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

Asurmen 11-04-2004 11:41

Podbot MM latest build issues....
 
Sup all.

To: PM

excellent bot congrats on a job well done.

I have a few things that are going on now with the most recent build. All of these issues are happening on CS 1.6.

1.- Server now crashes when building VisTable and this seems to be random.

2.-The binding of the = for the podbot menu works and then stops working randomly.

3.-If I roll back to your previous build everything works just fine no crashes.

Until next time.....Cheers!

To: SoulFather

Yeah, I saw the other posts of other peeps with the same issue:D I have been testing PM's metamod bot for quite sometime :D Also, excellent job on your waypoints.

SoUlFaThEr 11-04-2004 13:51

Re: POD-bot back into shape.
 
all those things have been mentioned a few times by different peeps.

looks like a real issue then...

sPlOrYgOn 11-04-2004 19:25

Re: POD-bot back into shape.
 
do those things only happen in 1.6?

SoUlFaThEr 11-04-2004 20:04

Re: POD-bot back into shape.
 
i get them in 1.5.......waypointing there is easier because of that damn 1.6 console. it sucks hardcore!

sPlOrYgOn 11-04-2004 21:49

Re: POD-bot back into shape.
 
I was looking through the source code and i saw that it said scouts can't shoot through walls..
but scouts can shoot through walls is there a reason for this or is it just a mistake?

Pierre-Marie Baty 11-04-2004 21:52

Re: POD-bot back into shape.
 
The crash bugs are fixed. They were my fault again.

Get the new bot here:
http://racc.bots-united.com/releases/podbot.zip

It should work fine.

JustGags 11-04-2004 22:24

pb commands
 
What are all of the available "pb addbot" "pb killbots", etc commands that I can use?

someguy 11-04-2004 22:33

Re: POD-bot back into shape.
 
Hey, awesome bot. I've been using it. Finally figured out the commands, read 20 pages of this thread, whew. pb addbot works great, with rcon too.. but having a bit of trouble. When I go to aim_ak-colt or scoutknivez etc., it says no waypoints (and that's expected considering it's a custom map, I know), but then the server crashes. Sorry if this was said, but there's way too many replies in this thread.. Thanks in advanced!

sPlOrYgOn 11-04-2004 22:59

Re: pb commands
 
Quote:

Originally Posted by JustGags
What are all of the available "pb addbot" "pb killbots", etc commands that I can use?

there's
"pb addbot"
"pb removebots"
"pb killbots"
"pb fillserver"
[edit]
i was looking through were it loads waypoints and i don't see how it can crash after it says "no waypoints for this map.."
maybe something else is making it crash?
[/edit]
[edit2]
could the problem be that g_iNumWaypoints isn't initialized?
[/edit2]

SoUlFaThEr 11-04-2004 23:25

Re: POD-bot back into shape.
 
ok cool man thanks for the fixes :)

no crash so far

Hot-Doc 12-04-2004 01:18

Re: POD-bot back into shape.
 
Thank you Pierre for your unstoppable engagement!

Just wanted to mention that unfortunatly there is still an extrem high server load and the slow motion effect present with the latest version (although pvi files were included) - but only after the first mapchange (didn' try a second because it was nearly unplayable).

I tried disabling statsme but that didn't help. Will try disabling mean next time and report.

Nevertheless the first map (italy) was great fun - hostages being rescued, t's changing their "tactics" after having lost in a row, a ct switching to pistol when out of ammo, bots taking enemy weapons from the ground - really impressive. Thank's again!

EDIT:

Without mean the first mapchange worked well, no slomo effect and no high server load - sorry for any false suspicion! :o

Never had problems with mean before, but will go checking out the mean forum now...

SoUlFaThEr 12-04-2004 02:25

Re: POD-bot back into shape.
 
i personally dont have mEan......i only have podbot and amx........but before i had amx, it was doing this anyway.

even for me taking it out didnt change anything.....still slo on second map and after that too

sPlOrYgOn 12-04-2004 02:30

Re: POD-bot back into shape.
 
maybe its not freeing somethings from the memory...
[edit]
i always have that slow-mo effect since some update way back..
and back then i was only running podbot alone with metamod and the slow mo was happening.
but it got passed off as me having a slow comp.
and i do have a slow comp :D
[/edit]
[edit2]
if you goto page 23
you'll see that i said it worked better because the pvi files were saved but even if the pvi files load it still is slow.
I'ma look through the code.
[/edit2]

SoUlFaThEr 12-04-2004 02:45

Re: POD-bot back into shape.
 
if the bot doesnt go slo mo in the first round.......there should be a way to make it completely reload......after the first map.....as if it were the first map.

might it have to do with the bots taking over the same names for the second map as were in the first one?

sPlOrYgOn 12-04-2004 03:02

Re: POD-bot back into shape.
 
