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-   -   Podbot Beta 3.0 Updates? ^^ (http://forums.bots-united.com/showthread.php?t=5226)

AlexBreems 20-02-2008 17:22

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 57164)
Same note like for Immortal_BLG. We have an ideas subforum for such things.
And no - navmashes and waypoints are completly different things... I have no idea how I could convert nav to pwf... :(

It is a pity, but all the same podbots the most optimum bots for cs 1.6 ;)

Ancient 20-02-2008 22:35

Re: Podbot Beta 3.0 Updates? ^^
 
Nav meshes are nice to get bots flood games and new maps.
If you need waypoints created, you can ask waypointers to create them for you, or you can learn how to building them and do it yourself. In all likely-hood, the waypoints for maps that you are playing have already been made.

addam 21-02-2008 23:10

Re: Podbot Beta 3.0 Updates? ^^
 
I compiled the latest source with gcc3 (debian sarge 3.0 rc5), no errors, works great in our server.
Can be download here.
Use only if the official binary not works.

AlexBreems 22-02-2008 09:02

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Ancient (Post 57184)
Nav meshes are nice to get bots flood games and new maps.
If you need waypoints created, you can ask waypointers to create them for you, or you can learn how to building them and do it yourself. In all likely-hood, the waypoints for maps that you are playing have already been made.

Thanks for advice, was on your site - excellent work! :thumbup:

KWo 24-02-2008 21:12

Re: Podbot Beta 3.0 Updates? ^^
 
And yet another update - V3B19c

+ FIXED yet another minor bug with ducking bots.
+ Changed - the bots are sometimes also ducking while shooting from other than awp weapon (similar to YapB)
+ Optimized again engine messages usage (thanks ghost_of_evilspy and his jk_botti)
+ Changed the way of checking if custom body parts (arms, legs, feet) are visible for the bot (to stop random part checks - another cause of shaking bots).

Please try it and give me some feedback.

addam 24-02-2008 23:30

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 57233)
And yet another update - V3B19c

+ FIXED yet another minor bug with ducking bots.
+ Changed - the bots are sometimes also ducking while shooting from other than awp weapon (similar to YapB)
+ Optimized again engine messages usage (thanks ghost_of_evilspy and his jk_botti)
+ Changed the way of checking if custom body parts (arms, legs, feet) are visible for the bot (to stop random part checks - another cause of shaking bots).

Please try it and give me some feedback.

Nice work, bots shoots better, and uses a little lower CPU time.
GCC3 (debian 3.0rc5) compiled version is here.

Immortal_BLG 25-02-2008 00:40

Re: Podbot Beta 3.0 Updates? ^^
 
Thank to you KWo, that has made it, but bots still is to what to aspire in shooting, for example they what for sometimes jump at shooting...

KWo 25-02-2008 08:21

Re: Podbot Beta 3.0 Updates? ^^
 
It may happen if the enemy is aiming the bot - it may want sometimes to jump in that case.

KWo 26-02-2008 19:38

Re: Podbot Beta 3.0 Updates? ^^
 
The minor update - V3B19d.
+ FIXED bug with jumping bots after camping and after reaching the destination waypoint during the normal navigation movement.
+ Changed the way of calculating the vertical position of landing of the grenade (if the enemy is above or under the bot).

As always - please give me some feedback if the bot works now better and if You can see still any bugs there.

addam 26-02-2008 22:26

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 57252)
The minor update - V3B19d.
+ FIXED bug with jumping bots after camping and after reaching the destination waypoint during the normal navigation movement.
+ Changed the way of calculating the vertical position of landing of the grenade (if the enemy is above or under the bot).

As always - please give me some feedback if the bot works now better and if You can see still any bugs there.

Compiled with gcc3, done (debian 3.0rc5).
Download here.

Immortal_BLG 27-02-2008 01:36

Re: Podbot Beta 3.0 Updates? ^^
 
Looks excellently, but I have found a little bugs, 1) playing on csdm, sometimes it happens, that bot after murder of the opponent at once begins reload, though at him(it) in clip 25 of 30 cartridge and so can repeat some times. 2) Bots still run at shooting, please make, that they also ran, but on "SHIFT". 3) has noticed, that bots sometimes get grenades, even already seeing an enemy. Sorry, sorry for bad eng.

