Re: POD-bot back into shape.
Do This Bot Work With Realbot ? ???:(
Cause I Try All Soultion Of Mixing Bot Together But When Round Start It Crashed :'( Can Anyone Help Me???:( |
Re: POD-bot back into shape.
No it does NOT work with RealBot yet because Stefan has not fixed RealBot so that it can work with other bots that use the FL_FAKECLIENT flag. Currently realbot assumes that any entity in the game that bears the FL_FAKECLIENT flag is one of his bots. We're waiting for ages for Stefan to fix this, but since he has no internet connection anymore, I guess we're gonna wait for ages again :(
We miss you Stefan! :( |
Re: POD-bot back into shape.
Just as a small followup, I actuall DO have PODbot and a number of AMX plugins working again. I'm slowly re-adding Metamod and AMX plugins to find which one doesn't play nice with PODbot.
In my metamod plugins I also have one plugin disabled...in short my metamod plugins right now are only AMX, csstats, podbot and podbotfix and everything has been very smooth [fingers crossed!] I read a few threads about the stats plugs having problems with bots too, but so far it's been very stable for me. The only other metamod plugs I had installed that are currently disabled are the fun_ms dll, the bleeding dll, and noheadshot dlls. As for AMX...well that's a whole mess of stuff I have disabled right now...but so far so good! yay! |
Re: POD-bot back into shape.
Okay guys, new release, new changelog
Quote:
Uploading as usuals at http://racc.bots-united.com/releases/podbot.zip |
Re: POD-bot back into shape.
This is totally unrelated and the such but still a question nonetheless. Does anyone know who made non-steam CS 1.6. I have a cd key, bought it myself and all but I want to put a non steam version on the computers at school since steam won't install to the network drive (my private drive at the school) or HL won't load because no access to the registry so it just doesn't load. Now I have to burn off the non steam version and drag it in... plus i find it easier for lanning, anyways when i do that it comes up with a window saying enter your Valve CD Key... and it's 25 characters long. I still know this is off the topic but still anyone know wtf that is? I know normal cd keys are 13. Anyways, also good job of the bots :D I wish I could make them but I am too lazy...
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Re: POD-bot back into shape.
Crush in first few seconds of gameplay: "NUM_FOR_EDICT: bad pointer"
Have StatsMe 2.7.1 no problems until this last release. I know where is the problem... U didn’t change version number of dll ;) it always helps. |
Re: POD-bot back into shape.
er, huh ? I don't understand... ???:(
is it fixed or not ? if so what was the problem ? |
Re: POD-bot back into shape.
Woah. Something is really messed up with the new bots. Everything on the hud is lagging. You see a guy, and his name appears 30 seconds later on the hud. Or, after a new round starts, you cant buy anything because its still thinking its the last round. Its WEIRD. ALL input from the game is delayed.
hondaman www.hardgaming.com |
Re: POD-bot back into shape.
1 Attachment(s)
heck, what did I wrong again...
does it work better with this DLL: |
Re: POD-bot back into shape.
I think i know what his problem is..
it's a bug with statsme and bots. the stats and everything is slower than the rest of the game and keep lagging behind and once i got statsme to say something that happened about 5-6 rounds earlier.. I dunno how to fix it but all i did was turn off statsme. I had this problem with statsme 2.7.1 |
Re: POD-bot back into shape.
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Re: POD-bot back into shape.
Looking at the console at startup, i think I might know whats wrong. It says No experience data file, starting new, and no visibility file, starting new. Is this ok?
hondaman www.hardgaming.com |
Re: POD-bot back into shape.
I just want to appologize for any problems I may have mentioned in my earlier posts. I should have spent more time troubleshooting amx and metamod with podbot. At this point I have almost all my plugins reinstalled with podbot and it's been rock stable. I only have a few left I haven't re-enabled so I have to assume it's one of those. I'll list them since it's pretty short:
in metamod I've re-enabled all except: ; win32 addons\bleeding\bleeding_mm.dll Bleeding ; win32 addons\noheadshot\noheadshot_mm.dll Noheadshot in amx I've re-enabled all except: ; headshot_deluxe.amx ; plugin_hp.amx ; no_shields.amx ; admin_revive.amx ; batgirls_crazy_votes.amx ; glow_damage.amx ; inviswars.amx ; admin_glow.amx |
Re: POD-bot back into shape.
That dll didn't do anything, still getting the error.
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Re: POD-bot back into shape.
I found some bugs...
If quick add bot the bot model always phoenix or seal team... Then bots always use same way to attack.... |
Re: POD-bot back into shape.
Also, it repeats the message "Waypoints Created by" at the beginning of each round, which gets a little annoying 9_9
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Re: POD-bot back into shape.
