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Re: development screenies
The bots are already affected, to some extent, by darkness and luminosity. I have not been working on it for more than a week btw, due to real life job deadlines (I'm late as hell) hence there's no really interesting update to show here so far...
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Re: development screenies
simply amazing..... living my dream i see.....
so, how much cpu and mem does this baby use? from what it sounds it looks like im going to have to upgrade my poweredge....(still putting around with a dual p3 500mhz.... with ram that isnt even ECC... not to mention 2 bad hard drives... lol) (dell sucks.... get a tyan dual proc board... industry standard) with my server it starts to get laggy when i hit 20 PODbots.... that and crashes a lot (doesnt like hookmod) if only there a couple more ppl with your skills, on a team, cause apparantly your overworked.... just dont ditch us if you cant code this bot nemore..... lol keep it up |
Re: development screenies
any new screenies?
i and i'm sure others are really excited to get to play with this bot. keep up the good work =) |
Re: development screenies
@TSCrv : most bots dont take any advantage of fast harddisks or dual processors, not even RACC is multithreaded as far as I know ;)
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Re: development screenies
Heyyo,
I'mma agree with @$3.1415rin. Most games don't take full advantage of dual CPU's. Look at Q3A, that game supposedly was optimized for dual CPUs, yet ran worse than a single CPU by 5f/s (that example's from some old game magazine in 1999). Not much, but yeah, you're better off just gettin a single CPU when it comes to gaming, but for office work? yeah, I bet dual CPUs would be more handy for multitasking, and Computer Animation. But then again, I think I'd rather just get a 64bit CPU... Then again, I'd rather have the cash than a 64bit CPU, cause I need a car more urgently than a state-o'-the-art CPU. :P |
Re: development screenies
Dual CPUs are only useful if the application can take advantage of multithreading.
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Re: development screenies
I made important changes in the navigation this weekend, trying to put into code a certain idea that popped up in my mind. It jumps much better now.
http://racc.bots-united.com/jumping-racc-cs_italy.png |
Re: development screenies
Heyyo,
OMG, did the bot make it through the window? |
Re: development screenies
=) - =)
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Re: development screenies
my god man! you've made a monster!
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Re: development screenies
"did it make it through the window?"
of course ! why, all bots can do that already, no ? I mean... it's no kickass feature... ???:( |
Re: development screenies
if waypointed properly, i think NNBot used to be able too (anyone remember NNBot? those were the days :D)
Although, unwaypointed, its godly :p |
Re: development screenies
Heyyo,
Yeah true PMB, most bots do, but they're fully waypointed. Yours is like, a different level of skill/knowledge that the bots require to do stuff like that, it's more humanly. Cause like, with PODbot v2.5mm, I used to get pwned a lot as the n00b I was at the time, so I used to waypoint the opposing team to fall off the level so my team would have an advantage.. and with your bot no one can do that... damn I was such a n00b, lol. :D |
Re: development screenies
There's not much difference between manual waypoints and a navmesh, since the passage points between each face of the mesh are recorded by the bots by observing the players jumping around. That's why the official CZ bot can do that too. However I wonder how it works with auto-waypointing, like, how well does RealBot WIP do that for example ?
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Re: development screenies
Heyyo,
Hmm, well PMB, that RB autowaypointer is apparantly free software, so the source code's there, so you can see how it pulls it off... does someone here with some spare time happen to have tried it? I'm sure if we ask stefan he'll tell us how well it works since it's for his bot. I've tried the "nav_generate" command on CS:S since dead_bwoy said those commands work, and they do, and the autowaypointer for CS:S does a pretty good job, but seems to not like some edges well, like on DE_dust, just above the T's spawnpoint, it seemed to have a hard time realising it's a flat edge, and always slanted them when I tried to use that "nav_generate" command. PMB, it seems in automation, you're ahead of the official CS bot already. ;) |
Re: development screenies
RB can't make it through the window... since i never gave it attention.
Anyhow. The autowaypoint is as simple as you can make it. Its actually not perfect at all. Btw, i don't think waypointed bots are worse then navmesh bots ;) It just saves a lot of time to code the bots if you are lazy (like me). |
Re: development screenies
Heyyo,
Heh, yeah, waypoints is the lazier of the 2 routes, but the upside is I bet it takes less calculations cause of the predefined routes... but that's also the downside those predefined routes make it easy to predict where the bots will go... but then again, most cs players walk over the same spots when they navigate the map. I like to run to the sides of the tunnels and aim at the middle cause I know how most people just charge down the middle. ;) Yeah, for realbot, it's like most other bots, you waypoint it to go through the window, the bot doesn't necessarily know it's a window, or the basic shape of the window, just that there's an obstuction and most people don't waypoint in the crouching, so the way most bots make it through the window is they start using an unstuck pattern which tends to use a jump-croutch that puts them into the window once they land the jub, and the bots continue on. Raccbot has to figure out the height of the window (from what I've been reading it's either that sensoring system he implemented on the bot, or by navmesh... if I'm wrong correct me people) and so on, so it actually knows the basic structure of the window. PMB's likes to use his intellect a lot, even in his jokes... and it's confusing (heh, it took me aboot 20 seconds to figure out that blonde France-Germany joke... but I did! I won't say the answer TWrecks, just read it over a few times, and think of the IQ of the populations in averages.... did I say too much already? :D). |
Re: development screenies
I'm posting the URL of what's new again because nobody seems to have noticed...
http://forums.bots-united.com/showthread.php?t=3952 and BTW the last jump is fixed in the demo now (in it you could witness the bot trying 3 times, falling, then deciding to cancel the link. The next time I jumped the bot saw me, he recreated that link and now he jumps correctly). My next step will be to make it reach the roof of the marketplace like podbot. Perhaps it's already working, I never tried to jump there yet :) |
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