KWo 27-02-2008 08:25

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Immortal_BLG (Post 57255)
Looks excellently, but I have found a little bugs,
1) playing on csdm, sometimes it happens, that bot after murder of the opponent at once begins reload, though at him(it) in clip 25 of 30 cartridge and so can repeat some times.

They don't know You have ammo refill on... They are reloading always when they can see such possibility (no enemy nearby).
Quote:

Originally Posted by Immortal_BLG (Post 57255)
2) Bots still run at shooting, please make, that they also ran, but on "SHIFT".

If they run slower they are a better target for enemies. I have tested that with yapb vs pb mm and it looks like yapb has more problem to hit pb mm when pb mm are running. That's why I prefer it so.
Quote:

Originally Posted by Immortal_BLG (Post 57255)
3) has noticed, that bots sometimes get grenades, even already seeing an enemy. Sorry, sorry for bad eng.

They are using the nades even if they can see the enemy, but they start to use them if the enemy is not aiming at them (the enemy is looking or aiming somewhere else).
Of course it may happen the enemy can notice the bot trying to throw a nade (so it's very easy to hit it then) but I think it's not a bug.

Sc0Rp 06-03-2008 17:55

Re: Podbot Beta 3.0 Updates? ^^
 
KWo, how do I have to test previous beta-releases when there not available?
I mean, I can download V3B18c and I can download V3B19d but when I click "for example" on V3B18f, I get the page of V3B19d from the filebase.
I want to test when this "shaking at high skill" started but can only download latest fullpack and latest beta.
Can you give me all versions between? ( only podbot_mm.dll and podbot.cfg for each version )

KWo 06-03-2008 20:59

Re: Podbot Beta 3.0 Updates? ^^
 
Yeah - it always points to the latest beta, to prevent have too many files there in the filebase. Just please test for now V3B19d and tell me what You can see there wrong...

Sc0Rp 07-03-2008 21:29

Re: Podbot Beta 3.0 Updates? ^^
 
Ok, still want to say that I can't test everything of it.
For example I can test them on windows system and also only on a dedicated server.
So other systems and server-types has to be tested by other users.
Also I don't use any mods like amx x, chickenmod, csdm2, etc ( only use metamod but otherwise podbot won't work )
So if a podbot-beta-release has problems with programs or mods not used by me, you'll have to read the bugs from other people.
I actually test the bots themselves rather then the combination of podbotrelease versus systems/mods/servers.

KWo 08-03-2008 20:47

Re: Podbot Beta 3.0 Updates? ^^
 
OK - please just do tests which are possible for You to do.

Sc0Rp 11-03-2008 11:46

Re: Podbot Beta 3.0 Updates? ^^
 
I played the latest release ( V3B19d ) and I can't find any "big" bugs so far.
The shaking is not all gone but still there a bit.
For the rest they can do all other stuff like planting, defusing, walk true shafts ( while ducking ) rescue hostages, climb ladders, buy and reload weapons etc etc.
Although I've had a problem while I was playing on de_train ( a standard map so normally those waypoints should be allright )
The bomb was planted underneeth a train-set, all T's were dead and 2 CT's alive.
They got to the bombsite pretty quick but when they were trying to reach the bomb for defuse, they just couldn't reach it.
They were standing up the train-set ( aiming at the bomb's location under the train-set ), they got off, they walked up and down, they tried again; that for multiple times till there wasn't enough time left to defuse anymore so they ran away to stay alive.
Same game, now the bomb was planted at the other bombsite and on the train-set, all T's dead again, guess 3 CT's were left and present around the bombsite, none of them managed to climb/jump onto the platform where the bomb was planted. ( They had plenty of time for a defuse even without a kit )
Any ideas what that can be?
I think it's rather occasional than a bug but those things shouldn't happen.

KWo 12-03-2008 08:28

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Sc0Rp (Post 57470)
The shaking is not all gone but still there a bit.

Could You narrow for me the situation when it happens?

I'll take a look how they are acting at de_train.

Sc0Rp 13-03-2008 10:49

Re: Podbot Beta 3.0 Updates? ^^
 
I've played the train again but now against 1 bot.
I went T and planted the bomb everytime under the train-set.
Then I got myself killed by the bot so there wasn't priority danger of other enemy bots for the CT, and he succesfully defused it.
So it could happen now and then but it's possible for the bot to defuse such located bombs.
I consider this as solved.

