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-   -   de_dam_final & cs_pipeline waypoints (http://forums.bots-united.com/showthread.php?t=1772)

SGt_pAIn 26-05-2004 00:30

de_dam_final & cs_pipeline waypoints
 
Looking for podbot waypoints for pmb final release for cs1.6. Thanks in advance:D

>BKA< T Wrecks 26-05-2004 00:56

Re: de_dam_final & cs_pipeline waypoints
 
Whoops, de_dam is finally finished? Cool, gotta grab it tomorrow. I wanted to wait for the final version before I waypointed that monster of a map. Count me in, but give me some days! (I wanted to WP that map anyway)
And cs_pipeline? I know de_pipeline by XLR8OR (or whatever his name was). Is cs_pipeline a different version of that map? Or a different map altogether? Does it rock? 'Cuz if it does, I might just waypoint it, too! :D

SGt_pAIn 26-05-2004 01:31

Re: de_dam_final & cs_pipeline waypoints
 
the review at :http://server.counter-strike.net/map...me=cs_pipeline seems positive. I believe this is a new map. Have not had a chance to play. >BKA< T Wrecks did you waypoint de_indust?

>BKA< T Wrecks 26-05-2004 10:13

Re: de_dam_final & cs_pipeline waypoints
 
1 Attachment(s)
de_indust? The one by Buzzer? Sure did. 8) The first version, though. I understand he made a v2 to improve balance / overall gameplay. Well, here's the WP for de_indust (v1 ;) ) anyway...

Thx for the review link, just checked it out. Ok, this one has nothing to do with de_pipeline, but it's sure great to see some nice cs-type map being released. 3/4 of all maps nowadays seem to be de... :( I think I'm gonna waypoint it! Hopefully it doesn't have bot-incompatible elements.

/Me goes downloading dam and pipeline... come to daddy, suckers! Me's gonna waypoint you... :D

EDIT
Had little time today, but I d/l'ed and checked both maps - as far as I can see, both should work just fine with bots. That said, I'm gonna start waypointing right now... results will be posted here in a few days' time. ;)

SGt_pAIn 27-05-2004 01:10

Re: de_dam_final & cs_pipeline waypoints
 
>BKA< T Wrecks played de_indust last night. Excellent job on the waypoints. Bots where very shifty. Like the camping on the door entrance.:D Thanks for the waypointing of cs_pipeline & de_dam_final. The only prob I have with de_indust is that the terrorist have a clear advantage at one of the bomb sites. They can set it very quickly. If you dont start heading to that spot right away you may run out of time to defuse. That must be what v2 corrects, I hope. Otherwise a very fun map.

>BKA< T Wrecks 27-05-2004 11:17

Re: de_dam_final & cs_pipeline waypoints
 
1 Attachment(s)
Quote:

Originally Posted by SGt_pAIn
>BKA< T Wrecks played de_indust last night.

No, I didn't! :D
Quote:

Originally Posted by SGt_pAIn
Excellent job on the waypoints. Bots where very shifty. Like the camping on the door entrance.:D

Thank you; I'm glad you liked it! =) Hehe, yeah, I just can't help putting in those mean camping spots whenever possible.
Quote:

Originally Posted by SGt_pAIn
Thanks for the waypointing of cs_pipeline & de_dam_final.

Guess what: cs_pipeline is finished already. (See attachment below...) 8) It's pretty fresh, so there might be some minor bugs left - please inform me about anything you see!
Quote:

Originally Posted by SGt_pAIn
The only prob I have with de_indust is that the terrorist have a clear advantage at one of the bomb sites. They can set it very quickly. If you dont start heading to that spot right away you may run out of time to defuse. That must be what v2 corrects, I hope. Otherwise a very fun map.

Well, that sounds like I gotta d/l, try out, and waypoint de_indust again... 'cuz I liked the map, too!

Aragon 27-05-2004 19:15

Re: de_dam_final & cs_pipeline waypoints
 
Hi!
Ive d-loaded de_indust and cs_pipeline“s wp and I found the maps on the net ;)
Nice done wp and fun maps....
But I got an strange error with cs_pipeline and the *.tga“s
If I load the 6 tga files into the client from my dedicated Linux server. I get "LoadTGA: Only type 2 and 10 targa RGB images supported" and the game stops.. But if I uncomment them in the res file the map and game starts up nice but with default tga“s.. Can someone give a hint on the error..? Is ther anything I can do?
PS: I hope this question is ok here!!

