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Re: for T-Wrecks and SoUlFaThEr new project
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Look for the new version in about an hour. Quote:
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You have a good point about the installers. I will put in another option where, when it doesn't find (hl.exe or cstrike.exe in the chosen directory, hint, hint HINT!) it will give you the option to install anyway. BUT my exe installers ARE ZIP COMPATIBLE! 1) Open up a new blank zip file. 2) DROP my exe installer on the open zip window. 3) THERE ARE THE FILES!!! |
Re: for T-Wrecks and SoUlFaThEr new project
Yeah, you're right, we're not alone... fortunatly!
Concerning the installer, I succeeded in using total commander to extract the installer .exe to an empty folder. Although the directory structure was broken no further problem, I just needed the modified .bsp and replace the one in an original archive. Just a small hint for those who might need it... Nevertheless I'd be happy to have at least the option to install manually. Noobs could still go the easy way but I want to make my own mistakes...;) EDIT: OK, completely useless post now, I'm just too slow for you guys...:D |
Re: for T-Wrecks and SoUlFaThEr new project
my update progress report
01. de_bitterwine Ready very clean now 02. de_belvaros Ready 03. de_chiapas Ready 04. de_iced Ready some very cool larger jump sequences 05. de_manila Ready one of my personal favorite maps 06. cs_1337_assault Ready in my opinion the best assault breakdown 07. cs_penthouse/cs_penthouse2 Ready its really the same map 08. cs_bikini Ready this will go in the Bikini release from us also. its too good not to include right away! 09. fy_iceworld Ready a deathmatch must-have 10. fy_pool_day Ready a deathmatch must-have 11. awp_map Ready THE awp training map, must-have 12. de_palais2k Ready really nice bot map *(these below need work still) 13. de_pandemonuim 14. de_sampa 15. de_biochem 16. de_outrage 17. de_747 18. de_deadlock 19. de_stonepit 20. de_simpsons |
Re: for T-Wrecks and SoUlFaThEr new project
OK, de_prodigy2k is hacked perfectly to support yer bots!
The big door where you had to use the "use" key is now like the other door. Just walking up to the button triggers the door! This was CAKE. You simply change the spawn flags on the button from 1 to 257. PM - do you know of a way to change the spawn flags of an entity when the map is loading? If so we could write a mm utility that would AUTOMATICALLY change all buttons from the "use" type to the walk up type! This alone could fix a lot of bot problems, WOA! I also made the swinging open door a sliding into the wall door, and changed the door to be open 15 second instead of 5 seconds. Check out the new map here: austinbots.com/maps/de_prodigy2k(doorfix).exe Let me know what you think and what map to do next! Unsticking hostages is really easy to do. |
Re: for T-Wrecks and SoUlFaThEr new project
Code:
int Spawn_Post (edict_t *pent) |
Re: for T-Wrecks and SoUlFaThEr new project
CAn some one post where to get these maps for
counterstrike 1.6 or does it not matter (FOR counterstrike 1.6) and most likely ur reply will be use GOOGLE but it would be easly if some one cold post it for me pLZ@@ |
Re: for T-Wrecks and SoUlFaThEr new project
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Crazywelder1 We are only getting started with these maps so we only have this one map done but many more to come. I think they run on 1.6, but I don't have 1.6 so I can't say for sure. For this map download, get it here: http://austinbots.com/maps/de_prodigy2k(doorfix).exe |
Re: for T-Wrecks and SoUlFaThEr new project
Hi,
last night I got a new email from the map author of de_prodigy2k, where he gave me a link to his fixed version. Unfortunatly he had taken care of the wrong button (same problem as with Austin's first version) so I wrote back to him explaining this problem and asked him to give it a second try. This morning I saw Austin's Link for the now correct version of the map and I felt a little bit guilty, because double work this time also means two different versions of one and the same map (I hope my email with a link to Austin's version will reach him in time before he will try to fix his map again). For this reason please let me do the following proposal: Either do a metamod plugin. This would certainly be the very best solution, because this way all maps would work without manual changes and without bothering any map author. The only question is, if there would be map consistency problems while a player presses a use button that is server sided now walk-into. Or if this is not possible, FIRST ask the map author if he is willing to fix it himself. This way the fixed version would be official so there wouldn't be any further problems. And only if he is not willing or capable of doing this perform a manually change - but then give this map another name (for example with the suffix _if = inofficially fixed) in order to prevent problems with different map versions and different waypoint versions with all the same name throughout the net. Just a proposal, without the intention to offend or criticize anyone (no, GREAT work Austin, I'm looking forward to playing de_prodigy2k with bots now! =)) but I consider the problems mentioned above to be worth to think about them before continuing with manually fixed map versions. What do you think? |
Re: for T-Wrecks and SoUlFaThEr new project
1) contacting each map author and asking for fixes is probably not going to work. It is too much work I think and it would take too long and some authors would not be found and some would not be willing to change their maps.
