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Re: *BUGBUGBUG* affects all HL bots!!!
yes, i think the guys at valve forgot to do the same for strafe speed as they did with the forward speed.
I think contacting them will be one of the sollutions, it will be of no real use to simulate this. The only advantage you will have that it will look a bit more 'normal' but most people don't even notice it. Secondly, when valve DOES fix it, you end up with worthless code. You can spend your time on more urgent matters ;) Perhaps Mike already fixed while we were talking ;) |
Re: *BUGBUGBUG* affects all HL bots!!!
The problem is that I need it quite badly for my BotWalkPath() function... because my bots *do* press the strafe keys almost all the time when wandering around, they don't just have their pEdict->v.angles face the destination waypoint and their pEdict->v.v_angle facing elsewhere, I forbidden that because it was not human-like ; instead the bots zigzag and strafe like humans when walking their path, but when it comes to tight paths the bots need to make slight corrections to their trajectory, and not completely jump out of the path (and eventually fall down the ledge they were walking) each time they try to strafe a bit. Having this fixed would help a lot.
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Re: *BUGBUGBUG* affects all HL bots!!!
Yeah I do that too PM.. I haven't paid much attention to the bots strafe speed though, I didn't notice much, I'll need to check it out sometime.
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Re: *BUGBUGBUG* affects all HL bots!!!
As a quick and dirty fix, why not just set the bots maximum speed to a lower value just before each strafe operation?
// before strafe pst_ptrEdict->v.maxspeed = <slower than normal> // after strafe pst_ptrEdict->v.maxspeed = <normal speed> |
Re: *BUGBUGBUG* affects all HL bots!!!
The only quick and dirty fix I can think of would be to record the time at which the bot *started* strafing, and the current time, and compute the difference of both, and apply a filtering function to the maxspeed... which function we'd have to figure out ourselves, and which would obviously be not the same at all than the one players use. I'll try to do that (sampling player's strafe speed first to get an idea of the filtering function) and see what I can get.
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Re: *BUGBUGBUG* affects all HL bots!!!
Now is it an optical illusion??? o_O
I duplicated a real player's controls (v.button and v.impulse) on a bot's ones, toggling the bot's move_speed and strafe_speed when necessary, and here's what a sampling of the bot's velocity gives when the bot starts strafing, at a 60Hz thinking cycle: Quote:
What I find strange is that when I watched this bot while I was "controlling" it, it didn't seem to strafe abnormally... while I am CERTAIN that my bots strafe abnormally most of the time. WTF ??? o_O |
Re: *BUGBUGBUG* affects all HL bots!!!
Quote:
The bot world cannot be perceived directly, but rather through the use of instruments. And, so, there is a problem with the fact that the act of measuring disturbs the behavior and movement of bots. This is called the measurement problem. - adapted from a book on quantum physics :D |
Re: *BUGBUGBUG* affects all HL bots!!!
LOL :D "the Principle of Uncertainty applied to CS bots"
anyway... I HAVE FOUND THE PROBLEM!!!!! My bots strafe almost exactly like humans now. In fact this problem seems to appear only when a bot zigzags, not when it starts strafing for the first time. When their strafe speed has raised to its maximum, if the bots suddently change their strafe direction, the strafe speed is not decreased to zero then increased again. And actually this is somewhat normal: humans can't press the other strafe key that fast, there is at least 0.2 second between the instant where the first strafe key is released and the second one is pressed, because usually the forward/backwards keys and the strafe left/strafe right keys are opposite altogether relatively to your fingers on the keyboard. My fix only constituted in adding a check for the last strafe time in the function that makes the bots press the movement keys. Not only it fixes things, but it makes the bot's movement look REALLY realistic!! w00t 8D Code:
void BotMove (player_t *pPlayer) |
Re: *BUGBUGBUG* affects all HL bots!!!
what file should we addd this to?
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