Re: POD-bot back into shape.
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What I have noticed about the ladder bug is on museum the bots can never go up the ladder to get into the vent. The never ever make it because as soon as they get on the ladder they shift as far to the left as possible and run into the celiing going up instead of going straight up into the vent. It looks like they shift to the left as soon as they hit a ladder. Everyone everytime. |
Re: POD-bot back into shape.
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ok cool that they are fixed i made bunches of camp demos where they didnt work at all :)
ok i JUST now finished all those officials again. heres the link to them.......add them at will...... about the ladders......can you watch them for a few minutes in cs_assault on your own......you WILL see it :) demo-schmemo heres your demo.......it has most of the wierdeties in it......if they had gone on the START ladder above the camera wagon.....like Austin said......they dont get up there easy cuz the need to go left all the time..so they come real slow back dawn and eventuall fall off...... hope this one gets fixed......did you see the reverse nade throw in it too??? 2 birds with one stone there :) |
Re: POD-bot back into shape.
I'm in the move of fixing the ladder issue...
BTW SoUlFaThEr you forgot to fix a camp waypoint on the roof of cs_assault ;) *edit* and there's another problem with this waypoint: once a CT bot has grabbed some hostages, it cannot find a way back (I bet there are FL_NOHOSTAGE waypoints everywhere). the ladder problem is fixed BTW. The bots were always holding the "strafe left" key pressed. I'm waiting for the fixed cs_assault waypoints and then I'll make a release as soon as you're ready. |
Re: POD-bot back into shape.
Soulfather, I had a look at your waypoints, have you ever read the section in the "waypoint-how-to" how you have to set the Ts and CTs-important waypoints to get a bot-tactical gameplay?
---- edit: hmm...some waypoints in de_airstrip are exactly the same as my waypoints...maybe that happened just by chance ;), no problem 8) . |
Re: POD-bot back into shape.
He likes to place 'em close together, huh? Yes, I also wondered... but then again, I gotta admit that all of SF's WPs I tried so far were at least very good, if not outstanding.
You know what? I suppose it doesn't really matter that much. In the end it doesn't matter if a CT bot runs to spot X on a CS map because there's a CT important WP, or if he runs there because there's a T WP as well. (see the original HowTo, the bit about the attacking team being much more likely to choose the defending team's important WPs as important for itself than the other way round.). I wouldn't be surprised if you could take out all the attacking team's important points in those spots and just leave the defending team's points there, without experiencing a real change in gameplay. @ that de_airstrip thingy: Yes, that can happen. When I first looked at SF's as_tundra WP, I thought the same. The only problem was: I hadn't released my as_tundra anywhere yet!! He didn't even know that I waypointed that map... ;) I suppose if you are trained to see important or nice things, 90% of the things you see are identical. And there aren't THAT many ways to put 'em into practice. I mean, how do you make a bot get up a stack of crates? Uh, jumps, maybe? :D I found that when I walked through a map that had been wp'ed by a halfways good waypointer, I often agreed mentally with what he had done and seen. Besides, my style resemble's SoUlFaThEr's a bit, and in your WPs, I could recognize myself from a year ago... maybe we just have similar styles... |
Re: POD-bot back into shape.
Sorry for the double post, but this one's at least on topic again 9_9
Pierre, I found a new way to crash PODBot... :D it's dead simple, actually. And reproducable. I just d/l'ed your latest dll, and since the fundamental change is in the camp waypoints, the first thing I did was fire up an empty map, place a camp wp and see how you can point the exact direction. Phat! However, when I deleted it to start waypointing for real, the dll crashed. I tried in an existing set and deleted some camp WPs; that was no problem. But when you place a camp WP before anything else and delete it, the dll crashes 100%. This is not an important bug, of course. Depending on the PITA involved in fixing it, it should either be fixed or mentioned in the documentation... |
Re: POD-bot back into shape.
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@CoCoNuT lol dude.....theres really no comparison.......i dont autowaypoint.....that is your waypoint style not mine......im like a painter......i paint the entire map by hand...if i make a mistake oh well.....it will never be the amount of mistakes of an autowaypointer with bad connections all over like in your waypoints.......sorry to be mean but you want to try to throw that HowTo book at ME?:RTFM: |
Re: POD-bot back into shape.
