Re: Podbot Beta 3.0 Updates? ^^
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But in the other hand - I heard from users from other boards there is no significant difference between performance of servers using linux 32 OS/Steam/addons binaries and - installed to compare on the same PC machine - linux64 with steam 64 and addons 64 bits. So - actually there is no reason to take care of it at all. Quote:
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Re: Podbot Beta 3.0 Updates? ^^
On my servers, we play no official maps.
I have the same problem with offical map as de_dust (the exemple) But with linux, we play well the last beta release. It's just a big bug for try the waypointing and test the waypoinst with a map on listenserver. And why there is the flag no_hostage on official camp waypoint of official de_dust.pwf. It's a bomb map! |
Re: Podbot Beta 3.0 Updates? ^^
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There is something completly wrong with waypointing understanding by You. You have to know one thing - in some corridors/tunnels small area routes - there should be only one path for bots (no paralel paths). The bot code is trying to search the shortest path according to 2 componenets of length - 3D geometrical length and "danger collected to Waypoint where bots got hurt (danger length). If there are paralel paths in some small areas - even if bots get killed 100 times in a row in that area - they still probably can find some "shortest" way there (because some of waypoints from that area didn't collect any bot's damage yet). So they will keep trying to use the same way all the time instead go some longer way around some danger places. In big open areas there is no reason to place waypoints in shorter distances than those coming from autowaypointing 240/250 (I don't remember right now the right value). Higher density of waypoints in such areas is pointless - bots will not work/walk better with such waypoints. The best school waypointers like SoUlFaThEr, [BKA] T Wrecks, Bluesman and others - they were tending always to place lowest possible number of waypoints for the map, also because higher amount of waypoints needs more CPU power - depanding also of how many bots You have there). If You are playing only with 4 bots - You probably cannot see how much it is affecting the game performance on the server, but with the same pwf file and 30 bots on the server - You can see how much it is affecting if there is many, many waypoints (probably even if Your PC machine has some i7 Quad Core 3000 GHz CPU). Quote:
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Re: Podbot Beta 3.0 Updates? ^^
V3B20s become better, thanks
about point: with some experience in waypointing 1024 points enough for any map |
Re: Podbot Beta 3.0 Updates? ^^
After three hours of play in a team with PodBotMM v3B20s against a team YapBot 2.55 I am full of admiration from the tactics and games PB
Bravo KWo! :thumbup: |
Re: Podbot Beta 3.0 Updates? ^^
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Try to play with 32 ! A bot arrives on an already occupied waypoint. They will stay there until a situation of war comes |
Re: Podbot Beta 3.0 Updates? ^^
I was trying couple of times the map de_dust and I was unable to get bots stucked on those stairs like on Your picture. Are You sure You are using V3B20s version?
I was playing also podbot mm on linux Mandriva 2009.1 and CSDM 2.1.2 (enabled/disabled) and I was unable to get CS crashing on bot adding. If there is any problem it may come with using no-steam or some incompatible with pb mm modules. I'm still waitin anybody with the debugged crash report, but if I don't have that report until wednesday, I'm going to release the latest build as the official one. So please make more tests, especially on linux to give me the info if there is or there is no problem with the latest build on linux. |
Re: Podbot Beta 3.0 Updates? ^^
With linux i don't have this problem, it's a very good beta release :thumbup:
For waypointing, I use a listenserver windows with V3B20s. I don't use dedecated server windows. Nowadays, I cannot test any more the new waypoints on a local level |
Re: Podbot Beta 3.0 Updates? ^^
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Re: Podbot Beta 3.0 Updates? ^^
ye i also saw many times when bots block each other , for example try Jason Mode + 20 bots + cs_coltstagib
looks very funny when they block each other :D (botskill 100) |
Re: Podbot Beta 3.0 Updates? ^^
It's for try waypointing for noob server. I'm spectator, I use :
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With podbot_mm_v3B20o, I do not have it worries. I dont have 20P With 20Q, some bots get jammed With 20R and 20S too. |
Re: Podbot Beta 3.0 Updates? ^^
Instead writing 32 lines with pb add command You can just write one line:
