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-   -   Podbot Beta 3.0 Updates? ^^ (http://forums.bots-united.com/showthread.php?t=5226)

KWo 11-03-2010 13:25

Re: Podbot Beta 3.0 Updates? ^^
 
It is refreshed in the code every 1 second, the same like all cvars (in the same loop). If I start to update it every 2 seconds it will be more visible they are changing not in the same time it happens for humans. There will be for sure some "phase" offset in ping updating (i.e. first all humans, then 1 second no updates, then bots ping update, then - next 1 second - update for humans again). I don't know hot to make it so it will get updated on the scoreboard exactly the same time it's updated for humans.

CS1.6 13-03-2010 16:51

Re: Podbot Beta 3.0 Updates? ^^
 
A possible fix for bot autokill on as_ maps (after human VIP reaches target):

A code in podbot recognizes maps with as_ prefix and turns pb_autokilldelay to 10.

Tests showed that 10 seconds is enough.

CS1.6 14-03-2010 17:20

Re: Podbot Beta 3.0 Updates? ^^
 
Another thing:

I don't see a meaning in the bots often saying "Follow me!"

Who is going to follow him? :detective:

It should be removed.

It just makes the bots seem like arrogant b!tches everytime they say "Follow me" at round starts. :sweatdrop:
Technically or gameplaywise (strategically) this mssg by a bot is totally senseless.

And for some reason this message is their most frequent one. That's why i stress it.

KWo 15-03-2010 16:38

Re: Podbot Beta 3.0 Updates? ^^
 
At the round start each team chooses a leader to follow. It's some minimum team playing code included in podbot mm. Once the leader says "Follow me" other bots have to react on that command - some of them they are really following the leader (until seeing an enemy or they stop to follow the leader after certain time - 30 seconds or something). Removing that command would affect the game each bot would go a separate route to each-own goal. That's why the usage of this command won't be removed from the code.

KWo 16-03-2010 11:00

Re: Podbot Beta 3.0 Updates? ^^
 
New update - V3B20m:

+Fixed (finally) the problem when the first human joins a team and there are bots only on the server - there is "sv_restartround 1" called.
+Fixed the problem with fast direction change when the bot is moving and no enemy around (the should rotate now more smoothly).
+Fixed the problem with chat messages not filling the string with a name of the player the message is related to.
+Fixed the problem with chat messages parsing players names with a space (i.e. if the player had a name "James Bond" in the message string it was only "James").
+Fixed "shoot at death time" to get it working as it should (when the bot kills an enemy, he is still trying to shoot at the same direction for a random period - 0.3sec, 1.0sec).
+Fixed the problem with bots trying neverending to break some unbreakable obstacle (after short time that unbreakable obstacle gets ignored by a bot).


The hardcoded chat messages stay untouched. The autokilldelay for as_xxx maps stays uchanged (I don't think the solution proposed by CS1.6 is correct - in the case all humans are death, VIP still is alive, even if the server owner wanted instant bot autokill - with pb_autokilldelay = 0 - he would need to wait 10 seconds). The people would start to write me bug reports then...

Please test it and leave a feedback here. The feature with "shoot at death" should be longer tested - also with CSDM.

CS1.6 16-03-2010 17:13

Re: Podbot Beta 3.0 Updates? ^^
 
and the award for Best Bot Update goes to KWo! http://planetsmilies.net/not-tagged-smiley-10001.gif

That sounds like a serious update right there!! http://planetsmilies.net/shocked-smiley-9490.gif http://planetsmilies.net/kaos-not-ta...iley-17032.gif

AlexBreems 17-03-2010 18:17

Re: Podbot Beta 3.0 Updates? ^^
 
KWo
thank you very much for update :thumbsup:

CS1.6 19-03-2010 18:33

Re: Podbot Beta 3.0 Updates? ^^
 
It seems everything is working fine! :)

No bot response if they decide positive after radio message by user?

KWo 19-03-2010 23:55

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by CS1.6 (Post 61241)
No bot response if they decide positive after radio message by user?

They do reply.

New update - V3B20n:

+Fixed the problem when the bot sometimes (while ducking) was considering his situation as getting stuck (for no reason).

