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

Ancient 19-04-2008 19:38

Re: Podbot Beta 3.0 Updates? ^^
 
I'm using an older version of Podbot MM and they seem to work fine with Gun Game.

KWo 19-04-2008 21:42

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by The Storm (Post 57754)
@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.

Not sure - but if they are still using gcc3 - it might be point to compile podbot mm for them. I don't know how it works under linux, but I believe if I'm compiling it against gcc4.1, it's possible it will not work with gcc3 system (no matter if statically linked or not).

The Storm 20-04-2008 02:29

Re: Podbot Beta 3.0 Updates? ^^
 
There is no such thing as "gcc system". ;)
Linux distributions by default comes without any kind of compiler but the runtime libraries are there, the only problem was the libstdc++ library, the distros deside witch one to put, however gcc3 and gcc4 both can use the new libstdc++ library so it doesn't matter, the other libraries that one simple shared library as podbot_mm or other apps that is not using third party libraries (gtk or qt for example) will work without problem not depending by the compiler that is used.

KWo 20-04-2008 08:15

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by Ancient (Post 57755)
I'm using an older version of Podbot MM and they seem to work fine with Gun Game.

Could You use the latest one to tell me if they are still working OK? I really need more feedback...

@addam - could You try the linux version I downloaded to the filebase, to check if it loads correctly on Your system (without the necessity compiling it by You)?

Sc0Rp 20-04-2008 21:17

Re: Podbot Beta 3.0 Updates? ^^
 
I've been away for a while and now back into bot-business!
Another beta release, nice.
I've tested podbot_mm_v3B19e and it seemed to work ok.
I also figured out a bit what/when causes the buzzing crosshair with high skilled bots.
As far as I have tested ( only half an hour ), it came to my attention that the bot's crosshair only buzzes when there is more than 1 enemy in his view.
I haven't tested that enough to make a fair conclusion, but tomorrow I will start testing more ( offcourse with the new beta, suppose the bug would be totally vanished; you never know )
Just a small notice I want to make; inside podbot.cfg can be found the following:

# HORIZONTAL (left/right) spring stiffness of the aiming system. This value
# affects the quickness of the crosshair movement, as well as the frequency of
# the resulting oscillations. (default: 13.0)
pb_aim_spring_stiffness_y 13.0

I guess you hitted the tab-key instead of the spacebar behind "pb_aim_spring_stiffness_y". I don't know if it can harm but it's something to do with the crosshair movement. When I copied and pasted those contents of podbot.cfg, he replaced the tab-space by a normal space, so I made myself some random number of spaces over here just to show you what I mean ( notepad, word etc works with tabs, this text-program doesn't )

p.s.: this edit is because this text-program converts multiple spaces into one space ( so I can't show you what I mean unless with a screenshot but I'm pretty sure you now know what I'm talking about )

KWo 21-04-2008 08:25

Re: Podbot Beta 3.0 Updates? ^^
 
Hey Man - You are late. We already have V3B19f to test for You. The V3B19g is almost ready (I have to fix some bugs coming with V3B19e/f :D ).
About that tab instead the space - to make sure if it affects Your bots or not - just write in the server's console:
pb_aim_spring_stiffness_y
It should tell You the value. If it's 13.0 - that means it's OK. If it's something else - that You found another bug...

Sc0Rp 21-04-2008 11:17

Re: Podbot Beta 3.0 Updates? ^^
 
Yeah I noticed ^^, just wanted to mention that I only tested the buzzing with V3B19f.
I'll start right away with the latest beta, also to check the overall performance.
And thanks for the advice bout the tab-space value. It's just I don't use console commands very often so I'm not very familiar with them. I'll feedback about that too.

Sc0Rp 22-04-2008 10:37

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by KWo (Post 57778)
+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.
About that tab instead the space - to make sure if it affects Your bots or not - just write in the server's console:
pb_aim_spring_stiffness_y
It should tell You the value. If it's 13.0 - that means it's OK. If it's something else - that You found another bug...

