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-   -   Release #2! (http://forums.bots-united.com/showthread.php?t=1639)

sPlOrYgOn 11-05-2004 05:50

Release #2!
 
Well at last...
after a month from Release 1 by Pierre-Marie Baty.. Here's Release 2!
Here's a list of changes:
  • Changed the way all the addbot commands work. Instead of actually adding a bot it'll add it to a bot creation queue.
  • Made APMD apply to adding pathes
  • maxbot/minbot now "works"
  • Made the AIM_OFFSET_X/Y/Z actually do something..
  • Made them reaim at enemy every 0.05 second (at least I think its in seconds)
  • Fixed timer_pickup to recieve the correct value
  • Menu to choose which team to kick a bot from
  • Fixed "Unnamed" bots.
  • Changed them from making their enemy's position their destination.. (Stopped them from idioticly running up to an enemy.. No one actually wants to reach the enemy's location while they're shooting at them...) (commented out in the first few lines of BotDoAttackMovement)
  • Initialize msec values in ServerActivate (Supposed to fix slow-mo)
  • Added ability to choose which team to kick a bot from
  • Fixed them from having an extra new line at end of their chatting.
  • Fixed their weapons menu and hopefully all that was messed up with the weapons due to the port to 1.6 (they were buying "restricted" weapons because the configurations and everything was wrong)
  • Fixed NUM_FOR_EDICT error (hopefully... made it check if edict is null before running ENTINDEX)
  • Botskill.cfg is now fully interpreted and I've tweaked all all the settings in it.
  • Changed Their turn speeds to be more realistic...
  • Made Zooming affect their Turn Speeds
  • Put most of the ClientCommands into Podbot_ServerCommands
  • Added Personality argument for addbot. ("pb addbot [skill [personality [team [model [name]]]]]")
  • Added Skill, Personality, and Model for fill server ("pb fillserver [skill [personality [team [model]]]]")
  • Added Menus to include the 2 above changes and also added a random for skill level.
  • LOTS of minor fixes.. no longer able to recall..

Hopefully the NUM_FOR_EDICT error is fixed... hopefully...
now all the commands begin with "pb ".. even on listen servers..
the only commands that don't are: "waypoint [status|teleport]", "wpmenu", and "podbotmenu".
Well thats all I can think of to write...
They're turning is much more smooth now :D
but they're aiming is now more shakey. :(
Click HERE to Download Release #2!

[edit]
what a horrible person i am :(..
already found a bug...
all of them turn to Normal personality after a map change...
time to go fix... 9_9
[/edit]
[edit2]
another bug...
the personality argument not usable from podbot.cfg...
[/edit2]

g4s 11-05-2004 07:24

Re: Release #2!
 
:D WOOT!!! Nice Work, sPlOrYgOn!!!

Tetsting...

Huntkillaz 11-05-2004 08:22

Re: Release #2!
 
umm..so do we count this as official? or still wait for pmb's approval?

ps: it'z a good idea to write down what ur fixing as u go ..those minor fixes could be helpful....to somone at some stage... :)

anyways nice work...will change to this bot as soon as i get home :)

sPlOrYgOn 11-05-2004 08:32

Re: Release #2!
 
PMB already approved :D

Huntkillaz 11-05-2004 08:41

Re: Release #2!
 
k i will update the version history then ....nice work

SoUlFaThEr 11-05-2004 10:53

Re: Release #2!
 
did you fix those small bugs already? or should i download now.....

sPlOrYgOn 11-05-2004 15:31

Re: Release #2!
 
no not yet i'm sleepy and sick and it's time to goto school :(

Dethpod 11-05-2004 23:55

Re: Release #2!
 
First off,

Good job on releasing another version (sound of opening a beer).

But I want to help in the development so I'm report that I'm still getting:


FATAL ERROR (shutting down): NUM_FOR_EDICT: bad pointer

It happens when a map changes and during heavy fighting.

