Re: Podbot Beta 3.0 Updates? ^^
Yes, they do without any plugin loaded.
If you hurt them, they hurt you. At the next round start they hurt you again, or, if you have done a team kill in the round before, they kill you. It's a good feature on a public server, but is it perhaps possible to make a cvar for disabling this feature for local use or on a lan server? Cause the bots punish you too after an accidental team-attack/kill, even if you have the bomb. The team-attackers punishment feature seems to be active since version 3.20u, in former versions I have never noticed it. |
Re: Podbot Beta 3.0 Updates? ^^
I really liked 21 release
What about punishment feature: in YapBot 2.55b it sold better, IMO in PBmm worth doing same fact that now I watch in PB is more like a crazed bots randomly firing on whole sides with the appearance teamkiller, this is ridiculous :) and of course I would like to see cvar |
Re: Podbot Beta 3.0 Updates? ^^
Hey, for the last couple days I've been making waypoints and testing out the new bots.
It has been improved so much. :) So far, I've noticed something strange, but it doesn't happen often enough to hurt anything. When a CT bot saw a T bot, it looked up into the air and lost track of the enemy (T) bot. When it saw the enemy again it continued to shoot, but it was shooting into the air instead of at the enemy. Also, I've noticed lots of times the majority of the bots on the terrorist team won't follow the person with the bomb. I don't know if it's a bug... but I thought I'd mention it. One more thing. I saw a shield guy standing completely still while a Terrorist was about 50 feet ahead of him crouched and camped. Another terrorist sneak up behind the shield guy and the CT did nothing. He didn't shoot or even move. So he was killed quickly and easily without even firing a shot. (I don't know if this is intentional or not). |
Re: Podbot Beta 3.0 Updates? ^^
I also had noticed this thing. Not sure if it's my fault or what. (In a non-waypointed area).
The bot would repeatedly move back and forth between the red lines. Wouldn't stop until the round ended. I was kinda surprised to see this happen, usually the bots could find their way back to the waypoints. Since this was such an inactive and redundant area of the map, I chose to make a quick and simple path of waypoints to get bots moving through it fast. No matter what happened even if another bot ran by it wouldn't go back into the waypoints area. http://www.CFEGames.com/downloads/up...772stuck_t.jpg |
Re: Podbot Beta 3.0 Updates? ^^
I've got this error message.
hlds_i686blood[6250]: segfault at 4 ip b4d44e97 sp bfc749d0 error 4 in podbot_mm_i386.so[b4d1a000+80000] linux(ubuntu) server kernel 2.6.33.5 deathmatch server (with 16bot) hum...need more info? tell me. |
Re: Podbot Beta 3.0 Updates? ^^
What is the mod and the version of it You are playing on Your server (steam/no steam, CS1.6/CZERO)?
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Re: Podbot Beta 3.0 Updates? ^^
on very rare occations a bot was in a team
like..when a player is connecting to server..but has not joined yet. Kicking 1 bot, made the "ghost bot" leave too. i have 1000 plugins i will try to make a screenshot if i see it again ps: good to see podbot has generated such interest & has come back to life again. GJ KWo. But you still need to make more ads about the new update. 90% of ppl still don't know about it. |
Re: Podbot Beta 3.0 Updates? ^^
Kwo
Mod : CS 1.6 Version : 48/1.1.2.6/Stdio 4383 secure (10) Of course Steam Server (not non-steam) lib : libc-2.9.so plugins?? hum... nothing special predator(i made it) + CSDM 2.1.2k(you made it) Hardware cpu = amd x6 hlds_i686, hlds_amd -> same result. This is my about 2 years old mod server. I think it had been stable before useing your 3.1 beta version last 3~5 month. |
Re: Podbot Beta 3.0 Updates? ^^
What does it say for You the command in console:
meta list |
Re: Podbot Beta 3.0 Updates? ^^
forget my error report from above ( cant delete post). it only appears 1 time in 1000 years.
but: KWo ..u should implement anti-bot block feature (+ cvar) . It's better than nothing. Sometimes it's necessary. |
Re: Podbot Beta 3.0 Updates? ^^
Extensive report on the new 'Self-Protection instinct' / 'revenge AI' feature: The "revenge" or "self-protect" instinct ( KWo ..what is the name for your invention? :D ) is very advanced.
