.:: Bots United ::.

.:: Bots United ::. (http://forums.bots-united.com/index.php)
-   Sandbot (http://forums.bots-united.com/forumdisplay.php?f=85)
-   -   progress (http://forums.bots-united.com/showthread.php?t=10041)

tschumann 05-11-2016 11:49

progress
 
I'll post about any breakthroughs or interesting progress I have here.

Today's breakthrough was getting Day of Defeat bots working: they'll go back and forth capturing points on dod_avalanche and win rounds. Currently only four player classes are supported but it does work.

tschumann 21-05-2017 06:56

Re: progress
 
So I investigated the crashing in Opposing Force CTF yesterday - it didn't crash immediately but when it did it was because it was trying to look up a non-existent waypoint (not sure why it would do that - I haven't touched the waypointing code in such a way that would break it). Anyway, I've started adding support for Opposing Force CTF.

Persephone 22-05-2017 22:00

Re: progress
 
Maybe we have a different opinion

In my opinion, when Sandbot playing on CTF Maps without any waypoints, it seems fine (like a deathmatch). But if you adding waypoint to the current CTF maps and saving it for the later play, after BOT joins then my game will crash. So it makes non sense if the game crash because BOT looking up a non-existent waypoint.

tschumann 23-05-2017 13:08

Re: progress
 
Yeah that's right - I added some waypoints and spawned some bots and the bot tried to use waypoint 6153 or something but there's a hard limit of 2048 waypoints, so it crashed.

Persephone 23-05-2017 14:19

Re: progress
 
Waypoint limit eh?

Is possible to fix it? I'm starting of lose any hope now -_-

tschumann 27-05-2017 04:03

Re: progress
 
No it's not a limit issue, something is generating an invalid waypoint id.
Sandbot is one of many things that I work on (http://www.teamsandpit.com/#sandpit, http://www.teamsandpit.com/#zcmp, http://www.teamsandpit.com/#basis, http://www.teamsandpit.com/#gssmt as well as other private/unannounced stuff) so things like this take time.

tschumann 10-06-2017 08:51

Re: progress
 
Getting further with Opposing Force CTF. I don't think the old flag/base finding stuff was correct or all there so I've fixed a lot of that up.
Now I need to find out why the bots aren't going to the flags...

Persephone 12-06-2017 20:30

Re: progress
 
Don't worry, we just need a waypoint to make BOT takes a flag and returning it to their base.

tschumann 17-06-2017 12:06

Re: progress
 
Yeah I've got the waypoints, it's just the finding that isn't working.

Anyway, someone on ModDB reported that currently single player doesn't work with Sandbot. I've got a fix which I'll test some more tomorrow then release.
I also swapped MetaMod-P for MetaMod on Linux at least as MetaMod-P has frozen up every time I've used it bar one.

tschumann 22-07-2017 07:31

Re: progress
 
Finally got bots to capture the flag in Opposing Force CTF: turns out my code was all fine but the map I was testing on (op4ctf_hairball) has the slippery ice in the middle and the slipperyness doesn't get reset once you get off the ice (see https://github.com/ValveSoftware/halflife/issues/1542). This meant that even though the bots could navigate to the flag they would almost always slip off the thin pathways.
You can see some screenshots at https://github.com/tschumann/sandbot...nshots/22-7-17

edit: still not ready to ship yet - once bots have captured a flag and get it back to their own base they don't realise they no longer have the flag.

Persephone 29-07-2017 19:02

Re: progress
 
Sorry for late reply

For icy or slippy problem, though need to be fixed, at least I can play with your BOT on map with normal terrain.

For example, non official maps such as op4_ctf omen, it's pretty simple map, and the BOT wouldn't get any problems there.

As for carrying an enemy's flag to their base, though they don't consider no longer have a flag, I think it's not a big problem. As long there is a correct waypoint from one flag to the another one, they will following their path without trouble :)

tschumann 30-07-2017 13:25

Re: progress
 
Quote:

Originally Posted by Persephone (Post 66828)
Sorry for late reply

For icy or slippy problem, though need to be fixed, at least I can play with your BOT on map with normal terrain.

For example, non official maps such as op4_ctf omen, it's pretty simple map, and the BOT wouldn't get any problems there.

Agreed - I'll look at trying to just lower the slipperiness instead of getting rid of it all together though so that the original effect is left somewhat intact.