@hondaman: no, it's not that. The "no experience data file" messages on the console are normal. There should be a little lag for 30 seconds or so during which time the bots are building a visibility table; once this table is built it is saved in a .pvi file. Are you running StatsMe ? If so, then it means my workaround didn't worked (and actually it means it did the contrary of what it was meant to :()
@pendragn: you can safely re-enable bleeding_mm and noheadshot_mm, it's not their fault. I know this for certain, I am the author of these plugins ;) @Lantern: before complaining when something goes wrong, disable everything but the bot. Disable AdminMod, AMX, all the fun stuff, admin plugins, slap plugins, glow plugins, WC3 crap, stats plugins, EVERYTHING. If the bot runs fine without any other plugin loaded, then go and seek help by the incriminated plugin's author. @heavensoul: I didn't notice the "same model" bug... you're indeed right. I've fixed it. It will be in the next release. But I can't reproduce the "bots always use same way to attack..." Mine have different personalities and this reflect on their combat behaviour. Their personality is randomly choosen. Are you sure you weren't just unlucky and all the bots were randomly attributed the same personality ? About the StatsMe problem, anyway: is it only this bot or does StatsMe also lag with other bots, such as RealBot or JoeBot ? |
Re: POD-bot back into shape.
@The Goomba Mattress: now you gotta decide yourself ! People complain that the waypoint author message isn't displayed anymore like in POD-bot 2.5 and when I put it back other people complain they preferred when it was displayed at welcome time only !!! What do I do now ?
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Re: POD-bot back into shape.
well the statsme lag problem, I've never tested it with any other bot.
The waypoint created by message should be shown like 2.5, when people join. showing it at the beginning of every round is useless, unless the person wanting it that way is a waypointer that wants his name everywhere. and the lag problem with only the bots isn't when i barely start playing a map.. even when it says loading experience file, it lags after i do "map de_dust" or sumthing like that. I'm gonna do more testing... its probably cuz i got slow comp... my other comp does not have this problem. |
Re: POD-bot back into shape.
OK, the waypoint message is now shown EXACTLY like in POD-bot 2.5. No more glowing blue text, just a little message on the center of the screen. And it will stay as is, grmbl.
@sPlOrYgOn: I don't quite understand "it lags after I do map de_dust", do you mean it lags DURING the loading of the map (which is normal) or when you enter it and you see the MOTD ? It is normal that the server lags a bit DURING map change because the bots have to compress their experience data files and load new ones, and it is also normal that it lags AFTER map change when you enter a map for the first time. In this case if you run a LAN game you should see a message "Visibility Table out of Date. Rebuilding..." in the center of the screen. Once this is done, the lag should go away. What are your system specs (I only want OS, CPU and RAM) and how many bots do you run ? |
Re: POD-bot back into shape.
wait i'm going to test the newest version right now..
look at the demo files i upload a few pages back. okay now i see.. it just takes a long time for this slow computer to do the visibility tables. but it doesn't lag when it says "visibility table out of date..." and when i change map now it doesn't lag because you save them to .pvi files now! thanks :D OS: Windows 98 CPU speed: 400Mhz RAM: 192MB SDRAM 15bots |
Re: POD-bot back into shape.
holy crap yes! o_O
Ah bah no wonder it lagged so much then !!! Anyway, glad you got it working :) |
Re: POD-bot back into shape.
I can say without a doubt, that the bots still make the game crash when you enable the HUD messages in the stats (AMX) plugin. It does NOT crash with people and no bots. If no HUD messages are displayed, it doesnt crash, even though the stats module is still loaded. For instance, if you enable attackers list, victims list, show attackers hp/ap, ect then it will crash. I have a full console and debug log if needed.
hondaman www.hardgaming.com |
Re: POD-bot back into shape.
9_9 ...that's because HUD messages are sent over the network for the receiver's client.dll to handle it. And since bots have no client DLL, the game crashes. It's a known problem.
You must load the bot DLL *BEFORE* all your other plugins. If a plugin tries to send a network message to a bot before the bot DLL has a chance to catch the message, it can't work. Put the podbot_mm.dll as the first line in your plugins.ini. If that doesn't work, perhaps metamod processes the plugin in the reverse order; then, put the podbot_mm.dll in the LAST line and see if it helps. ...and even, nobody can guarantee it will work. It WILL work, if the coders of the stats plugin used the metamod API correctly, but if they chainload directly through the engine functions bypassing the metamod API (which is a nasty thing to do), then nobody can do anything and it will crash whatever you do. Anyway, new release. Fixed a few bugs, notably a nasty crash bug and a bug where bots would clutter together while navigating ladders. Quote:
http://racc.bots-united.com/releases/podbot.zip |
Re: POD-bot back into shape.
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Re: POD-bot back into shape.
normal, I cancelled the download myself. I just found out that this release is f*cked up and so was the last one !! :( Both crash randomly on cs_ maps with NUM_FOR_EDICT: bad pointer errors!
I can't make it break into the debugger so it's a hell of a PITA to figure out where the error is ! I'd fancy the help of a good developer here. In the meantime, stick to the older releases (i.e, don't upgrade). I can't upload them, they've been overwritten ... |
Re: POD-bot back into shape.
I've found the error, w00t!
