Re: Podbot Beta 3.0 Updates? ^^
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
K, played with new version, so things I have spotted:
1) Shooting with running, especially with AWP, or when shooting through walls, also it's disappointing on mid-ranged and long-ranged combats... Also jumping sometimes when it's not needed... 2) Bots' play as CTs is just awful, they often can't defuse bomb or just don't go to bombplace... 3) Performance is worse than before, its almost impossible to play with 19 bots for example as they cause huge lag to the server... 4) They began picking up weapons when they must fight, making themselves a perfect target... 5) Shooting though walls with MP5 is kinda strange, same when they spending all their ammunition when shooting in the places where it's not actually necessary 6) Grenade throwing sometimes from long distances, they throw it too high and it explodes in the air making no harm to the target... Sometimes throwing when there's no enemy (especially in the wall for example, kind of aiming bug) 7) Dropping expensive weapons, especially when they bought it (one changed AWP to Galil o_O) Maybe forgot something, the demo as usual: http://slv-line.ru/cs/misc/pbdemo.rar |
Re: Podbot Beta 3.0 Updates? ^^
Well, in your demo I more specificly had seen a bot through a nade at some stairs and caused damage to themselves, and instead of reloading they switched to knives.
Also the bots not going to defuse, might have been specific to that map, because they seemed to have gotten stuck on the boxes and the walls before hitting the doors to the bombsite. Does that often happen on other or all maps? |
Re: Podbot Beta 3.0 Updates? ^^
I'm very sorry - but corrently I don't have time to watch Your demo...
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
Quote:
Quote:
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
A new minor update - V3B19n
Changes: +Fixed problem with bots looking very often at ceilling. +Forcing CT bots stop camping and trying to defuse the bomb if the defuser got killed. +Changed a bit method of checking if the entity to pickup (i.e. bomb) is visble (so that should also fix problem with bomb partially visible after dropping). +Changed a bit blinded behaviour. +Changed - the bots are not trying to spray so much the ammo for the enemy behind the wall (just a little bit and with some interval time (15sec) it may happen again). +Fixed - reloading time is a bit longer than in V3B19m, so the bots shouldn't start to use knives if they are thinking they are reloading too long time. Because of some problems with the filebase, the files are temporary available here: http://podbotmm.cfegames.com/files/p..._mm_v3B19n.zip http://podbotmm.cfegames.com/files/p...6so_v3B19n.zip Please test it, especially with the bomb partially visible (I hope that is fixed). |
Re: Podbot Beta 3.0 Updates? ^^
|
Re: Podbot Beta 3.0 Updates? ^^
Yeah - thanks - it's fixed.
About awp - when I'll have time I'll force all the bots to use awps (in CSDM it's easy) and I'll try to see if they are jumping or doing other weird things while shooting with that weapon. I haven't had time to look at that yet. |
Re: Podbot Beta 3.0 Updates? ^^
Unofficial podbot mm tester, TO THE RESCUE:thumbup:
|
Re: Podbot Beta 3.0 Updates? ^^
Cool, I will test today.
|
Re: Podbot Beta 3.0 Updates? ^^
The filebase is now updated, so the files from V3B19n version You can grab - as usually for betas - from here.
|
Re: Podbot Beta 3.0 Updates? ^^
I've tested with zombie plague works better than previous pod bot mm versions. :D
|
Re: Podbot Beta 3.0 Updates? ^^
Yet another update - V3B19o
+Fixed bots trying to avoid an approching grenade didn't check if they may fall down while moving back. +Fixed bots reloading the weapon didn't check if they may fall down while moving back. +Fixed - bots should answer positive for the command "Follow me" only in the case they are really going to follow its "user". +Changed a bit the check for throwing grenade direction - it should prevent to throw the nade in weird directions (at least 50% reduced). About waypoints for de_nuke - I'll post a fixed version of pwf soon. I have found some waypoints they are placed correctly, but because the bots are moving fastly, they aren't reached precisly and the bots are falling down, too (near corners at the top). I still don't have the feedback if now the bots are able to find the C4 partially visible (the problem reported by Scorp some time ago). About wallhacks - I have seen they are spraying ammo a lot, but in most cases they DON'T hit their enemies at all, so they DON'T CHEAT. |
Re: Podbot Beta 3.0 Updates? ^^
Great, I will test it...