pb fillserver I still don't know what is causing problem with testing waypoints on a listenserver. Is this so, that bots - during tests - are getting jammed and instead going somewhere You wanted them to go they get stuck or the server crashes or what? About Your picture with jammed bots - does that happen during normal game playing or only when You are trying to test waypoints (and You are using pb debuggoal WPx command)? If You want to test V3B20p - let me know. Tell me also if You want linux (so) or windows (dll) version. |
Re: Podbot Beta 3.0 Updates? ^^
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It is by playing normally on a listenserver. I made this picture on an official map with the official waypoints. A bot is on a point, other one arrives at the same point, instead of retorting search another way, he remains overlapped. Sometimes it swims, it is seen swim and they hear water.. Quote:
I often work with mappeurs. By creating waypoints I try to make sure that your bot can go everywhere and my nocturnal tries serve for ameliorating the gameplay, spotting where the hostages are stopped. Quote:
Everything goes well when both teams win as often and as the bots pass everywhere. Quote:
On my 4 dedicated servers linux CS and CZ, everything we are happy to play with S and with pb_maxbots = 6 exemples with need more of 1024 : http://www.cscargo.net/cartes_cs/ind...pe=oui&page=11 de_temple_tola http://www.cscargo.net/cartes_cs/index.php?type=oui&page=12 de_yourline Very our files of waypoint are in zip. (space out load of several seconds your) |
Re: Podbot Beta 3.0 Updates? ^^
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pb debuggoal 234 all bots are ordered to go the waypoint nr 234. Even if You change the map the debuggoal number is still active - so if You want to stop testing waypoints with debuggoal waypoint index, You have to write the command: pb debuggoal -1 Quote:
http://www.mediafire.com/download.php?2yydi41mdgm Quote:
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Re: Podbot Beta 3.0 Updates? ^^
Update - V3B20t:
+Fixed the bug with bots suiciding (that would lead to the crash on some servers - depanding on the compilation mingw/MSVC). The same result was with autodie and pb killbots command (also depanding on the compilation). But that had nothing to do with bot creation. +Changed - bots will not camp if they have shotguns or m241. +Fixed bugs with the task shootbreakable (for pb_debuggoal usage and for jasonmode). This is the release candidate 7 for the official release (I hope the last one before the official one). As usually, please, leave a feedback. |
Re: Podbot Beta 3.0 Updates? ^^
why my post was dltd?
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Re: Podbot Beta 3.0 Updates? ^^
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And don't spam the topic not related to Your question... |
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I don't think that bots shouldn't be allowed to camp with shotguns, sometimes camping with shotguns in small areas is a good idea. |
Re: Podbot Beta 3.0 Updates? ^^
I play with 32 slots and different plugins
This bots are excellent players for all games: gungame, dm, oficial maps and all weapons I play with the version S because I have problems with the version T in the spawn zone 3 or 2 bots no move (in all maps), only this bots no move in all round Excellent work all days my server work with this bots Thanks CS 1.6 Server 32 slots: Las Noches <1> [FUN/GG] [No-Sxe] [PB3] [Radio] IP: bleachcs.servegame.com:27015 |
Re: Podbot Beta 3.0 Updates? ^^
Big thanks to Sacripan and for his map de_yourline. Thanks testing this map I found cuple of bugs. Why nobody has reported them?
Update - V3B20u: +FIXED the bug with bots not shooting to enemies farer away than 4096 units. +Reduced again bots shaking problem. +FIXED the bug with bots not overjumping obstacles while they are stuck. +FIXED the bug with bots jumping after spawning. This is the release candidate 8 for the official release (slowly I'm losing the hope it's the last one before the official one; there is not so many characters left in alphabet before V3V21 :D ). Please, leave a feedback. |
Re: Podbot Beta 3.0 Updates? ^^
the above link redirects me to t subversion.
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Re: Podbot Beta 3.0 Updates? ^^
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Re: Podbot Beta 3.0 Updates? ^^
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Re: Podbot Beta 3.0 Updates? ^^
It's fixed. I have forgotten to rename zip files, but they were containing right version of files inside. Sorry for confusing.
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Re: Podbot Beta 3.0 Updates? ^^
I am happy I shall help.
