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-   -   POD-bot back into shape. (http://forums.bots-united.com/showthread.php?t=833)

[NvT]_KaszpiR_ 08-04-2004 14:10

Re: POD-bot back into shape.
 
well he can directly ask stefanhendriks for a help, i don;t think .dll will be useful here :D

Pierre-Marie Baty 08-04-2004 19:53

Re: POD-bot back into shape.
 
A small number of bugs (minor ones) have been fixed.
Quote:

+ Added recognition of armoury_entities for maps like fy_iceworld
+ Added ability to create/remove multiple pathwaypoints simultaneously
+ Enforced checking for unique bot names during bot creation to avoid doubles
+ Fixed errors in documentation
You may want to get the new bot here:

http://racc.bots-united.com/releases/podbot.zip

SoUlFaThEr 08-04-2004 20:12

Re: POD-bot back into shape.
 
dang !! that was fast!

thanks Mr. Integer :)

Dethpod 08-04-2004 21:34

Re: POD-bot back into shape.
 
Good work Pierre.

You are a machine. I was wondering if anyone has been expieriencing 100% cpu loads when a bot is added for the hlds_i686 binary?

With this build of podbot-mm (8-4-04), as soon as I add a bot, the machine spikes to 100% and then hangs.

I do not experience this on my AMD boxes which use the hlds_amd binary.

The previous build (6-4-04) does not spike the cpu.

Here's the trace I get when I watch using strace:

gettimeofday({1081453227, 19156}, NULL) = 0
gettimeofday({1081453227, 19391}, NULL) = 0
gettimeofday({1081453227, 19621}, NULL) = 0
gettimeofday({1081453227, 19845}, NULL) = 0
gettimeofday({1081453227, 20014}, NULL) = 0
nanosleep({0, 1000000}, NULL) = 0
rt_sigprocmask(SIG_BLOCK, [TTIN TTOU], NULL, 8) = 0
select(1, [0], NULL, NULL, {0, 0}) = 1 (in [0], left {0, 0})
read(0, "\n", 1) = 1
write(3, "\n", 1) = 1
rt_sigprocmask(SIG_UNBLOCK, [TTIN TTOU], NULL, 8) = 0
gettimeofday({1081453227, 38872}, NULL) = 0
write(1, "Adding new bot...\n", 18) = 18

And then it just spikes the cpu.

Any ideas?

-Dethpod

SoUlFaThEr 08-04-2004 23:00

Re: POD-bot back into shape.
 
i am getting not only [1] before doubled names.....im getting tripled names now too......[2] :( somethings wrong with that

also the pwp multiple......whats the line look like if its supposed to work......
i typed this and nothing worked:
pwp add 40,41,42

only connected 40

i am not sure about the armor entity thing because im on fy_iceworld with my waypoint that has them walk over all the weapons......

Pierre-Marie Baty 08-04-2004 23:33

Re: POD-bot back into shape.
 
@Dethpod: perhaps you added bots manually, or through a config file, using the "addbot bot_name" command where you specify the name of the bot. I haven't taken this case in account while checking for used names, that may be the reason why it loops forever trying to find which names are used and which not. I'll fix that.

@SoUlFaThEr: you must type "pwp add 40 41 42". But I'll add the check for the comma.

Dethpod 08-04-2004 23:51

Re: POD-bot back into shape.
 
Pierre,

It spikes if I do a 'pb addbot' first.

But it works fine if I do a 'pb addbot 99 1 2 [Bot] Godmode" first

and then I can do 'pb addbot' all I want.

Hope this helps,

-Dethpod

SoUlFaThEr 08-04-2004 23:53

Re: POD-bot back into shape.
 
ok on the add 40 42 41
it only adds 40 and 42......
its not quite right yet...the comma isnt necessary if this is working fine.......can we have up to 10 adds??? i wont do this but.....there may be a freak out there......:)

...yer making a fix on the names too?

Pierre-Marie Baty 08-04-2004 23:53

Re: POD-bot back into shape.
 
Thanks Dethpod! This DOES help indeed =)

@SoUlFaThEr: you're right again dude, I've found the bug. A stupid bug, I'm stupid as fuck :D As usuals with this damn bot I don't even half test the stuff I fix :)

@Dethpod: I've found the bug. I'll upload the source onto the BU server to compile a Linux DLL and I'll make a bugfixed release.

