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

KWo 11-09-2006 10:50

Re: Podbot Beta 3.0 Updates? ^^
 
Another small update: :)

V3 Build 15a

+Changed - Bots shouldn't make bots-towers on ladders anymore (they test all the ladder right now - not only if the current WP is used by another bot - like it was before).
+Changed - the creation of the visibility table doesn't lag the server anymore. :D
+Fixed - the WP editor - now You should more easy and more precisly point the WP You want to manually make the path connection.

@Ancient - please report me if these second and third ones really work better now.

Austin 14-09-2006 12:06

Re: Podbot Beta 3.0 Updates? ^^
 
KWo,

This bot is awesome!
I just tried 19 bots as ts and 13 bots as cts and myself on the server.
I run a true DS on a AMD athlon 3000+
The cpu runs just over 20% when there is full out warfare going on!
It idles around 2% cpu when there isn't any action going on, even with 31 bots!

The nade throwing is a bit "high" I did notice.
The bot seems to be pointing the nade at the target correctly but their release is too high most of the time.
(I was using version 2006.9.3.0. Going to switch over to testing on a dllbuilt from podbot_mm_src_v3B15.zip and mm 1.19 source.)

I will write this up in the bug section as well as some features I need (and am willing to try coding or what ever help you want/ need.)

I am confused on how you keep track of the version.
In the forums you mention versions like V3 beta 14f
But when I look at the dll version resource I see version info like 20060910.
Why not put the "real" version into the dll to avoid confusion?

Thanks man!

KWo 14-09-2006 15:25

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Austin
The cpu runs just over 20% when there is full out warfare going on!
It idles around 2% cpu when there isn't any action going on, even with 31 bots!

Hmm.. Still so much? Should be about 15%, I think... :P

Quote:

Originally Posted by Austin
I am confused on how you keep track of the version.
In the forums you mention versions like V3 beta 14f
But when I look at the dll version resource I see version info like 20060910.
Why not put the "real" version into the dll to avoid confusion?

Mouse right-button click on the dll, then go to the properties, then look in the window for "Private description of the version" or "Special description of the version" - I don't know how it looks like in english Windows, but You shouldn't have the problem to find it.

KWo 14-09-2006 15:49

Re: Podbot Beta 3.0 Updates? ^^
 
OK - another small update:
V3 Build 15b:

+Fixed problem with hostages (bots ignored them a lot instead pickuping them).
+Changed the behavior of finding goals (it was too much randomized - almost not related to the current bot "feeling" - now the weight between random and "feel" choice of the goal is changed more to the "feel" - twice more than random). So now they should focus more on the "mission".
@Ancient - can You try this? ;)
@Austin - please use this version. :)

Austin 14-09-2006 22:56

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 51598)
OK - another small update:
V3 Build 15b:

+Fixed problem with hostages (bots ignored them a lot instead pickuping them).
+Changed the behavior of finding goals (it was too much randomized - almost not related to the current bot "feeling" - now the weight between random and "feel" choice of the goal is changed more to the "feel" - twice more than random). So now they should focus more on the "mission".
@Ancient - can You try this? ;)
@Austin - please use this version. :)

Oh yes! Will do and get back to you after tonight.
Got it on the versions info. I wasn't looking at the "sepcial" info.
As far as the cpu usage goes that was a guesstimate. I only quickly counted the bars and guessed at 20% , it could have been 15%.
I thought 20% was awesome for 31 bots! I will get a better run of cpu usage.

Also, is there a place to get your latest source code changes?
What I want to do over here is always build your latest with cv60 and metamod 1.19 (the standard 1.19).

This way we will get feedback on this type of build running on cz.

Austin 15-09-2006 04:59

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 51598)
OK - another small update:
V3 Build 15b:

+Fixed problem with hostages (bots ignored them a lot instead pickuping them).
+Changed the behavior of finding goals (it was too much randomized - almost not related to the current bot "feeling" - now the weight between random and "feel" choice of the goal is changed more to the "feel" - twice more than random). So now they should focus more on the "mission".
@Ancient - can You try this? ;)
@Austin - please use this version. :)

Ok, I was t on CZ + assault_nod.
For version 15 the bots pretty much stayed outside and really never even tried to rescue the hostages.

For version 15b they were much better. I had to kill one next to the hostages and 3 in the vent in about the first minute and half into the round.
Only one was still outside.