About the shaking, all I can tell is that the higher his skill is; the more he shakes.
A bot with high skill will aim at the head, but the head is a small bodypart.
He moves his crosshair from left to right, when his crosshair moves too far away from the head, he moves the direction of the aiming the other way; till his crosshair again is too far from the bodypart he was aiming at, etc etc.
It happens pretty quick so it looks like his crosshair is shaking ( kinda moving like a sticky wasp around a human head )
With that quick moving from left to right and from right to left, it also moves a bit up and down.
While the whole shaking thing is happening he also fires while doing that, so it causes that 50% of the bullets are not impacts.
In previous releases ( when the bug wasn't present ) you could see that a bot with skill 100 had his crosshair "sticked" at the head of his enemy.
When the enemy moved, the bot hadn't got any problem of following that head through the enemy's movement ( while the enemy was moving the bot got his crosshair "locked" to the enemy's head for the full 100% of the time that he was aiming; even when the enemy made sudden strange movements )
Now a bot with 100% buzzes around the head rather than "sticks" at the head.

KWo 13-03-2008 12:35

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Sc0Rp (Post 57486)
When the enemy moved, the bot hadn't got any problem of following that head through the enemy's movement ( while the enemy was moving the bot got his crosshair "locked" to the enemy's head for the full 100% of the time that he was aiming; even when the enemy made sudden strange movements )
Now a bot with 100% buzzes around the head rather than "sticks" at the head.

Don't You think it's more human-like now? :)

Sc0Rp 13-03-2008 14:15

Re: Podbot Beta 3.0 Updates? ^^
 
No, the buzzing crosshair moves that fast, that it isn't human like.
Try and play for yourself, go spectate and let bots of skill 100 play against each other.
Take first person view of any bot and experience all-time earthquake battle while aiming.
I don't think it's supposed to be like this although it's more human than before the bug.

Sc0Rp 17-03-2008 17:24

Re: Podbot Beta 3.0 Updates? ^^
 
A little update after playing more and longer with the latest version:
1) Bots indeed are tougher than before
2) They throw smoke grenades and flashbangs :D; they veeeeery rarely did that in previous versions.
Now they do it pretty often.
Although they throw flashbangs in strange directions, but I know it's hard to code that sufficient. Smoke grenades are aimed better.
3) There's really a great improvement of the unstuck code. Bots still get sticked up each other but they are unstuck much quicker:thumbup:
4) They duck more when you face them on surprise.
5) CT-bots sometimes just rush in a bombsite after the bomb is planted and try to defuse while the place is covered with T's.

That's it, I can't come up to other experienced things right now.

KWo 17-03-2008 19:06

Re: Podbot Beta 3.0 Updates? ^^
 
The flashbangs are thrown into corridors - to eventually affect an the camping or not seen enemy there.

ProRaiL 18-03-2008 12:59

Re: Podbot Beta 3.0 Updates? ^^
 
Keep up good work! I like to play with bots, but I have some "problems":
1) Why are bots so weak? On the 100 skill they can't make any problems as zbot or yapb do (I made matches zbot against yapb and they almost equal, but in some situations yapb win, in some zbot, while podbot lost to zbot completely :(). Maybe you can give any advice to improve their skills.
2) Your moving-while-shooting code a bit wrong, while they begin to rush you directly rather than strafing right or left (I hope you can do that, it will improve their hardness very well).
3) Don't remember exactly, but my advice to remove their "chance to go to wrong bombplace" while it planted, because it makes them loose in very stupid way. Also they can sometimes run from a bomb while they think it's gonna explode soon, when they have defuse and have time to do their work.
4) Add "bomb holding" while it dropped from dead terrorist.

P.S. yes it's not easy maybe, but possible.

ProRaiL 18-03-2008 13:22

Re: Podbot Beta 3.0 Updates? ^^
 
also by viewing this demo: http://prl.jino-net.ru/POV.zip
you'll see strange bug happening to me which is awfully lags server in the beginning of the round while I run this bot (even if I turn of amx mod and booster). Metamod version 1.19p31

Sc0Rp 28-03-2008 18:38

Re: Podbot Beta 3.0 Updates? ^^
 
Another little update:
1) When a bot faces more than one enemy at once in narrow places ( perticular enemy bots behind and in front of him ), he starts to aim at the ceiling and the ground instead of the enemies ( not always ).
2) They pretty often pick up weaker weapons than those they are carrying.
( example: bot picks up a mp5 when he just started the round with a ak47 )
Maybe the bot ran out of bullets cause they don't always buy primary ammo, that's kinda shitty to find out cause you can't see those functions in spectator mode.