2) I AGREE with you that changing maps and keeping the SAME name is a PROBLEM! We need to have a map name system like you suggested _if or _bot_modified. Let us agree on something and then STICK TO IT. The waypoints would have to be renamed as well as changes the map name stored in them. 3) I will build a mm plugin and post the download link so everyone can try it. It will simply change all the use buttons to walk up type buttons in all maps. 4) Yes, hostages CAN be moved UP automatically but sometimes they will be too close to a wall and moving them up would not fix the problem. But we can see what we can do... Look for the map button fix soon, in a few minutes. 5) What I am changing in the map is the ENTITIES. ENTITIES on a dedicated server are read from the map ON THE SERVER AND then sent to the client. The client gets all the other information from their bsp file so: You can modify the ENTITIES on the server, and clients with the original map will not have to download the modified map but they will ge the changed entities! I think the best solution would be a metamod utility where you can specify a configuration file for each map, that specifies various actions to do like moving hostages, modifying buttons and doors. A lot like botman's stripper2 utility but with some changes specifically for making maps work better with bots. |
Re: for T-Wrecks and SoUlFaThEr new project
Yes, Hot-Doc had a very good point there. With a suffix added to the map name, confusion or incompatibilities could be avoided. -if for "inofficially fixed" might be ok, but if we ask the mapper and he fixes it, it's kinda official, isn't it? :) I suggest either -bf (bot-fixed) or (better, I think) -bc (bot-compatible), but in the end Austin is right: The most important aspect is that we stick to whatever we agree upon.
But of course, a metamod plugin that writes all necessary changes to a config file and can read and execute this config before round start would of course be the shit! Then, only the config files would have to be published somewhere, and voilą: everyone could play with bots! Besides, this would make map-modding much easier, so that many ppl could adjust maps according to their respective taste - be it with more spawn points, with guns lying around or whatever! Man, this could rock... 9_9 |
Re: for T-Wrecks and SoUlFaThEr new project
Great Austin, can't wait to see your "map button fix" plugin in action! =)
Since there is no further need for fixed map versions no real need to worry about a suffix either. But if this would be necessary I propose using a short suffix to prevent too long names, for example: as_mansion_desert_2k_bot_modified The map is totally uninteresting but the name would be kind of a monster... Regarding the hostage fix, the idea of a configuration file sounds great because it gave total control (for easier handling please stick to a fix relative pathname from the beginning so that it can be included in the map zip file). Regarding the entity thing - sorry, I'm not a coder, didn't want to bother you pros with my silly concerns...:o BTW, since the slomo effect (see podbot back into shape thread) depends on the vis table files, could you waypointers please include them with your waypoints?! Would make it a little bit easier... Thank you! |
Re: for T-Wrecks and SoUlFaThEr new project
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If you guys can make map configs......the bsp wont need to change.....AND i can go live playing with humans and not have map differes from the server messages!!!!!! THAT must be doable!!!!!!! cuz if you change the bsp name......the waypoint must be changed and we are redoing so many waypoints right now to adjust for the camp and jump fixes......id hate to have to go through all of them again...i have wcopy.exe also so that would make it easier but PITA....... |
Re: for T-Wrecks and SoUlFaThEr new project
i think its great to have a prefix so you know its 'bot compatible'.