>BKA< T Wrecks 27-05-2004 23:50

Re: de_dam_final & cs_pipeline waypoints
 
Well, personally I don't mind this question being posted here. I just think that you'll have better chances of someone seeing (and maybe solving) your problem if you post this, say, in the mapping forum and give the thread a well-descriptive title.
I have never heard of this error before, and I don't know the first thing about Linux, either. From your decription, I'd guess that there are several TGA sub-types (like 128 colour / 256 colour / animated GIF or GIF87 / GIF89a and so on with GIF graphics), which are classified with numbers under Linux. You could try opening the TGA's with Gimp (or whatever program you Linux guys use for photo editing) and saving them as TGA again - maybe the program will provide you with different format options to save? Just a spontaneous guess from a Linux ignoramus, though... or maybe you could e-mail the mapper and ask what he did to those poor TGAs? I'm sorry, I really don't know better.
Feel free to post this in the mapping forum or whatever, but as I said: I don't mind having it here.
Btw: Glad you liked the waypoints! ;)

SGt_pAIn 29-05-2004 02:30

Re: de_dam_final & cs_pipeline waypoints
 
Quote:

Originally Posted by SGt_pAIn
>BKA< T Wrecks played de_indust last night.

No, I didn't! :D
Quote:

Should of been:>BKA< T Wrecks: I played de_indust last night.
Yikes, done rote dat der all wrongo_O
cs_pipeline is already waypointed 8). Will try out on Tuesday night.

>BKA< T Wrecks 29-05-2004 17:05

Re: de_dam_final & cs_pipeline waypoints
 
Hehehe, just ignore my nitpicking... I just can't help it. :D
Tuesday night, huh? Well, if nothing serious meddles with my plans, de_dam_final ought to be waypointed & quickly checked by then, too. =) Got like 60-70% finished, but with that ladder bug (see PB 2.6mm Bug Report sub-forum), the vent might be affected, too, and it could take some time to tweak it till it works. Let's see...

sPlOrYgOn 29-05-2004 17:33

Re: de_dam_final & cs_pipeline waypoints
 
to stop the ladder bug just make sure the ladder waypoint is as high as it can go..
if it is and it still exists try crouching and going all the way up then place a ladder waypoint and remove the crouch flag.
it'll cause the waypoint to be partially going into anything above the ladder.
or if theres nothing blocking like a ceiling just use noclip and fly higher.

Pierre-Marie Baty 29-05-2004 17:50

Re: de_dam_final & cs_pipeline waypoints
 
that should not dispensate us from writing a better ladder code, hmm splo ? :)

sPlOrYgOn 29-05-2004 17:58

Re: de_dam_final & cs_pipeline waypoints
 
yea as soon as I can make good ladder code...
I've tried about 3 different things but I think it's not the right way to do it..
I'm trying to find out how to make them keep going up if they going up a ladder instead of thinking they should head to the other wp...

>BKA< T Wrecks 31-05-2004 12:54

Re: de_dam_final & cs_pipeline waypoints
 
1 Attachment(s)
Here I come to seize the thread again...
The waypoints for de_dam_final are finished. I hope they work. There were some very odd things in this map:
1) That vent with the two long ladders - it works now (after 7-8 tweaks & restarts), but looks a bit strange. Well, I guess it's a case of functionality over elegance...
2) There were two doors that would insist on opening towards the wrong side, no matter how correctly a bot would approach. This only occured in some rounds - in the next round, the bots went through these doors as if there had never been a problem at all... ???:( That's why I made the WPs that lead bots through these doors crouch WPs - once again, it doesn't look too good, but it works clearly better.
3) At the bomb spot in the parking garage, there's a little side room with 2 doors. I didn't waypoint this room at all, because my CS mysteriously crashed every single time I moved and waypointed in there - the first crash made the last 40 minutes' work go down the drain, btw. >:(
This is once more quite a monster file, weighing in at nearly 750 nodes... I hope it works fine and you like it. Please report bugs, problems etc. here, ok? Have fun! ;)

[EDIT]
Yeah, right. Maybe I should attach the wp file instead of just talking about it? Ok, this time it ought to appear right there:
[/EDIT]
|
|
\/

stefanhendriks 31-05-2004 14:49

Re: de_dam_final & cs_pipeline waypoints
 
i have tried my latest RB with this map, but somehow the bots do not like it! Odd, its the first map i have trouble with. So i bet there are things i have to fix, yikes! Beautifull map though!

