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Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
So, did you read my news message yet on the website? if not, DO IT NOW.
Okay, so you have downloaded this 'yet to be released officialy' baby and you have found some things , bugs, perhaps? ... did you download the source already? Hmm, well you can always point out bugs!, but it would be even more impressive if you can point me into any line-number or direction into the source code itself. So, show some initiative and grab the source and let me know ;) Edit: I forgot to upload the CHAT.INI file that is needed to let the bots speak. This feature is automaticly activated when you install the file. You can grab it at the filebase, its pinned so its somewhere at the top ;). You can edit this file and make them react to more words! |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things
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im not sure if its just me, the 3/7 bots (per team) like to camp at spawn unless u command them to move.
Bots that are still seeing an enemy keep firing even though they have no more ammo in thier clip. Some bots like to keep the knife out so much that they don't like to switch to their primary. These bots also don't attack the enemy. About 90% of the bots like to stand near the bomb, but don't try to defuse until like 5 seconds later. If the bots here the bomb ticking sometimes stand still. Sometimes the t bots plant and just run somewhere else (like their spawn). de_aztec screen 1 shows the bots looking at the bomb which is the left of the 'a' word on the wall. the one closest to me was there for about 6 secs and decides to go and defuse it. de_aztec2 screen shows a t bot with no ammo in his clip trying to fire at a knifer whos just looking at him. pardon for my cz skins ;) |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
Very happy to see this bot is compatible with metamodX/CZero(CSBot)
I ran a quick test and the bots learned the map from CSBot pretty quick. Can't wait to give these a real test! (It's sleep for now!) I did notice the things mentioned above too! |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
it works with CZero? GReat! did not know that :) (i don't have it)
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
Yea, it still says "assuming you're running counter-strike 1.6," but it still works! WIP#10 gets a 10 on nade throwing, one threw a nade at a crouching enemy and it hit him dead in the chest! Realbot likes to follow other realbots or play grab-ass and run around in circles at spawn. Once they get going however, it's headshot-city even with difficulty set at worst. Havn't tried the chat function yet, but i think it would be a laugh seeing WIP#10 using the chat function (as if they didn't have mics) and hearing CSBot talk (and not chatting). Once I feel realbot knows a map well enough, I'll battle them 6 on 6!
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
Wow, RealBot has come a long way. Ok... one error I noticed in CS 1.6 was where the bots were disappearing after 5 rounds in internet mode and not coming back. This was happening when I limited maxplayers to 8. The whole CT team just vanished, leaving me and 3 other T bots. The new ladder code is great!
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
I notice a frame rate drop in the first instances of the round when the bots are making decisions, reseting the nodes and giving them new nodes does not help suggestin the bots are trying to make a decision but like as some guys have already said they like to camp spawn, or have threesomes.
But in comparison to wip9 and before they are more "realistic" and I have some good laughs playing against them. Great bots Stefan. :) |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
hmm, funny, i hear good results in overall but i am not that satisfied. Am i being hard on myself? :)
I also noticed sometimes frame-rate drops, i don't know why... and the camping at start is annoying too. |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
"Reliable channel buffer overload"
Ring any bells? I get this while playing with internet mode on, and it kicks players off 1 by one, until there's none left. Then, anyone attempting to join gets the error ASAP, so you can't get back in to fix it. Only way: rcon_address <IP> then rcon realbot internet 0... annoying |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
i found that the bug Whistler mentioned actually made RB WIP #10 much more stable. I bet there is the problem. I shall re-upload this dll...
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
UPLOADED! grab via same link in filebase.
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
I assume CVS is updated as well... ;)
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
yes, it was already updated... release was later.
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things
Can anyone please send me the realbot source via email, so that i can compile it on linux?
I cannot get the source via cvs, because the following appears: cvs -d :pserver:anonymous@bots-united.com:/home/cvsroot checkout -P filebase cvs [server aborted]: This server requires an encrypted connection cvs [checkout aborted]: cannot expand modules my email: eanic ? a t ? statictune ? dot ? net |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
you probably don't have ssl installed..
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
Damn, i just noticed it
But i still managed to get the source code. Now my next problem: I compiled the source code with gcc 3.3.3 successfully, but when i tried to start my server, i got a badf error. Who knows, whats wrong there? |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
you can't compile it with gcc3.3.3 you need gcc2.95.3
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
Strange, the realbot wip #9 works with gcc 3.3.3 and the wip #10 doesn't?
You are kidding, aren't you? |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
I've tried compile a lot of different metamod plugins with gcc3.3.2..
none would load.. when i compile with gcc2.95.3 they all worked... |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
Right this is not a problem but more like a fix to problem.