e.g. cs_assault2k_bc Well, another sollution would be to kick the bot authors asses and get on this button usage thing we have been avoiding for so long. I am going to give a try now. I saw de_rats was unplayable due CT's getting stuck. I think a very simple way to fix this is like this: - when waypoint/node is NOT reachable (due traceline) - when traceline/hull detects something (does not matter if it is a wall or not, sometimes 'doors' are not even func_door!): - search for any button nearby, (or, i think it should be possible to search for the 'linked' entity. But id on't know how buttons work :( ) - go tot his, press it, resume. (so you override the current walkpath function, telling the bot it should go to the button first and then resume path. could anyone explain me how the doors exactly work? like in de_rats or in cs_assault2k? I'll dig into the code as well :) |
Re: for T-Wrecks and SoUlFaThEr new project
ok, it not realy OT here, but i trained my php/mysql skills.
BU has now its own upload/download DB, an hence the waypointers will need something like that (and i personly consider usability higher than features). i wan't the WP comunity to be the first "test" users, if you like .. here is a short introduction in the wiki: http://server.bots-united.com/wiki/i...hp/UseFilebase cheers fyi: you should be able to login to the filebase with your normal forum login. |
Re: for T-Wrecks and SoUlFaThEr new project
@StephanHendricks
theres normal a func_button targeting a func_door in those 2 cases......give door a name...target name from button entity..... @memed/onno how do we upload anything.......with that........wiki........thing? im a Moderator so i could be a "team member" plus i will be often uploading something |
Re: for T-Wrecks and SoUlFaThEr new project
for all people having trouble with the wiki thing, you can now use the filebase (http://filebase.bots-united.com) with your reguar forum login.
cheers |
Re: for T-Wrecks and SoUlFaThEr new project
ok man how do you add things to that filebase? there nothing explained and of course.......im dumb :)
saw that (father help) thing......cute! i would if i knew how |
Re: for T-Wrecks and SoUlFaThEr new project
login and goto team control panel then goto file management then click add file.
might be different for you since you use the admin login right? |
Re: for T-Wrecks and SoUlFaThEr new project
the member (team member) and admin login are both possible, i.e. if you don't klick on admin but member login, you will be an admin, if you klick member you will be normal member.
in both cases the username and password are the one from the forum boards :-) cheers |
Re: for T-Wrecks and SoUlFaThEr new project
k thanks...ill upload some waypoint stuff to throw in there...look for it later
|
Re: for T-Wrecks and SoUlFaThEr new project
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you got my button info right?..no more datas base talk in here please Onno......the Agora is fine to continue that discussion :) Thanks updated: 01. de_bitterwine Ready Very clean now, probably my best map(layout) 02. de_belvaros Ready Good layout, but flat 03. de_chiapas Ready Very symmetrical map 04. de_iced Ready Some very cool larger jump sequences 05. de_manila Ready One of my personal favorite maps 06. cs_1337_assault Ready In my opinion the best assault breakdown 07. cs_penthouse/cs_penthouse2 Ready It's really the same map 08. cs_bikini Ready This will go in the Bikini release from us also. 09. fy_iceworld Ready A deathmatch must-have 10. fy_pool_day Ready A deathmatch must-have 11. awp_map Ready THE awp training map, must-have 12. de_palais2k Ready Really nice bot map 13. de_pandemonuim Ready A very cool map with multileveled combat 14. de_sampa Ready Huge map and very cool with 32 bots! *(these below need work still) 15. de_biochem 16. de_outrage 17. de_747 18. de_deadlock 19. de_stonepit 20. de_simpsons |
Re: for T-Wrecks and SoUlFaThEr new project
Here is my suggestion.
