![]() |
Very High Quality Waypoints (Pro Waypoints)?
Hi Everybody. I was just wondering where I could find the above mentioned for PMB's podbot?.
Thanks in advance;) MusicMan |
Re: Very High Quality Waypoints (Pro Waypoints)?
Hi MusicMan!
I'm currently working on a whole high-quality waypoint pack, focusing on custom maps. I'm in the process of checking and debugging them for optimal performance. This is quite a pain in the *ss and takes a lot of time. I have waypointed roughly 100 maps myself, and I'll finish checking my WPs for cs-maps in the next days, maybe tomorrow already. The de-maps will follow... Moreover, I have compiled a little "personal map archive" that contains good custom maps together with hq waypoints, either made by me or by others. As soon as I'm done checking and bugfixing, I'm going to post them along with my own waypoints. If you are interested in a little quality sample, you can take a look into Austin's thread "Need PB 2.5 waypoint for de_karachi". I posted a WP for de_karachi01 there. If you don't have this map yet, d/l it! You won't regret it... ;) The URL is also in the thread. And if you like what you see, just stick around here during the next days and you'll get much more. 8) If you're absolutely desperate about one or two particular maps, just let me know which ones they are, and I'll make some WPs. Once in a while, it's a nice change to start a WP from scratch instead of fixing & testing. Good waypoints for the default maps are already in PMB's PODBot release. I've taken a look at them and can assure you that they don't leave much to wish for... or did you notice stupid bot behaviour there? I dunno, haven't played the default maps with bots for a long time... |
Re: Very High Quality Waypoints (Pro Waypoints)?
try google...
The waypoints is same with pod waypoints.. |
Re: Very High Quality Waypoints (Pro Waypoints)?
That's true in two ways... first, waypoints indeed are the same as those for the original PB 2.5. Second, you can find lots on the internet.
However, there's a third truth: The quality of those waypoints varies, and if you're looking for top quality, it's a pure lottery. Maybe you're very lucky and get something good in the first attempt, but in many cases you won't get anything really convincing at all. I mean, it's always worth a shot, but it's not the most reliable source. It's the same as with maps: I just d/l'ed one, and did they include all necessary files (sky, sounds, [overview])? No! That's pretty poor, and with waypoints it's no better... |
Re: Very High Quality Waypoints (Pro Waypoints)?
A few fixes are nevertheless needed for the waypoints that come with the metamod podbot...
- In cs_office (played that yesterday with bots to improve cause I sux0r hard on this map), on the right to the CT spawn point, there is a large door leading to the outside that you open with a switch. Often the bots go outside and climb on the crates to reach the window, and once on the cliff, they want to go right (instead of breaking into the buildings through the window) and follow the ledge to camp on the extremity of the wall. There is a bad waypoint here that makes the bots fall down all the time while navigating the corner of the cliff. - In the same map there are two ladders you can climb to break into the buildings through a window. I am here talking about the ladder which is the closest to the CT spawn point (the one that almost faces directly the CT spawn points at the other end of the open area). The bots simply can't climb this ladder. They jump on the 2 crates, climb the ladder, and then automatically strafe left and fall down. They lose 8HP each time they fall, and they keep retrying again and again until they die, which makes them look very dumb somehow :D - In cs_havana (SoUlFaThEr's waypoints), it is needed to put waypoints everywhere, including in the little rooms near the CT spawn point, else the bots get stuck if they happen to get there during combat. - In de_inferno, there must be a wrong goal waypoint at the CT spawn point. The bots get there and believe they're on a bomb site, take the bomb in hand and call their teammates to cover them. The C4 bot tries to plant the bomb at the CT spawn point -where there is NO bomb site-, and after some time gives up but since it wanders around with a bomb in hand, it makes it a very easy target. - in de_dust, the crates near the CT bomb site. These stupid bots don't realize they can only jump there with a KNIFE in hand, so they keep trying over and over again and fail all the time. Very annoying. Idem for the crates on the 2nd bomb site where the bots want to jump from the low wall onto the first series of crate, then from this first series to the other group of crates in front of them. - in de_piranesi, in one of the rooms of the castle, either there are not waypoints everywhere (same problem as cs_havana then), or there is a wrong link that goes through a wall. I see from time to time bots trying to "enter" a wall. I'm always lost in the interior when navigating this map so I can't really tell where this room actually is :D |
Re: Very High Quality Waypoints (Pro Waypoints)?