It was as a result i.e. - the bot was trring to move forward while ducking - then - after a second - the bot started to move back (for no reason). It happened especially after the bot jumped somewhere to move there ducking (through some windows or some small corridor etc).
There is still something to do with bots shaking (they stop and they turn a bit left then instantly right and so on couple of times). Some of such situations are already fixed, but - it seems - not all of them yet.
Anyway this build is a release candidate 1 for the official version. So, please, test it extremaly seriously so no any serious bug will be included in the official build. :)

CS1.6 20-03-2010 09:56

Re: Podbot Beta 3.0 Updates? ^^
 
  • Quote:

    +Fixed the problem when the bot sometimes (while ducking) was considering his situation as getting stuck (for no reason).
    i tested in cs_siege ..in the room with a corridor. Can't tell if it's now better or not.

  • client print_center "Name of wpt creator" should be displayed after 5 seconds join". The round restart center mssg collides with the wpt creator announcement ATM. Normally i have pb_welcomemssg off though. Just for tests i turned it on.

  • Quote:

    Suggestion:
    I think if the bots decide positively to your radio orders e.g. when you say "Follow Me" or "Stay together team!" etc. then they should allways give a feedback

AlexBreems 20-03-2010 22:08

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by CS1.6 (Post 61241)
No bot response if they decide positive after radio message by user?

Indeed, not enough feedback from the boots on the radio

still wanted to know whether there is support for radio command "Stick together team"?

KWo 20-03-2010 23:13

Re: Podbot Beta 3.0 Updates? ^^
 
Yeah - there was a bug and they didn't reply positive in all cases. Will be fixed in V3B20o (soon).
They do nothing for "Stick together team". I'm thinking on something like making the same reaction like on "follow me" command. It should be better than nothing (like it is now).
But they react on "Storm the front". You need to look at the certain direction You want them to go there and use that command - then - if decide answer postively - they will go there.

KWo 20-03-2010 23:33

Re: Podbot Beta 3.0 Updates? ^^
 
New update - V3B20o:

+Fixed the problem with bots sometimes not answering positively if they decide to support the player.
+Fixed other things concerning to shaking bots.
+Changed time of displaying the message about PWF creator (5 seconds after the player joined the server).

This is a release candidate 2 for the official release.

About cs_siege - please, make a movie demo so I can see where the problem still is with ducking bots (I couldn't reproduce that).

CS1.6 20-03-2010 23:43

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Quote:
+Fixed the problem when the bot sometimes (while ducking) was considering his situation as getting stuck (for no reason).
i tested in cs_siege ..in the room with a corridor. Can't tell if it's now better or not.
never said anything about problems 0_o


______________________


edit:

wow! Good job KWo! The bots respond now when they decide to help you! Now the teamplay between bots and humans will be working flawless.

Quick Feedback:

+ That is really good: the bots respond with a bit delay. Like humans! Not after 0.0 seconds like bots.


+ Neutral issue: it seems to me that for the bots to follow you, they must be within in your sight. Pretty cooL. At the same time this is responsible that bots very rarely follow you. Users will never know that.

- Problem: chat error?
Quote:

*DEAD* Botman : and are still alive! Something must be very wrong...
- Problem: pb_welcomemssg:
  • the hud (podbot infos) is shown as soon as users joins server(?)
  • the center message (wp creator) is shown when user spawns. (this should have a 5 second delay after player spawn.) [interesting that such a code has existed in podbot. A code that determines a player spawn / player team join. Or is this code new?]

KWo 21-03-2010 11:08

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by CS1.6 (Post 61247)
+ Neutral issue: it seems to me that for the bots to follow you, they must be within in your sight. Pretty cooL. At the same time this is responsible that bots very rarely follow you. Users will never know that.

To follow the user, the bots have to see the player while he is using the command "Follow me" (that can be changed to check also if there is a short distance between user and a bot, but sometimes it can be problematic [if there is a bot behind the wall, but in short distance, he shouldn't follow that user - human wouldn't] - might be hard to code such thing). The bot is following the user for about 30 seconds.
Once the bot sees the enemy - he stops following his "user", too.

Quote:

Originally Posted by CS1.6 (Post 61247)
Problem: pb_welcomemssg:
  • the hud (podbot infos) is shown as soon as users joins server(?)
  • the center message (wp creator) is shown when user spawns. (this should have a 5 second delay after player spawn.) [interesting that such a code has existed in podbot. A code that determines a player spawn / player team join. Or is this code new?]