The overall gameplay of V3B19f looks fine.
The function of buying a better primary weapon works, but I have the idea that by that function, the CT's have more chances to win on a "de" map ( they now even got more round-wins than the T's )
About the better choosing bombzone is too early to say.
I've tested "pb_aim_spring_stiffness_y" and it showed the value if there was a tab instead of a normal space inside podbot.cfg.
The buzzing is still present :crying:
Fact: only appears when more than 1 enemy is in view no matter what weapon the bot carries, no matter how the bot is positioned ( ducking or standing )
I'm now testing the effect of distances on the buzzing.
More feedback soon.

Sc0Rp 23-04-2008 12:56

Re: Podbot Beta 3.0 Updates? ^^
 
As far as I have tested, the "better choosing bombsite" isn't better than before.
Bomb-carrying-T-bots still travel from enemy-cleared bombsite to the other one.

KWo 27-04-2008 16:41

Re: Podbot Beta 3.0 Updates? ^^
 
New update - V3B19g:
+Changed the code for Ts to better choose the bombzone (in logs You can see in beta when they are deciding to do something to take the new bombsite if needed).
+Changed - if the bot is chickened, it is not buying any primary or secondary weapon anymore (the new coming ChickenMod is forcing the player to drop the gun, so no reason to lose money by the bot).
+Fixed the bug bots were spamming by radio command "It's gonna blow" - whenever someone was throwing the nade (since V3B19f).

@Sc0Rp - please test if now they are selecting the bombsite better .
Note - if there is less CTs on the bomb spot than the Ts teamnates near the bot carrying a bomb, it may try to plant the bomb in that spot anyway (just depands on the situation).

Sc0Rp 02-05-2008 15:14

Re: Podbot Beta 3.0 Updates? ^^
 
I'm back with the testing results of V3B19g:
-They definitely plant more bombs; as soon as they are in the plant-zone, they activate the C4. Good job.
-Like you said, the radio command bug indeed is fixed.
-I have the feeling that the bots are a bit tougher than in the previous version.

Despite all the good evolutions there are still bad bot-behavings:
-The switch weapon bug is still there ( now I could expierence/watch it more cause T's plant the bomb more often if there are enemies nearby )
-CT's sometimes have a hard time to track the planted bomb ( sometimes you can find them camping on the other bombsite, but that might depend on the map they're on )
I even saw this situation: T's plant bomb on A of de_dust2, bomb planted on the floor ( so it should be no problem at all to reach the bomb )
Then all T's are killed, time enough to defuse ( about 3 CT's alive and present on the bombsite ), but they couldn't find the bomb.
I really saw them climbing the boxes to check other possible bomb-plant possitions while the bomb was planted on the easiest place.

For the rest, everything else looked fine.
Keep up the good work!

KWo 21-05-2008 08:42

Re: Podbot Beta 3.0 Updates? ^^
 
New update - V3B19h:
+Changed the code for CTs to better find the planted bomb.
+Added - since the bots are affected by darkness, they have to use flashligths (in the next version I have to add a check if mp_flashlight is 1 - so they are allowed to use flashligt). Thanks THE_STORM for the tip.
+Added more info for wrong waypoints connection ("Waypoint problem. No path found" message should also say beetwen which nodes the path is missing).
+Fixed the bug with radio commands the bots were saying to nobody (if none of teamnates was yet alive).
+Fixed the bug with pb_mapstartbotdelay (thanks to Orangutanz to point it out) and pb_wptfolder cvars not loaded for the first map.
+Added the new cvar pb_latencybot [0|1] which lets You show one the scoreboard the string [BOT] instead nothing (requested by sPlOrYgOn). Note - it works only when the bot is adding/creating, so changing the cvar later doesn't affect any bot already in-game.

AlexBreems 23-05-2008 11:32

Re: Podbot Beta 3.0 Updates? ^^
 
Good job, KWo! ;)

Immortal_BLG 25-05-2008 05:58

Re: Podbot Beta 3.0 Updates? ^^
 
1 Attachment(s)
LOL!!!

Has noticed bug, which is connected with UTIL_IlluminationOf on dust2, when model from a map (box) of the beginnings to move(after addition ~ > 4 bots) on a map after one of bots and any model as a white pipe repeats movements behind me, but has little bit different coordinates as against me, as well as the box about which was spoken above

there are the screenshots about this...
Attachment 1128

KWo 25-05-2008 09:49

Re: Podbot Beta 3.0 Updates? ^^
 
OK. Thanks for the report. I'm going to fix it soon.