Thank you for the detailed info - man, now it shows that I haven't played those default maps in botmatch for ages...
OK, if SoUlFaThEr doesn't mind, I'll have a look at that stuff next, so that in future PB releases a flawless WP set can be included. However, I'll first finish and post my custom cs & as waypoint pack - should be finished this week. ;) |
Re: Very High Quality Waypoints (Pro Waypoints)?
I already fixed piranesi last week, was my fault when I changed the waypoints by X-Tender for CS 1.6 with IvPBot (some waypoints where "invisible"). Now I fixed everything with Podbot 2.5/Metamod, added some new paths and tested and tested and tested again...grab the new new waypoints on my site:
http://coconut.de.tc |
Re: Very High Quality Waypoints (Pro Waypoints)?
The inferno problem PM mentions is surely an old waypoint that was just fixed.......and a goal waypoint at the CT start was not erased......no other explanation for this.
the Dust CT Target crate-jump thing was something I chose to leave out of my version...for exactly that reason...... from your description of Office.....those arent my waypoints.....the ones being used on Austins bot server run perfectly from all angles.....no bots fall off unless there are too many doing the same thing(and with 29 bots on CT this may happen!). T-Wrecks.......i am giving you full permission to edit my Official-map waypoints for this new bot that needs a waypoint covered map. I would do it myself but i am still in the middle of a bunch of personal crap thats not done yet........im playing a bit here and there on Austins bot server cuz i hate cheaters.....but its just not enough time for me to invest on waypoints. |
Re: Very High Quality Waypoints (Pro Waypoints)?
Directed directly at CoCoNuT :
these maps : cs_italy_cz, cs_miami, de_aztec_cz, de_dust2_cz, de_fastline, de_stadium, de_tides, de_truth, de_vostok are they the new 1.6 versions?.......im dumb and dont have 1.6...... I am interested in finding downloads for these maps.....any ONE spot where all of them are? |
Re: Very High Quality Waypoints (Pro Waypoints)?
Quote:
Thanks again! |
Re: Very High Quality Waypoints (Pro Waypoints)?
DE_DUST:
Quote:
I don't know the 1.6 version yet; my Steam has commited its second suicide in 3 days... >:( CS_OFFICE Quote:
DE_INFERNO I totally agree with SoUlFaThEr - leaving a dummy goal WP at the point where I started is something that happened to me more'n once... However, I discovered it during my tests - that's why I keep testing... 9_9 DE_PIRANESI PMB, I don't blame you for getting lost in there - what a maze! However, at a first walkthrough I couldn't find any wrong connection, just one or two tiny areas that aren't waypointed at all. Gotta playtest that one thoroughly. Oh, wait- I just saw I had LightNinja's WPs (from E[POD]Bot). Those look great. You meant the ony by TAZ, I s'pose? I'm gonna try... CS_HAVANA Hm, I have Xtender's waypoint for this map - haven't spectated a botmatch there for ages, but from what I saw the WP looks 99% great, 1% ok. Quote:
Btw, I'm currently making a new set for as_tundra... 1. There was one unwaypointed ladder. 2. In the building at the CT spawn area, there's a hole in the roof which you can use to seek quick refuge inside the building if somebody gave you hell while you were camping on the roof - only the WP's were missing... 3. Another hole like this at the far end of the map, in the T building behind the tank - also unusable for the bots 4. Some (albeit either small or unimportant) areas were unwaypointed - that's fixed now. 5. I added some neat jumps and team-specific camp waypoints. 6. Now the VIP can go down that steep ramp toward the tank. 7. Although more of the map is covered with WPs, the node count has slightly decreased. One reason is that I partly tried SoUlFaThEr's concept of loooong connections, especially in that long tunnel... hope you don't mind, SF ;) Expect upload here by tomorrow. |
Re: Very High Quality Waypoints (Pro Waypoints)?
@Soulfather: These are the CS:CZ-levels you can find on many servers already. They also work in CS 1.5, you just need the new hw.dll and sw.dll (if you have problems I can upload them somewhere for you) to see the transparent textures. Download the maps here for example:
http://www.the-last-resort.net/ (Forum>Maptest) Keep in mind that de_pranesi in CS 1.6 is different from 1.5 (layout). Have FUN! |
Re: Very High Quality Waypoints (Pro Waypoints)?