ProRaiL 28-03-2008 18:42

Re: Podbot Beta 3.0 Updates? ^^
 
also better make them to buy weapons on their own decide, it's kinda stupid when they're all buy deagles and running low on ammo :)
so better if they stay with their default ones

KWo 12-04-2008 19:13

Re: Podbot Beta 3.0 Updates? ^^
 
New beta update - V3B19e

+Added invisibility check, soif the player is invisible, the bot cannot see him (at least until invisible player is starting to shoot at him - then - he can see the fire from his gun, so he is trying to answer with fireing at that direction).
+Added affecting by darkness (thanks to PMB and his RACC code) - same like above - if in dark room the enemy is starting to fire at the bot, so he can see the fire from the enemy's gun - then the bot is fireing at that direction, too.
+Expressed the pb_detailnames cvar meaning (0 - no skill and no [POD] prefix, 1 - skill as sufix and [POD], [P*D] and [P0D] prefixes added to the name; 2 - only the prefix is added to the name (no skill as the sufix added); 3 - only the skill sufix is added (no [POD] tags added).
+Added pb_maxcamptime cvar (default 30) - the maximum time You allow the bot camping in one place - after that time it has to go to another place.
+Fixed problem with reloading the weapon at the round start.
+Added - if the bot has less money than 900, sometimes they will try to save the money by not buying any weapon (only ammo and other stuff).
+Changed - reverted back - the bot is taking care about the closest sound instead of the most loud one.
+Fixed - if there is no enemy nearby and the bot is going to pass the door, the bot is facing the door to open them in the right direction.
+Fixed - when the bot is turned into the chicken (ChickenMod), it is now able to pickup hostages and defuse the bomb.

Please test and write some Your thoughts / observations.

addam 12-04-2008 19:32

Re: Podbot Beta 3.0 Updates? ^^
 
Hi guys,

V3B19e compiled with gcc3 is here.

Tested on Debian 3.0 rc5.

Sc0Rp 12-04-2008 22:28

Re: Podbot Beta 3.0 Updates? ^^
 
First thanks for adding the sufix and prefix options!
Also a good idea about that pb_maxcamptime ( can be quite handy in some situations )

Still a few questions:
-The darkness affecting; does it mean that now a bot can't see you in the dark unless you are firing? ( if yes, what is a dark room for the bot?; pitch black, very dark, normal dark, light dark)
-Bots with less than 900, will they not even buy secondary ammo or better secondary weapon + corresponding ammo.

p.s.: Can you insert a function so that bots buy better weapons if they have the money for it? Now a bot with mp5 will continue to play with mp5 round after round as long as he is not killed or as long as he doesn't pick another weapon from the ground, even if he has enough money to buy a better weapon.
I have never seen a bot buy a weapon if he already carries any other primary weapon at the start of a new round.

KWo 13-04-2008 10:31

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Sc0Rp (Post 57701)
Still a few questions:
-The darkness affecting; does it mean that now a bot can't see you in the dark unless you are firing? ( if yes, what is a dark room for the bot?; pitch black, very dark, normal dark, light dark)

Yes - You need to try Your-slef what I mean. Just seet silently in the dark room an wait for bots enemies. If the room is dark, they will try more often to switch the light (if there are some buttons with W_FL_BUTTON flag near such button).

Quote:

Originally Posted by Sc0Rp (Post 57701)
Bots with less than 900, will they not even buy secondary ammo or better secondary weapon + corresponding ammo.

They will do buy ammo, but they will not buy a better sec weapon (but not everytime) - it happens now randomly if they decide to save money.

Quote:

Originally Posted by Sc0Rp (Post 57701)
p.s.: Can you insert a function so that bots buy better weapons if they have the money for it? Now a bot with mp5 will continue to play with mp5 round after round as long as he is not killed or as long as he doesn't pick another weapon from the ground, even if he has enough money to buy a better weapon.
I have never seen a bot buy a weapon if he already carries any other primary weapon at the start of a new round.