>BKA< T Wrecks 31-05-2004 15:49

Re: de_dam_final & cs_pipeline waypoints
 
That's interesting. Were there any particular spots where bots wouldn't go / get stuck / fall down or did they just not move properly? This map HAS its strange aspects, no doubt (see the probs I posted)... :|

stefanhendriks 31-05-2004 16:05

Re: de_dam_final & cs_pipeline waypoints
 
well, the bots do not move at all. I have to add own 'area goals' (IAD's, in WIP #10), and only then bots tend to move a bit. But its not playable. It irritates me. Everything seems to be connected fine, but somehow goals like spawnpoints and such are not found.

>BKA< T Wrecks 31-05-2004 17:03

Re: de_dam_final & cs_pipeline waypoints
 
Weird... this map looks absolutely normal, but somehow the mapper must have done something to it that makes it different from most, if not all, other maps... :|
What a bummer. :( You can't go and re-program your bot whenever a mapper decides to make something unusual...

SGt_pAIn 12-06-2004 00:42

Re: de_dam_final & cs_pipeline waypoints
 
>BKA< T Wrecks, Played de_dam_final with some members and the bots worked excellent:D. Thanks for the waypoint. Will try cs_pipeline on Tuesday. Do you have a web site with your waypointed maps that can be downloaded?

>BKA< T Wrecks 12-06-2004 10:41

Re: de_dam_final & cs_pipeline waypoints
 
Not yet. But it looks like I can get something going together with biohazerd87! Here on BU there are only 2 packs which contain some of my waypoints, 26 maps in total. However, I got some more for maps that were somehow damaged or not bot-compatible. These, too, might be released in the near future thanks to Austin's kick-ass bsp editing tool. We can now fix stuck hostages, stupid doors or buttons and other stuff to make maps perfectly enjoyable for bots.
And I'm currently working at two bigger packs - just got some help from biohazerd, so together we'll make faster progress. Hold on, there's a lot coming up... in the meantime, you can just request waypoints like you did. And if you pop into this forum once in a while, you'll see everything important that's going on.
Well, thanks for your interest and your kind feedback - I'm back to work! ;)

2d-chris 19-06-2004 03:58

Re: de_dam_final & cs_pipeline waypoints
 
hey all, first thanks for working on some waypoints for de_dam_final, if i had time and pod-bot i would have made some myself, awhile back now i used to make waypoints (for cs central 2 mappack etc)

This level is no diffrent than any other cs level, apart from the large entity count (over 400) but that should not effect the bots in any way. The doors are all normal and nothing is diffrent about the spawn locations to any other levels.

Im guessing the problem is due to the more complex than average routes and construction of the level, i've not tried out podbot 2.6, if it's anything like 2.5 im glad i didnt make some ;)

Anyway, thanks again and play it online! :D it's more fun that way.

>BKA< T Wrecks 19-06-2004 12:02

Re: de_dam_final & cs_pipeline waypoints
 
Look who's here... THE 2d-chris! Welcome to BU, dude! =)

Ooooh, but you should really try PODBot 2.6mm! I contrast to PB 2.5, bots choose totally varied routes now (not just the shortest ones!). Of course, there are still bugs to fix, but all in all, the bot rocks!

What's even nicer for guys like me is that the waypoint editor is totally different from PB 2.5. It gives better control of everything and is sooo easy to use - there are no more than 3 console commands left, the rest is menu-controlled and can be bound to any key you like. Connections are now added / removed by pointing at a node and hitting whatever key you have bound for that purpose. The max. distance for automatically made connection can be selected, and automatic connections can even be turned off completely.

By the way, I waypointed the CSCentral-Mappack for PB 2.6mm, hehe... I remember your WPs for PB 2.5, though. Used to play with them before I started making my own. ;)

And I have played de_dam online (was kind of a sniperfest, though), but not the final version. When I saw that the final version was finished, I d/l'ed it immediately, but it seems you changed quite a lot. And I liked the comments displayed on screen when you turn on noclip and fly to a very high position: "Great view here, isn't it?" :D