You see that they can need more than 1024 in autowaypointing or space out points a lot. If you like the nice maps with a verygood gameplay, try maps as_kerloret_csz, cs_kerloret_csz, de_kerloret_csz or es_kerloret_csz. The same decor for 4 different missions. Of the taken to extremes mapping. A lot of possibilities for the bots (and players) :thumbup:At the moment, I did not find of bug with version u:thumbup: :clap: :clap: :clap: |
Re: Podbot Beta 3.0 Updates? ^^
hey kwo good job.
That's one of the best updates imo. The bots kinda have real AI and a (cool) personality which is very exciting imo. It's like with real players. Additionally it helps managing the server: For years now players came to servers and just assassinated (team) bots because they were the weakest on server. I had to warn or kick them always. Now the bots will take care of this problem by themselves. The player who TKs bots for fun will regret having done so. The bots will make sure the player understands they don't like to be TKed! real good job KWo |
Re: Podbot Beta 3.0 Updates? ^^
the official release podbot_mm_full_V3B21 is realy good love it "Kwo".
good to see it has finally been finished. Kwo is one of the best in the game.:thumbsup: :sorcerer: :yinyang: |
Re: Podbot Beta 3.0 Updates? ^^
suggestion about links:
better links are needed imo release thread link leads to different bot page selection. A direct link would be much more convenient. Also - if possible - i'd suggest to have the first post in the release thread to be the latest build / DL Link. So that when a user clicks that thread, he immediately sees the release post plus DL Link. What's B15 from dinosaur ages doing still there in the lead post? :cyclops: Ideally the release thread should be like:
Maybe have the first post be the Download link of the current build and the follow-up posts to be changelog of the builds:
This aint pretty as the first method though. direct link V3B21: http://filebase.bots-united.com/inde...ct=view&id=401 |
Re: Podbot Beta 3.0 Updates? ^^
The link to V3B21 is fixed now. Other than that (with posting order) is something which comes with vBulletin, so I don't want to fight with that...
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Re: Podbot Beta 3.0 Updates? ^^
make sure there s a release anouncement (thread) on amxx forums.
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Re: Podbot Beta 3.0 Updates? ^^
Look at my signature at AMX X forum. I'm posting there almost every 2-3 days. The anouncement could be also treated as kind of advertisement - which is against AlliedModders forum rules (I don't want to risk a ban :) ).
But because this topic goes at the top all the time whenever someone is posting here, probably there are still some people they didn't notice V3B21 official version is released. |
Re: Podbot Beta 3.0 Updates? ^^
I loaded and installed Podbot v3B21 fullpack and it is PODBot v3B20v that is shown by HLSW
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Re: Podbot Beta 3.0 Updates? ^^
Sorry for confusing. The file properties were showing already it's V3B21, but I've forgotten to change the version number for metamod interface. The files with changed version number are re-uloaded. Please re-download the fullpack and replace binaries (dll/so) on the server.
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Re: Podbot Beta 3.0 Updates? ^^
Thanks for all the time and hard work you put into this bot KWo. :)
It's 1000 times better than when I first started using it. |
Re: Podbot Beta 3.0 Updates? ^^
Absolutly! Thank you very much, KWo :)
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Re: Podbot Beta 3.0 Updates? ^^
Yep, thax, KWo. You've made a great job.
I could still report some small bugs, but... i prefer to nevermind them. |
Re: Podbot Beta 3.0 Updates? ^^
LoooL ..a player just got into a fight with a bot and spawnkilled eachtother each time @ spawn. The player thought the bot was a real human.
The player was team attacking for fun. The bot taught him a lesson. This feature is not only funny but it will also clean out your servers from team attackers & spawnkillers who make everybody leave your server. The "self protection instinct" is imo still one of the most exciting & interesting features of the new podbots. Makes them more human than most other features. AI increase: ||||||||||||||||||||| 40% |
Re: Podbot Beta 3.0 Updates? ^^
I'm not sure if team attack punishment You can see is the effect of podbot mm code (I didn't put there anything special) or it's just ATAC plugin working on Your server...
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Re: Podbot Beta 3.0 Updates? ^^
I guess it is. Because, I never noticed this on earlier versions.
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Re: Podbot Beta 3.0 Updates? ^^
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