Ok, now I have all the WPs as included in the podbot.zip.
DE_INFERNO: ummm... could it be that those WPs (2001, TAZ) are simply outdated? Not only is there a forgotten map goal waypoint, but also one or two spots where connections go straight into crates, and the worst issue is that wide areas of the map are totally unwaypointed, including one bomb plant area!!! ???:( Looks like the map had been remade after the old WP was created. DE_PIRANESI: Ok, so we're talking about that WP file by a bloke called silentscope? Well, I didn't find an error where connections led through a wall, but as many waypointers, the poor guy got lost in the palace and forgot two passages! Besides, it's a very average waypoint file. He missed several details. Overall it's ok, but not really great. The one I had on my 'puter (Xtender?) is lost, the one by *Ricko* is ok, but not too great, and the best one I've seen so far is the one that LightNinja made for E[POD]Bot. I just found 2-3 little details that could be improved... |
Re: Very High Quality Waypoints (Pro Waypoints)?
Quote:
You can find them here. http://austinbots.com/waypoints/SFWP.zip They are all super great! |
Re: Very High Quality Waypoints (Pro Waypoints)?
ok im just going to thank CoCoNuT for the links......T-Wrecks for using my looooooong concept(it works).....and Mark for checking his waypoints on the server.
T-Wrecks said : One node is half inside of a crate(on dust) Its the jump itself that makes it look like its in the crate.......you need to hold the duck......so its sort of "in" it, if i remember back that far....... I am so happy with my work on the official waypoints other than Assault and Dust. Assault cuz of that ladder/vent up top the building.....and Dust because of the bad layout.......but with the A pathfinder.....dust will be ok if i am alloowed to correct them myself......as for assault.........no frickin clue !! Taz's waypoints were great for the Time but as I heard him once tell me anyway: They are outdated. and since we have been doing so many new things to this fantaqstic bot......My officials are the closest to the new times. to increase the speed in getting these official waypoints finished for the pod release PMB has.......we should use mine and fill the map. I know i gave T-Wrecks full permission to change them......but since it isnt many waypoints......i would actually be willing to do them myself. this will only take a short while.........im downloading the waypoints of mine that Mark just posted......and i will play them on LAN and correct them as I go........starting with as_tundra !!! 800 nodes here i come..... btw.....get my piranesi.......it was downloaded with cs_havana and de_chateau over 500,000 times.....no one wrote me back on it :) |
Re: Very High Quality Waypoints (Pro Waypoints)?
1 Attachment(s)
It was not your de_dust WP that showed these strange WPs, SoUlFaThEr. It was TAZ's, which was included in the podbot.zip. Today was the first day I've seen your official map waypoints (or at least most of them), and they rock!! cs_office is soo great, and the other ones I looked at are good as well. The only ones where not everything was perfect were cs_havana (like PMB said) and cs_assault (like you said yourself). I didn't look at YOUR de_dust yet.
And, quite ironically, hours before I d/l'ed your WP pack, I finished my own as_tundra. Then I saw yours, and it seems we had quite similar ideas in many places. Remember that big arch-shaped rock behind the building where some T spawn points are? At the left side of the map, viewed from the CT perspective? I waypointed it in quite a similar way... But see yourself, I've posted it separately right here. Maybe you'll like it. And I created 612 nodes, not 800, btw ;) Some neat jumps, and all rocks & cliffs waypointed. Watch the jump connections going out from the wall in front of that T building I already mentioned... :D I agree with you that it would be ideal to include your official map WPs in PMB's Podbot pack - it's a quick solution, and a damn good one, too. Maybe we should take Xtender's cs_havana WP; it looks very good for a start. As for as_tundra, I think mine's better than Count Floyd's old one, but I dunno if it's better than yours...?? Well, just look at it and let me know what you think. Of course you also have my full permission to change anything you like! Oh, one more thing: As soon as Austin PM's me where he put it up for download, my custom map WP pack (1st part at least) will be available - any feedback appreciated... ;) And one more: I'll test yor piranesi and chateau tomorrow as soon as I have some time on my hands... |
Re: Very High Quality Waypoints (Pro Waypoints)?