:| Umm... folks? Could you please take it easy? I mean, if you really want to start flaming each other (which would be very sad, because this forum has been pretty much "flame-free" so far), could you at least be so kind as to continue that discussion in a separate thread in the waypointing forum or anywhere? Or just let it be? I know it's easy to trail off-topic, but let's try to keep THIS thread here focused on PMB's PODBot and not on discussions in the stye of "My waypoints are better than yours, and you ought to :RTFM: ", ok? Please? C'me on... :(
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Re: POD-bot back into shape.
roger......just felt attacked..i dont mind contructive help, like how you offer corrections
PMB theres a minor fix on as_tundra in the thread where you downloaded it as well...please get that |
Re: POD-bot back into shape.
OK... updated, bugfixed, packaged && released.
Get the new version of the bot here: http://racc.bots-united.com/releases/podbot.zip BEWARE: THIS RELEASE DOES NOT INSTALLS IN THE "podbot" DIRECTORY BUT IN THE "addons\podbot" DIRECTORY, A LA METAMOD ! i.e, no more "C:\SIERRA\Half-Life\cstrike\podbot", but "C:\SIERRA\Half-Life\cstrike\addons\podbot" T Wrecks, the bug you talked about is fixed BTW. And now provided they are all corrected, the camp points work and the bots aim exactly where specified (unless they hear something, in which case they decide themselves where to aim, but it's as usuals). |
Re: POD-bot back into shape.
Perhaps it's just time for a new waypointing tutorial adapted to the modified podbot source so that nobobdy has to get confused about how to do things, well, "right"...9_9
Anyone? |
Re: POD-bot back into shape.
great PMB great!! me goes testing :)...did you get the fixed assault and tundra in there?
Hotdoc, the menus are very self explanatory and much easier than ever......so its not bad but i believe T-Wrecks was going to write up siome stuff for us in that direction......it IS planned anyway :) |
Re: POD-bot back into shape.
@ Hot-Doc: Excellent point - and believe it or not, it's in the works... ;) In the long run, I'm even going to publish not only the purely technical stuff (like "how do I place a map goal WP", "how do I change the WP radius"), but also those dirty little tricks that make a decent WP file a kick-ass WP file - like an advanced guide on jump connections, "how to avoid the ladder bug" and so forth.
But first, SoUlFaThEr and me will be busy making WPs for this new version - a high-end WP pack for 40 custom maps is "under construction", a CS:CZ waypoint pack will follow, and more... You see, we got more to do than time on our hands, hehe... @ PMB: Let me quote Montgomery Burns: "Excellent..." Can you send me a PM with the full sh*tload of WP-related console commands, menus and menu entries? Then I could start working on the documentation, you see... Hot-Doc is waiting :D And we wouldn't want to keep him waiting 'til he is a Cold-Doc, now, would we? -edit- *me banging head on desk* Just saw that SF already told you everything, Hot-Doc... if only I could read... 9_9 |
Re: POD-bot back into shape.
PMB :)
i put in the new bot. i wanted to start correcting cs_bikini for the pack..... i corrected all i saw fit. then i played it....... waypoint problem: no path found so im like......what.....a camp spot i forgot? i walked around and looked at all 20 of them.....i had readjusted them all. so i began making sure every connection would lead our hostage carrying CT's out of the house......all things are connected as i had released it in the Bikini waypoint pack i made where everything was fine.....and the way it was i had not BLOCKED ALL possible ways to lead the hostages out to the rescue waypoint with a no hostage flag. still got the message......so i went back in and replaced EVERY single waypoint from any goal waypoint in all its directions leading it to a replaced rescue waypoint too.......so basicly i practically redid the entire map........ still get the message........now something is not right here......it seems to me that a no hostage flag is acting like a button flag.....using proximity things instead of what flagged on a specific waypoint.......cuz i took off one no_hostage flag.....from a ledge that can lead a bot onto the roof(not an area to bring hossies) and suddenly the bot could go past below this waypoint......down the cliff.......unfortunately this bot died.......on the next round i got the damn message again. what causes this message????? i dont put no_hostage flags along paths they can use man no way no way in hell......im really going nuts!!! hehehe i didnt even get a chance to see if the camp spots are being used right......but ladders seem fine now :) in 1.6 we see the rebuild of the vis table in percentages in a countdown(up) fashion.....not in 1.5 tho...... im finding the red node readout hard to see(am i the only one that has to point in directions to get the red print onto some dark background to be able read it?) and im finding it a must-happen to have the no_hostage flag visible somehow on a waypoint......it will be easier to debug a waypoint of a cs_map as we go correcting...... |
Re: POD-bot back into shape.