Quote:

Originally Posted by Persephone (Post 66828)
As for carrying an enemy's flag to their base, though they don't consider no longer have a flag, I think it's not a big problem. As long there is a correct waypoint from one flag to the another one, they will following their path without trouble :)

I agree it's not a huge deal in the scheme of things but I'll get it sorted.

Persephone 02-08-2017 10:42

Re: progress
 
Well, good luck then. Then I hope you can make sandbot support for metamod :D

The Storm 02-08-2017 22:38

Re: progress
 
Sandbot do have support for Metamod for some time now...

tschumann 05-08-2017 00:54

Re: progress
 
Quote:

Originally Posted by Persephone (Post 66830)
Well, good luck then. Then I hope you can make sandbot support for metamod :D

What The Storm said - he added MetaMod support for v0.4 which was released in March.

Persephone 05-08-2017 22:11

Re: progress
 
Oh, I forgot about that :D

But I still can't change bot_count, because 11 BOTS is too many for me :(

Also I hope someday we can change BOT names :)

tschumann 06-08-2017 08:05

Re: progress
 
Quote:

Originally Posted by Persephone (Post 66835)
Oh, I forgot about that :D

But I still can't change bot_count, because 11 BOTS is too many for me :(

Also I hope someday we can change BOT names :)

I'll look at changing bot_count thing.
Changing names will come eventually - at the moment the bot creation code is a bit complicated and I want to simplify it before I do that.

ogn.djc 12-08-2017 15:34

Re: progress
 
I could be wrong, but bot_skill does not seem to work either when loading Sandbot through Metamod.
Although singleplayer does work in the newest version of Sandbot, there are still some problems (regardless of whether Metamod is used or not):
- many scripted sequences are broken, preventing progression (for example, the Barney at the end of the tram ride in Half-Life will not move to open the door);
- saved games are corrupted (if you try to load any saves made while Sandbot was installed they will crash the game, or if they do load the scripted events will not work).
HPB bot had these singleplayer issues as well, and they were fixable by using a Metamod plugin called SingleP. There is a link to it on the HPB bot website.

tschumann 13-08-2017 05:19

Re: progress
 
bot_skill shouldn't have any problems - note that if you change it then it won't change the skill of existing bots, only bots that you add after the change (I think I will change this behaviour). Does that correspond with what you see?

Thanks for pointing out SingleP - I suspected that might have been the issue (all the other things seemed okay, though possibly the save-restore wasn't). I'll take a look though it appears to be Windows only from the quick look I had but single player is now available on Linux (and Mac) too.

tschumann 20-08-2017 06:45

Re: progress
 
Alright I got Opposing Force CTF working by the looks of it. I'll probably tidy things up and release it in the next few weeks.
I'll take a proper look at single player support probably as part of the next release.

RoboCop 21-08-2017 19:32

Re: progress
 
Nice work.

Lifeisverystrangeindeed! 29-08-2017 01:48

Re: progress
 
Could you look into making OP4's bots smarter? As of now they act like HPB non waypointed bots that walk slowly at you but always hit your head no matter how fast you move. Possibly as smart as jk_botti?

tschumann 29-08-2017 13:17

Re: progress
 
Quote:

Originally Posted by Lifeisverystrangeindeed! (Post 66849)
Could you look into making OP4's bots smarter? As of now they act like HPB non waypointed bots that walk slowly at you but always hit your head no matter how fast you move. Possibly as smart as jk_botti?

Eventually yes - at the moment I'm working on tidying up the code a lot and slowly adding new features but as the code gets easier to work with I'll be looking at improving how the bots play.

Persephone 30-08-2017 22:41

Re: progress
 
Haha, I like if the BOTS are act like an idiot when walk, but when aiming at you, they would become a killing machine (especially if carrying tau cannon, gluon gun, or sniper rifle) :D

Move zig zag or try to avoid their shot is useless, they have 100% accuracy, which sometimes make hard challenge even for professional players.

tschumann 31-08-2017 13:08

Re: progress
 
Yeah I haven't really touched the base AI - it's just stock HPB bot (which is fine for me).
Eventually I'll look at making them more player-like.

tschumann 07-10-2017 11:03

Re: progress
 
Small update - people or may not have noticed that if you kick a bot then other bots still try and attack the last location it was at. This has now been fixed.
From this I'll look at getting bots to be kicked better and deal with increasing/decreasing player count better.

