Re: Podbot Beta 3.0 Updates? ^^
Their shooting at the ground or sky when the enemy they were shooting at hides behind cover is getting annoying, can you please spend some more time trying to find the cause? And If possible, check the code for picking up weapons from the ground, I don't see them doing it often, even if the weapon on the ground is higher in the bot's personality preferences and the bot's gun is currently empty, they almost always pass by it and don't pick it up...
If the next version has these 2 things fixed, I don't think the bot will really need anything else to fix :) |
Re: Podbot Beta 3.0 Updates? ^^
Also that the bots going aggresive to the bomb spot to defuse the planted bomb.
It would be very nice if they run to the bomb spot if the bomb was planted and not running only on the map |
Re: Podbot Beta 3.0 Updates? ^^
Here's a patch for 3B21c, that adds autokick function, if there are no human players playing the game (dead or alive, not counting spectators). I've also rewritten some small pieces of code in StartFrame: combined some lines that depended on the same coditions, removed g_iNum_hum_tm and g_iNum_hum_tm_prev (use g_iNum_humans instead, it's the same thing, and we still check g_i_cv_BotsQuotaMatch when we use it to compute g_iPeoBotsKept). I've also rewritten the autokill function, there's no need to copy&paste existing code.
It seems I can't attached it here, get it here: http://www.sendspace.com/file/csj3op |
Re: Podbot Beta 3.0 Updates? ^^
I only download and install patches from KWo.
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Re: Podbot Beta 3.0 Updates? ^^
Ok, it's your choice. I just wanted an autokick function and after working on it, I thought sharing it it's the next best thing. It's a source patch, so anyone can inspect it.
Here's an improved version, it won't add bots (according to pb_minbots) unless a human player joins a team: http://www.sendspace.com/file/5z5f2j |
Re: Podbot Beta 3.0 Updates? ^^
Is the bot still in development or will there be no updates anymore?
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Re: Podbot Beta 3.0 Updates? ^^
It is in the "suspend" state since the developer doesn't have time to work on it currently. I hope I'll find some time to work on it again at the end of this year.
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Re: Podbot Beta 3.0 Updates? ^^
This would be great!
Your PodBot version is the best you could find out there by far! I'm really enjoying to play with it. Good work ! :clap: |
Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21d:
+FIXED problem reported by mhanor (bots with the skill lower than 100 shouldn't infinitively get their crosshair to the hell when the enemy is no longer visible). That should help a bit also with bots looking up and shooting into the sky. It needs to be more tested to confirm if the problem is fixed or at least significantly reduced. Anyone can test it (many hours) and tell me if this version works better then the previous one? |
Re: Podbot Beta 3.0 Updates? ^^
I will test them and post back here any bugs (if any).
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Re: Podbot Beta 3.0 Updates? ^^
The first issue seems gone. I think it was the most annoying.
I'll try to restart my bot logging, maybe I'll find something about the remaining issues. |
Re: Podbot Beta 3.0 Updates? ^^
Thank you for updating the bot. :)
Anyway, I watched the bot for an hour and I only saw the look-in-the-sky bug when the bots were using grenades. Otherwise, the bots look a lot more life-like when being spectated. |
Re: Podbot Beta 3.0 Updates? ^^
The newest version works very fine for me.
Good work ! :balloon: But I've got another Problem, when I use Zbot and MM Podbot in CS 1.6 at the same time the bots are kicking each other. For example, i want to play with 4 MM Pods against 5 Zbots. Then i add 5 Zbots at first and when I then add the Pods, all Zbots getting overwritten by the Pods and then there are only Pods left. When I at the Pods first and add the Zbots later there is the same problem. Is there any way how they could work together? |
Re: Podbot Beta 3.0 Updates? ^^
ZBOT's - as hacked bots from CZERO to get them working with CS1.6 - as illegal - aren't supported here. Sorry.
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Re: Podbot Beta 3.0 Updates? ^^
Okay no problem !
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Re: Podbot Beta 3.0 Updates? ^^
If you want to play with more than one type of bot, I recommend trying to also install YaPB and/or e[POD]Bot.
They are also very nice bots that I like. |
Re: Podbot Beta 3.0 Updates? ^^
Yep i allready tried it and it worked fine. I usually play 1.5 and then i use MM Podbot and yapbot at the same time.
Now i tried it with Zbot in 1.6 because someone in this forum write about it and it worked for him ?!? Quote:
Seems like he's not but its not that important. |
Re: Podbot Beta 3.0 Updates? ^^
Hi, is it possible to add a cvar to stop teammates (bots) from retaliating if they get attacked? It's frustrating to get shot to 5hp on spawn becouse a bot ran into your fire.
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Re: Podbot Beta 3.0 Updates? ^^
I don't think there is a cvar for the bots... at least not yet. It would be a good feature to request.