This feature really keeps me entertained. ..the new bots make you fear & respect them. It's a total new face of podbot. They used to be dull ragdolls with whom you could do all kind of stupid shizt. Now they have climbed up the respect ladder in the CS game world. |
Re: Podbot Beta 3.0 Updates? ^^
Kwo //
command ./hlds_run -game cstrike -port 27037 -pingboost 2 +map de_dust2_cz +maxplayers 24 +ip myip +exec server.cfg meta list Currently loaded plugins: description stat pend file vers src load unlod [ 1] POD-Bot mm RUN - podbot_mm_i386.s vV3B21 ini Chlvl ANY [ 2] AMX Mod X RUN - amxmodx_mm_i386. v1.8.1.3 ini Start ANY [ 3] FakeMeta RUN - fakemeta_amxx_i3 v1.8.1.3 pl2 ANY ANY [ 4] Engine RUN - engine_amxx_i386 v1.8.1.3 pl2 ANY ANY [ 5] MySQL RUN - mysql_amxx_i386. v1.8.1.3 pl2 ANY ANY [ 6] CSX RUN - csx_amxx_i386.so v1.8.1.3 pl2 ANY ANY [ 7] CStrike RUN - cstrike_amxx_i38 v1.8.1.3 pl2 ANY ANY [ 8] Ham Sandwich RUN - hamsandwich_amxx v1.8.1.3 pl2 ANY ANY [ 9] CSDM2 RUN - csdm_amxx_i386.s v2.1.2k pl2 ANY ANY 9 plugins, 9 running hum...last 3 days was stable. but yesterday and today -> crashed 1 time |
Re: Podbot Beta 3.0 Updates? ^^
I run a few zombie swarm servers (2.4) and I just updated to podbot v3B21. Since the update I notice that the bots are not as smart then before. The bots now attack each other haha T's (remember it's a zs server) they seem to just stand around and if a CT stand still the bot will not attack. I don't know if it's the waypoints (I doubt it ) or maybe the bots themselves. All I know is my players hate them, they complain all the time about the bots. In the podbot.cfg I have pb_minbotskill 99 and pb_maxbotskill 100 and the bots still suck. Kwo I know you put alot of time and effort into this and I appreciate it, please don't think I'm bashing your bots. I love podbots that's why I use them. If you (KWo or Ancient lazy ass ROFL) pm me I will give you my server ip so you can checkout and see if its the waypoints or the bots. Also if you guys need a server for testing let let me I'll give you one.
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Re: Podbot Beta 3.0 Updates? ^^
Update the zombie swarm to V3 beta 7d. It's called beta, but only because of still added functions they maybe aren't fully checked, but it works stable (without any crash) on a lot of servers.
http://forums.alliedmods.net/showthread.php?t=29626 |
Re: Podbot Beta 3.0 Updates? ^^
quote: "Put the lowest skill bots on a server and let it play against aimbotters and after a while the bots will play themselves like aimbotters with an insane aiming"
someone can explain it for me? Why Lowest skilled ones? why development of the bot aiming? |
Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21a:
+Added the code to prevent bots looking up or down for no reason (need more testing to let me write here it's fixed). +Added the new cvar - pb_firsthumanrestart (0 stops the function added in V3B21 - when the first human joins the server and there are some bots already playing there - the round is restarted). Now this function is off by default. You can switch it to on by changing the value from 0 to 1. +Added code to let the bot reload the weapon at round end (if the bot doesn't see any enemy that time). +Fixed - the vip bot shouldn't hunt the enemy anymore. As usually, please, leave a feedback. |
Re: Podbot Beta 3.0 Updates? ^^
I spectated a 5v5 bot match on de_dust2 with difficulty 60-80 for about 30 minutes (I'll do more later) and I didn't see them shoot in random direction before they see an enemy, which is good, but they do it after they see the enemy when they stop seeing it, for example at the doors, a bot passing by the door sees an enemy through the hole, starts shooting at it, moves some more and cant see it anymore, then I guess he tries to shoot it through the door but shoots at an almost random dirrection - floor, ceiling, etc... also, for all these 30 minutes of testing the terrorists planted over 8 bombs, and the CTs did not try to defuse any of them...