Immortal_BLG 25-05-2008 13:24

Re: Podbot Beta 3.0 Updates? ^^
 
Yes there is nothing, by the way it is shown not frequently and coordinate of bot = to coordinates of these boxes, and as I spoke earlier: coordinates of bot and box different, therefore sometimes it happens, that when bots on dust2 respawn(CT), they include lanterns, though there many light...

KWo 28-05-2008 22:43

Re: Podbot Beta 3.0 Updates? ^^
 
Yet another update - V3B19i:
+Added a check if mp_flashlight is 1 - so the bots are allowed to use flashligt.
+Changed a bit behavior of using flashlights (no longer used while attacking or they can hear the enemy nearby - so they aren't easy target anymore).
+Fixed (I believe) the bug mentioned by Immortal_BLG - the model for lightning shouldn't be visible anymore (need more tests).
+Bots are buying and using nightgoogles on dark maps :D
+Bots are no longer trying to use any weapon except knife if they are zombies.

I hope this version will make happy pogsnet. :)

ProRaiL 04-06-2008 11:43

Re: Podbot Beta 3.0 Updates? ^^
 
1) The bot aiming seems like inaccurate a bit...
2) AWP shooting is just awful... He tries to jump and move while shooting, and aims around a second on the 100 skill...
3) Priorities looks like messed up... He defuses (tries to, because I didn't ever seen he do it successfully because he can't "catch" the bomb) when there's alot of enemies around; running around picking up weapons while he's under attack or when the bomb is ticking and no enemies left.

You can see it on this demo: http://prl.jino-net.ru/podbotdemo.rar

That tight shit covers all of your interesting features... I think you should aim on changing old ones rather than doing new...

Immortal_BLG 10-06-2008 13:05

Re: Podbot Beta 3.0 Updates? ^^
 
KWo, why to you to not make so on/off flashlight so: "pEdict->v.impulse 100;" ?

I personally for YaPB bot have made so:

PHP Code:

void Bot::SwitchFlashlight (bool on)
{
    
// this function switches on/off the flashlight of a bot.

    
if
    (
        
m_isReloading ||
        
strncmp ("zombie"GetModelName (GetEntity ()), 6) == ||
        (
            (
on && (!g_botVar[Variable_FlashLight]->GetBool () || (pev->effects EF_DIMLIGHT) || m_flashLightBattery == || !IsAlive (GetEntity ()))) ||
            (!
on && !(pev->effects EF_DIMLIGHT))
        )
    )
        return;

    
// switch on/off the flash light
    
pev->impulse 100;


It would solve some problems with flashlight battery & else...

& P.S. googles is written goggles :D

KWo 10-06-2008 21:43

Re: Podbot Beta 3.0 Updates? ^^
 
Thanks for the tip. :)
I did some workaround for the battery, but if that impulse trick would work better - I don't need my extra code for the battery. :)

Immortal_BLG 11-06-2008 05:25

Re: Podbot Beta 3.0 Updates? ^^
 
No problems for such man :P
I saw your code, I earlier did not know and has peeped it from source RACC bot :P, and earlier at me was so:

PHP Code:

void Bot:: SwitchFlashlight (bool on)
{
     
// this function switches on/off the flashlight of a bot.

     
if
     (
          (
on && (!g_botVar[Variable_FlashLight]->GetBool () || (pev->effects EF_DIMLIGHT) || m_flashLightBattery == || !IsAlive (GetEntity ()))) ||
          (!
on && !(pev->effects EF_DIMLIGHT))
     )
         return;

     if (
on)
         
pev->effects |= EF_DIMLIGHT;
     else
         
pev->effects &= ~EF_DIMLIGHT;

