Re: POD-bot back into shape.
Sorry for posting my server specs here:
PIV 2.8 GHz ~500 MB RAM Win XP Home no background tasks just halflife with cs1.5 dedicated server (also metamod, podbot and mean of course) Only one human player connected (me) Don't you think that 60% cpu load is a little bit too much for this? ???:( Later I will test a map with a .pvi file for it. EDIT: OK I just checked de_dust with existing pvi file. No slomo effect but 67% cpu load all the time with 11 bots and 1 human... Will try removing mean and statsme... |
Re: POD-bot back into shape.
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and no bots on achangelevel command when the next map loaded. EDIT CS 1.6, i have had no double names yet :) the fill server with bots command alsodoes not work......and no bots are added after a changelevel command. that should still be automatic as defined in the podbot.cfg.(i.e. addbot,addbot,addbot) EDIT2 We found that the slo-motion thing was only really a problem with not having the vis table file.....it doing a vis made it slo down and take up to 60% CPU resource. It was suggested that we include the .pvi file with the waypoints for this bot in the future.....thats the standards package then(pwf & pvi), this way avoiding that "bug". here is an updated and final release of the officials then until something else changes them :) |
Re: POD-bot back into shape.
i don't think its the pvi files..
i had pvi files and it loaded it and it didn't say rebuilding but the bots still move in slow motion.. they never moves in slow motion before a map change.. only after. even if i didn't have a pvi file for the first map i play they don't move in slow motion. it only happens after a map change.. [edit] computer specs 400Mhz 192MB RAM Mandrake 10 hlds v3.1.1.1e slow motion seems to happen less when i run the dedicated server with no X11 desktop running. its probably just my comp :D [/edit] |
Re: POD-bot back into shape.
its true on the only after map change slo motion.......
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Re: POD-bot back into shape.
The "pb fillserver" command was still working... what was broken was just the menu. I've fixed it now. And while I was at it, I've removed the "autopath on/off" feature from the menu and I've added and "autopath maxdistance 0" option along with the other distances in the waypoints menu. It's more natural this way.
I've changed the way the respawn code works. Tell me if this crap works any better. http://racc.bots-united.com/releases/podbot.zip The .pvi files are included, too. |
Re: POD-bot back into shape.
i have Mark doing the same thing lol...except he will place the apmd menu where the autopath option was in the MAIN menu
names are good.....on 1.5 and 6........thanks!! checking the rest in a bit.....gotta get food in here somehow..... im back and am experiencing HL crashes.....2 of them so far. also sometimes in 1.5 the command "podbotmenu" is unknown and i cant do anything with the bots.....or that menu......i reload CS again and it suddenly works......and then not....... wierd? CS1.6 seems to be fine on that so far..... and yes......after the first map change that slo motion stuff happens no matter what you do....... so the pvi thing may not be worth it until this gets "fixed" |
Re: POD-bot back into shape.
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What is botcfg.cfg for... |
Re: POD-bot back into shape.
Same thing here, boss.
The new update is crashing my HLDS non-stop. 8o It loads fine. HLDS starts, finds the podbot proggy and loads the map, but when it starts to "Rebuild Visibility Table" it crashes. :'( I nixed it from my Metamod and HLDS runs fine. Added it back, and it crashes again. Not a coder, just throwing my 2 cents in here. ;) Keep up the incredible work guys!!! |
Re: POD-bot back into shape.
aahhhaha.......must............uh.......find...... ..mmmmmm.......bug....ughh...
....crash.....pc...........no.......fun.....ughhh. ....bugs..........must........die... headshot......script.........nub......geeks....... .must..........shoot......pixels hihi:| |
Re: POD-bot back into shape.
don't know about you guys but I don't crash on either of my comps.
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