This is the old podbot code. While it was created by CF, nobody was ever thinking this message may overlap any AMX/ AMXX messages. It was first - so rather AMX/AMX X should put their messages in the right areas do prevent overlap pb messages. :P

CS1.6 25-03-2010 19:45

Re: Podbot Beta 3.0 Updates? ^^
 
I deleted all pvis & pxps to get rid of this warning. Still this console output is shown each time at map start:

Quote:

L 03/25/2010 - 17:35:40: -------- Mapchange to cs_siege --------
L 03/25/2010 - 17:35:40: [csdm_main.amxx] CSDM spawn mode set to none
Visibility Table file (pvi) exists and is newer than waypoint file (pwf).
Loading & decompressing Visibility Table
Visibility Table loaded from File...
Loading & decompressing Experience Data
Experience Data loaded from File...
[AMXX] Loaded 2 admins from file
L 03/25/2010 - 17:35:41: [maphandler06.amxx] Starting map: cs_siege
[AMXX] [AMX Map Handler] Initializing...
[AMXX] Starting map: cs_siege
[AMXX] [AMX Map Handler] Found 25 valid maps in server.

KWo 25-03-2010 21:03

Re: Podbot Beta 3.0 Updates? ^^
 
When the round ends the bot dll/so saves the new pvi and new pxp files. Then - next time - this message shouldn't be shown again. If You are playing CSDM - the round never ends - so the saving pvi/pxp files may never happen...
What is Your OS, BTW?

CS1.6 25-03-2010 21:12

Re: Podbot Beta 3.0 Updates? ^^
 
Win7 :tt1:

KWo 26-03-2010 07:51

Re: Podbot Beta 3.0 Updates? ^^
 
http://forums.bots-united.com/showpo...64&postcount=8

BTW - is this happenning the same for You:
http://forums.bots-united.com/showthread.php?p=61264
(I mean the bug mentioned by that user)?

KWo 01-04-2010 23:03

Re: Podbot Beta 3.0 Updates? ^^
 
Easter's update - V3B20p:

+Fixed the problem with bots getting stuck with each other at the round start (now it should happen very rarely).
+Fixed the problem with bots not pushing them-selves away to prevent get stuck.
+Changed the aiming for moving targets (they should be a bit harder now)

This is a release candidate 3 for the official release.

Please, leave a feedback if this version is really better than V3B20o.
Happy Easter to everyone.

mattisbogus 01-04-2010 23:41

Re: Podbot Beta 3.0 Updates? ^^
 
Awesome KWo, can't wait to test this. Unstuck at round start sounds amazing this was one big problem I have had in the past. It seems maps with close spawns or small areas (i.e. de_nuke) will cause some high pings at round start and hopefully this can maybe solve some issues. Either way great work so far you have come a long way :).

Happy Easter.

AlexBreems 02-04-2010 16:34

Re: Podbot Beta 3.0 Updates? ^^
 
I like this version

today compared the game yapbot 2.55 vs V3B20p (parameters for both bots were identical, yb_hardcoremode "0") after 53 rounds as a result of the expense was: 40 wins (yapb) - 13 wins (podbotmm)

I do not understand why such a gap?

PauliusBa 03-04-2010 01:47

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by AlexBreems (Post 61307)
I like this version

today compared the game yapbot 2.55 vs V3B20p (parameters for both bots were identical, yb_hardcoremode "0") after 53 rounds as a result of the expense was: 40 wins (yapb) - 13 wins (podbotmm)

I do not understand why such a gap?

It's stupid to compare in such way. I'm sure that it is possible to make podbots inhumanly godlike, but that is no the point of the bots. ;)

-={SR}=-Reaper 03-04-2010 06:05

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 61302)
Easter's update - V3B20p:

+Fixed the problem with bots getting stuck with each other at the round start (now it should happen very rarely).
+Fixed the problem with bots not pushing them-selves away to prevent get stuck.
+Changed the aiming for moving targets (they should be a bit harder now)

This is a release candidate 3 for the official release.

Please, leave a feedback if this version is really better than V3B20o.
Happy Easter to everyone.

================================================== ======

Hi guys
been testing podbot_mm_ V3B20p:

have had NO problems with Bots getting stuck with each other at the round start.
have had NO problems with Bots sitting on box at CT spawn for whole game staring at wall.
have had NO problems with Bots geting stuck when running in to each other in small spaces.

every now and then a Bot will kill his team mate with Nade at round start.
not verry often thow out of 40 starts it happend 6 times.

I like this version "KWo you have out done your self in such a short time".