     
// emit flashlight sound
     
EMIT_SOUND_DYN2 (GetEntity (), CHAN_VOICE"items/flashlight1.wav"VOL_NORMATTN_NORM0PITCH_NORM);


And charging of the battery occured so:

PHP Code:

if (pev->effects EF_DIMLIGHT)
{
     static 
float dischargingFlashLightBatteryTime 0.0;

     if (
m_flashLightBattery && dischargingFlashLightBatteryTime 1.2 <= GetWorldTime ())
     {
         
m_flashLightBattery--;

         
dischargingFlashLightBatteryTime GetWorldTime ();
     }
}
else
{
     static 
float chargingFlashLightBatteryTime 0.0;

     if (
m_flashLightBattery 100 && chargingFlashLightBatteryTime 0.2 <= GetWorldTime ())
     {
         
m_flashLightBattery++;

         
chargingFlashLightBatteryTime GetWorldTime ();
     }


You see as I counted up, complete discharging of the battery occurs for 2 minutes and complete charging for 20 seconds.

KWo 17-06-2008 00:06

Re: Podbot Beta 3.0 Updates? ^^
 
Yet another update - V3B19j:
+Changed the method to turn on/off the flashlight to Immortal_BLG method.
+Bots are trying to hunt/attack the enemies and jump more often if they are chickens/zombies.

I hope this version will make even more happy Mr. pogsnet. :)

KWo 18-06-2008 09:43

Re: Podbot Beta 3.0 Updates? ^^
 
One minor update - V3B19k:
+Fixed problem with TeamInfo messages, so the bots should know better who is a friend and who is an enemy.

ProRaiL 19-06-2008 15:28

Re: Podbot Beta 3.0 Updates? ^^
 
are you ignoring my posts or what? you doing minor stuff while I pointed you most awful bugs again (I was doing so about month ago, but you ignored it either)

KWo 19-06-2008 15:47

Re: Podbot Beta 3.0 Updates? ^^
 
I'm not ignoring Your posts. I have been asked at AMX X forum to make podbot mm Zombie Mods compatible, because it wasn't working at all. Your bugs You were mentioning - for those people were minor ones (since finally the bots could shoot and kill the enemy, but they couldn't recognize who is a friend and who is an enemy). What do You think - what is more important then? It just depand on the point of view. Jumping bots while shooting from awp seems to be easy to fix, about "innacuracy" in aiming - since they are affected by dearkness on dark maps it may happen they "cannot" see very good Your head so they are trying to hit You into the corp. I don't know what do You mean by innacuracy. Always a moving target was the problem for them (but it is also problematic for humans). I don't know how much is that important for other people, since no one except You is pointing it out.

ProRaiL 20-06-2008 07:52

Re: Podbot Beta 3.0 Updates? ^^
 
what about action priorities? It's good you make unique stuff such as zm compatibility, but you shouldn't forget about original game...

KWo 20-06-2008 09:56

Re: Podbot Beta 3.0 Updates? ^^
 
That thing with priorities it is messed up. The problem is - sometimes firing at the enemy should be the most important, sometimes not. Example:
The bot is firing at the enemy, but now its primary weapon is out of ammo. There is another primary weapon on the ground. What to do - trying to switch to secondary or pickup the primary weapon? I believe the bot should pickup the gun (better chance to kill the enemy from the primary after pickuping it, than switching to secondary (it also takes time like pickuping the weapon, maybe a bit shorter) and trying to kill the enemy from the secondary weapon.
Another thing - the "T" bot can see there is much more teamnates near the bombsite than enemies. In that case I'm letting him to plant the bomb. But just 2 teamnates got killed - the calculation about rate teamnates/enemies has been chnaged. The bot should start taking care about him-self more instead of planting the bomb.
The same opposite situation with defusing the bomb by CTs.
Another situation - the bot started to plant the bomb (there was nobody around). But during planting the bomb, thebots has heard some noise nearby - approaching the enemy. The bot is breaking planting and it has to take care about him-self.
All those situations - if the code doesn't work as I would like to work it, seems for You as priorities messed up.
But maybe You can write a better description for an algorithm - how it should be done better?