Why not have the best of everything? 1) Keep hacking the best maps so people can play them NOW. 2) Develop mm hacks to help with things. 3) Work with the bot authors to develop really workable solutions to the door and button and lifts problems. #1 is easy and we can have maps right now today ready to go. I can teach anyone how to do this. All you need is ripent and pm tools. And I can do any map right away just ask me. I will have them in a day. But we really do need to have them renamed. Lets vote on the naming. I like _bc. it is short and makes sense. We will include a read me that displays IN THE INSTALLER so people know what has changed in the map before they install it. So _bc is the convention? #2) should have a mm utility that changes all buttons to walk up type buttons, in the next few days. This alone would open up many maps for good bot play in just a few days. #3) Let start taking a serious look at enhancing the bots to handle doors, switches and lifts. We can even do this in stages testing as we go. 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.) |
Re: for T-Wrecks and SoUlFaThEr new project
@Austin
Your idea of this mm plugin that makes nearly all maps bot compatible really sounds great, can hardly wait to see it in action! @BKA-TWRECKS and Austin The map author of de_prodigy2k wanted to publish Austins fixed version of the map together with a working waypoint on his homepage. Is this OK for you? Could you please publish the waypoint for de_prodigy2k_bc before the rest of your waypoint pack is ready? The mapper was really willing to help and tried to care for this problem impressively fast so I'd like to have him this fixed version quickly as a sign of respectful thank. Good night alltogether, got to sleep now since I hardly like this eyes 8o ... |
Re: for T-Wrecks and SoUlFaThEr new project
that last thing you said(use flag) is a great addition...it will correct about 50 maps(prodigy,snowbase,uplink, etc)
...are you going to do it or will this end up on PMB's desk? how are my menus? |
Re: for T-Wrecks and SoUlFaThEr new project
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SF I just sent PM an email with the changes for the apmd menu, but the two menus choices you wanted to remove are NOT in any other menus and I think we shoudl keep thme for the people who won't do binds, and want to do everything from the menus. As far as the new wp flag to press the use key I think PM could do that in 5 minutes. I havn't looked at the code hardly at all, but if he wants me to put it in I will. Let me know... I could at least do the waypoint interface if of adding removing the new flag and he could look for the flag and do the key press. (sorry, my businnes is in the way big time again. We have an event in less then two weeks and I am in 24 hour mode work wise again to be ready for that so you won't see much of me for 3 weeks starting now....) |
Re: for T-Wrecks and SoUlFaThEr new project
Would it be possible to automatically load a binding config file when starting waypointing so that special bindings (like soulfather's) would be used while the process of waypointing and resetted to normal game settings afterwards?
BTW, thank you very much for your allowance to publish your modified map file elsewhere! =) |
Re: for T-Wrecks and SoUlFaThEr new project
Hot-Doc
We had once a long discussion about automatically binding things for peeps.......but as you know everyones keyboard has a different set up......thats why i just simply posted my binmds set up......so you knew all the commands......and could bind them to keys that suit your keyboard set-up i have the stuff in a .cfg file and just exec it when i open a map...its quite simple.......imagin opening a map just to play and all the waypoints are on........not such a good thing :) if you, for example, dont have "wp on" or the other cvars that i have in my .cfg, then you can make the .cfg with your waypointing binds.....and put a line in your autoexec.cfg that says: exec mywpbinds.cfg and they will be automatically loaded. Austin thanks for doing the apmd for me/us. "wp on/off" is in 2 different menus man......or am i going blind or senile? its in the main menu on 2 options (1 for on 1 for off) and its in our waypoint menus(main). this is the dupe i meant. you can leave the wp delete one in the waypoint menus menu but it just looks funny with all those menus...and then some option to erase a waypoint. that was all i was thinking. if you dont have time to do the USE flag then ill ask PMB. i think it would be good to know if this will work asap. i have found that once i exec this file.....the binds stay binded ...i only use the .cfg for turning them on...getting my name right and setting up the server for a long waypoint session. |
Re: for T-Wrecks and SoUlFaThEr new project
my next update......