-={SR}=-Reaper 03-04-2010 06:19

Re: Podbot Beta 3.0 Updates? ^^
 
hi guys have been testing podbot_mm_v3B20p

have had NO problems with Bots getting stuck with each other at the round start.
have had NO problem with Bots getting stuck with each other when running in to each other in small psaces.

have had NO problem with Bots sitting on box at CT spawn for whole game staring at wall.

KWo you have out done your self on this one in just a short time too.

CS1.6 03-04-2010 12:13

Re: Podbot Beta 3.0 Updates? ^^
 
Request:

No bot spectating


what this function does:

  • when you die, you should not spectate a bot. (switch to the next alive person)
  • when the user that you are spectating dies, you should not spectate a bot. (switch to the next alive person)
  • a cvar to turn this feature OFF/ON/ADMIN ONLY : pb_no_bot_spectating 0/1/2

benefits:


  • you dont have to press a keyboard or mouse key all the time to switch from that bot to a real player. Been doing this for years. As an admin spectating players all the time, this makes the admins work much more easier.
  • never again hearing someone say after he dies:
Player: "bots?"

..then leaving



easy method:

check if player is spectating a bot, if yes, execute a +attack;wait;wait;-attack on client. There is probably a better way.

PauliusBa 03-04-2010 16:55

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by CS1.6 (Post 61317)
Request:

No bot spectating


what this function does:

  • when you die, you should not spectate a bot. (switch to the next alive person)
  • when the user that you are spectating dies, you should not spectate a bot. (switch to the next alive person)
  • a cvar to turn this feature OFF/ON/ADMIN ONLY : pb_no_bot_spectating 0/1/2
benefits:

  • you dont have to press a keyboard or mouse key all the time to switch from that bot to a real player. Been doing this for years. As an admin spectating players all the time, this makes the admins work much more easier.
  • never again hearing someone say after he dies:
Player: "bots?"

..then leaving


easy method:

check if player is spectating a bot, if yes, execute a +attack;wait;wait;-attack on client. There is probably a better way.

That's bloatware. Request such things in AMXX forums.

CS1.6 03-04-2010 17:04

Re: Podbot Beta 3.0 Updates? ^^
 
your post is bloatware

KWo 04-04-2010 00:17

Re: Podbot Beta 3.0 Updates? ^^
 
My dictionary doesn't say what bloatware is, so I don't know what You guys are talking about. Anyway - ideas should be posted in the right sub-forum.
BTW - I don't think that will be added. What in the case if someone as a spectator wants to switch between all possible players? He will see he is skipping (non-intentionally) some players - so he will start to think "something is wrong here" - then leaving. I don't like that idea (sorry).

CS1.6 04-04-2010 05:47

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 61322)
Anyway - ideas should be posted in the right sub-forum.

true. But i had nothing more to say. As the other user reported all the bot stucking has been fixed by you. I don't know how you did it but that makes you very admirable as a coder.


Quote:

Originally Posted by KWo (Post 61322)
BTW - I don't think that will be added. What in the case if someone as a spectator wants to switch between all possible players?


that's why the cvar is there:
pb_no_botspectating 0/1/2 0=OFF/1=ON/2=ADMINS ONLY have this feature (players keep speccing bots) Btw: no one on earth would want to spec a bot (if he knew it was a bot). Think about that.


Ok, since you don't like it though, let's forget the idea.

AlexBreems 05-04-2010 15:03

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by PauliusBa (Post 61311)
It's stupid to compare in such way. I'm sure that it is possible to make podbots inhumanly godlike, but that is no the point of the bots. ;)

early in the game situation was equal but then yapb adjust to the game podbotmm
I think that yapbot tuned to the game and the opponent is a very good feature

CS1.6 05-04-2010 15:14

Re: Podbot Beta 3.0 Updates? ^^
 
on a longer time span that is the case with pb, as well.
play a fresh installed pb (new/no pxp files)
& play pb after alot of (aimbotters) players had played.

second version is much harder.

KWo 06-04-2010 15:47

Re: Podbot Beta 3.0 Updates? ^^
 
Another update - V3B20q:

+Fixed the problem with bots switching the weapon to the knife in the middle of reloading the weapon.
+Fixed the problem with bots sometimes not hearing the enemy even if he was really close to them.
+Improved the aiming (so they look better in the comparation with yapb; but they are still a bit worse than yapb).

This is a release candidate 4 for the official release (still not fixed bug with pushing away bots on the edge of the roof - they may still fall down; nothing added to react better on human-teamnates).