SoUlFaThEr 09-04-2004 00:00

Re: POD-bot back into shape.
 
hehe..as long as it WILL work :) we be happy to test :)
im here until you upload new......ill go to the chat......

Pierre-Marie Baty 09-04-2004 03:19

Re: POD-bot back into shape.
 
sorry all, a friend came in and I had to go AFK without warning. I've finally found the time to upload the fixed version. Get it here as usals

http://racc.bots-united.com/releases/podbot.zip

should fix the crash problem on Linux/Intel and enable you to add up to 8 pathwaypoints simultaneously (more would be useless, since 8 is the hardcoded path limit for a waypoint in this bot).

SoUlFaThEr 09-04-2004 04:16

Re: POD-bot back into shape.
 
cool man thanks

are the names fixed too?

sPlOrYgOn 09-04-2004 05:01

Re: POD-bot back into shape.
 
there also seems to be a problem with max_bots..
it only works sometimes.
when people are still connected after a map change podbot doesn't seem to detect them and add the amount of bots specified by max_bots.
it only seems to detect them when they first join the server but sometimes it doesn't detect that either.

SoUlFaThEr 09-04-2004 07:54

Re: POD-bot back into shape.
 
after watching them for a long time there are still jumps that they dont reach cuz they dont take out the knife.
shorten the distance or just make em take it out on every jump......some jumps arent long.....they are high...and its these jumps that they dont make.....thats why it needs to be all the time....imo

and the name fix is not working. i am still getting up to 3 bots with the same name.....it used to be only 2 :)

pwp add and delete is fine :) with or without a comma

Pierre-Marie Baty 09-04-2004 12:49

Re: POD-bot back into shape.
 
demo + distance between waypoints please.

Pierre-Marie Baty 09-04-2004 13:03

Re: POD-bot back into shape.
 
@SoUlFaThEr: I don't know what you did, but the names work for me. In CS 1.6, 1.5 and 1.5 dedicated server, I never saw two bots with the same names, even after I shorten your names list. Are you sure you are using the right DLL ? Mine is 2004.3.2.0 and takes up 253952 bytes.

SoUlFaThEr 09-04-2004 14:41

Re: POD-bot back into shape.
 
1 Attachment(s)
do you have de_manila........taking a demo of this perfect example will not work for you if you dont have the map. ill take a screenshot

about the dll......i have downloaded that dll 4 times now :) and all 4 times i get multiple same names! hehehe.....

is the names list too long?

[EDIT] i definately have the version you have......i just dled it again to make absolutely sure. theres a pic of names from manila too.....[/EDIT]

Pierre-Marie Baty 09-04-2004 17:03

Re: POD-bot back into shape.
 
@SF: about the names: does it happen only after a mapchange ? I haven't tested after a mapchange but I don't see what could go wrong. And about the knife-jump, could you use PMTools to give me the HEIGHT between the two waypoints ? (approximatively)

>BKA< T Wrecks 09-04-2004 20:48

Re: POD-bot back into shape.
 
I used to have the same problem with a short but high jump in de_52villabacho, SoUlFaThEr. You know what solved it? I removed the jump and just replaced it with a normal 2-way connection. Worked 100% afterwards. I KNOW, I KNOW - those 2-way connections are ugly, bots bump into the wall first, etc. etc. But in rare cases, when they are so close to a wall that they touch it with the tips of their noses anyway, it can be a clean solution. If it doesn't work first, try placing the upper WP a tad further away from the edge - although it may hurt you to have a simple, ugly old 2-way connection up somewhere. But ppl will never see it, and if it works, so what? ;)

Pierre-Marie Baty 09-04-2004 22:14

Re: POD-bot back into shape.
 
names problem at least is fixed. Had to rewrote a helluva pile of crap for that. And I rewrote completely the bot respawning code too. Bots should respawn perfectly using the same names, skills, team and classes as previously when a new map kicks in.

http://racc.bots-united.com/releases/podbot.zip

SoUlFaThEr 09-04-2004 23:43

Re: POD-bot back into shape.
 
Thanks for your efforts again PMB.......you never cease to amaze me!8D
you give me power to waypoint and test your updates for bugs:D

i will test it later this evening thoroughly for you

Hot-Doc 10-04-2004 02:14

Re: POD-bot back into shape.
 