[edit]
i'm an idiot ignore this post..
[/edit]

SoUlFaThEr 12-04-2004 13:37

Re: POD-bot back into shape.
 
lol spiorygon :)

PMB we would like to test a new option if you are willing to throw it in:

about bots handling use button switches for doors

we need a "use" flag...

or is this what the button flag does(force a bot to use the USE key?)? they apparently dont do USE on certain doors even tho a button flag is placed on the waypoint.

if its at all possible they should have a WAIT set on them after hitting the button..like 1 second at least.....for the door to open......door sometimes dont move if a player is pushing against them. this is what the bots do presently.....hit the button...and slam into the door.....so it cant open.

i hope i explained that all right

heres how Austin said it:

""For a start I would suggest a very simple thing that could make a big difference right now. Add a USE flag to the waypoints. When the bot reaches this waypoint it hits the use key. Simple, easy, backwards compatible, and this would fix the problem with all doors that need to be "used." (at least for the doors that always open on use and not the toggle open/closed type of doors.)""

EDIIIIIIIIIIIIIIIIIT
Stephanhendricks posted this thread about how he got the bots to use the doors right(de_rats)
here this link:
http://forums.bots-united.com/showth...newpost&t=1344

someguy 12-04-2004 18:55

Re: POD-bot back into shape.
 
Hmm, is anybody else having problems on maps like aim_ak-colt and other waypoint-less maps where it crashes a few seconds after it errors? Also, my server crashes like 2 seconds after I add a bot now, but it wasn't like this earlier, I was playing for 10 minutes... any ideas? Any help would be appreciated.

SoUlFaThEr 12-04-2004 18:56

Re: POD-bot back into shape.
 
download the last relsease of this dll, its fixed that problem
on page 45 theres the new link

someguy 12-04-2004 18:59

Re: POD-bot back into shape.
 
Thank you for the quick response! I'm assuming it's been fixed in the Linux .so port too? Does this fix both problems or? Will install either way, just curious. Thanks again.

someguy 12-04-2004 21:51

Re: POD-bot back into shape.
 
Awesome, it stopped the crashing, haven't tried a custo map yet though. One last question.. admin_rcon pb jasonmode on (and I tried 1 too) doesn't work. Does admin_fun have be on? Thanks for your help!

KWo 12-04-2004 22:22

Re: POD-bot back into shape.
 
1 Attachment(s)
Pierre-Marie - Your job is great and now after Your bugs-fixes and adding many of the futures Your PODbot is every-day much more better than this one since source 2.6 and original 2.5 (for me this is the best bot since beggining of BOTS, but this one is trying to be a perfect BOT). I don't want to be a rumbler, but in latest release , I think, there is a little bug - problem with bot names (once again...). In my podbot.cfg there are the following lines:

minbotskill 60
maxbotskill 100

addbot 100 2 2 Ryback
addbot 100 1 1 Roger
addbot 100 2 2 James_Bond
addbot 100 1 1 Szakal
addbot 100 2 2 Rambo
addbot 100 1 1 Android
addbot 100 2 2 Nikita
addbot 100 1 1 Ivan
addbot 100 1 1 Terminator
addbot 100 1 1 Luis


and what I see after connecting - look the attachement , if You dont believe me.
For sure - the podbot_mm.dll I use was created 2004.04.11 00:00 (249856 bytes), metamod 1.17 CS1.6.
Is this possible to add new argument (class) to this function (addbot)? In the official help for PODBOT there is nothing about this. Maybe the problem is my too long botnames.txt file (too many names) but any previous version of Your podbot_mm was free from this issue.

SoUlFaThEr - please test these lines above in your podbot.cfg - You had many times the problem with names of Bots - so maybe You can repeat this situation on Your computer.

Best regards to all!!!

[+Duracell-] 13-04-2004 01:52

Re: POD-bot back into shape.
 