As of right now, the only way to stop the bots from shooting back at friendly fire, is to turn off friendly fire all together. |
Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21e:
+FIXED another bug with bots looking at the sky for no reason. +FIXED problem with a bot shaking when its enemy is hiding behind an obstacle. +FIXED problem with bot getting stuck with each other (because of wrong initialisation of model (thanks to IMMORTAL_BLG - more details here). Please test it and let me know if this version works better then the previous one. |
Re: Podbot Beta 3.0 Updates? ^^
When I first saw this on the podbot.cfg
# Set this to 1 to switch on the Free For All mode # (The bots will also kill their teammates) pb_ffa 0 hmmm...I was thinking yeah ok but those spawn points needs to be relocated spread out to the map first! Until I finally discovered this CSDM plugin ....OH WOW finally total FFA mode on CS along good old podbot!!! I love podbot way way way back and with podbotmm and all it's bot brothers (yapb, ivpbot, epod, etc) oh man CS will never fade away!!! TNC U SO MUCH FOR ADDING AN FFA MODE!!! Keep up the good work on this bot!!! Will test the new dll. |
Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21f:
+FIXED bug with executing task spraying logo while debuggoal index has been set to something different than -1 (bots should get that WP as its goal - spraying logo task wasn't working in that case). +FIXED problem with breakable - bots sometimes didn't break the breakable obstacle in its path (the code to unstuck was starting too early in some cases - before checking if there is a breakable blocking the way of the bot). Please test it and let me know if this version works better then the previous one. |
Re: Podbot Beta 3.0 Updates? ^^
very nice!
will test asap. btw - the V3B21e seems doing good...no more bot looking in the sky when camping. |
Re: Podbot Beta 3.0 Updates? ^^
If 2 bots are very close together (between obstacle), they still shot in air.
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Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21g:
+FIXED bug with bots spraying ammo too much at the wall/obstacle (now they do it much less). +FIXED bug with bots looking at the sky while planting the bomb. +FIXED bug concerning to bots buying nightgogles if it's unnessesary. +IMPROVED bots aiming at moving targets. Please test it and let me know if this version works better then the previous one. |
Re: Podbot Beta 3.0 Updates? ^^
Finally we get returned chat messages and radio messages
Bots are now dads or cheaters, great aim (99% kills of headshot) (more than in 2.5 version of pb) Now T has always placed the bomb, and CT are always trying to defuse it, but not always successful (long way to bomb they choose) was obtained teamplay, always running around a group of bots, or use "tactics" |
Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21h:
+FIXED bug with bots not switching to the "normal" weapon while planting the bomb when they can see the enemy (to do - exclude the situation if the best bot's weapon is a knife - i.e. if the clip of primary or secondary weapon is empty - switching to the knife while planting the bomb helps nothing). +FIXED bug with bots trying to reach the goal waypoint when that one is already used by other bot/player (so there is no room to go there to end the navigation). Now the bot ends his navigation at the previous WP before the goal. +FIXED bug with bots looking sometimes in stupid directions (i.e. at the wall instead at any open surface) while camping after planting the bomb or camping at other WP without a camp flag. Now they should choose a better camping direction in such situations. Please test it and let me know if this version works better then the previous one. |
Re: Podbot Beta 3.0 Updates? ^^
i test this last version with plugin invisible man invis.amxx
http://forums.alliedmods.net/showthread.php?p=182139 When invisible man mode is turned on all players will be switched to ct and a random player will be picked to go t. The player on t will be invisible and only be able to use a knife. The t's job is to kill all the ct's to stay t and the ct's job is to survive. Whoever kills the invisible t becomes the next t. If the t types kill in console or falls to his death a new random ct is picked to become the next t. Team locking is also on when this mod is on so players can only join the ct team or go spectator. When I hit a bot with knife, it at all doesn't turn in my party. That is if I didn't use this plug-in a bot me sees even from a back? Whether it is possible to add to a bot action that it turned aside whence blow by a knife has been struck and did at least one turn or pair of shots of a pistol in the prospective party of blow. I think if to add this that even without use of a plug-in of invisibility it will be not superfluous. Podbot the unique bot which supports this plug-in, other bots as real, yapb, zbot or see invisible or don't become invisible It even will give to realness to a bot, happens when is blinded by a flash during game with people someone knifes you and at the answer start to shoot random whence there was a blow. It is necessary to add more than such trifles which do a bot more similar to real players. |
Re: Podbot Beta 3.0 Updates? ^^
I try to translate after :
