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

KWo 03-05-2010 17:27

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by sacripan (Post 61556)

http://www.cscargo.net/tutoriaux/bot_cs_fr/exemple.jpg 2*3 terros blocked

When I throw a listenserver with bots they tendence to remain blocked by two as soon as they cross.

Does it happen only on a certain map or You can see the same situation happening also on other maps?

Quote:

Originally Posted by sacripan (Post 61556)
Why exists you it an AMD 64 version bits for linux and not for windows?

Well the reason of having amd64 binaries of podbot mm was coming from existing steam version for amd64 linux OS'es. So if the system is 64bits, steam is 64 bits - 3'th party metamod plugins were supporting also amd64 version (including podbot mm). Since long time steam is not supporting 64 bit linux system, so other mods developers (like i.e. AMX Mod X) stopped the support for it, too. In other words - I should stop supporting it, too. Actually I even don't know if the binariy for amd64 bit linux OS is still loading and working on such systems (equipped with steam linux 64) or not. I'm just compiling it with settings they are unchanged since 2-3 years. But actually probably nobody is really using it. But back to Your part of question - windows 64 bits. I don't know if Valve has released windows 64 bits steam version. Only in that case Your question can be right.
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:

Originally Posted by sacripan (Post 61556)
Would it be possible to exceed waypoints 1023? we play maps where celà would be necessary.

You have to know the bot code is searching all the time each servers's frame for each bot a lot of things relying on waypoints (and their numbers). If - i.e. I have to make a loop from 0 to 1023 to search for something on the map, then - if I would have to loop through i.e. 2048 (0 to 2047) elements - all those searching would require "only" 2 time more time to execute - that would negatively affect the game performance on the server. Even if there is "only" 1023 waypoints for a map, a lot of servers still is lagging on such maps (just because of those calculations - more waypoints - the search through them take more time). That 's why is always better to revide waypoints if maybe some of them are unnecessary (bots may run correctly without them) - so it saves some amount of waypoints You still can place on the map - and it also saves the server's performance.

sacripan 03-05-2010 22:50

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!

KWo 04-05-2010 09:38

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by sacripan (Post 61566)
On my servers, we play no official maps.
I have the same problem with offical map as de_dust (the exemple)

You mean - You need to place more than 1023 waypoints for de_dust?
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:

Originally Posted by sacripan (Post 61566)
But with linux, we play well the last beta release.

That's good - I need to ask PauliusBa to tell me more about his configuration.

Quote:

Originally Posted by sacripan (Post 61566)
It's just a big bug for try the waypointing and test the waypoinst with a map on listenserver.

What is the bug - I didn't get it? What You cannot test with waypoints on a listenserver?


Quote:

Originally Posted by sacripan (Post 61566)
And why there is the flag no_hostage on official camp waypoint of official de_dust.pwf. It's a bomb map!

From that what I remember the flag no_hostage is automatically added to any camp waypoint while adding it, so if the bot has hostages it doesn't decide to go to such waypoint. Since - like You noticed - de_xx maps are bomb maps - there is no hostages at all on such maps - so that flag is not affecting bots behavior at all. That flag affects only those bots they are traveling on the map with hostages. So even on cs_xx maps - if the bot comes without hostages, that flag is not affecting him.

AlexBreems 04-05-2010 12:25

Re: Podbot Beta 3.0 Updates? ^^
 
V3B20s become better, thanks

about point:
with some experience in waypointing 1024 points enough for any map

AlexBreems 08-05-2010 12:55

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:

sacripan 12-05-2010 08:32

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

http://www.cscargo.net/tutoriaux/bot_cs_fr/exemple.jpg 2*3 terros blocked

Does it happen only on a certain map or You can see the same situation happening also on other maps?

With all maps when i play with more 10 bots on listenserver.
Try to play with 32 !
A bot arrives on an already occupied waypoint. They will stay there until a situation of war comes

KWo 13-05-2010 18:57

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.

sacripan 13-05-2010 20:36

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

KWo 13-05-2010 20:48

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by sacripan (Post 61634)
Nowadays, I cannot test any more the new waypoints on a local level

Why? What is wrong???

1sland 14-05-2010 17:37

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)

sacripan 16-05-2010 18:07

Re: Podbot Beta 3.0 Updates? ^^
 
It's for try waypointing for noob server. I'm spectator, I use :

Quote:

pb_minbots 0
pb_maxbots 32

...

pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
pb add
I tried old different beta release.
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.

KWo 17-05-2010 11:47

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.

sacripan 17-05-2010 22:13

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Instead writing 32 lines with pb add command You can just write one line:
pb fillserver
Thank you for this order, I did not think of it


Quote:

I still don't know what is causing problem with testing waypoints on a listenserver.
You should not consider that it is with testing waypoints.
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:

You wanted them to go they get stuck or the server crashes or what?
Your compilations are more stable than you believe. I sometimes make use of cards whole night to 32 players. this does not plant. They play the experience.
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:

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)?
I do not use the orders of debuggoal. I make all my waypoints for the map, I throw the map with a listenserver filled to max of the map and I notice for a long time when they do not succeed in passing and by where it would be better that they pass
Everything goes well when both teams win as often and as the bots pass everywhere.

Quote:

If You want to test V3B20p - let me know. Tell me also if You want linux (so) or windows (dll) version.
I shall like I shall say to you on windows if problem is appuru with P or Q

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)

KWo 18-05-2010 11:48

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by sacripan (Post 61661)
You should not consider that it is with testing waypoints.
It is by playing normally on a listenserver.

I'm still refering to this what You wrote here:
Quote:

Originally Posted by sacripan (Post 61566)
It's just a big bug for try the waypointing and test the waypoinst with a map on listenserver.