Please, leave a feedback if this version is really better than V3B20p.

Here is the result with comparing podbot mm V3B20q vs yapb 2.30 (yb_hardcoremode 1). The test has been done under CSDM (more fair comparation - it doesn't depand on the money the bot can have for a better/worse weapon).
http://www.mediafire.com/imageview.p...kydmim&thumb=4

CS1.6 06-04-2010 18:02

Re: Podbot Beta 3.0 Updates? ^^
 
As the other user said, you can't really measure the quality of bots by how better their aimbot is.

No one could survive a pb 100 skill bot match. The user gets frustrated and leaves the server. That's what happens according to my observations.


On the other hand cs players are freaks and illogical..

Often also they say on my server: "LOW BOTS! LOW BOTS!"
But when i enable the bots @ full power, they leave after 1 or 2 deaths by the bots. Sometimes they also just say "KICK THE BOTS!!"

As i said..illogical freaks who put the bots down to feel better..and while they say "Low bots!" ..it's just their habit to put down the bots..they do not want really the bots to be harder.

Long time ago i requested (my 1st post eva?) that the bots were too hard and some aimbot kiddy said "no". It was the times when still played CS (believe it or not..without aimbot..that's why i requested easier bots). Nowadays i dont care anymore. The game is messed up. No one plays it without aimbots but at least i have created "communities" through my servers. People meet & play together & have fun. Good & friendly kids.

I'l install the new build and test them and while i have no clue what to think of the bots having "better aim"..as said above..what the hell..a better aim won't hurt the quality of the bots.

One thing though that i can tell you right of the bat about why (the) bots fail, is the lack in their character to hunt a player down ..like a dog who doesnt let go.

Implement this feature and the bots will not only be respected but also loved. And that is also the main difference between an AI player and a human

The human player will never forget you once he sees you and just go to another direction ..he will try to hunt you down and to kill you.

Off to install the new build..:)

KWo 06-04-2010 18:57

Re: Podbot Beta 3.0 Updates? ^^
 
Please, redownload V3B20q version. I have forgotten to remove some debug info messages from the build I posted earlier. It wouldn't affect the game playing, but the size of the og file could be higher after long playing. Now it's the same build in the Filebase, but without flooding Your log files. Sorry.

sacripan 06-04-2010 19:13

Re: Podbot Beta 3.0 Updates? ^^
 
Ok KWo.
How use parachute ?
I have use beta with it, and now ?

KWo 06-04-2010 20:14

Re: Podbot Beta 3.0 Updates? ^^
 
The code for parachute support wasn't changed. It checks if sv_parachute cvar is 1 and - if the bot is falling down - he is trying to press "use" button. I believe the plugin should equip automnatically the bot with a parachute (the bot doesn't know he should buy it). It's same like i.e. CSDM - the bot doesn't know he shopul;d get any weapon from CSDM gun menu, so he is automatically equipped with all needed weapons. If the parachute was working for You in te previous beta - it should still work. Well - waypoints should be also placed that way so the bot may a chance to "fall-down" from the bridge/building and then use the parachute.

CS1.6 06-04-2010 20:44

Re: Podbot Beta 3.0 Updates? ^^
 
or you grabhttp://t2.gstatic.com/images?q=tbn:G...diograbber.png em.. lift 'em up into the sky ..and let them fall :D


After a little bit spectating it seems to me the bots play much more humanlike than in the old builds. (Less staring at obsecure places & angels).

sacripan 06-04-2010 21:09

Re: Podbot Beta 3.0 Updates? ^^
 
I have this plugin but no this cvar
How create it ?

I'm using release 0.1.8 By Krotal for AmxMod
(http://www.cscargo.net/plugins/downl..._parachute.zip)
I have amx_parachute for cvar :
0: disables the plugin
1: enables the plugin

-={SR}=-Reaper 06-04-2010 23:04

Re: Podbot Beta 3.0 Updates? ^^
 
hi guys just recived the new build and have started testing.
in the last 3 hours i have notest the bots are acting a little like humans.
(1) the aim is a lot nicer then before.
(2) the bots still try to jump up on to boxes that are too high.
But humans Do that too any way.

one funny thing i silently crept up behind a bot and stabed it.
it jumped up in the air as if i frightned it and turned around and shot me????.
was verry funny.

will report when i have done ferther tests.

PS: i have notest these bots cause less CPU usage then the older bots.


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