I hope this helps,

Dethpod

sPlOrYgOn 12-05-2004 00:59

Re: Release #2!
 
looks like it didn't fix it :(
btw I've fix the small bugs I've found and I'll upload it soon after I change a few more things..

[edit]
Release #2.1!!!
"Podbot 2.6mm R2.1"
Here's this list of changes since R2...
  • Made their turn speeds changed every frame to be more realistic.
  • Added a few more checks to try to fix NUM_FOR_EDICT error.
  • Fixed bots changing personality to normal after a change of map.
  • Fixed addbot in podbot.cfg not having personality argument.

Click Here for Podbot 2.6mm R2.1
[/edit]

sPlOrYgOn 12-05-2004 03:21

Re: Release #2!
 
sorry double posting to make sure people see the above edit :| ...

g4s 13-05-2004 08:14

Re: Release #2!
 
:D 8D :P
FINALLY... I can completely get rid of 2.5.
The "set flag" in wp menu now works!
Thank you sPlOrYgOn, you're the man! Great work! Keep it up!

sPlOrYgOn 13-05-2004 08:15

Re: Release #2!
 
WOW!
how completely STRANGE!
I didn't touch that stuff at all ???:(

[NvT]_KaszpiR_ 13-05-2004 08:40

Re: Release #2!
 
i preferred the sdk version :D
but thats no problem unless there are sources at all :D

sPlOrYgOn 13-05-2004 15:17

Re: Release #2!
 
you really should just try this version..
They turn a LOT better :D
make sure you use this version's cfgs if you do try it..

g4s 13-05-2004 15:34

Re: Release #2!
 
2 things

1. In botweapons.cfg, line 73, I think you made a typo, there are two 17 that one of these should be 20.
Quote:

0,2,1,4,5,6,3,12,10,24,25,13,11,8,7,22,23,18,21,17,19,15,17,9,14,16
2. If there are more than 240 names in botnames.txt, the game would crash when loading. There's no such limit in version 2.5. Did you mean to change this?

sPlOrYgOn 13-05-2004 15:41

Re: Release #2!
 
thanks, I didn't see that typo...
the first one from the left should be 20
Quote:

0,2,1,4,5,6,3,12,10,24,25,13,11,8,7,22,23,18,21,20 ,19,15,17,9,14,16
Well I didn't change anything with the names...
but the limit currently is 100...

g4s 13-05-2004 15:57

Re: Release #2!
 
hummm...100? Are you sure? But I have more than 200 names for bots, and it's working fine.

Just found another problem. If there are more than 235 names, the game crashes when I choose model. that is...

Number of names > 235 - crashes when choose model
Number of names > 240 - crashes when loading game

This had never happened when I use 2.5.

ahh.. I better start looking at the source and try to program... :P

sPlOrYgOn 13-05-2004 16:08

Re: Release #2!
 
but the array only holds upto 100 names....
maybe we need to dynamicly load memory for more names?

Pierre-Marie Baty 13-05-2004 18:36

Re: Release #2!
 
In the barebones PB2.6 source code, the bot names array was a dynamically allocated linked list, that could in theory grow as far as there were names to add to it. My first go at fixing the memory leaks and the slowmo issue was to get rid of as much dynamic memory as possible and turn all these linked lists into static arrays. I never thought one could need more than 100 botnames (since 32 players on a server is the maximum you can go anyway).

If you want to make it dynamic, I'm against linked lists. Better count the number of lines in botnames.txt and allocate once and for all enough memory for the bot names, and then fill the array. You mustn't forget to do the same for the used bot names array. And NEITHER must you forget to free them all along with the rest of the memory the bot uses (in ServerDeactivate() if I remember well).