Well, glad you made it here. :)

wrck 19-06-2004 14:16

Re: de_dam_final & cs_pipeline waypoints
 
click my sig :D

>BKA< T Wrecks 19-06-2004 14:54

Re: de_dam_final & cs_pipeline waypoints
 
Hey wrck, which maps are in the current pack? I'm a sucker for custom maps and quite up to date, that's why I won'd blindly d/L a pack that's likely to contain many maps I already have... but I'm always open to new good custom maps, especially cs and as, because nowadays 70% of all maps seem to be de. Could you list the map names here? TIA! ;)

wrck 19-06-2004 15:27

Re: de_dam_final & cs_pipeline waypoints
 
Maps Included:
cs_ignis2 - cs_pipeline - de_arboretum_v4 - de_dam
de_iridium -
de_plaka - de_relinquished

>BKA< T Wrecks 19-06-2004 20:00

Re: de_dam_final & cs_pipeline waypoints
 
Ah, good I asked. I already got cs_pipeline, de_dam, de_arboretum and de_plaka.
Gotta d/l the other ones, though. Thanks for posting the list! =)
Btw, quite a typical pattern here: 2 cs_maps, 5 de_maps. Good that Carp is about to release a new cs-type map. Check it out as soon as it's ready, it might be an addition for your pack!

2d-chris 20-06-2004 19:48

Re: de_dam_final & cs_pipeline waypoints
 
kewl stuff, i'll try out the new podbot tonight, im guessing it works with cs 1.6 (steam) ;)

>BKA< T Wrecks 20-06-2004 20:32

Re: de_dam_final & cs_pipeline waypoints
 
Yes, it does. Win and Linux, 1.5 and 1.6.

The aiming code needs some work (bots sometimes ignore each other), and the button code is flawed. Apart from that, you should enjoy quite a good gameplay and rock stable performance. Happy fragging! ;)

SGt_pAIn 21-06-2004 05:17

Re: de_dam_final & cs_pipeline waypoints
 
>BKA< T Wrecks, Bots worked great in cs_pipeline after I found the fix for the num_for_edict Error: Bad Pointer bug. Currently dealing with a mp.dll crash. ahggg.

>BKA< T Wrecks 21-06-2004 12:02

Re: de_dam_final & cs_pipeline waypoints
 
Quote:

Originally Posted by SGt_pAIn
>BKA< T Wrecks, Bots worked great in cs_pipeline after I found the fix for the num_for_edict Error: Bad Pointer bug.

o_O But this bug has been fixed a long time ago... oh, I see: you posted in the bot forum that you had problems finding the most up-to-date dll, right? Actually that`s true; if you don't observe the forum closely every day, you are pretty much lost. A sticky thread with the current final & beta dll's would improve this situation.

Quote:

Originally Posted by SGt_pAIn
Currently dealing with a mp.dll crash. ahggg.

Oooh, boy. Luck doesn't seem to pursue you, does it? Odd. The map runs fine on my PC. Well, I suppose I can't help you in this respect... :(

Huntkillaz 21-06-2004 22:37

Re: de_dam_final & cs_pipeline waypoints
 
Quote:

Originally Posted by SGt_pAIn
>BKA< T Wrecks, Bots worked great in cs_pipeline after I found the fix for the num_for_edict Error: Bad Pointer bug. Currently dealing with a mp.dll crash. ahggg.

get latest metamod...1.17.1 should auto fix it =)

f[SAM]t 29-09-2004 08:08

Re: de_dam_final & cs_pipeline waypoints
 
Hi, I have a Linux-Dedi with mm 1.17.2 and have many trouble with cs_pipeline. The server crashes very often... :'(. There must be another prob.

>BKA< T Wrecks 29-09-2004 13:02

Re: de_dam_final & cs_pipeline waypoints
 
Did you try an older MM version like 1.17.1 or the one Pierre-Marie Baty has on his RACC-AI site? I'm still using that one, and I never had such problems. Then again, I don't run a linux OS, so... :| But it might be worth a shot.

f[SAM]t 30-09-2004 07:26

Re: de_dam_final & cs_pipeline waypoints
 
No, I always use the newest version from metamod.org. Please, give me the link to RACC_AI-Site.

I tried many maps. The POD works very well. Only with cs_pipeline and de_biochem I have large problems with server-crashes.

f[SAM]t 30-09-2004 11:34

Re: de_dam_final & cs_pipeline waypoints
 
Ok, i've found the Link to RACC-AI and to the special version of mm. Only WIN-DLLs... Can somebody help me compiling this for Linux??

>BKA< T Wrecks 30-09-2004 19:12

Re: de_dam_final & cs_pipeline waypoints
 
You could ask g4s, I guess...


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