Is it just me who sometimes experiences a slowmmotion effect with this bot? I installed a fresh server yesterday (but this glitch is still in the newest version from this evening) and sometimes all bots walk terribly slow. They even jump slow, so it's probably not just walking. At the same time the cpu load rises to 60% (from formerly 1-5%). Hard to explain, but how can I record a demo with a dedicated server?

I just watched the same phenomen on for example cs_italy, although the bots allready played well on this map yesterday. After a while all goes well again, then CPU load rises again, this time without the slomo-effect. Then slowmo again - strange, strange...

Any ideas????:(

BTW, I use metamod 1.17, mean 5.5.13, and statsme 2.8.0b15 but I'm quite sure I got the same problem yesterday before I installed mean and statsme.

sPlOrYgOn 10-04-2004 03:11

Re: POD-bot back into shape.
 
yea i get the slow mo effect too but he said it's just the bot calculating the visibility tables..
but the slow mo doesn't end when the visibility table says its 100% done..
but the slow mo doesn't stay for long on fast computers..
its probably the server is slow.
[edit]
my slow mo only happens after a map change
[/edit]

[+Duracell-] 10-04-2004 07:59

Re: POD-bot back into shape.
 
Yea, it seems to happen after a map change, especially when you have bots on the server. It happens to me when I switch to a new map using the 'map' command.

El Tarantado 10-04-2004 09:05

Re: POD-bot back into shape.
 
I get that every time I load a new map.... Visibility analysing or something like that... But it only last for seconds and It only happens once for every new map...

sPlOrYgOn 10-04-2004 09:07

Re: POD-bot back into shape.
 
it almost never ends here..
only very rarily does it end and when it ends its already about time for new map then its all slow mo again after the map changes..

[+Duracell-] 10-04-2004 09:40

Re: POD-bot back into shape.
 
Quote:

Originally Posted by El Tarantado
I get that every time I load a new map.... Visibility analysing or something like that... But it only last for seconds and It only happens once for every new map...

It's supposed to do that.

[+Duracell-] 10-04-2004 09:40

Re: POD-bot back into shape.
 
Quote:

Originally Posted by sPlOrYgOn
it almost never ends here..
only very rarily does it end and when it ends its already about time for new map then its all slow mo again after the map changes..

Computer specs?

Hot-Doc 10-04-2004 10:37

Re: POD-bot back into shape.
 
Sorry, I expect my server is fast enough. And sometimes it happened in round two of a map while the first round ran well. And one time this strange behaviour started in between a round, sometimes it ends in between a round. Disabling botchat didn't help either. And the visibility table is ready when I connect to the server (at least that's what I can read in the console while connecting). Any other ideas?

Or any ideas concerning the high server load (sometimes zero while playing then suddenly rising to ~60, with or without slomo effect, then returning to zero for a few seconds, then rising again)?

SoUlFaThEr 10-04-2004 11:13

Re: POD-bot back into shape.
 
Gents:


the A* Pathfinder that PMB implemented uses more cpu than the other nav system that was used.

it only does a visibility table if you load a map that does not have a .pvi file for it......which is this vis table. if you change the waypoint......you will have to remake the vis table.....

to stop the slo mo effect......simply wait for the vis table to finish its work.......then leave the game completely......and come back in on that map.....

they will run fine. once all your maps have a vis table file.......you should be good to go :)


@PMB and this last update.

i got in a map.....i had one duplicate name......
then i removed ALL bots from my server......and tried to fill server with bots and that doesnt work anymore.
so i added them with "quick add" and did this 2 times with no duplicates.
after a map change the bots did not come back at all.
i had to quick add bot.......

fill server with bots is broken

Hot-Doc 10-04-2004 11:36

Re: POD-bot back into shape.
 
Sorry for posting my server specs here:

PIV 2.8 GHz
~500 MB RAM
Win XP Home
no background tasks just halflife with cs1.5 dedicated server (also metamod, podbot and mean of course)

Only one human player connected (me)

Don't you think that 60% cpu load is a little bit too much for this? ???:(

Later I will test a map with a .pvi file for it.

EDIT:
OK I just checked de_dust with existing pvi file. No slomo effect but 67% cpu load all the time with 11 bots and 1 human...

Will try removing mean and statsme...

SoUlFaThEr 10-04-2004 11:43

Re: POD-bot back into shape.
 