EDIT: They defused it once just now, right before it was going to blow. So they do try but they are not in much of a hurry ^^ |
Re: Podbot Beta 3.0 Updates? ^^
For some reason the edit button doesn't show up right now, so I have to bump.
While looking through the code, in bot_globals.cpp, weapon_maxClip array, there is ... 10, // tmp ... - I believe it should be 30 ^^ I also want to ask about this, every time I load a map, I get this message in the console Code:
Visibility Table file (pvi) exists and is newer than waypoint file (pwf). |
Re: Podbot Beta 3.0 Updates? ^^
Quote:
Quote:
[EDIT] I'm adding into the code more diagnostic about that issue with pvi files, so it would tell why - even if the file is pre-approved - then - is not loaded. That will be in V3B21b (but for this version I have to add something yet for CTs - to make them more hurry in defusing the bomb). [/EDIT] |
Re: Podbot Beta 3.0 Updates? ^^
So, it looks like the pvi file is generated immediately after analyzing to 100%, but data is compressed and stored in it a few minutes later, so if I quit the game before that, the file exists showing the first message, but it still does show the second and start building it again, as a quick fix I wont quit before I see that the data is compressed and stored, but I see no reason for these few minutes of delay, I think that should be done right after analyzing is finished.
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Re: Podbot Beta 3.0 Updates? ^^
That is really weird, because I can see what I have added in code already - when the server is stopped - at ServerDeactivate the visibility table is saved if it wasn't before (if it has been recalculated). Wait for V3B21b - then we will see what does it say.
BTW - does Your OS allows to write to the podbot\wptdefault folder any new file? If it's a linux server - don't forget to allow it to write there. About weapon_maxClip array - it was me who has created that table (it wasn't originally there). I have to test tmp again to see how many bullets it gives at buying. |
Re: Podbot Beta 3.0 Updates? ^^
My OS is your standart win xp sp3 32bit and it has no problems writing pxp files there, it also writes pvi files, just not right away, but rather a few minutes after the analyzing has finished. That is, in the hlds, on a listenserver it only saves pvi when the map changes, if I click diconnect or quit notting is saved at all...
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Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21b:
+FIXED max clip for tmp (now is 30 like it should be). +Added code to prevent bots loose too much ammo while shooting at the wall (they should fire at the wall less now). +Changed - when the bomb is planted, CTs shouldn't be so much scarried now (so they shouldn't overuse the task seekcover) - thus they are more hurry in defusing the bomb. +Added more info to the log file about saving (or not) pxp and pvi files. As usually, please, leave a feedback. I have tested and - now I can confirm - the pxp file is saved at closing the listenserver. If it's not - it should write now the clear info about that to the log file. It should also write more clear now why the visibility table needs to be recalculated (I need the feedback why it is recalculated - if it was approved - now this should be clearly written). |
Re: Podbot Beta 3.0 Updates? ^^
New update on my 4 servers and my listereserver.
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Re: Podbot Beta 3.0 Updates? ^^
I was busy these past 2 months so I didn't have time for cs. I'll test the new version soon, in the meanwhile I want to add that the bots don't follow the waypoints very accurately, and it gets real obvious on cs_mansion. I made the waypoints myself and took a lot of hours to make them perfect, but the bots inside the house keep getting stuck at the walls, and I'm confident it's not because of my waypaths and wayzones.
