiontime=0) ..
Onno Kreuzinger
01-02-2004, 11:59
for RBX files, i hope the new saving/loading procedures will finally work. They are in 2079, but it seems they are not 100% compatible with VER 1.0
i'll have another look on that. Apart from that the headshots are logical due their offsets... though when on skill 10 they are still 'worse' then skill 0... so imagine how that would be ;) (skill=0, offset=0, reactiontime=0) ..
*g* [insta-hs]
with admin/amx it would sound like:
Head..Head..Head..Head..Head..Headshot !!
A couple things I saw...
- When the bomb is down the CT bots stand right on top of it and do a jig and don't leave it no matter what.
- They get lost easy like when there is a path right to there side they will get caught in a corner right of to the side.
-They don't buy anything but ammo. They won't buy guns like ak's or anything.
- When they have the bomb at spawn they will run with it out untill they see the enemy but then its to late to switch.
stefanhendriks
01-02-2004, 22:45
1. fixed in new build already
2. they should eventually fix this problem by themselves with the new learning code...hopefully ;)
3. see other thread, not rb problem ;)
4. seen that, will take a look in the code
botmeister
04-02-2004, 07:55
This one may of been moved along up to WIP 8. Ever since installing WIP 7, my server runs out of resources after a couple days. My guess is that there's a memory leak.
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