The fps spikes maybe caused by the bots not finding the important area code!! I have no real concrete evidence except for 15mins of testing this mornning. I was playing around with the important command of realbot. Problem: you must make sure that you have installed RBv1 for the directories and the "ini" directory in the data/cstrike is empty. Solution to the fps drops seemed to be adding important areas manually and saving them! I cant be sure this will stop the spikes completely but it does give the bots more options of what route to take rather head striaght for the doors in de_dust2. :D One other thing whats that wav. file i seem to be missing imgood12 or something, tad annoying to see the error come up in the console. Where could i get it from and why is it there? Ta. |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
yes, important areas are needed to give bots more options and make their goals diverse (and works quite well too). About lag spikes, i have altered the goal selection goal so they should be less (or gone) now.
the wav file is for some testing, the file can be grabbed from the AoS Fun Sound pack (see link at my website to AoS). I thought the command was : realbot sound and then you hear a sound "Damn i am good" from Duke Nukem. Its for testing purposes as i want Bots to have some voice stuff too :) Perhaps i will record multiple sounds for different locaitons so it looks like they really use Voice Com. |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
That would be sweet to see csbot vs realbot talking mad $h!t3 via voice com...
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
ALright thanks for letting me know.
Any chance of a hint for when the next release of realbot will come around. Or are you going to improve something before releasage. I mean a bug free version of wip10 would be nice since the bots are actually good when excuse the bugs but you said it yourself you did finish them so therefore they are not going to be perfect and i dont blame you since no is paying you to do this. I guess you are doing this for yourself and people like me who dont have a good connection at home to cs. Do you think may make it possible for realbot to support other half-life mods? 8) |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
Well actually i have an ADSL connection so i don't do it for the bad connection. I do it because its fun to do :)
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
Error, memory could not be "read".
Got this message after the latest steam update when I type "/rank" in the game. I'm running a listen server with the realbot WIP10 from filebase and statsme, WinXP and a P4. Let me know if you need more info. If I type "/rank" when no bots have been added it works fine but once i add a bot the command causes a crash. If I remove Realbot from metamod "plugins.ini" it also works fine. Is it only me or does someone else have this problem. Maybe it's a statsme problem? |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
the new source is updated so it does not crash anymore...
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The IMGOOD12 sound from Duke Nukem...
Stefan
Quote:
Bedank in voorbaat -eric |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
as i said you can grab the entire voice pack from the AoS website. Just go to www.clanaos.co.uk , grab the soundpack.
When you installed it you have a file called imgood12.wav in your sound\misc directory. |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
I get a "NUM_FOR_EDICT: bad pointer" crash when I run both the latest Realbot DLL and Podbot 2.6mm together.
Not sure which is the culprit, but I'm sure I didn't get that error when Podbot 2.6mm was the only bot running. And it happens sporadically...i can't pinpoint what's causing it. It usually happens after buytime, I believe, after I add all the bots onto the server. |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
It's probably pb2.6mm if you don't have the latest beta..
R2.1 has the NUM_FOR_EDICT error in it.. |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
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I tried (dstrukt2k compilation) build 3049. I beleve it is from the latest source.
Please move this msg if there is a better place to put it. There is something wrong! I get this message after about 2 rounds (attached file) I'm running a listen server, on winxp P4 1800. No other plugins than realbot. I know it isn't much to work with, and its in Swedish aswell :D (I think you can understand that the game crashes, and there is some memory that couln't be read.) And yes I know it's a WIP and it's bound to be some 'errors' in the code and debug msg's. (lots of "func_breakable") Just thought i should mension it. |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
That bug happens with MetaMod on listenservers randomly, I've gotten it a lot too without RB installed.
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
Hmm, ok.
But I have not had the problem before, and I went back to the latest 'filebase' release and the problem went away. |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
I'm betting that it's a problem within Meta that RB just triggers really easily. AMX triggers it too, but only rarely.
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
yes, i noticed it yesterday. I will investigate , and hunt this bug down asap.
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
there is a new file at the filebase, i wonder if this still has the error.
Evy already pointed out some minor bug/mistake i made. It *could* be the problem, however, i haven't had experienced any problems for a while on MY computer. Though at a friend it crashed. Unluckily i could not figure out why , he clicked OK on the error message and i could not reproduce the bug (we stopped playing). |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
another bug is fixed, crashed on devision by 0... anyone experienced a crash bug already?
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Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
just curious if there are any bugs that are still wild?
if so, can you post as much info as you know about them? TIA |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
In some maps (cs_1337_assault) I have noticed that the WIP bots like standing around and shooting at certain areas (t's stand and shoot at the big computer lookin things, while all of the ct's [and t's if they get there] will always hang around in the hostage rescue zone, no matter how well I've walked the map). I dunno if there is an ez fix to this, but just a little heads up.
I wan lookin around the forums and noticed that podbot had some of the same problems. Heres the thread http://forums.bots-united.com/showthread.php?t=2257 |
Re: Unofficial RealBot WIP #10 at the filebase, grab it, and lets collect bugs/things....
2 Suggestions:
1. Maybe u could add to the source or code a height check for jumpin because i have waypointed cs_assault and when u fall off they try to go up from the the bottom mainly by the entrance (with gate). 2. Also the second thing is could u add to the personallty and source a percentage of them goin different routes like 50% of the time they will change there way of goin or 100% they will always go diffrent ways. I am not a programmer so i dont know if u can and its just a suggestion. PS. Can tell wat u think ty guys for time. |
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