ProRaiL 20-06-2008 13:50

Re: Podbot Beta 3.0 Updates? ^^
 
well, in my opinion the bot should take care enemies first (even with secondary weapon), because he don't do picking up weapons fast enough, he just acts as a nice target :) also there can be situation that teammates is nearby but they can't actually see the enemy, so he starts defusing and gets killed

KWo 20-06-2008 14:44

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by ProRaiL (Post 58244)
well, in my opinion the bot should take care enemies first (even with secondary weapon), because he don't do picking up weapons fast enough, he just acts as a nice target :)

Well - if the enemy is far way and the secondary weapon cannot make so much damage for the enemy, I don't think it's better to use secondary weapon in that case (instead pickup a better weapon). Switching to the secondary weapon also takes time and during that the bot is also a nice target.

Quote:

Originally Posted by ProRaiL (Post 58244)
also there can be situation that teammates is nearby but they can't actually see the enemy, so he starts defusing and gets killed

In that case - if the bot should always take care about enemies (even if it can just hear somebody approaching) and it would almost never plant/defuse the bomb...

ProRaiL 20-06-2008 16:44

Re: Podbot Beta 3.0 Updates? ^^
 
maybe it's possible make him drop his primary and switch to secondary to make some "covering fire", while he will be heading to the weapon he wants to pickup? and then he can switch to this weapon. if it has no ammo, then switch back to secondary

KWo 26-06-2008 00:47

Re: Podbot Beta 3.0 Updates? ^^
 
New update - V3B19l:
+Fixed problem with bots jumping while shooting from the sniper weapon.
+Changed some code with pickup/defuse/attack priorities.
+Fixed one minor bug with excluding goal waypoints to visit by CTs on de_xxx maps after the bomb is planted.
+Bots as chicken and zombies are hunting their enemies yet more aggressive.

@ProRaiL, please, check if this what was related to You is really now working better in this version. I'll be offline for 1 week, so I cannot see any comments during that time, but it's good if everybody who wants to leave me some info about V3B19l version would leave the info here. I will read it later (when I'm back).

Sc0Rp 27-06-2008 17:32

Re: Podbot Beta 3.0 Updates? ^^
 
1 Attachment(s)
Long time no seen but still active in podbot testing.
About the discussion of the priority-setup with bomb/defuse.
It's not with every map and not on every bombsite but a CT mostly follows the shortest way to the point of defuse. In most cases the CT sees the enemy/enemies while going to the defuse point.
In some cases he kinda misses the camping T('s) and gets killed simply because camping T('s) do not make any sound and a ticking bomb does!
So his priority is set to the bomb and mostly also is his view.

In the screenshot you see the blue line is for CT movement and the red circle is for camping T('s).
Clearly the CT('s) does not see the enemy till it's mostly too late and on that map it's about 80% the CT('s) will follow the drawn blue line.
Hopefully people understand what I mean that it's not always bad bot behaviour but the combination of waypoints with map layout.

ProRaiL 27-06-2008 18:59

Re: Podbot Beta 3.0 Updates? ^^
 
The new version seems better at bot shooting, awp is almost good (it's godlike comparing with old one), but also I have noticed some bugs:
1) When the bot comes out from the corner he sometimes shoot from awp too fast so he hits wall or just misses
2) As he shoots he sometimes shoots without zoom so he misses mostly, also he can shoot in the middle of "switching" to another target... (also I got nice headshot from a teammate while was standing near enemy, not behind him)
3) Not the actual problem, but why he's switching zoom modes all the time running around (maybe it happens sometimes)
4) CTs sometimes just camp while bomb is planted and never come to bombplant, also sometimes he repeating "Taking fire need assistance" while he wasn't attacked and don't sees enemy
5) Repeating one expression in the chat
6) Grenade throwing is a bit weird while he stops and think when he actually gets shot, or just stopping his teammates in the narrow ways (it will be better if you make him throw it very fast as he switched to grenade and maybe without stopping)
7) The bot now completely don't defuses bomb :( even all enemies are dead or far away from bombplant