This is way better but it seems like they should be tweaked to be even more focused on the map goals.

Great updates!

KWo 15-09-2006 10:18

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Austin
Also, is there a place to get your latest source code changes?

Try here.

All changes You are doing into code - You can post in Coding section with little comment to let me see what lines were changed by You. Example:
Code:

if (g_f_cv_bot_quota_match > 0) // Austin - 20.09.2006
{

}

BTW - about hostages - I just found there is still problem with V3 B15b, which I fixed in my sources, but now I'm working on unstuck code, so it's not good to release it yet.

Austin 15-09-2006 10:32

Re: Podbot Beta 3.0 Updates? ^^
 
Thanks again for the help Kwo.
The makres fails, but the build still works.
It just uses a non-updated res.

I can get it working with the information you posted.
When you get a chance do send a vc6.0 make file.
In the mean time I will use the one I have that I got working.
I just built 15b !

But a couple of things.
I have to explicitly cast this: b_WP_IsLadder = bool()(paths[WP_Index]->flags & W_FL_LADDER);

C:\CS\Dev\podbot_sdk\metamod\podbot_plugin\bot_nav igate.cpp(13 : error C2220: warning treated as error - no object file generated
C:\CS\Dev\podbot_sdk\metamod\podbot_plugin\bot_nav igate.cpp(13 : warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)

I also get
dll.obj : warning LNK4197: export "GiveFnptrsToDll" specified multiple times; using first specification

Which is weird but I am checking on it.

Thanks for always posting your latest source to the latest released dll.
I will always look there for it.
Thanks!

KWo 15-09-2006 10:40

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Austin
Thanks again for the help Kwo.

It's KWo... ("w" also in uppercase) :)

Quote:

Originally Posted by Austin
The makres failes, but the build still works.

Makres must in in the same directory You have the sources. Anyway You can always edit manually *.rc file - if You know what and how to change.


Quote:

Originally Posted by Austin
But a couple of things.
I have to explicitly cast this: b_WP_IsLadder = bool()(paths[WP_Index]->flags & W_FL_LADDER);

Oryginally it's:
b_WP_IsLadder = (paths[WP_Index]->flags & W_FL_LADDER)
but maybe You need to use (bool) instead bool() - dunno how VC6 works...

Quote:

Originally Posted by Austin
I also get
dll.obj : warning LNK4197: export "GiveFnptrsToDll" specified multiple times; using first specification

About this ask THE_STORM (current epodbot coder) - he has more experience with eliminate such errors/warnings. :)

KWo 18-09-2006 10:18

Re: Podbot Beta 3.0 Updates? ^^
 
Another update - V3 Build 15c:

+Fixed another problem with hostages (few times pickuped by a bot the same hostage).
+Fixed (my) mistake in the waypoint editor - now when You point some waypoint - the manual path connection will be done with that pointing WP. If You have sme trouble with pointing a WP - just try to point the middle of its height.
+Added 2 new cvars requested by Austin: pb_bot_quota_match and pb_bot_join_team. Usage:
Quote:

Originally Posted by PB MM V3 DOCS
That function (auto add/kick bot) also doesn't work in the case if pb_bot_quota_match is defined as grater than 0 (in that case number of bots follows the number of humans multiplied by pb_bot_quota_match (of course in the range between pb_minbots/pb_maxbots). More info read below.

pb_bot_quota_match (value) - configure the number of bots that will match humans on the server (number_of_bots = number_of_humans * pb_bot_quota_match). In this case number of bots will be limited by pb_minbots and pb_maxbots settings. For that function pb_maxbots keeps the max limit of bots on the server (not max number of bots + humans like it's for auto add/kick bot function). The work of the function matching humans is stopped by usage some of these functions - pb fillserver or pb removebots (in both cases pb_bot_quota_match will be set to 0). If pb_bot_quota_match is grater than 0 You cannot also use the function pb add or pb remove (because of the reason the amount of bots must match humans...). Default is 0 (bots don't match humans).


pb_bot_join_team (string) - forces joining the bots to specyfied team (T or CT) to overwrite the setting of the command pb add or pb fillserver. Useful if You want to keep always bots in one team against humans in the other. Possible value of argument - "T", "CT", ANY". Default is "ANY" (bots aren't forced to join any specyfic team.

@Austin - please test Your new functions, @Ancient - please test the WP editor - let me know if now it works better....


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