!2SX! 19-05-2004 03:13

Re: Release #2!
 
i'm having trouble adding bots with this release, is this the right place to post?

hmm i'll post my question anyway to save time if it is, if not please tell me

i have this in my podbot.cfg file in place of the 7 addbot commands:

addbot 45 1 Bot1-45
addbot 75 1 Bot1-75
addbot 45 0 Bot2-45
addbot 75 0 Bot2-75


but it doesnt seem to be working.. all the bots just have names from the botnames.txt file, and not the names i specified. also, if i type one of those lines directly into the hlds console, nothing happens (even if i just type addbot).
any ideas?

sPlOrYgOn 19-05-2004 03:20

Re: Release #2!
 
it is:
"addbot [skill [personality [team [model [name]]]]]"
notice that the brakets include the other attributes...
It is because if you don't include the one before the attribute you want you cannot have the next attribute.
so if you don't choose a team you can't choose a model or name.
If you don't want to choose a certain thing just put in a
"random number".
The "random number" for skill is 101, for personality is 5, for team is 5, for model is 5, and for name just leave it blank.

[edit]
and btw for commands you type into the console..
every single command typed into the console for podbot needs to begin with "pb"
for example:
"pb addbot [skill [personality [team [model [name]]]]]"
"pb fillserver [skill [personality [team [model]]]]"
"pb jasonmode 1"
etc....
[/edit]

!2SX! 19-05-2004 04:25

Re: Release #2!
 
ok, confusing.. you should add those extra parameters into the docs.. as it still only says

addbot [skill] [team] [name]

for those who read this later, this works (notice, no square brackets):

addbot 45 5 0 5 Bot1-45
addbot 75 5 0 5 Bot1-75
addbot 45 5 1 5 Bot2-45
addbot 75 5 1 5 Bot2-75

random personality, random model, 45 and 75 skill levels, 2 on each team, obvious names

thanks for your time :)

sPlOrYgOn 19-05-2004 04:27

Re: Release #2!
 
notice square brackets means optional...
its not for you to actually type in...
and that is exactly how I said to do that..
Look at the beginning of forum..
first post..
I already put how to use the new args...

!2SX! 19-05-2004 04:33

Re: Release #2!
 
agreed, but it is confusing if the docs included in the download tell you something different..

also, it might be an idea to put an actual example, with all the []'s everywhere i assumed you were meant to actually put them in, cos i didnt see any example without them

sPlOrYgOn 19-05-2004 04:36

Re: Release #2!
 
k, I'm sorry I thought everyone knew how to read arguement examples like these...

[edit]
and the docs are quite old...
they're from podbot 2.5...
I dunno why we still include them..
perhaps it's because our official docs seem to take so long to make..
*hint for doc making people* hurry up :D
[/edit]

!2SX! 19-05-2004 04:41

Re: Release #2!
 
Quote:

k, I'm sorry I thought everyone knew how to read arguement examples like these...
never assume :)

i do understand and agree that [] usually mean an optional switch/command, but with no example... ;)

sPlOrYgOn 19-05-2004 04:44

Re: Release #2!
 
yea because [] are used everywhere..
even in those basic windows programs..
just try typing "copy /?" or almost anything /? in windows and you'll see they use [] for optional.

for linux it's --help :D

Huntkillaz 19-05-2004 04:46

Re: Release #2!
 
right ...umm i'll make a new thread under pb2.6mm

where ppl can post what needs to be changed and what they would like to see

[repost this thing there plz :) ]

!2SX! 19-05-2004 04:46

Re: Release #2!
 
yes i understand that, but i've also seen programs that DO need the []'s in their switches, just because thats what they parse off.

[NvT]_KaszpiR_ 19-05-2004 09:22

Re: Release #2!
 
hey spyrogon
i have managed to compile your version on my platform and it works the best so far from the all released of pb 2.6mm ! great job!