Also as I see while prefering enemies CT sometimes don't have time to defuse, I think it's better make for example one or two closest bots to the plant go shoot around, and next one go fastly defuse bomb at all costs, if he gets shot next one, or if the only two left the one who don't attacked

http://slv-line.ru/cs/misc/pbdemo.rar - here is the demo, if you feel need to see it by yourself, there all of what I mentioned above

edit:
also as a little suggestion even if bot's thinks that m4 is better than awp, don't make him drop it as it costs much enough (don't drop m4, ak, awp and other expensive weapons) or maybe make the algorythm, so the bots swap weapons, for example: one bot have m4, and he better prefer awp, the other one have awp but likes m4, so they look at eachother and toss weapons one to another. but also make "pairs" to exclude other bots react to this exchange

ProRaiL 29-06-2008 13:32

Re: Podbot Beta 3.0 Updates? ^^
 
also forgot about bots often trying to camp waypoint which already was taken by another bot

ProRaiL 01-07-2008 10:47

Re: Podbot Beta 3.0 Updates? ^^
 
I'm leaving for about 20 days, so I'll be able to help only on 20 of July or so, bye :)

Sc0Rp 04-07-2008 16:08

Re: Podbot Beta 3.0 Updates? ^^
 
@KWo; just to let you know that whenever you need a previous beta-release of podbot_mm ( cause for instance the newest is too fucked up to be fixed ), just let me know and I'll upload it.
I don't have all versions ( cause I wasn't here for a long period )
But I guess you also have them somewhere backed up.

Sc0Rp 08-07-2008 18:35

Re: Podbot Beta 3.0 Updates? ^^
 
Quote:

Originally Posted by ProRaiL (Post 58283)
The bot now completely don't defuses bomb :( even all enemies are dead or far away from bombplant

They do defuse with the latest beta with me.
Are you sure? How long did you play to make this conclusion?
What map were you playing?

KWo 17-07-2008 15:58

Re: Podbot Beta 3.0 Updates? ^^
 
New beta update - V3B19m

+FIXED - The bots had double skill dispalyed (for example "[POD]Roger (100)(100)" in the name after chnaging the map
to the new one (after timelimit has expired or maxrounds/winlimit reached).
+Changed - The bot is not droping the higher price weapon at the new round start to buy the cheaper - but in his opinion - better one.
+FIXED - Bot better uses the zoom (instead zooming in/out all the time) of sniper and assault weapons
+FIXED - When the bomb is planted the bots wanted to go to the target using the shortest path (so all of them could get easy get killed by waiting Ts).
Now they are getting the path according to the "danger" data experoience.
+FIXED - Bots were trying to get the same waypoint to caping while defending some position (for example planted bomb)
+FIXED - Sometimes the high skilled bots didn't know they can hit the head of the enemy (and they were trying to hit his body instead).
+Changed - The bots are trying to hit the enemy behind the obstacle more often now (if he could be seen or heard before).
+Changed - Filtering the aiming position to don't switch too often the position the bot should look at.
+FIXED - The bot is switching now to thr secondary weapon for short distances to enemy, when is using the sniper weapon.
+Changed - The nade throwing - the bot checks where the enemy is looking at (if visible) to prevent to be an easy target (or throws it at near expected enemy's position - if he is behind some obstacle).
+Changed - Some functions more frequently called are using static variables now, so it should be better optimized in execution now.


This version is a Release Candidate 1 for official V3B20 version, so please let me know if You can see any bugs there.

Ancient 17-07-2008 19:28

Re: Podbot Beta 3.0 Updates? ^^
 
Well, I know I'm using an older version of podbot mm, but I was playing cs_poltergiest and it is a very dark map. What seemed off what a bot not using a flash light in dark places. I really could only follow them with the waypoint view on. I don't know if you worked or had this done already, just wondering if you did. A link to cs_poltergiest + waypoints will be available soon.

Minh-Lo-Hwang 17-07-2008 20:27

Re: Podbot Beta 3.0 Updates? ^^
 
Great News!

I'll play with them now ;Þ :clap:


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