@T Wrecks:
would you mind putting your waypointing guide into the wiki? I already created the basic page: PodBot26MMWaypointsGuide |
Re: POD-bot back into shape.
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PM here the new chats and names for the next release :)
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Re: POD-bot back into shape.
/offtopic
geeez i have browsed this thread form the beginnig i saw so many changes that i can't stand waiting to get all things tested :D finally, the question - what do you use to compile the sources? once on cs 1.5 i used mingw (for windows) and some other gcc c++ etc for linux ( ...and noticed then that defining wrong optimization flags etc would casue sometimes excessive crashing or not - especially in the bot aiming fixing issue (the inverted fov) ) |
Re: POD-bot back into shape.
MSVC on Windows... and GCC 2.95.3 on Linux
Just wait for the upcoming release... you'll love the waypoint editor. And the bot navigation improved quite a bit too tonight :) |
Re: POD-bot back into shape.
nice work PMB;)
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Re: POD-bot back into shape.
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here it is Pierre :
7 maps were repaired, i wont say which ones ;) ill just say i have a few special jumps on dust that NEVER worked ....... and they do now :) YER A GOD DUDE |
Re: POD-bot back into shape.
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For those who can't wait here's a TEST version of the podbot DLL. Check out the waypoint editor (new command: wp nohostage), the smooth navigation and the knife-jumps :)
And other things I can't remember about :) |
Re: POD-bot back into shape.
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Re: POD-bot back into shape.
well i made them shortly after the release of 2.5......it didnt take long cuz when im creative it just rolls out of me.
i also have an extremely VULGAR set of bots names and chats but......hehe you must be 21 or over to have that stuff.......PM me with your email adress if your interested in some of the funniest CRAP i could come up with..... BTW @ ALL the new wp nohostage option is there because the dll automatically put a no hostage flag onto all camp waypoints.......and this just isnt necessary on maps other than cs_maps......so you can turn it off with that option...... i will be tossing it into my waypoint bind .cfg |
Re: POD-bot back into shape.
The weapon-mode in the new POD-bot dosen't work.. Is it possible to make it work again ??
btw. Keep up the good work guys !! :DD |
Re: POD-bot back into shape.
@LuckyShot: they work here...
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Re: POD-bot back into shape.
me too :)
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Re: POD-bot back into shape.
OK, since I have positive feedback for this test DLL, I think it's time for a release. Some neat improvments in the navigation, and something new in the waypoint editor that all waypointers will certainly fall in love with :)
Here's the changelog from the last "official" release... Quote:
Uploaded at http://racc.bots-united.com/releases/podbot.zip Enjoy ! :) |
Re: POD-bot back into shape.
this bot is awesome dude! I have one little request that would make a big difference. Could you please make the bots run with the knife at the start of each round and then make them change to a gun when in a zone where there is usually a lot of danger;) that would be sooo nice!
nice work once again PMB;) MusicMan |
Re: POD-bot back into shape.
I agree with MusicMan, this bot is AWESOME!
And I like the changes in the WP editor, too! I was about to suggest placing that HUD display of the node you're currently standing on a little deeper in order to make them easier visible when in spectator mode, but I see this has already been changed. Plus it displays more details, and in bright white! And my wish to show "waypoints saved" not only via HUD, but also in the console, has also been fulfilled. Wow, this is great stuff!!! Thumbs up... Actually, I just have one tiny suggestion I can think of right now: Those transparent player models at spawn points help a lot - makes it easier to see where a teams starts and where to place important points to make the team defend a certain area well. However, they only show after the command: "wp on", not after "pwp on". Strictly speaking, this doesn't make much sense. You can display WPs and no paths (wp on), but there's no way to display paths without waypoints, i.e. "pwp on" is somwewhat cumulative; it CONTAINS a "wp on" command, so to speak. As this is the case, I'd suggest making spawn points visible with pwp on as well. (As I said, this is really a tiny little thing, the rest is superb!) |
Re: POD-bot back into shape.
