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Bugs to be fixed
So far i have heard/seen:
- fix the bug where at some occassions the frame-rates drop drasticly - fix camp 'at spawn point' also: - either fix the nodes system and make it more 'work' , or just implement navmesh. Perhaps a good idea to investigate navmesh (experiment with it) and when it works on a test-bot (or even better, it works with RB but on a test/experimental code of WIP's) then use that. any more bugs can be reported here, so it would create a sort of 'todo' list. |
Re: Bugs to be fixed
I dont know why this happens, but on all the realbot releases I have tried, the game always makes a little lag chop and then runs normal, and then makes a lag chop again and so on. This has happend on all the versions I have tried even the ones before AI v1.0 and the WIPs. It even does it without any bots ingame. It even happens in the latest unofficial WIP #10:( I dont know if this is due to realbot being very CPU demanding, or if its just not freeing as much memory as it could be doing. Do any other people get this problem?
It's very annoying as I really like the bot, but not the choppyness that it creates:) Just pointing out the problems I have experienced, as it should help Stefan or the Team Members make the bot even better than it already is ;) Cheers:) |
Re: Bugs to be fixed
i THINK it could be due its writing the data everytime on new round... so perhaps i should make a console command to toggle this off (but this will disable 'learning'!)
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Re: Bugs to be fixed
Yeah, you could try that and send me a test dll, and I will tell you if it still happens on my comp:)
Thanks in advance;) BTW I haven't had this problem with any other bots, just to get things clear:) |
Re: Bugs to be fixed
i havent had much problem with lag spikes in the previous few wips, but 10 has it quite bad. i have been trying to figure out why, but to no avail. i havent looked at the code because i was having trouble with CVS on my comp so i uninstalled it. maybe i should install a different client. altho i dont know if i really have time to work on it... probably shouldnt add another thing i want to do that takes away from what i actually need to do.
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Re: Bugs to be fixed
@DaveK, did you try Tortoise CVS? I use that and it works like a charm.
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Re: Bugs to be fixed
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Re: Bugs to be fixed
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Re: Bugs to be fixed
In dll.cpp, there is a race condition. The bot.cfg is not executed when a new map is loaded within 5 seconds of the dedicated server start.
The bot_cfg_pause_time variable is reset to zero in Spawn() funtion and this is not needed (it works fine without it) and is bad (it works better without). So, dll.cpp should be like Code:
-eric |
Re: Bugs to be fixed
yes, i applied this too. thank you! :)
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Re: Bugs to be fixed
is anyone working on getting navmeshes working with RB?
i got it to make the navmesh so far, i'll work on getting it to print out tmrrw -- edit -- i have it so that it generates the mesh file and can print it out for debugging purposes. will work more later. if anyone wants to help, let me know all credit goes to PMB. you rock:D |
Re: Bugs to be fixed
I also heard evy made something , but it is not finished yet. It seems to generate node's out of the world, instead of nav meshes. :)
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Re: Bugs to be fixed
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If you want I can commit them in a Bsp2Rbn subdirectory in the CVS repository. Works fine with de_aztec, cs_siege and mostly with mindmaze2 =) -eric |
Re: Bugs to be fixed
please do so :)
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Re: Bugs to be fixed
evy you can submit this ofcourse as a sub-project (in a sub-dir). No problems with that ;)
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Re: Bugs to be fixed
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Comments are welcome :D don't be too harsh ???:( It seems to work on Linux (do not have a Windows compiler) and for maps like de_aztec, cs_siege, ... Comments are welcome but I'll be out of email (vacations!!!) until 16/17 of July. -eric |
Re: Bugs to be fixed
nvm :)
--edit-- er Code:
cvs -d etc checkout realbot also cannot find studio_model.h |
Re: Bugs to be fixed
Oups... Sorry.