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Re: Podbot Beta 3.0 Updates? ^^
I did test them just now. From what I saw, they still did shoot at random directions when missing sight of the enemy, so I guess the fix didn't work. They also still keep not following the path correctly thus bumping into walls on cs_mansion, and maybe it was just me but I think they stoped buying pistols after the first round, which might be a new bug or maybe just coincidence.
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Re: Podbot Beta 3.0 Updates? ^^
hi,
as regards bots not following the path defined by your waypoints, there is nothing you can do but anticipating the inertia of the moving bot and adjust your waypoints accordingly. This a flaw in the way all bots I know of use waypoints for trajectory control: they move straight towards the next waypoint WHATEVER THEIR CURRENT POSITION relative to the SEGMENT linking the 2 waypoints; that means that depending on when the bot switches from one waypoint to the next, it may "overshoot" ( most of the time) or "undershoot", especially with big angle differences and high speed. The ideal position/time for switching is easy to compute and code thanks to how the Half-life engine computes moves, but the problem cannot be solved for all cases without resorting to speed control. I have done it with a nav system that strives to nullify the distance to the segment: it works very well, but it is requires a bit more computations and having to use available waypoint graphs where you have no idea of the width of the "free" path between waypoints is a bit of a problem. I hope this clarifies the issue. |
Re: Podbot Beta 3.0 Updates? ^^
I see, but I have recently switched to pbmm from the old yapb 1.0 because they couldn't press many buttons on the maps and couldn't work with higher sys_ticrate than the dafault 100, and I haven't had this problem with them. Basically I use now the same waypoints as I did with them, with just a few changes to use the use_button flag now, and I see this big difference in them following the waypoints. So, if their navigation works fine, isn't it possible to implement it in pbmm :)
I'll add 2 more minor bugs I noticed on cs_mansion (btw I'm using the old version of the map where you have to open the doors with the use key) - when they try to enter the house, they stand in front of the door and repeat opening it and closing it until they sense an enemy, then enter. Maybe is because the doors take about a second to open and they think its still closed and press use again, I don't know. Also when they go to the ladder on the side of the house, they stay in front of it and look up as if they can't climb it, that's again until they sense an enemy, then they climb it. And I have confirmed that they're not buying pistols anymore after the first round, I see them always switching to usp and glock when they run out of ammo, I wonder if it was like that in the previous version... |
Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21c:
+Added - bots are buying also the secondary weapon now (especially when they have a sniper or a shield). +FIXED bots are hunting the teamnate when he was attacking him - now the TA revenge takes only 1.5 sec after TA (the bot gives some damage only instead fire until kill the team attacker). +FIXED team specific waypoint are now really team specific (before it was fixed for offensive and deffensive goals, now bots should really take care about their team specific waypoints). +FIXED planting and defusing the bomb problem (bots sometimes were stopping to plant / defuse the bomb when they have seen an enemy, but they didn't switch to better weapon to fire at the enemy). +FIXED infinitely switching the weapon between the sniper and the pistol. +FIXED chicken and zombie bots camping (now they will no longer camp - except they need to hide because of low health). +FIXED invisibility not working for an invisible player using a knife. Note: I have checked the flashlight problem on a linux DS reported by addam here. I do confirm this bug and I can add even one more - bots are not using nightgoogles on a linux DS. But the bug exists is HL engine (pfnGetEntityIllum function seems to be not working the same way on a linux and on a windows DS), so I cannot fix it now. I may need a help from any coder able to test more the function pfnGetEntityIllum, to figure out what the problem is with it on a linux DS. I just don't have time to figure it out. As usually, please, leave a feedback. |
Re: Podbot Beta 3.0 Updates? ^^
Thank you so much KWo for your continued support on this project. I will start testing immediately. I will report back with some feedback within a week or so.
Best Wishes |
Re: Podbot Beta 3.0 Updates? ^^
Me too.