1 Attachment(s)
Quote:

@PMB and this last update.

i got in a map.....i had one duplicate name......
then i removed ALL bots from my server......and tried to fill server with bots and that doesnt work anymore.
so i added them with "quick add" and did this 2 times with no duplicates.
after a map change the bots did not come back at all.
i had to quick add bot.......
i just went back and repeated this sequence and it did it again...exactly.....there was one duplicate name upon opening first map....no fill bots command(even gives the not possible sound)
and no bots on achangelevel command when the next map loaded.

EDIT
CS 1.6, i have had no double names yet :) the fill server with bots command alsodoes not work......and no bots are added after a changelevel command. that should still be automatic as defined in the podbot.cfg.(i.e. addbot,addbot,addbot)

EDIT2
We found that the slo-motion thing was only really a problem with not having the vis table file.....it doing a vis made it slo down and take up to 60% CPU resource. It was suggested that we include the .pvi file with the waypoints for this bot in the future.....thats the standards package then(pwf & pvi), this way avoiding that "bug".
here is an updated and final release of the officials then until something else changes them :)

sPlOrYgOn 10-04-2004 17:38

Re: POD-bot back into shape.
 
i don't think its the pvi files..
i had pvi files and it loaded it and it didn't say rebuilding but the bots still move in slow motion..
they never moves in slow motion before a map change..
only after.
even if i didn't have a pvi file for the first map i play they don't move in slow motion.
it only happens after a map change..
[edit]
computer specs
400Mhz
192MB RAM
Mandrake 10
hlds v3.1.1.1e

slow motion seems to happen less when i run the dedicated server with no X11 desktop running.
its probably just my comp :D
[/edit]

SoUlFaThEr 10-04-2004 18:04

Re: POD-bot back into shape.
 
its true on the only after map change slo motion.......

Pierre-Marie Baty 10-04-2004 18:34

Re: POD-bot back into shape.
 
The "pb fillserver" command was still working... what was broken was just the menu. I've fixed it now. And while I was at it, I've removed the "autopath on/off" feature from the menu and I've added and "autopath maxdistance 0" option along with the other distances in the waypoints menu. It's more natural this way.

I've changed the way the respawn code works. Tell me if this crap works any better.

http://racc.bots-united.com/releases/podbot.zip

The .pvi files are included, too.

SoUlFaThEr 10-04-2004 18:59

Re: POD-bot back into shape.
 
i have Mark doing the same thing lol...except he will place the apmd menu where the autopath option was in the MAIN menu

names are good.....on 1.5 and 6........thanks!!

checking the rest in a bit.....gotta get food in here somehow.....

im back and am experiencing HL crashes.....2 of them so far.
also sometimes in 1.5 the command "podbotmenu" is unknown and i cant do anything with the bots.....or that menu......i reload CS again and it suddenly works......and then not....... wierd?

CS1.6 seems to be fine on that so far.....

and yes......after the first map change that slo motion stuff happens no matter what you do....... so the pvi thing may not be worth it until this gets "fixed"

kedat 10-04-2004 23:32

Re: POD-bot back into shape.
 
Quote:

Originally Posted by SoUlFaThEr
im back and am experiencing HL crashes.....2 of them so far.
also sometimes in 1.5 the command "podbotmenu" is unknown and i cant do anything with the bots.....or that menu......i reload CS again and it suddenly works......and then not....... wierd?

Have same problem.
What is botcfg.cfg for...

thagmort 11-04-2004 03:38

Re: POD-bot back into shape.
 
Same thing here, boss.

The new update is crashing my HLDS non-stop. 8o It loads fine. HLDS starts, finds the podbot proggy and loads the map, but when it starts to "Rebuild Visibility Table" it crashes. :'( I nixed it from my Metamod and HLDS runs fine. Added it back, and it crashes again.
Not a coder, just throwing my 2 cents in here. ;)

Keep up the incredible work guys!!!

SoUlFaThEr 11-04-2004 10:36

Re: POD-bot back into shape.
 
aahhhaha.......must............uh.......find...... ..mmmmmm.......bug....ughh...
....crash.....pc...........no.......fun.....ughhh. ....bugs..........must........die...
headshot......script.........nub......geeks....... .must..........shoot......pixels

hihi:|

sPlOrYgOn 11-04-2004 11:01

Re: POD-bot back into shape.
 
don't know about you guys but I don't crash on either of my comps.


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