Quote:
Here are the links: The wps you sent last night: http://http://austinbots.com/waypoin...ntpack_pt1.zip SoUlFaThEr's waypoints and pxp files from my bot server, for most of the standard maps. http://http://austinbots.com/waypoints/sfwp.zip Wow, finally we are getting the WP mess sorted out. Once we have the standard maps, it would be nice to have a map review of the best custom maps that play really well with bots. >EDIT< BKA< T Wrecks, that is exactly what I meant by reviewing maps for bot play. Some maps look wonderful and play lousy with bots. |
Re: Very High Quality Waypoints (Pro Waypoints)?
i am already finished with de_dust new bot fix. and i fixed my as_tundra as well......
next will be my havana im checkin your tundra T-Wrecks :) got me interested knowing we were almost the same on it Austin said : Once we have the standard maps, it would be nice to have a map review of the best custom maps that play really well with bots. what dio you mean? |
Re: Very High Quality Waypoints (Pro Waypoints)?
@ Austin: :( Stupid, stupid, stupid *slapping myself* I thought I had given you the other addy and didn't look into the right inbox... arrrgh! >:(
Thank you for hosting my WPs; I really, really appreciate your help! Good man! Will open a thread in ten minutes... @ SoUlFaThEr: I think he meant a sort of list or maybe even a web page where custom maps are listed and reviewed according to their playability (does this word exist?) with bots. This way, ppl interested in bots could have a look at the map reviews, and when they see that cs_xyz is a great-looking map, but unplayable with bots, they won't d/l it in vain! I've sent you a PM... |
Re: Very High Quality Waypoints (Pro Waypoints)?
guys, you are highly motivated, it's a damn good thing. If you come up with important information or documentation about waypointing, consider contributing to the wiki :)
I will have a new release of this bot ready soon. SoUlFaThEr pointed me a buying bug, and I will also increase the danger value the bots add to a waypoint when they are killed, this will make the A* pathfinder choose different paths more easily (since it will discard the dangerous waypoint in the path search more easily). |
Re: Very High Quality Waypoints (Pro Waypoints)?
Playability = Good English word :)
Highly motivated :) my reason for that is because theres is actually something happeneing to the bot......unlike with the POX adventure which really had me depressed. now i see you guys making it happen over here and im willing again to invest my energy :) I think others may feel the same! Thanks to PMB and Austin for DOING IT! |
Re: Very High Quality Waypoints (Pro Waypoints)?
Just one question:
Those waypoint for the standard maps are designed for CS1.5 oder CS1.6? Some of the maps differ between those release but I saw no reference for which version the waypoints are... |
Re: Very High Quality Waypoints (Pro Waypoints)?
@ Terran: I think 1.5. As far as I remember, SF said somewhere that he didn't have 1.6 (yet). Of course I dunno if that has changed in the meantime.
@ SoUlFaThEr & PMB: Yes, it's easy to be motivated now. First I was blown away by PODBot 2.5. It was the first not-included, waypointable (but THIS is a new word! :) ) bot I had ever seen in my life. Then Robert showed me the waypoint editor, and slowly I started... Then I began to see the limitations of PODBot, which reduced my enthusiasm somewhat. When >BKA< Loki mailed me the link to POXBot, I was crazy about it, but then we had to find out that it just didn't run reliably enough. And then... :( but what good POXBot did is direct me to this forum. Here I can see that something's happening, and what's even better: I'm in direct contact with coders, programmers, developers, other waypointers, bot server Admins etc. etc. - if i post a suggestion today, it might be implemented tomorrow! I can play an -albeit small- part in the whole development process AND have fun by meeting ppl with similar interests at the same time - if that's not the ideal basis for motivation, then I don't know. 'nuff said - back to the drawing board for me, err... the PC I use for waypointing, I mean. You excuse me :D |
Re: Very High Quality Waypoints (Pro Waypoints)?
hehe well said T-Wrecks
Terran: they are for 1.5 I downloaded steam throughout the night. i will soon be looking into the new game..... lets wait and see if i dig waypointing the new standard maps for 1.6. i always like new maps to waypoint. |
Re: Very High Quality Waypoints (Pro Waypoints)?
modified maps in CS1.6:
|
Re: Very High Quality Waypoints (Pro Waypoints)?
will you need waypoints for those maps then Terran?