That is true - they are not buying any better primary weapon if they already have one. How it should be implemented? How much money they should have to let them drop the existing mp5 and buy an m4a1 for example? How are You doing that Your-self (as a player)?

Sc0Rp 13-04-2008 17:15

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo
That is true - they are not buying any better primary weapon if they already have one. How it should be implemented? How much money they should have to let them drop the existing mp5 and buy an m4a1 for example? How are You doing that Your-self (as a player)?

Good question: well, a bot that starts a new round with a primary weapon survived the previous round so normally that bot already has a secondary weapon.
So he doesn't need money for that, leaves only the amount of money to buy a better primary weapon + ammo ( must be included ) plus a little extra to buy nade or smoke or flash or defuse ( if ct ) or combination of those.
Let's say, a T-bot must have at least the price of the primary weapon and ammo + 500 more for some equipment or better secondary weapon + ammo.
A CT-bot must have at least the price of the primary weapon and ammo + the price of a defuse kit ( not every CT buys defuse so if he doesn't do that, the money can be spend on some equipment tools )
If you want to insert this option, maybe it's nice to add some adjustable percent-factor with it ( inside the podbot.cfg )
So that the bots don't always do it when they have enough money.
Otherwise a spawn will be covered with dropped weapons ( that could bring more stucked bots with it cause they all want to pick up a weapon when they see any on the ground and if so they stick for too long on their spawn wich is not good for the overall gameplay )
Hope this will please you and give you a better idea on how it should be inserted.

KWo 14-04-2008 20:45

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Sc0Rp (Post 57492)
No, the buzzing crosshair moves that fast, that it isn't human like.
Try and play for yourself, go spectate and let bots of skill 100 play against each other.
Take first person view of any bot and experience all-time earthquake battle while aiming.
I don't think it's supposed to be like this although it's more human than before the bug.

How about that? Still You can see that or it's fixed?

Sc0Rp 15-04-2008 17:07

Re: Podbot Beta 3.0 Updates? ^^
 
I haven't played with the latest yet, I'll soon try it.

person135 15-04-2008 22:36

Re: Podbot Beta 3.0 Updates? ^^
 
lol scorp is making some good suggestions KWo.

ProRaiL 16-04-2008 12:01

Re: Podbot Beta 3.0 Updates? ^^
 
bots still lag server sometimes and weak as hell at skill 100

KWo 17-04-2008 09:21

Re: Podbot Beta 3.0 Updates? ^^
 
New update - V3B19f:
+Added more code for Ts to better choose the bombzone.
+Changed - if the bot has more money and already has a primary weapon, he is buying now a better primary weapon.
+Changed - for linux i386.so version - statically linked with libstdcc++6.so - big thanks to THE_STORM for figuring it out. :)

Note:
It wasn't tested with CSDM - it may not work properly if the bot will drop the gun at the respawn because it has a lot of money!!! I have to add a better check if CSDM is on. For some reason checking "csdm_active" always says it's "1" no matter if CSDM is enabled or not (I have to talk about that with Bailopan).

I hope no anymore any complaints about not loading podbot_mm_i386.so under linux. :)

KWo 17-04-2008 09:21

Re: Podbot Beta 3.0 Updates? ^^
 
New update - V3B19f:
+Added more code for Ts to better choose the bombzone.
+Changed - if the bot has more money and already has a primary weapon, he is buying now a better primary weapon.
+Statically linked with libstdcc++6.so - big thanks to THE_STORM for figuring it out. :)

Note:
It wasn't tested with CSDM - it may not work properly if the bot will drop the gun at the respawn because it has a lot of money!!! I have to add a better check if CSDM is on. For some reason checking "csdm_active" always says it's "1" no matter if CSDM is enabled or not (I have to talk about that with Bailopan).

I hope no anymore any complaints about not loading podbot_mm_i386.so under linux. :)

addam 18-04-2008 08:01

Re: Podbot Beta 3.0 Updates? ^^
 
V3B19f compiled with gcc3 is here.

I think we need a gungame check to (gg_enabled maybe works).

The Storm 19-04-2008 17:36

Re: Podbot Beta 3.0 Updates? ^^
 
@addam why you are recompiling the bot with older compiler ? There is no point sinse the libstdc++ is static linked, the people will not need to search the shared library.


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