The two missing files have just been added as well as Bsp2Rbn.cpp which was also missing (which was the issue with Makefile). :'( -eric |
Re: Bugs to be fixed
er, thx for the fix :) but now I get
Code:
util.cpp: In function `void UTIL_BuildFileNameRB(char *, char *)': nice work btw :) |
Re: Bugs to be fixed
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Fixed in CVS, there was a missing Code:
#include <libgen.h> |
Re: Bugs to be fixed
woot, thanks :)
compiles just fine now :) Code:
printf("usage: %0 bspfile [ minx maxx miny maxy]\n",argv[0]); Code:
printf("usage: %s bspfile minx maxx miny maxy\n",argv[0]); and %0 should be %s :) HTH nice work :) |
Re: Bugs to be fixed
Josh,
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The minx...maxy are option and only needed when you want to generate nodes on part of the BSP map. -eric |
Re: Bugs to be fixed
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[09:45:39][<bob>@<jane>:Bsp2Rbn]$ ./Bsp2Rbn /home/<removed>/csds/cstrike/maps/cs_estate.bsp >> out.tmp it output all the files, so i think it's just an unclean exit |
Re: Bugs to be fixed
--last edit, i swear--
util.cpp line 653 Code:
weapon_id == CS_WEAPON_UMP45 || btw, pistol mode is trivial to include, here are the changes: (+ = new code, - = removed code, everything else is already there) game.h: line 118 Code:
bool bEngineDebug; // Print engine debug messages Code:
bEngineDebug = false; // ... prints engine debug messages (for figuring out engine interceptions) Code:
- buy_primary = true; Code:
- if (RANDOM_LONG (0, 100) < 15) Code:
- buy_primary = true; I think that is all the changes, if you'd like me to, I can send you all the files I've changed. the only problem i've found so far is that the T's buy ump45's but I think that is because the UTIL_giveweapontype returns SECONDARY for those. should shields be classified as primary weapon? currently if a bot is carrying a shield, the shield is not put into pBot->iPrimaryWeapon, should it be? As always, HTH :) |
Re: Bugs to be fixed
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that would correct problems of bots trying to go from under the bridge in de_aztec to the other ends of the bridge by creating one way connections. (not my idea, gleaned from RACC template #2 by PMB, go PMB, give us RACC! or atleast navmesh-tutorial part 2 :)) |
Re: Bugs to be fixed
Wouldn't it be best to just check if a player is in the air... if possible...
And then if they are in the air when a node is created, make the connection between the created node and the previous node one way. That way you fix all the jumping issues and you leave all the other paths bidirectional. There should be specification of spawn-nodes at the beginning of every round. How about adding a bit to each node's data, and have that bit be a 'is-spawn' check. If a bot spawns and he is at a node, or a node is created, then the node at the spawn becomes a spawn node. |
Re: Bugs to be fixed
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-eric |
Re: Bugs to be fixed
checking in the air is not enough. A node that is 'in the air' but which is not damaging (due falling) is marked as a 'good' one. Ie, you can walk of the bridge of aztec without being hurt right!?
Somewhere there is a check going wrong on the 'opposite' direction. When reading through the code i even confuse myself. argh. |
Re: Bugs to be fixed
ok, so I continued to go along with converting realbot to use navmesh.
basically I took PmB's RACC template and merged it with realbot's source. my progress thus far: 1) Generates a navmesh for the current map 2) saves it for later use 3) determines goals for the map 4) loads specific knowledge for navigation for each bot 5) can walk around based on knowledge 6) walks around based on the knowledge, and NOT on node machine knowledge. i haven't tested the combat in it yet, as I'm sure it's awful. also, I have a problem where it can't find some spawn points, and therefore some bots don't go. if anyone wants the source, just let me know. -josh |
Re: Bugs to be fixed
i'm always interested , so you can mail it to me if you like ;)
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Re: Bugs to be fixed
I'll add to the list.
A bug or what i should call it... strange bot behavior maybe? When a bot dicides to thow a grenade (HE) he has seen the enemy but the enemy has gotten out of sight.. or something like that, shouldn't he throw the grenade as soon as possible at the last known location? As it is now he waits until he sees the enemy again.. but with the grenade in his hand he will most certainly die. |
Re: Bugs to be fixed
sluggo, that's not how nades work in CS... Stop playing HL before you judge. ;)
Oh, and yes, we'll do that. :D |
Re: Bugs to be fixed
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