i had just isue wih adidng cpecified bots but after reading thread all seems clear to me now

besides, i thought the old podbot 2.5 waypoints will not work on 2.6
but after checking on one cutom map (de_oimec with waypoints form... soulfather :D ) all work marvellous

and now the bad thing :/
i have notied that when setting minbots and maxbots may cause soma strange behaviour

i set minbots to 6 and maxbots to 7
problem is when i join server one bot is removed but:
rcon status shows there are 8 players
+showscores in game shows there is one bot with DEAD info (thus is not playing)
hlsw says there is one person named <BOT>
amxmod says there is no such user to kick (or any action)

beside this the hlds is not crashing (i tested server 24h/d)

i will have to investigate the matter longer with more tests

ah one more,
i tired tho to test windows version bu i failed to lad even our originally compiled one (don;t know why thoug, i was doind widnws stuff so long ago)

also if you want i can provide you a makefile for windows and linux platforms (for windows i use mingw32-gcc) so if you're interested pm me

sPlOrYgOn 19-05-2004 11:51

Re: Release #2!
 
yea the waypoints from 2.5 should work except the camp waypoints might make the bots point in strange directions..
I'm not sure what PMB did but I think he might have done some code to try not to make them do strange things when using the old camp waypoints. Thats the only thing that has changed in the waypoints.

and that bug has existed since 2.5 but I thought it was gone..
I seem to have stopped getting it with PMB's release...
There is probably something wrong with the bot leaving code..
You can try and fix it if you want :D

and that makefile would be great :D
lets hope we don't turn out like mozilla or gcc with 50,000 make files...

kedat 19-05-2004 17:12

Re: Release #2!
 
Finally got Release #2 :).
Why when new map is loded i always have:
number of bots = last map + those from pobot.cfg?

!2SX! 20-05-2004 00:53

Re: Release #2!
 
i've seen this one bot dead problem too.
also my bots occasionally go into some slow mode or something, where they jump and all run in slow motion.. weird

[NvT]_KaszpiR_ 20-05-2004 08:38

Re: Release #2!
 
seems i'm not alone with this bug, noticind the !2SX! response

http://forums.bots-united.com/showthread.php?t=1712

sn1p3t 26-05-2004 04:16

Re: Release #2!
 
Either I'm a moron or there's a bug.

Basically, I want my DS to start off with 8 bots. As someone joins, it kicks a bot. Bascially, the server should always have 8 players (bots or humans), but there should never be more bots than needed.

So, I set min_bots = 0, max_bots = 8, as well as commented out all the addbot lines.

No bots join.

I added 8 addbot lines, and 8 bots initially joined, but none of them were kicked when I joined.

I r confused. Any suggestions?

sPlOrYgOn 26-05-2004 04:18

Re: Release #2!
 
yes wait for next release...
[edit]
due to the problem of it giving nonstop messages of waypoint not found when I had it add bots automaticly when the amount of players doesn't reach maxbots..
I removed it..
currently you have to add bots manually through the config or in the console/menu.
it should kick automaticly if someone joins server...
err...
pb's source is a mess :(
Next release (from me) won't be for a while..
This whole week I have testing...
max/minbots still not working properly..
ladder problems..
still a crashing problem..
this'll all be fixed hopefully in the next release...
[/edit]

sn1p3t 26-05-2004 04:53

Re: Release #2!
 
No problem. Don't worry too much about getting another release. I just graduated yesterday from high school, so I know about end of year stress :D

I'll keep checking back.

Thanks for all your work!

g4s 26-05-2004 06:52

Re: Release #2!
 
Quote:

Originally Posted by sPlOrYgOn
it should kick automaticly if someone joins server...

oh no....sPlOrYgOn, that is the reason why you don't see amx welcome message when you rejoin the server, and that's the problem I was talking about. I still don't know if amx or pb causes the problem, but anyways... can we have another cvar to control auto kick? please...please...

g4s 26-05-2004 06:57

Re: Release #2!
 
Quote:

Originally Posted by sn1p3t
I added 8 addbot lines, and 8 bots initially joined, but none of them were kicked when I joined.

have you noticed if there's a bot has a ping of "0", which normally bots should have ping of 5. I have seen such problem. The bot is actually kicked, but his name remains on the score board.

!2SX! 26-05-2004 08:15

Re: Release #2!
 
all my bots have pings of 0 when they're playing (correctly)...


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