RoboCop 23-10-2017 21:35

Re: progress
 
I cannot seem to start my OP4CTF server using SB v0.4.1 for some reason. I did allow liblist.gam to load gamelinux_dll "dlls/sandbot.so" but this error popped up from my GDB terminal:-

Code:

LoadLibrary failed on /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so: /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so: undefined symbol: _ZdlPvj
Host_Error: Couldn't get DLL API from /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so!
L 10/23/2017 - 14:32:16: FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so!

FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so!

[Inferior 1 (process 1211) exited with code 0377]
(gdb) bt
No stack.


tschumann 24-10-2017 13:39

Re: progress
 
Quote:

Originally Posted by RoboCop (Post 66891)
I cannot seem to start my OP4CTF server using SB v0.4.1 for some reason. I did allow liblist.gam to load gamelinux_dll "dlls/sandbot.so" but this error popped up from my GDB terminal:-

Code:

LoadLibrary failed on /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so: /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so: undefined symbol: _ZdlPvj
Host_Error: Couldn't get DLL API from /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so!
L 10/23/2017 - 14:32:16: FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so!

FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so!

[Inferior 1 (process 1211) exited with code 0377]
(gdb) bt
No stack.


What distro are you using? I compiled on Ubuntu (my last VM became unusable and I'm still setting up a new one).
Apparently it's expecting a function called operator delete(void*, unsigned int) though for what class I'm not sure. If you're feeling adventurous the debug symbols are at https://github.com/tschumann/sandbot...master/symbols and there instructions for their use at https://github.com/tschumann/sandbot...ster/notes.txt
I'll try and take a look this weekend anyway.

RoboCop 24-10-2017 19:56

Re: progress
 
Quote:

Originally Posted by tschumann (Post 66892)
What distro are you using? I compiled on Ubuntu (my last VM became unusable and I'm still setting up a new one).
Apparently it's expecting a function called operator delete(void*, unsigned int) though for what class I'm not sure. If you're feeling adventurous the debug symbols are at https://github.com/tschumann/sandbot...master/symbols and there instructions for their use at https://github.com/tschumann/sandbot...ster/notes.txt
I'll try and take a look this weekend anyway.

Xubuntu 14.04 LTS

tschumann 26-10-2017 13:30

Re: progress
 
Quote:

Originally Posted by RoboCop (Post 66893)
Xubuntu 14.04 LTS

Does Sandbot v0.4.0.1 work for you? In v0.4.1 I upgraded my VM from Ubuntu 14 or 15 to Ubuntu 17 (so much newer versions of gcc, libc, libstdc++ etc).

RoboCop 27-10-2017 00:59

Re: progress
 
Code:

22:47:30 L 10/26/2017 - 17:46:58: [META] WARNING: dll: Failed query plugin '<sandbot.so>'; Couldn't open file '/home/desktop/steamcmd/hlds/gearbox/dlls/sandbot.so': /home/desktop/steamcmd/hlds/gearbox/dlls/sandbot.so: undefined symbol: _ZdlPvj
22:47:30 L 10/26/2017 - 17:46:58: [META] WARNING: dll: Skipping plugin '<sandbot.so>'; couldn't query

Not from loading it using Metamod nor from Standalone for v4.0.1 no. As this gives out the same error.

tschumann 27-10-2017 13:01

Re: progress
 
Ah sorry - try v0.4 I think (https://github.com/tschumann/sandbot...9648020d59f84f was when I updated to Visual Studio 2017 and Ubuntu 17 was not long after; https://github.com/tschumann/sandbot...b53c919c8fdd15 was v0.4).

RoboCop 27-10-2017 21:45

Re: progress
 
I've loaded v0.4 on my Op4CTF server with using GDB Debug mode with Metamod 1.21-p37 and this is what I got:-

Code:

Program received signal SIGSEGV, Segmentation fault.
0xf3a60973 in WaypointRouteInit() ()
  from /home/desktop/steamcmd/hlds/gearbox/dlls/sandbot.so
(gdb) bt
#0  0xf3a60973 in WaypointRouteInit() ()
  from /home/desktop/steamcmd/hlds/gearbox/dlls/sandbot.so
#1  0xf3a61233 in WaypointLoad(edict_s*) ()
  from /home/desktop/steamcmd/hlds/gearbox/dlls/sandbot.so
#2  0xf3a37eb7 in DispatchSpawn(edict_s*) ()
  from /home/desktop/steamcmd/hlds/gearbox/dlls/sandbot.so
#3  0xf3ed798a in api_caller_int_args_p(void const*, void const*) ()
  from /home/desktop/steamcmd/hlds/./gearbox/addons/metamod/metamod.so
#4  0xf3ed6d21 in main_hook_function(class_ret_t, unsigned int, enum_api_t, unsigned int, void const*) ()
  from /home/desktop/steamcmd/hlds/./gearbox/addons/metamod/metamod.so
#5  0xf3ed9a37 in mm_DispatchSpawn(edict_s*) ()
  from /home/desktop/steamcmd/hlds/./gearbox/addons/metamod/metamod.so
#6  0xf77d9179 in ED_LoadFromFile (
    data=0xf495741b "\n{\n\"origin\" \"0 -32 248\"\n\"pitch\" \"0\"\n\"_light\" \"163 211 220 48\"\n\"angle\" \"32\"\n\"classname\" \"light_environment\"\n}\n{\n\"origin\" \"-96 -32 48\"\n\"classname\" \"info_player_start\"\n}\n{\n\"origin\" \"-96 32 48\"\n\"classname"...) at ../engine/pr_edict.c:475
#7  0xf77ef376 in SV_LoadEntities () at ../engine/sv_main.c:7603
#8  0xf77c26bd in Host_Map (mapName=0xffffc8a0 "op4ctf_hairball",
    loadGame=false, mapstring=<optimised out>, bIsDemo=<optimised out>)
    at ../engine/host_cmd.c:1288
#9  0xf77c4d39 in Host_Map (loadGame=false,
    mapName=0xffffc8a0 "op4ctf_hairball",
    mapstring=0xffffc860 "map op4ctf_hairball \n", bIsDemo=<optimised out>)
    at ../engine/host_cmd.c:1272
#10 Host_Map_f () at ../engine/host_cmd.c:1443
---Type <return> to continue, or q <return> to quit---
#11 0xf77a62bd in Cmd_ExecuteString (text=0xffffc910 "map op4ctf_hairball ",
    src=<optimised out>) at ../engine/cmd.c:1150
#12 Cbuf_Execute () at ../engine/cmd.c:242
#13 0xf77bf7a8 in Host_InitializeGameDLL () at ../engine/host_cmd.c:222
#14 0xf77df767 in Sys_InitGame (
    lpOrgCmdLine=0x80570a0 "-game gearbox -ip 198.245.61.68 +sys_ticrate 128 +maxplayers 17 +port 27115 +exec server.cfg -pingboost 3 +map op4ctf_hairball -zone 8192 -debug -steam", pBaseDir=0x804ca52 ".", pwnd=0x0, bIsDedicated=1)
    at ../engine/sys_dll2.cpp:806
#15 0xf77e19da in CEngine::Load (this=0xf78786a0 <g_Engine>, dedicated=true,
    basedir=0x804ca52 ".",
    cmdline=0x80570a0 "-game gearbox -ip 198.245.61.68 +sys_ticrate 128 +maxplayers 17 +port 27115 +exec server.cfg -pingboost 3 +map op4ctf_hairball -zone 8192 -debug -steam") at ../engine/sys_engine.cpp:193
#16 0xf77df265 in CDedicatedServerAPI::Init (
    this=0xf7873d00 <__g_CDedicatedServerAPI_singleton>, basedir=0x804ca52 ".",
    cmdline=0x80570a0 "-game gearbox -ip 198.245.61.68 +sys_ticrate 128 +maxplayers 17 +port 27115 +exec server.cfg -pingboost 3 +map op4ctf_hairball -zone 8192 -debug -steam", launcherFactory=
    0x8049dd0 <CreateInterfaceLocal(char const*, int*)>, filesystemFactory=
    0xf7726ad0 <CreateInterface(char const*, int*)>)
    at ../engine/sys_dll2.cpp:1189
#17 0x08049bcf in RunServer () at ../dedicated/sys_ded.cpp:646
#18 0x08049472 in main (argc=20, argv=0xffffd0d4)
    at ../dedicated/sys_ded.cpp:1146

Sadly the Standalone crashes as well:-

Code:

(gdb) bt
#0  0xf3ebf973 in WaypointRouteInit() ()
  from /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so
#1  0xf3ec0233 in WaypointLoad(edict_s*) ()
  from /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so
#2  0xf3e96eb7 in DispatchSpawn(edict_s*) ()
  from /home/desktop/steamcmd/hlds/./gearbox/dlls/sandbot.so
#3  0xf77d9179 in ED_LoadFromFile (
    data=0xf495741b "\n{\n\"origin\" \"0 -32 248\"\n\"pitch\" \"0\"\n\"_light\" \"163 211 220 48\"\n\"angle\" \"32\"\n\"classname\" \"light_environment\"\n}\n{\n\"origin\" \"-96 -32 48\"\n\"classname\" \"info_player_start\"\n}\n{\n\"origin\" \"-96 32 48\"\n\"classname"...) at ../engine/pr_edict.c:475
#4  0xf77ef376 in SV_LoadEntities () at ../engine/sv_main.c:7603
#5  0xf77c26bd in Host_Map (mapName=0xffffc8a0 "op4ctf_hairball",
    loadGame=false, mapstring=<optimised out>, bIsDemo=<optimised out>)
    at ../engine/host_cmd.c:1288
#6  0xf77c4d39 in Host_Map (loadGame=false,
    mapName=0xffffc8a0 "op4ctf_hairball",
    mapstring=0xffffc860 "map op4ctf_hairball \n", bIsDemo=<optimised out>)
    at ../engine/host_cmd.c:1272
#7  Host_Map_f () at ../engine/host_cmd.c:1443
#8  0xf77a62bd in Cmd_ExecuteString (text=0xffffc910 "map op4ctf_hairball ",
    src=<optimised out>) at ../engine/cmd.c:1150
#9  Cbuf_Execute () at ../engine/cmd.c:242
#10 0xf77bf7a8 in Host_InitializeGameDLL () at ../engine/host_cmd.c:222
#11 0xf77df767 in Sys_InitGame (
    lpOrgCmdLine=0x80570a0 "-game gearbox -ip 198.245.61.68 +sys_ticrate 128 +maxplayers 17 +port 27115 +exec server.cfg -pingboost 3 +map op4ctf_hairball -zone 819---Type <return> to continue, or q <return> to quit---
2 -debug -steam", pBaseDir=0x804ca52 ".", pwnd=0x0, bIsDedicated=1)
    at ../engine/sys_dll2.cpp:806
#12 0xf77e19da in CEngine::Load (this=0xf78786a0 <g_Engine>, dedicated=true,
    basedir=0x804ca52 ".",
    cmdline=0x80570a0 "-game gearbox -ip 198.245.61.68 +sys_ticrate 128 +maxplayers 17 +port 27115 +exec server.cfg -pingboost 3 +map op4ctf_hairball -zone 8192 -debug -steam") at ../engine/sys_engine.cpp:193
#13 0xf77df265 in CDedicatedServerAPI::Init (
    this=0xf7873d00 <__g_CDedicatedServerAPI_singleton>, basedir=0x804ca52 ".",
    cmdline=0x80570a0 "-game gearbox -ip 198.245.61.68 +sys_ticrate 128 +maxplayers 17 +port 27115 +exec server.cfg -pingboost 3 +map op4ctf_hairball -zone 8192 -debug -steam",
    launcherFactory=0x8049dd0 <CreateInterfaceLocal(char const*, int*)>,
    filesystemFactory=0xf7726ad0 <CreateInterface(char const*, int*)>)
    at ../engine/sys_dll2.cpp:1189
#14 0x08049bcf in RunServer () at ../dedicated/sys_ded.cpp:646
#15 0x08049472 in main (argc=20, argv=0xffffd0d4)
    at ../dedicated/sys_ded.cpp:1146


tschumann 28-10-2017 10:20

Re: progress
 
Hm, I'll see what I can figure out - nothing obvious looking at the code but I don't think I regression tested the waypoint stuff on Linux so it looks like there probably is a bug.
I might not get to it this weekend but I'll see what I can do.

tschumann 04-11-2017 09:33

Re: progress
 
Okay, it looks like you're running from HLDS rather than Steam itself? I've been looking into debugging with Steam and it looks like a mess. Looks like it worked at one point (http://steamcommunity.com/app/221410...3757387624740/) but GAME_DEBUGGER is no longer in steam.sh, so that's no good. On the plus side Steam seems to generate minidumps regardless of OS settings but of course gdb can't load minidumps. There's a tool called minidump-2-core that's part of google-breakpad but it's not in any mirror that I can find, so my only option is to clone and build (which I'd like to avoid).
How easy is it to set up HLDS, get it running and generate a crash dump?