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
One minor update more - V3B19p (I'm about to reach end of the alphabet, but I'm still not ready to change the numbering to V3B20 :) )
+FIXED - bots unable to find the bomb partially visible (especially by Ts). Please let me know if with this version they are defusing the bomb better or not (at least they shouldn't have the problem to find it anymore). |
Re: Podbot Beta 3.0 Updates? ^^
link don't work
|
Re: Podbot Beta 3.0 Updates? ^^
Yes! filebase.bots-united.com not work today!
|
Re: Podbot Beta 3.0 Updates? ^^
It has already been reported by KWo ( administrator ) so I guess it will be fixed soon.
|
Re: Podbot Beta 3.0 Updates? ^^
link don't work for few days already.
|
Re: Podbot Beta 3.0 Updates? ^^
Please use those links to get V3B19p (filebase seems to have a bigger problem now):
http://podbotmm.cfegames.com/files/p..._mm_v3B19p.zip http://podbotmm.cfegames.com/files/p..._i386so_v3B19p http://podbotmm.cfegames.com/files/p...4so_v3B19p.zip http://podbotmm.cfegames.com/files/p...src_v3B19p.zip |
Re: Podbot Beta 3.0 Updates? ^^
thanks, but filebase.bots-united.com is working now
|
Re: Podbot Beta 3.0 Updates? ^^
One minor update to the previous update - V3B19q
+FIXED - bots unable to find the bomb partially visible (by Ts and CTs). +FIXED - CT bots are finding better the bomb to defuse it. Please let me know if with this version really does this what I can see as fixed. |
Re: Podbot Beta 3.0 Updates? ^^
New update - V3B19r
+FIXED - bots weren't avoiding the nades throwing in their direction. +FIXED - better affecting bots by smoke grenades and flashbangs. +FIXED - bots were issuing radio commands to dead or non existent teamnates. +Changed - the bots should better aim the new WP while walking (so they should faster chnage the direction to go - better following waypoints). +FIXED - "Taking fire, need assistance" command was issued even if the enemy wasn't fireing at the bot. Links (filebase is not working): http://podbotmm.cfegames.com/files/podbot_mm/Beta/podbot_mm_v3B19r.zip http://podbotmm.cfegames.com/files/p...6so_v3B19r.zip http://podbotmm.cfegames.com/files/p...4so_v3B19r.zip http://podbotmm.cfegames.com/files/p...src_v3B19r.zip |
Re: Podbot Beta 3.0 Updates? ^^
KWo, Remember I somehow asked you about autowaypointing, esteem the last posts here
If you manage to make autowaypointing at PB is there will be a sensation and death for zbot and PodBotMM become the best boats for CS 1.5-1.6 |
Re: Podbot Beta 3.0 Updates? ^^
Hi!
Thank you KWo! It's great to see, that you still work on this project! :tt1: |
Re: Podbot Beta 3.0 Updates? ^^
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
No. Focusing on bug fixing last time only (just see the changelogs).
|
Re: Podbot Beta 3.0 Updates? ^^
It was possible to learn that zBots use at generation waypoints "Area Awareness System"
Links about AAS: Extending the Area Awareness System The Doom 3 AAS system and Pierre-Marie's navmesh tutorial Excuse if I bother ;) |
Re: Podbot Beta 3.0 Updates? ^^
According to what I've heard Realbot would have the best type of waypoint system.
I believe JoeBot also has an autowaypoint system similar to csbot. |
Re: Podbot Beta 3.0 Updates? ^^
New version - V3B20
+FIXED - the bots shaking and circkling effect (reduced 99%). +FIXED - the bots strafing while doing attack movement. +FIXED - the bots unable to climb ladders (included in V3B19r). +Changed - the bots are changing the direction to look more fast if the new waypoint is taken (to reduce the side effect of botaim causing for example not hitting the door when the bot is changing 90 degress the movement direction). Because I cannot download anything to the filebase, please use the mirror. I think V3B20 is going to stay the official version. |
Re: Podbot Beta 3.0 Updates? ^^
nice one :)
I have noticed that bots often fail to kill someone if they focusing on the someone who makes noise behind walls/floor, so they just look in that direction and don't see someone who near them I think it would be greater if you make them a bit cheating, so if they looking to someone behind a wall they still can see someone in their view range, even if they don't actually see him (because real man look to the place where the enemy should appear, not in the actual position of him when he's not visible) |
Re: Podbot Beta 3.0 Updates? ^^
Can you smooth the way bots look from one waypoint to the next one?
In the current version bots look like squirrels: Up - Down - Right - Up - Left ... No flowing movement but abrupt and sudden movement. The most human players look more smooth. Is it possible to realise this? |
Re: Podbot Beta 3.0 Updates? ^^
Quote:
Quote:
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
Quote:
|
Re: Podbot Beta 3.0 Updates? ^^
Quote:
Nice to hear it is 99% fixed. |
Re: Podbot Beta 3.0 Updates? ^^
I think it's better make bots to choose path when they running away (from bomb for example) which does not includes crouch waypoints, because they often gets stuck in such places especially if 2 or more bots running that way (hole in de_dust2 on B for example)
also, they often don't attack with knife and just making themselves a pretty target by running around, I think if they don't have any loaded weapon and must reload, they should run away and quit combat in any situation, only if the enemy is very close (for example 2 or 3 feet) enough to fast knife attack they should not run away |
Re: Podbot Beta 3.0 Updates? ^^
I thought the bot algorithum looked for troubled paths, with crouches and such, especially for paths that have experience connected to them.
|
All times are GMT +2. The time now is 11:34. |
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.