J'ai installé la version V3B21h. Ils se coinsent toujours quand deux cherchent à aller au même point Regardes sur la carte de_dimansion ce qui se passe à la sortie du tunnel de respaws CT. Le chemin est étroit et ils arrirent en face d'une échelle. Les humains n'ont aucuns soucis, ils montent ou tournent à droite natuellement. Mais quand le serveur est rempli de bots (ou presque), ils n'arrivent pas à se décider face à l'échelle. Et derrière, embouteillage de CT. Pour mon fichier de waypoints, jai opté pour une sortie forcée à sens unique et en double files. En bas de l'échelle, j'ai séparé le point de sortie du tunnel de celui pour monter à l'échelle mais ils sont trop proches. Avec un seul, ils avaient du mal à prendre l'échelle et ne tournaient presque jamais à droite Pour ne pas avoir d'erreur, j'ai indiqué un faux passage entre un point de bombe et le départ CT. Regardez ce que font les terros, quand ils essayent de le prendre. On trouve ce même phénomène quand ils s'écartent d'un passage étroit et qu'ils tombent là où d'autres chemins sont tracés. Ils mettent beaucoup de temps avant d'abandonner le premier trajet Tous les fichiers de cette carte avec le pwf : http://www.cscargo.net/cartes_cs/pro..._dimansion.zip ou http://cscargo.net/cartes/index.php?...ype=oui&page=6 , cliquez sur de_dimansion. I installed the version V3B21h. They are always bug when two seek to go to the same point Look on the map de_dimansion what is happening at the exit of the tunnel of respaws CT. The path is narrow and they arrirent in front of a ladder. Humans have no worries, they climb or turn right natuellement. But when the server is full of bots (or almost), they do not decide to ladder. And behind, bottling of CT. For my file of waypoints, jai opted for forced single and double files output. The bottom, I separate the exit of the tunnel from that point up to ladder, but they are too close. With a single, they had difficulty to ladder and almost never turned to the right For not having error, I have indicated a false passage between a bomb and the CT departure. Look at what are the terros, when they try to take it. This same phenomenon is when they move out of a narrow passage and that they fall there where other paths are traced. They put a lot of time before abandoning the first journey All files with the pwf card: http://www.cscargo.net/cartes_cs/pro..._dimansion.zip or http://cscargo.net/cartes/index.php?...ype=oui&page=6 , click on de_dimansion. |
Re: Podbot Beta 3.0 Updates? ^^
I ask our players for podbots (v3B21h):
- overall bot skill increased, bots aim better in most situations - bots made map goals faster, than previous versions - mostly it looks to the correct direction when moving - more human like (if planted the bomb, T-s not running away) |
Re: Podbot Beta 3.0 Updates? ^^
Quote:
All other looks fine, I can feel that they are "clever". But still... they are just bots:smartass:, sometimes they running and spinning around, sometimes still aiming at walls in diffrent situations. I dont think we will get the bots act like real human players. But now they are really good compared with etc the AIO-package, or the V3B21. So YES, I feel that this version is better that the last one. You doing great work for all of us :) cheers:wub: |
Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21i:
This build could be released thanks to Immortal_BLG. He was helping me a lot with meta unload bug fixing and with new illumination/light code. Both topics with his help You can see here: http://forums.bots-united.com/showthread.php?t=9020 http://forums.bots-united.com/showthread.php?t=9005 +FIXED bug with "meta unload" function. +FIXED problem with not working darkness checking by bots on linux servers. Now - because of the new code - bots are using flashlights (and probably also nvg) also on linux servers. Please test and compare the CPU power consumption between V3B21h and V3B21i versions. The new light code is using some recursive functions, so I'm afraid it would consume a bit more CPU power than the old code. Please report also how does it work now on linux. |
Re: Podbot Beta 3.0 Updates? ^^
In the last week i use this version.
I dont see too much change in the CPU usage. With 6 bots its 15-20%, its mostly equals to the older versions. Bots using flashlights correctly like in the windows version of podbot-mm. No crash or any other problems found with bots. Thank you for your work :) |
Re: Podbot Beta 3.0 Updates? ^^
Moi j'ai constaté trop de crash serveur avec V3B21i: .
A tel point que, pour la première fois, j'ai réinstallé la version V3B21ih: |
Re: Podbot Beta 3.0 Updates? ^^
Can You give some more info about crashing - does it happen at map change, at player enter/leave the server, at round start or maybe on one of Your servers it did crash, but it didn't on another one? I just need something to reproduce the bug, if it is really existing there.
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Re: Podbot Beta 3.0 Updates? ^^
Update - V3B21j:
+FIXED crashing bug with pathfinding function. Please test and let me know if this version is working stable, especially on linux servers. |
Re: Podbot Beta 3.0 Updates? ^^
C'est installé sur mes 4 serveurs. J'observe ...
Sans rapport direct avec la dernière version et parmis les dernières choses génantes constatées 2 comportements qui sont presque impossibles à faire et que les bots font trop facilement : - Le tir précis à partir d'une échelle ou d'une corde - Le tir au scout ou snipe sans afficher la lunette de visée. |
Re: Podbot Beta 3.0 Updates? ^^
Avec la dernière version, je n'ai plus de crash serveur.
Je garde la version PODBot v3B21j |
Re: Podbot Beta 3.0 Updates? ^^
Does Pod Bot think with server frame ?
As I checked, sys_ticrate 1000 with 30bot => cpu usage above 50% sys_ticrate 100 with 30bot => cpu usage below 20% Do they need to calculate like that ? hum... |
Re: Podbot Beta 3.0 Updates? ^^
They are trying to calculate somehow the frame rate, but there is no reason to keep the server above 100 fps (You are just increasing CPU usage without improving the performance of Your server).
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