If you want to read the explanation it's in the HL SDK coding forum (the thread is titled "botmaaaaaaaan" :D) I've uploaded the bot again, same URL, it should work perfectly well now. http://racc.bots-united.com/releases/podbot.zip **EDIT** for those who complain: If it doesn't work, remove all your other plugins. Remove AMX, AdminMod, the fun stuff, admin and slap plugins, and all this crap. Keep ONLY metamod and podbot. Test it now. It works ? So. Well, don't come and annoy me then. It works. Look for the cause of your problem by the author of the plugin that makes the bot crash. Usually these people code their plugins without even thinking that some players on the CS servers may not be players but bots. It doesn't even strike their mind. It's their fault, not mine. 8) |
Re: POD-bot back into shape.
umm... i Mean the bot navigation system is same with 2.5... I've tried to change the waypoints and erase the .pxp files.. But bots always attack from same way....
When i use IVp the navigation is better than POD... Hope u'll fix this prob... :D |
Re: POD-bot back into shape.
its not a problem..
what you're saying is to improve podbot.. PMB doesn't want to improve podbot he just wants to fix it so it can be as stable or even more stable than it was in 2.5 |
Re: POD-bot back into shape.
Well, all that depends on how you define "improving". IMO, a fixed PB 2.5 is already an improved PB 2.5... :D
But before we start nitpicking here, what heavensoul mentioned IS a problem. While you're right in saying that Pierre didn't want to make a whole new bot but rather fix PB 2.5, the navigation should have changed from the original PB 2.5. PMB implemetded this new A* pathfinder, which resulted in the bots taking different routes and as-maps being fully enjoyable because the VIP also uses different routes. If this feature were suddenly missing, it would indeed mean a major drawback. Does anybody else have this problem? I don't want to mess around with new PB versions right now, because I'm testing and fixing waypoints all the time... |
Re: POD-bot back into shape.
First, PMB is fixing POD 2.6 source code. I understand 2.5 source was lost forever. Must agree with >BKA< that current version is "PODBot Improved". AND THIS IS GOOD, AND I LOVE NEW PODBot, maybe PMBot? ;). Works with StatsMe, 16 bots and me and the game still rocks. Great, great job!
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Re: POD-bot back into shape.
You´re right. Tested the new bot especially on as-maps. The VIP takes different routes, on de- and cs-maps all I can see ist great gameplay, CTs watching over the lost bomb, Ts playing great together, bots go straight forward to complete their mission. I see important improvements in comparison to the old Podbot 2.5. The bot NEVER crashed during my tests. Great work :) .
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Re: POD-bot back into shape.
I second that.
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Re: POD-bot back into shape.
I guess you guys are right..
PMB already improved it :D |
Re: POD-bot back into shape.
Ok, that sounds very encouraging. If you are all so enthusiastic about this recent release, I guess I'm gonna risk an update - this way I'll be able to enjoy the new improvements concerning the waypoint editor... 9_9
But first, I'm trying out CS 1.6 online ( 8o I cant't believe I'm actually doing this... wish me luck! :| ) And once I have 1.6, I can as well try the bot with it later. |
Re: POD-bot back into shape.
PM: I appreciate your efforts with the podbob, however, you cant tell the entire mod community to stuff themselves if your bot doesnt work with everyone else's stuff. Thats rather arrogant. If amx/adminmod/statsme/whatever works fine, and then I add your podbot, it doesnt bode well for you to start blaming everyone else when its YOUR bot crashing the server.
hondaman www.hardgaming.com |
Re: POD-bot back into shape.
but it is true when another plugin developer doesn't consider anything about bots playing in the game.
adminmod and statsme has bot protection. |
Re: POD-bot back into shape.
http://people.freenet.de/3016/coco/steam.gif
@>BKA<: You can keep your 1.5-installation and install the new 1.6 :) . Good luck. Since you can play offline, only thing I don´t like is the shield. When there are no DOS-attacs Steam is better than most people say. Don´t be afraid :) . |
Re: POD-bot back into shape.
@hondaman: there is ONE thing that makes bots crash (for YEARS), it is when a plugin decides to send them a HUD text network message, or any sort of network message directed to the client.dll. There's simply nothing we can do about it ! If the plugin maker cares about bots he will send these messages to real clients only, but most of them don't think about all this and persist sending network messages to bots. It makes the bot crash, and it is the bot DLL which is crashing and not the plugin, okay, but hell I can't just disassemble and recompile the whole Counter-Strike client.dll to include it with the bot !!! There is nothing I can do, if the bot crashes it is not the bot maker's fault but the plugin maker ! That which not everybody understands the first time, but it's the truth ! Cruel world :'( :'( :'(
Anyway yesterday I made a mistake while fixing the crash bug on cs_maps, and the result was a bug where the bots would try picking up a primary weapon on the ground when they have the shield. This bug is fixed. Download the new release at this URL as usuals: http://racc.bots-united.com/releases/podbot.zip Sorry for that bug. |
Re: POD-bot back into shape.
I have noticed one thing about the hud messages...it seems that if you're running on a listen server, and you actually happen to be in the game also it won't crash. [anyway of my plugins none of them seem to do that, even with statsme and stuff, oddly the only one that crashes it now is a map, fy_rambohulk which sends a hud message when the hulk is spawned - but all the other regular maps I run have been running without so much as a hiccup].
-Mike |
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