I believe the format is addbot "name" "skill" "team" "class"

Your things are switched around, so it should read

addbot Ryback 100 2 2

I think...I don't use it like that...I just set names in the botnames.txt...and I like the random skill levels

sPlOrYgOn 13-04-2004 02:03

Re: POD-bot back into shape.
 
Quote:

Originally Posted by someguy
Awesome, it stopped the crashing, haven't tried a custo map yet though. One last question.. admin_rcon pb jasonmode on (and I tried 1 too) doesn't work. Does admin_fun have be on? Thanks for your help!

take off the pb infront of it.
some commands don't have pb infront only a few commands do and those commands are:
"pb addbot"
"pb removebots"
"pb killbots"
"pb fillserver"
[edit]
after my inexperienced eyes look through the source code it should be
"addbot <skill> <team> <class> <name>" but at the same time what you're saying is happening shouldn't be happening..
[/edit]
[edit2]
i think i found it..
Code:

            sprintf (cmd, GetField (cmd_line, 0));
            sprintf (arg1, GetField (cmd_line, 1));
            sprintf (arg2, GetField (cmd_line, 1));
            sprintf (arg3, GetField (cmd_line, 1));
            sprintf (arg4, GetField (cmd_line, 1));

shouldn't this be
Code:

            sprintf (cmd, GetField (cmd_line, 0));
            sprintf (arg1, GetField (cmd_line, 1));
            sprintf (arg2, GetField (cmd_line, 2));
            sprintf (arg3, GetField (cmd_line, 3));
            sprintf (arg4, GetField (cmd_line, 4));

?
[/edit2]
[edit3]
its around line 2627 in dll.cpp
[/edit3]
[edit4]
Quote:

Originally Posted by SoUlFaThEr
lol spiorygon :)

btw its splorygon with an L

can't people see the pattern in my name? :D
lOwErCaSe then uPpErCaSe then lOwErCaSe then.. :D
[/edit4]

SoUlFaThEr 13-04-2004 06:08

Re: POD-bot back into shape.
 
lol again
sPlOrYgOn

I will wait with testing your wierd bug there Kwo......until i get feedback on what sPlOrYgOn found is true

sPlOrYgOn 13-04-2004 06:18

Re: POD-bot back into shape.
 
I was hoping to compile binaries but my sister is using my windows... and my linux has glibc2.3 and gcc3.3.2 and i dunno which one is causing the problem but when it compiles a metamod plugin, metamod is unable to load the plugin..
[edit]
i actually don't care about how my name is capitalized as long as you don't put an 'I' where an 'L' should be :D
i just put that lowercase uppercase stuff just to show people i have a pattern and not some screwed up pattern with 3 uppercase in one spot :D
[/edit]
[edit2]
i'm sorry that i can't test if it works or not :'(
[/edit2]

Huntkillaz 13-04-2004 07:26

Re: POD-bot back into shape.
 
well this new build still crashes with me :(
not sure why.....

anyone notice the following:

bot with scout\awp\machine gun dont switch to pistols or knife when running

bot that camps with scout\awp don't zoom in once as a human would they only zoom when they see an enemy or don't zoom at all

bot use scout more (humans mos would gor for an aug rather than scout)

bot's (veiw in 1st person mode) still got the wiggles (smaller than b4), when moving at any speed but none when camping.

Pierre-Marie Baty 13-04-2004 08:14

Re: POD-bot back into shape.
 
@SoUlFaThEr: well done, you've found one bug ! :) This is indeed a stupid bug of mine and you're perfectly right, it should be the way you say. Feel free to recompile a fixed bot DLL and distribute it... I have less and less time to do that anymore

sPlOrYgOn 13-04-2004 08:18

Re: POD-bot back into shape.
 
Quote:

Originally Posted by Pierre-Marie Baty
@SoUlFaThEr: well done, you've found one bug ! :) This is indeed a stupid bug of mine and you're perfectly right, it should be the way you say. Feel free to recompile a fixed bot DLL and distribute it... I have less and less time to do that anymore

yes SoUlFaThEr good job :D


looks like someone staying up too late.

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

Re: POD-bot back into shape.
 
stupid me... o_O
I meant sPlOrYgOn
sorry :(

...to bed PMB, quick!