01. de_bitterwine Ready Very clean now, probably my best map(layout) 02. de_belvaros Ready Good layout, but flat 03. de_chiapas Ready Very symmetrical map 04. de_iced Ready Some very cool larger jump sequences 05. de_manila Ready One of my personal favorite maps 06. cs_1337_assault Ready In my opinion the best assault breakdown 07. cs_penthouse2 Ready It's really the same map 08. cs_bikini Ready This will go in the Bikini release from us also. 09. fy_iceworld Ready A deathmatch must-have 10. fy_pool_day Ready A deathmatch must-have 11. awp_map Ready THE awp training map, must-have 12. de_palais2k Ready Really nice bot map 13. de_pandemonuim Ready A very cool map with multileveled combat 14. de_sampa Ready Huge map and very cool with 32 bots! 15. de_biochem Ready There are problems with some CT spawn points... *(these below need work still) 16. de_tartarico 17. de_volare 18. de_deadlock 19. de_stonepit 20. de_simpsons i may have to take out the de_biochem.....theres many spawn points just messed up.....any opinions? maybe i can put back de_volare again.....in its place. too bad cuz the map plays really well :) EDIT i will also have to remove my work on de_747. that DAMN button opening the docking bay sending half the T force out out of the plane is just making me %$&§ing mad. also the whole thing is so closequarter and thin halls thats the bot is having trouble navigating even tho i have almost every single waypoint in there a 0 radius. i wasted total 9 hours on de_biochem and de_747......for nothing. GRRRRRRRRRRRRRRRRR i also found out i cant even open de_outrage because i get some wierd sprite overflow error message trying to load it so thats a no go on my machine......i know its a good map cuz i had once waypointed it.....and liked it a lot.......T-Wrecks can you get this one going? |
Re: for T-Wrecks and SoUlFaThEr new project
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Re: for T-Wrecks and SoUlFaThEr new project
I. de_biochem
1. The blowing wall is no problem at all. It blows automatically as soon as a game starts. That means that it doesn't blow if you're alone in the map, waypointing happily around. If you want to waypoint that hole in the wall, just add one bot to the opposing team. Then the game will restart, you'll get the message "game commencing", and *bang*, there goes that wall. Then you can remove the bot and waypoint the hole - until the next round starts. In game, no bot will ever get stuck there. 2. I'm just testing a 12 on 12 bot match, and damn, you're right. Many spawn points don't work properly after the 1st round. Strangely enough, in the 1st round, everything is okay. But in the following rounds, many CTs spawn buried knee-deep in the concrete slabs... bummer. However, I just changed to 8 on 8 botmatch, and everything looks fine. My suggestion: Leave it in! We ought to include a readme anyway. Some maps just have little bugs and shortcomings, no matter how good the waypoints are. I think it would be best to inform ppl about these bugs to avoid trouble. Besides, some who don't know anything about waypointing problems might associate the problems with our WPs if we don't point out map-specific deficiencies. In this case, a note like "max. players 8 vs. 8 due to bad spawn points (map problem)" would be sufficient, I'd say. The map is fun with 16 players already. And if ppl want to play with more, then Austin can surely fix this one, and we could even include a download link to the fixed bsp in the readme. II. de_outrage I don't have this map on my puter right now. But I'm just downloading it, wait a minute... ah, there it is. Well, on my PC it works perfectly. Do you want me to waypoint it? Or maybe it's a problem with some dll you got there? III. Latest progress with my half as_coast ready as_rising_sun ready cs_alps ready cs_beirut kicked out I'm just not convinced enough about this map. And right now, I can't bear working on it even more. I suppose I'll replace it with a different cs-map. cs_bigwong not fixed yet cs_docks_v1 ready, but the map has one problem: the hostages in the "cage" in the cellar room. When CT bots come up the ladder from the sewers, they detect the hostages, forget the waypoints and get stuck in the fence instead of walking around that cage and entering through the entrance. I have tried to fix the problem, but only with partial success. It works now in most cases, and you will rarely see a bot stuck in that place until the end of the round. But it can happen. Dunno if I should leave this in the pack or not... cs_haste_final ready cs_militia2k1 ready cs_neighborhood ready cs_storm ready cs_tibet ready, but needs some more testing cs_waterside ready cs_wpndepot_01 ready Those butons only need to be pushed once, and then the doors stay open. Bots may get stuck initially, but sooner or later someone pushes the button, and then it's ok. Not a grave problem, really. (one more cs map missing... I'm thinking about cs_real_alpin, cs_costabrava, cs_espana or cs_winternights) de_dawn ready de_heat ready de_museum ready de_celtic ready replaces de_prodigy2k Is that a deal? de_ scud_2k1 ready de_seaside2k ready So all in all I... -still need to fix cs_bigwong -need to find 2 more cs_maps (1 for cs_beirut, another one for cs_futurcom) -might have to find a 3rd cs-map to replace cs_docks_v1, not sure yet... I'll test some more... |
Re: for T-Wrecks and SoUlFaThEr new project
do cs_winternights and cs_industrywest in place of futurecom and beirut.