This is what I'm asking You to clarify - where is the bug and what is the problem concerning to the listenserver (I believe You don't have any problem with a dedicated server, but there is something not working for You on a listenserver - since You are pointing waypointing, testing - as both problematic on a listenserver).

Quote:

Originally Posted by sacripan (Post 61661)
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..

I have seen them trying to swim in the air, too, but it happened to me occasionally and I couldn't reproduce it to narrow down the bug.

Quote:

Originally Posted by sacripan (Post 61661)
Your compilations are more stable than you believe. I sometimes make use of cards whole night to 32 players. this does not plant. They play the experience.

I don't need to believe - I have prepared on VMWARE a Mandriva 2010 (upgraded from 2009) linux OS and I created a dedicated server on it and it was running all the night with CSDM without any problem. But one user said HLDS with CS 1.6 is crashing for him, then another one - but nobody can effectively narrow down the problem (I have to believe them, too, if it crashes for them).

Quote:

Originally Posted by sacripan (Post 61661)
I do not use the orders of debuggoal.

That command is very useful to test waypoints - i.e. if You want to be sure bots are able to jump/climb somewhere, go through the door triggered by a button, using lift etc.
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:

Originally Posted by sacripan (Post 61661)
I shall like I shall say to you on windows if problem is appuru with P or Q

Here is V3B20p windows:
http://www.mediafire.com/download.php?2yydi41mdgm

Quote:

Originally Posted by sacripan (Post 61661)
On my 4 dedicated servers linux CS and CZ, everything we are happy to play with S and with pb_maxbots = 6

So - should I consider - more than 6 they are getting stuck or other problems?
Quote:

Originally Posted by sacripan (Post 61661)

I'll take a look at them when I have time. Big maps are good only if You can have all the time more than 24 players on the server (otherwise they need more time to find each other which is boring for dead players - so they will leave the server).

KWo 21-05-2010 00:05

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.

1sland 22-05-2010 17:00

Re: Podbot Beta 3.0 Updates? ^^
 
why my post was dltd?

KWo 22-05-2010 20:15

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by 1sland (Post 61685)
why my post was dltd?

I wasn't deleted but it was moved to the separate topic to the right sub-forum. You can find it here (with my answer). I sent You a private message, so You shoul get that info. Log-in to the forum and go here.
And don't spam the topic not related to Your question...

PauliusBa 25-05-2010 02:36

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 61678)
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.

It works like a charm, no more crashes on both of my servers!

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.

MilanlRC 27-05-2010 03:16

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

KWo 01-06-2010 00:16

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.

CS1.6 01-06-2010 00:59

Re: Podbot Beta 3.0 Updates? ^^
 
the above link redirects me to t subversion.

AlexBreems 01-06-2010 08:26

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by CS1.6 (Post 61723)
the above link redirects me to t subversion.

archive contains u-version

KWo 01-06-2010 08:32

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by CS1.6 (Post 61723)
the above link redirects me to t subversion.

I can check if there is any problem with filebase, but just let me know if You are talking about linux or windows version.

KWo 01-06-2010 20:42

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.

sacripan 02-06-2010 02:30

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:

CS1.6 03-06-2010 18:03

Re: Podbot Beta 3.0 Updates? ^^
 
hey kwo good job.

  • waypointer / center restart mssgs do not collide anymore. Each info is shown one after another. Very ellegant
  • kWo finally is credited in pb top screen hud mssg

  • best of all: podbots are now mean nasty badasses with whom you better dont mess! Shoot at them a few times..and they turn towards you ..aiming at you watching your next move like "i gotch you boy! Make your next step!". Shoot again and hell will break lose. podbot will hunt you down like a dog. Even if he sees you later somewhere on the map he will shoot at you! :cyclops:

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

-={SR}=-Reaper 09-06-2010 07:46

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:

CS1.6 09-06-2010 11:05

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:

  • 1. post: current build
  • 2. post previous build
  • 3. post pre-previous build
  • 4. etc..
If the board is lacking that feature:

Maybe have the first post be the Download link of the current build and the follow-up posts to be changelog of the builds:


  • 1. post: current build
  • 2. B15 build changelog
  • 3. B16 build changelog
  • 4. B17 build changelog

This aint pretty as the first method though.

direct link V3B21:
http://filebase.bots-united.com/inde...ct=view&id=401

KWo 09-06-2010 14:14

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...

CS1.6 12-06-2010 03:39

Re: Podbot Beta 3.0 Updates? ^^
 
make sure there s a release anouncement (thread) on amxx forums.

KWo 12-06-2010 08:59

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.

sacripan 13-06-2010 23:31

Re: Podbot Beta 3.0 Updates? ^^
 
I loaded and installed Podbot v3B21 fullpack and it is PODBot v3B20v that is shown by HLSW

KWo 13-06-2010 23:51

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.

Ancient 14-06-2010 02:42

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.

Minh-Lo-Hwang 14-06-2010 10:20

Re: Podbot Beta 3.0 Updates? ^^
 
Absolutly! Thank you very much, KWo :)

Freakz 14-06-2010 15:13

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.

CS1.6 16-06-2010 23:26

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%

KWo 16-06-2010 23:37

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...

Freakz 17-06-2010 17:21

Re: Podbot Beta 3.0 Updates? ^^
 
I guess it is. Because, I never noticed this on earlier versions.

KWo 17-06-2010 19:30

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Freakz (Post 61787)
I guess it is. Because, I never noticed this on earlier versions.

So You can also see the bots are able to punish team attackers by them-selves without any separate plugin to do that?


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