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Re: My tutorial for RB
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And I am not gonna tell you what you can do with your posted link article. Krillin |
Re: My tutorial for RB
I re-uploaded a test binary for the latest source update on github here:
http://forums.bots-united.com/showthread.php?t=10094 (Rename and replace the old dll with this one in realbot's dll folder from the last 30xx update pack on our filebase.or this: http://realbot.bots-united.com/howto/realbot.zip) For people still new to realbot at this time (he he), the old guide is clear enough: http://realbot.bots-united.com/howto/ My additional guide for those who missed the "Read.me" instructions in using realbot is to generate rbn (nodes) and rbx (map experience? correct me!) data files using bsp2rbn tool. It isn't necessary since it is included AFAIK in the realbot dll file. But it's better to have one that wait for it after a change of map. 1. go to your map folder and put bsp2rbn.exe there 2. generate a list of your map names on a txt list 3. make each each line look like bsp2rbn.exe <map name> use notepad++ tricks or online tools to add a "prefix" on each line. https://kamalit.blogspot.com/2012/08...g-notepad.html 4. now you rename this as your "bsp2rbn.bat" file,, as seen below: Code:
bsp2rbn.exe aim_4deagle.bsp 6. now put all "rbn" files on your realbot "maps" folder, and all "rbx" files in your realbot "exp" folder Play each map and observe changes in bot gameplay as more games progresses. The rbx files will change thru gameplay experience/training. I haven't touched yet more on the waypoint details and how drawnodes and dumpnodes tools are used - maybe later. I'm still on the observation stage. But I see that realbot are prone to stall on fy maps when there's no enemy on sight, or for some unknown cause I haven't checked yet. But skillwise, they can fair head-on with regame_cs and podbot_mm max skilled bots he he. I hope this helped a bit. PS. As of this time, since my CS packs are filled with bot AIs (podbot_mm, regame_cs, yapb, ubot, sypb...) for "mix testing", I'm switching to console commands at times when bind keys for "bot menus" conflict with the bot cfgs. For realbot, I can't use the bind key "h" as regame_cs (or its older siblings csbot/zbot) also use the hook command "+commanmenu". Changing the bind keys will definitely not work either because its hardcoded on both regame_cs and realbot via sdk. It's odd, even if I changed the hook_command from sdk source, say to "ħrbcommandmenu" and re-compiled, it still doesn't work. This I have to figure out later he he. Maybe disabling initialization of regame_cs first might fix it or some pre-made amxx plugin. But it's not that important as long as realbot works with my custom commands. I'll have to re-check with no external bot around like before! Realbot has so many features and parameters to tweak. My interest is also on this Realbot Personality Manager. Hope for the best I guess. |
Re: My tutorial for RB
I re-uploaded a test binary for the latest source update on github here:
http://forums.bots-united.com/showthread.php?t=10094 (Rename and replace the old dll with this one in realbot's dll folder from the last 30xx update pack on our filebase.or this: http://realbot.bots-united.com/howto/realbot.zip) For people still new to realbot at this time (he he), the old guide is clear enough: http://realbot.bots-united.com/howto/ My additional guide for those who missed the "Read.me" instructions in using realbot is to generate rbn (nodes) and rbx (map experience? correct me!) data files using bsp2rbn tool. It isn't necessary since it is included AFAIK in the realbot dll file. But it's better to have one that wait for it after a change of map. 1. go to your map folder and put bsp2rbn.exe there 2. generate a list of your map names on a txt list 3. make each each line look like bsp2rbn.exe <map name> use notepad++ tricks or online tools to add a "prefix" on each line. https://kamalit.blogspot.com/2012/08...g-notepad.html 4. now you rename this as your "bsp2rbn.bat" file,, as seen below: Code:
bsp2rbn.exe aim_4deagle.bsp 6. now put all "rbn" files on your realbot "maps" folder, and all "rbx" files in your realbot "exp" folder Play each map and observe changes in bot gameplay as more games progresses. The rbx files will change thru gameplay experience/training. I haven't touched yet more on the waypoint details and how drawnodes and dumpnodes tools are used - maybe later. I'm still on the observation stage. But I see that realbot are prone to stall on fy maps when there's no enemy on sight, or for some unknown cause I haven't checked yet. But skillwise, they can fair head-on with regame_cs and podbot_mm max skilled bots he he. I hope this helped a bit. PS. As of this time, since my CS packs are filled with bot AIs (podbot_mm, regame_cs, yapb, ubot, sypb...) for "mix testing", I'm switching to console commands at times when bind keys for "bot menus" conflict with the bot cfgs. For realbot, I can't use the bind key "h" as regame_cs (or its older siblings csbot/zbot) also use the hook command "+commanmenu". Changing the bind keys will definitely not work either because its hardcoded on both regame_cs and realbot via sdk. It's odd, even if I changed the hook_command from sdk source, say to "ħrbcommandmenu", re-compiled, and changed the settings (cfg/bind keys), the menu doesn't show on screen. This I have to figure out later he he. Maybe disabling initialization of regame_cs first might fix it or some pre-made amxx plugin. But it's not that important as long as realbot works with my custom commands. I'll have to re-check with no external bot around like before! Realbot has so many features and parameters to tweak. My interest is also on this Realbot Personality Manager. Hope for the best I guess. |
Re: My tutorial for RB
Well I've did some tweaks to RealBot recently in Github and some participants had fixed the UMP45 mistake.
https://github.com/APGRoboCop/RealBot |
Re: My tutorial for RB
Quote:
...Neural AI seems to be an new trend too. I only saw a few for CSGO at github, but can't find one for CS 1.6 preferably, non-CUDA. I'm limited in hardware for this platform which requires high-end GPU to function. |
Re: My tutorial for RB
Well I'm not sure how to make the .bat script work by only targeting on .bsp files all from the bsp2rbn.exe tool folder...
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Re: My tutorial for RB
I wrote this ages ago but it iterates over all .map files in a directory: https://github.com/tschumann/basis/b...rc/compile.bat
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