SoUlFaThEr 13-04-2004 09:06

Re: POD-bot back into shape.
 
i was just writing a whole bunch of stuff to defendmyself cuz you know i cant code and all that jazz......thought you were mad at me.....

does this mean you.....you ....are done with this for a while?

sPlOrYgOn 13-04-2004 09:24

Re: POD-bot back into shape.
 
yea i think pmb's leaving this project right about now.
hopefully now that i have an avatar you can see which posts are made by me ezier :D

Pierre-Marie Baty 13-04-2004 15:21

Re: POD-bot back into shape.
 
...and he's making fun of me, or what? :D


To all the others: yes, I'd appreciate if someone could continue fixing the bot. I have come to the point where I know pretty well how the POD-bot code works, so I believe I am able to provide quick and hopefully accurate assistance to anyone wanting to get his hands dirty with the code. Just ask, and I'll answer. I can help you and point you in the right direction if you want to fix a particular bug or add a particular feature and I can tell you how I think I would do it. Besides, there are a few other people here at Bots United who know the POD-bot code pretty well too, being working on their own PB-based bots : Whistler, KaCaT, LightNinja... I'm sure they can provide as much help as I could.

It's that I have too many priorities at the moment. I prolly thought "one or two fixes, and hop, RACC", but what was needed was much more than that and maintaining this bot has become a demanding hobby. I've got a shitload of other projects: my own bot, which I haven't touched for two weeks, running the Bots United organization with the other council members, planning and working on the United Bot, thinking about the future... what is taking the most time right now is running Bots United. The association is very young, and we're not yet fully organized... and as often, people also having their real life and other issues, a majority of the work falls down on the arms of a minority of the people who are supposed to run it.

SoUlFaThEr 13-04-2004 18:00

Re: POD-bot back into shape.
 
totally understandable :) You have done an incredible amount of GREAT things to this .dll and you should be really proud. you did those things with godspeed too! amazing sometimes. I perwsonally cant thank you enough for the great effort you put into this bot Pierre. i understand your talents now and will go with you wherever you go to help test the things you do.......that means if i am wanted as support.

is anyone else willing to implement the stephanhendricks door fix coding into podbot as a last update?

the rest is cosmetic cuz the bot runs fine i think. minor things.

but the door fix is a major issue in many many maps.

MusicMan 13-04-2004 20:48

Re: POD-bot back into shape.
 
Hey PMB. I would love to compile the new .dll with the fixes SF mentioned, but I am having trouble when compiling it with MSVC 6.0. It says that I am missing alot of .h files i.e

extdll.h
meta_api.h
etc.

Can you please help me:)

MusicMan

Pierre-Marie Baty 13-04-2004 20:54

Re: POD-bot back into shape.
 
Sure. You need to install the metamod source code and the Half-Life SDK.

It's not exactly like the original POD-bot 2.6; this one was self-contained, i.e you grabbed the archive and were able to compile it straight out of the box.

But since this one has been ported to metamod, it relies on the metamod files, which ones rely on the Half-Life SDK too.

I will make a POD-bot development kit and post it onto the filebase, is that OK ? :)


*edit* it's there, you can find it at the POD-bot section of the filebase.

MusicMan 13-04-2004 21:03

Re: POD-bot back into shape.
 
Thanks PMB;)

I dl'ed the BU dev kit and tried changing paths and copying .h files but it didn't work, so thanks a million for making this PB dev kit;)

MusicMan

Austin 13-04-2004 21:25

Re: POD-bot back into shape.
 
Once I get some time I would like to work on this bot.

The next three weeks I will have little if any time but after that I should be able to do some things with it.

I fixed the command bug and updated the apmd menus for SF.

You can DL the new dll here:
http://austinbots.com/Pod26MM/podbot_mm.dll

>edit<
I will be switching EVERYTHING I do on computers, over to Linux starting in about a month!

I have redhat installed right now and can do the builds if someone can tell me what I need to install to get this to buld on RH.

Pierre-Marie Baty 13-04-2004 21:39

Re: POD-bot back into shape.
 
The PB SDK is done :)

MusicMan 13-04-2004 21:46

Re: POD-bot back into shape.
 
Thanks! :)

MusicMan

Dethpod 13-04-2004 21:50

Re: POD-bot back into shape.
 
Glad to see that the PodBot-mm is not going to die off.
Any chance the linux .so file can be built too?

-Dethpod


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