they rock! ive heard about that problem in the cage in docks. to replace your cs_docks_vblabla you could toss in cs_mexicali, cs_snowflake, or cs_shogun(or final). i once did snowflake so i could repair it in a later pack......shogun might be good cuz you already did one fo them right? you can do de_outrage too please(next pack tho) its a cool map. i will replace it in my list with de_volare. i tossed out de_747 from my list also and added de_tartarico. ill keep my biochem in......it is a cool map :) fast! just too bad with spawns. AUSTIN: if you want to fix this (biochem)map it already supports 32 players!...just have to raise the CT spawn up from the ground a bit......its a cool map for your server.......it was part of my list for you to add for custom maps remember :) ok so heres my list as of right now: |
Re: for T-Wrecks and SoUlFaThEr new project
01. de_bitterwine Ready Very clean now, probably my best map(layout)
02. de_belvaros Ready Good layout, but flat 03. de_chiapas Ready Very symmetrical map 04. de_iced Ready Some very cool larger jump sequences 05. de_manila Ready One of my personal favorite maps 06. cs_1337_assault Ready In my opinion the best assault breakdown 07. cs_penthouse2 Ready It's really the same map 08. cs_bikini Ready This will go in the Bikini release from us also. 09. fy_iceworld Ready A deathmatch must-have 10. fy_pool_day Ready A deathmatch must-have 11. awp_map Ready THE awp training map, must-have 12. de_palais2k Ready Really nice bot map 13. de_pandemonuim Ready A very cool map with multileveled combat 14. de_sampa Ready Huge map and very cool with 32 bots! 15. de_biochem Ready There are problems with some CT spawn points... 16. de_tartarico Ready Pretty cool map.....they use it all well here ! 17. de_volare Ready Batmans best map to date 18. de_deadlock Ready Extremely cool map and awesome gameplay! 19. de_stonepit Ready Difficult waypoint in some areas....but cool now!! *(these below need work still) 20. de_simpsons |
Re: for T-Wrecks and SoUlFaThEr new project
Ok, de_outrage for the next pack.
- cs_winternights should be no problem. - cs_industrywest, however, was part of the CS Central Map Pack #2. This pack contained cs_greenhouse, cs_industrywest, cs_shogun_final, de_downtown, de_laguna and de_morningstar_csc. Wouldn't it be best to release these 6 files in the same package? I can do industrywest anyway 'cause I spent much time with it and only need to fix the camp WPs. - cs_snowflake is ok. I recently made a totally new set, and now all I gotta do is fix the camp Wps. I'll test cs_docks_v1 some more to see if it can be included, and if it doesn't work, then why not cs_shogun? But right now, I'm busy with cs_bigwong. And boy, this will take time... |
Re: for T-Wrecks and SoUlFaThEr new project
ok to cs_industry being part of that pack.