Tomorow 21c on my 4 servers, on my local server, now For 1024 waypoints max problem, look at de_saintcayeux_rats_csz.pwf 45% CT, 55% Terrorist with real players. http://psychostats.cscargo.net/map.p...ayeux_rats_csz http://psychostats.czcargo.net/map.p...ayeux_rats_csz 0% CT, 100% terrorist with only bots Why ? |
Re: Podbot Beta 3.0 Updates? ^^
Nice update, thanks for still working on this bot :) I will test it after my exams, probably sometime next week.
BTW I want to request more info on the team specific point fix, I can't really comprehend what has been changed exactly? |
Re: Podbot Beta 3.0 Updates? ^^
just a suggestion: it might be better to create a project at googlecode and use a SVN repository for version control instead of adding comments like "KWo - xx/xx/xxxx" everywhere in the code :)
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Re: Podbot Beta 3.0 Updates? ^^
Quote:
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On de_xxx maps T team specific are offensive goals now for T team. CT team specific are defensive goals. Ts are more offensive on those maps, CTs are behaving more defensive. On all other map types T team specific waypoints are defensive goals, CT team specific are offensive ones. CTs are more offensive on those maps, Ts are behaving more defensive. Thus - those goals are really matching map type team behavior. Before it was mixed. I believe the same problem exists in all podbot clones. Quote:
BTW - are You going to figure out the work of the pfnGetEntityIllum on the linux DS? :) |
Re: Podbot Beta 3.0 Updates? ^^
Find this map to
http://www.cstrike-planet.com/maps/2...ayeux_rats_csz pwf in zip file. I like the improvements of new version 21C, it is good job. It is little early to signal bugs I like when bots play alone and that the 2 teams earn as much the one as other one. But for the named map, I do not reach there while the true players make it |
Re: Podbot Beta 3.0 Updates? ^^
Quote:
About bots still winning in one team (the other still is the looser) - if all bots have the same skill (100), that means all of them are the best ones. With the same skill, but better weapon from round to the round the winning team gets bigger advantage (in money and thus - with weapons). That makes the loop neverending - all the time only one of the team is winning. On real servers with humans the situation with all players having exactly the same high skill and similar behavior doesn't hapen. Sometimes one team is a winner, sometimes the other one. There are 2 possibilities to solve Your problem: 1. You can try to find a plugin which is automatically balancing teams (the best player of the most winning team goes to the other team, then the worse player from the most loosing team goes to the winning team - every 10 rounds). 2. You can try to make some difference between Your bots. Put some of them as (100), some as (90) and some as (80). That should make the server more realistic (in the reality it's not like that all players are joining Your server are only the highest skill ones). |
Re: Podbot Beta 3.0 Updates? ^^
I tested the new build a lot on the original versions of cs_mansion and cs_wpndepot, taken from cs beta 1.0. All the improvements work fine. There were problems, but they were present in past builds so it's not something new. I think the new important wp behavior works great, I can see them doing their job around the map better.
There is the most annoying problem that I'd like a fix for the next build, if possible. As I mentioned before, the bots stand in front of the door on the original version of cs_mansion, and keep opening and closing them, and dont enter until they sense an enemy. Here is a short video of the problem: http://www.youtube.com/watch?v=urZXdnxft6o The difference in the original version of cs_mansion from the final version is that the doors dont open automatically but you have to press the use key, and they can be opened only from one side - the front door can be open only from the outside, the side door - only from inside. As you can see, the door opens slowly, maybe for about a full second, and I guess the bots deside its not opened yet and press use again and close it :) Also, maybe it's just me, but I get the feeling that although they often go to camp waypoints, they very rarely camp at them, I've seen them camp maybe only 2-3 times for the hours of gameplay I had - is this normal? |
Re: Podbot Beta 3.0 Updates? ^^
Quote:
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Re: Podbot Beta 3.0 Updates? ^^
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Re: Podbot Beta 3.0 Updates? ^^
I added them to my zombie server and they are great. Thanks for keeping up this project. :)
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