Also, I got a similar crash to you with v0.4.1 (couldn't find Bot::GetSkill) which I fixed with https://github.com/tschumann/sandbot...e2d34c45245bf2 - I don't know a whole lot about C++ constructors etc but it seems to work fine on Windows. Possibly a gcc flag?

tschumann 04-11-2017 10:40

Re: progress
 
Also, does v0.4.1 work for Half-Life on Ubuntu 14.04?

RoboCop 04-11-2017 21:48

Re: progress
 
For HLDM without Metamod yes - With Metamod no. I don't know why it crashes and the GDB gave me a huge list of errors linked to metamod.so - even without the other Addons like AMXX and Spawn & Chat Protection.

Code:

Program received signal SIGBUS, Bus error.
0xf3ed6682 in main_hook_function_void(unsigned int, enum_api_t, unsigned int, void const*) () from /home/desktop/steamcmd/hlds/./valve/addons/metamod/metamod.so
(gdb) bt
#0  0xf3ed6682 in main_hook_function_void(unsigned int, enum_api_t, unsigned int, void const*) ()
  from /home/desktop/steamcmd/hlds/./valve/addons/metamod/metamod.so
#1  0xf3eda100 in mm_OnFreeEntPrivateData(edict_s*) ()
  from /home/desktop/steamcmd/hlds/./valve/addons/metamod/metamod.so
#2  0xf3ed794a in api_caller_void_args_p(void const*, void const*) ()
  from /home/desktop/steamcmd/hlds/./valve/addons/metamod/metamod.so
#3  0xf3ed678f in main_hook_function_void(unsigned int, enum_api_t, unsigned int, void const*) ()


I don't know much on how you code for Sandbot, but is it possible that those bots only work if the builds were split to do only load as a Standalone and as a Metamod build? E.g sandbot.dll and sandbot.so for Standalone and sandbot_mm.dll and sandbot_mm.so for Metamod?

The Storm 04-11-2017 23:23

Re: progress
 
@RoboCop The list is are watching is just a backtrace, not a "huge list of errors". There is no really a reason to split the builds for Metamod and Non-Metamod. The code is isolated in checks and calls Metamod functions when loaded as plugin and the normal game/engine functions when is working standalone.

tschumann 05-11-2017 00:14

Re: progress
 
Quote:

Originally Posted by RoboCop (Post 66909)
For HLDM without Metamod yes - With Metamod no. I don't know why it crashes and the GDB gave me a huge list of errors linked to metamod.so - even without the other Addons like AMXX and Spawn & Chat Protection.

How about v0.4?

Quote:

Originally Posted by RoboCop (Post 66909)
I don't know much on how you code for Sandbot, but is it possible that those bots only work if the builds were split to do only load as a Standalone and as a Metamod build? E.g sandbot.dll and sandbot.so for Standalone and sandbot_mm.dll and sandbot_mm.so for Metamod?

As The Storm said there's no reason for there to be separate builds.

I suspect the issue is to do with sub-classing or how it is built on Linux as it works on Windows (though it's possible I'm invoking undefined behaviour and Visual Studio generates better code for the situation).
Looks like there could be a problem with the waypoint code on Linux too though I haven't really touched that, so not sure what it could be. I'll try and sort out the Opposing Force crash first anyway.

If anyone knows how to get Half-Life to generate gdb core dumps that would help too.

RoboCop 05-11-2017 01:01

Re: progress
 
Quote:

If anyone knows how to get Half-Life to generate gdb core dumps that would help too.
Well yes thanks to a bit of hint from Arkshine, he told me to test and engage GDB Debug mode is simply using this in the Terminal "$ LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" gdb ./hlds_linux"

Then type this in Terminal but don't use "./hlds_run", use "run -game gearbox -ip xx.xx.xx.xx +port 27015 +map op4_bootcamp +exec server.cfg -debug"

You can backtrace or get a full error crash log by typing "bt" as well rerunning the server using "run" (Nothing further as GDB stored the Startup Variables once after GDB is exited by typing "quit")

And "How about v0.4?" you say? Well I just did the tests and they don't seem to instantly crash as much as v0.4.1 did...


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