cs_shogun is a go i just finished a fresh tartarico......volare next all these big maps left :) ill do volare later tonight. EDIT finished it :) /EDIT EDIT2 de_deadlock is done also.....2 to go for me......by tomorrow evening i should be finished with my first 20 custom maps for our pack. /EDIT2 EDIT3 de_stonepit is finished.....man that damn map took me 7 hours to get right.....the vents.....the stupid rope "WELL"(ladder) thing that the bots dont like using right i finally figured out how to get them to do it everytime.....they are using the whole map.....and planting at both bomb spots. this is really all thanks to PMB's A* Pathfinder addition......cuz they never used the whole map before due to a not-so-good layout. NOW this sucker rocks!! i like even more now. im finding this with many of these maps! last one is finished tomorrow:D /EDIT3 |
Re: for T-Wrecks and SoUlFaThEr new project
Hey guys, I just waned to say
GREAT JOB! and I am still around but will be missing in action for two weeks. As soon as I get back I want to tak ea serious look at the bot code finally so it doesn't become an orphaned project. Would it be possible ot get a comprehensive list of maps you guys did so far and recommend? Thanks! |
Re: for T-Wrecks and SoUlFaThEr new project
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we each chose 20 maps to do. scroll up to see the lists(or go back a page) heres the list again: (my 20 maps)(only biochem/penthouse has problems) 01. de_bitterwine Ready Very clean now, probably my best map(layout) 02. de_belvaros Ready Good layout, but flat 03. de_chiapas Ready Very symmetrical map 04. de_iced Ready Some very cool larger jump sequences 05. de_manila Ready One of my personal favorite maps 06. cs_1337_assault Ready In my opinion the best assault breakdown 07. cs_penthouse2 Ready It's really the same map, 1 Hostage stuck 08. cs_bikini Ready This will go in the Bikini release from us also. 09. fy_iceworld Ready A deathmatch must-have 10. fy_pool_day Ready A deathmatch must-have 11. awp_map Ready THE awp training map, must-have 12. de_palais2k Ready Really nice bot map 13. de_pandemonuim Ready A very cool map with multileveled combat 14. de_sampa Ready Huge map and very cool with 32 bots! 15. de_biochem Ready There are problems with some CT spawn points... 16. de_tartarico Ready Pretty cool map.....they use it all well here ! 17. de_volare Ready Batmans best map to date 18. de_deadlock Ready Extremely cool map and awesome gameplay! 19. de_stonepit Ready Difficult waypoint in some areas....but cool now!! *(these below need work still) 20. de_simpsons Mark i totally forgot that you cannot use this bot on your server. the reason is because after a mapchange...the bots slows down.....it does a Slo-Motion like in a movie......even thier jump is in slow mo...the shots fired are slower and its really CPU hungry. Until that problem is solved(by taking out the A*Pathfinder) you wont be having fun using this bot other than in the first map. |
Re: for T-Wrecks and SoUlFaThEr new project
Noooo!!
SoUlFaThEr it's NOT the A* pathfinder that can cause the slow motion effect ! I'm SURE of this. If the pathfinder works well the first map, it should work well on the second map too. What's curious is that I played many maps with this bot and all seemed to go fine... but I've got a powerful machine. Anyway when this bug will be fixed Mark *WILL* be able to use this bot on his server ! |
Re: for T-Wrecks and SoUlFaThEr new project
uhm, sorry for my stupidity, but i assume Austin is mark, or did i miss an older posting ? (went back two pages...)
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Re: for T-Wrecks and SoUlFaThEr new project
@ Onno: I think so. I've read it several times now, and in all contexts the only one who could have been meant was Austin.
@ SF / PMB: Whatever causes this slomo effect- it must be fixed. All my friends would use this bot, IF... Ok, there are more things to fix (buttons etc.), but if this bot would run without the slowdown effect (even on mid-range machines), many ppl. would already use it. Many bots can't handle certain things correctly (yet), but of those, PB 2.6mm is certainly among the (if not THE) best. Btw, what do you call "powerful machine"? After all, that's a matter of definition... I wouldn't call my XP1800+ with 512 MB DDR and GF4 Ti4200 (128 MB) a low-end machine (although it's not high-end, either), but I certainly notice this permanent slow-down effect after the 1st mapchange. Then again, I'm not using the most up-to-date dll because I didn't want to take the risk of having anything messed up during the waypointing / testing business. Back to topic: SoUlFaThEr, I think I'll be able to send you my half tomorrow. cs_winternights and cs_bigwong gave me a hell of a time because of some tricky spots and tiny ledges, but I'll do some final testing now, and then everything should work ok. |
Re: for T-Wrecks and SoUlFaThEr new project
Pierre.....sorry i only said that because you once mentioned that the A* is more CPU chewing that without it........and it must be "the machine" that allows it not to go slo mo.....im on 1.333Ghz with 512 ram and a geforce 4 ti4200.......and mine is slo mo :)
sorry if i got that wrong! ok T-Wrecks........send away when you are finished......i have a dll that made me stop waypointing but hopefully it will be fixed tonight and then i can finishe de_simpsons........ |
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