I still need to figure out how to get podbot into steam......i cant even find the option for the house bot yet.......tried a lan but no bots.......why? wheres that option? id like to use this podbot2.6mm bot with steam LAN......does it work with mm? pooooo so much i dont know about steam i feel like a total n00b for example.......can i just copy and paste my OWN custom maps (or any)into STEAM??(install them) i dont like errors thats why i am asking this at all |
Re: Very High Quality Waypoints (Pro Waypoints)?
Hehe, don't I recognize these problems from somewhere? 9_9 As my friend Robert said when I phoned him about Steam: "You have never had Steam installed before? Well, then you don't know what problems are". But seriously, it's not THAT bad. I still don't like it and had to install 3 times, but now it seems to work.
In the folder ...Steam\SteamApps\yourmail@yourhost.com\Counter-Strike\ you'll find the familiar cstrike folder, and in this cstrike folder you can implement the bot for example by adding a metamod subfolder just as before. You should also find a liblist.gam in that cstrike folder... I think you know what to do with it... ;) It's really quite the same. Concerning maps, I haven't tried that yet. Basically, you can use the same cstrike subfolders (i.e. \gfx\env, \models (?not sure about that, maybe \models\props?), \sound\ambience, \sprites and of course \maps and \overviews, afaik. If they don't exist, you can create them. Maybe it's not the worst idea to connect to a server with custom maps and have steam d/l some custom files - it will build the folder structure automatically. Then you can see where everything belongs and follow the example. |
Re: Very High Quality Waypoints (Pro Waypoints)?
1) Ok, I just heard that 1.5 is going away in May.
Anyone know abou this? 2) Where do I go, what do I need to install 1.6 on my CLIENT? 3) Where do I go for information on setting up a 1.6 dedicated server? |
Re: Very High Quality Waypoints (Pro Waypoints)?
WHAT???????
how can 1.5 "go away" if people still run servers for it and people still have the files for it to play??? |
Re: Very High Quality Waypoints (Pro Waypoints)?
When you connect to a server, you first connect to the valve WON server that checks to see that you have a valid cd-key(basically) and that no one else is currently on-line using the same key. So it is the valve WON server that decides to let you connect or not.
Valve has stated they will be taking these servers down which means no one will be able to connect to 1.5 servers AT- ALL Seems like a strange situation to me. We paid for the software, and I didn't think it was "leased" and now we will no longer be able to use it. Seems like there should be some legal issues here. I should read the license agreement. |
Re: Very High Quality Waypoints (Pro Waypoints)?
@SoUlFaThEr:
Yes, having good waypoints for those CS1.6 maps would be great! A T Wrecks already wrote, installing a bot/maps with CS 1.6 is similar to CS 1.5 - the only difference is the folder where you put those things. And as podbod26mm is a metamod plugin you need to install metamod at first. @All: VALVe seams to have changed the way they name your personal steam folder. For new accounts this is no longer your@email.address now it's simply your account's name! SoUlFaThEr run into that problem while he tried to install a script pack... |
Re: Very High Quality Waypoints (Pro Waypoints)?
So ho wdo I setup a steam account?
Where do I go? Do I get 1.6 for free since I bought CS? |
Re: Very High Quality Waypoints (Pro Waypoints)?
If you install a scriptpack for CS 1.6 please check your installation path at first. SoUlFaThEr reported that the pathname has changed for new accounts, they no longer use the e-mail address but the account's name for new accounts. |
Re: Very High Quality Waypoints (Pro Waypoints)?
Terran......i can no longer play on your servers for some reason.....
i get on the server and it says that my program has been modified......i should remove the modification and try again [code 3] what is that all about? i didnt modify anything(this was before attempting to get podbot to work........in steam |
Re: Very High Quality Waypoints (Pro Waypoints)?
You need CD 4.18.0 to play at our server. You have to start CD before you start CS (but not before steam). This problem also occures if you changed the server while in CS without restarting CS.
Please keep me updated if this problem is solved or not! |
Re: Very High Quality Waypoints (Pro Waypoints)?
so i suppose that means i cant change serrvers without leaving the one game i am in first????? i thought that was a cool option! dammit guess not.....
ill check again later today with the new CD......the old CD i had worked not on your but on other servers.......thats why im struck by this..... |
All times are GMT +2. The time now is 16:36. |
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.