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or till danger waypoint |
Re: POD-bot back into shape.
yeah and it would be cool if you could also make them run with the knife whenever they have to rush to the bombspot and defuse the bomb;)
MusicMan |
Re: POD-bot back into shape.
ahh yea
the ct whould not "try to detect the enemy " when all are dead - they should rush to bomb with knife when c4timer is below 5 sec and maybe also reload on round end |
Re: POD-bot back into shape.
i see my bots running witrh a knife from the start until they see an enemy......whats up with yer bots?
should i make a demo to show you ? the idea about running with a knife when the bomb gets planted but......you make easy targets out of them if you do that.....they'll run until they see an enemy.....and then draw...against a human.....too late maybe when the bot reevalutes his mission after hearing "bomb has been planted", that they force choose aggressive bot mode......he may take his knife out anyway...... |
Re: POD-bot back into shape.
Ok I will check again if they are starting with the knife;)
@PMB I have noticed that the podbots aim have been improved alot. To me it looks like if you interpolated their fast turns then it would look very nice! MusicMan |
Re: POD-bot back into shape.
PM....
could it be possible to get the bots to pick up weapon grenade and armor entities placed in the map by the author or a map hack utility?... people on fy_iceworld with bots will be REAL happy.......along with all those other fun maps that have pick ups that bots never use. |
Re: POD-bot back into shape.
Yes, that would be an interesting addition. There are ways to lure bots to equipment lying around, but this doesn't work very reliably and can cause unrealistic behaviour.
However, there must be something in the code that makes bots skip strict waypoint navigation and collect weapons dropped by an enemy (if stronger than their current weapon). Could this piece of code be used to make a bot collect ANY "useful" (=stronger/better) item near him, no matter if dropped by an enemy or lying there by default? I was also wondering why it is that bots can't pick up pistols... sometimes the first round can get funny or annoying, when the three or four remaining bots are all out of ammo and sneak through the map with their knives, not daring to openly approach each other because they apparently still follow the normal combat routine, as if they still carried guns. 9_9 |
Re: POD-bot back into shape.
okay, my report form podbot bots-united 06-april-2004 also the same results on 04-april-2006 version
OS: Hlds Steam version but with -nomaster -insecure +sv_lan 1: metamod 1.17 from page of realbot, tsted also with orginal mm 1.17 and with debug version pingboost 1 no other metamod stuff Hardware Server specifiacation Via Apollo with AMD K6-II 450 overclocked to 500 MHz, but it is stable unless 50st C , usually CPU temp is below 40st C. 40 gig Seagate Barracuda 4 symptoms: after few minutes of play hlds server freezes - it is not crashing or segmentation faulting - its not that!) the hlds console is not reacting on any typing to it or no remote access hlds is running with max cpu usage it can get after freeze process noticed this can be related to bot trying to jump or aim - i suspect some endless loop out there on self compiled version i have noticed the same result gcc version 2.96 20000731 (Red Hat Linux 7.3 2.96-110) the more bots on server the easier for freeze more screens,logs, config files on http://nvt.prv.pl/download/bots/podbot_mm/ there is debug.zip for you , maybe it will help, especially about logs that hlds produced exept for that the bots are performimg extremely well , really impressive just too bad it freezes :/ |
Re: POD-bot back into shape.
ahh one note about release :D
the readme files are wrong the paths should be linux addons/podbot/podbot_mm_i386.so same the whole podbot should be in addons/ dir like most of other mm plugins |
Re: POD-bot back into shape.
heres a list PM
1. Fix readme text with linux .so 2. Bots should recognize the Armor_Entity as well as seeing a dropped Model 3. (new idea) allow Add and Del Multiple pwp simultaneously, Example: pwp del 185,194,64.......3 paths at once! or more......again this would save more typing :) 4. Force bots to check for names and login with no matches possible. The Botnames.txt has 63 names in it. no one will have a server with 63 players......max is actually 31 i think. this will solve compatibility with the Statsme plugin making unnecessary multiple rankings on bots by adding [1] to thier names to differenciate doubles. 5. thanks a lot ! |
Re: POD-bot back into shape.
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hi Pierra-marie bats,
trying to get realbot wroking with your version of podbot, but can't. reading thought the posts on here, you say it is a problem with realbot. just want to tell you that i have podbot working with metamod and realbot. can't remember where i got the .dll from but it's a metamod dll for podbot 2.5 and it works find with realbot. thought maybe you could work with this and get your podbot working with realbot. would be great if you could. keep up the good work mate. |
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