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-   -   Latest Waypoints for podbot mm (http://forums.bots-united.com/showthread.php?t=3786)

Ree 28-03-2005 09:26

Latest Waypoints for podbot mm
 
Which are the latest waypoints by Soulfather/T Wrecks/biohazerd for original CS 1.5 maps for podbot mm? I'm not sure if those in filebase are latest since I've already found a bug in de_inferno (Soulfather's) where bots would get stuck at the vent because they don't shoot it.

>BKA< T Wrecks 28-03-2005 16:15

Re: Latest Waypoints for podbot mm
 
Hmm... the newest ones on the filebase are these:
http://filebase.bots-united.com/inde...on=file&id=235

I know that I tweaked and fixed SoUlFaThEr's standard map waypoints once, but TBH, I'm not quite sure if they were packed with later bot releases or not. Let's see: Can you tell me the date and file size of your de_inferno.pwf?

The latest one I have is from November, 7, 2004. Its file size is 87.7 kB (89.840 byte). If yours is the same, I'll have a look at the waypoints and try to fix any problem there is. If yours is older, you can try using the newer file first. (In case the version I have isn't available anywhere, I can attach it here).


*EDIT*
Has de_inferno changed between CS 1.5 and CS 1.6? I've been using 1.6 for quite a while now, so I really don't know any more...

Ree 28-03-2005 18:49

Re: Latest Waypoints for podbot mm
 
Mine dates the same so it seems I have the latest one. But it's quite bugged, the vent bug is there for sure.

>BKA< T Wrecks 28-03-2005 22:48

Re: Latest Waypoints for podbot mm
 
...so they don't shoot the vent, as you said. Any other glitches you noticed?

Ree 28-03-2005 22:57

Re: Latest Waypoints for podbot mm
 
Well, sometimes bots rub around large crates looking up as if they tried to jump on them, not sure, this might not be a bug of waypointing. Also some minor things, such as always stucking at the entrance (frame) to the balkony (near the plant site), nothing very serious, they go through, but it delays bots a bit. Vent bug is the major one I think, others aren't that noticeable.

>BKA< T Wrecks 29-03-2005 00:57

Re: Latest Waypoints for podbot mm
 
I just tested the map and noticed the vent bug. The strange thing is that they shoot it without problems when going up from that sniper balcony, but when they approach from the other side and want to get down onto the balcony, the can't shoot that damned thing. ???:( Beats me... I'm gonna fiddle around a bit and see what I can do, but I really don't have the slightest idea. There's nothing special about the waypoints there; stuff like that works on other maps... weird.

Concerning the entrance to the balcony near the plant site etc., it's next to impossible to have bots navigate all these narrow passageways without bumping into some wall. This problem cannot really be solved, it can only be alleviated to some extent, depending on the map. I gotta look at the waypoints - they're not mine, so I'm not that familiar with them, and when I tweaked them, I only made the most-needed changes since they're SoUlFaThEr's waypoints and not mine. Looks like I gotta dig a bit deeper into them now after all... 9_9 Stay tuned....

Ree 29-03-2005 08:23

Re: Latest Waypoints for podbot mm
 
Thanks for checking.

>BKA< T Wrecks 29-03-2005 13:22

Re: Latest Waypoints for podbot mm
 
Guess what: With my de_inferno_cz waypoints, the vent works perfectly, and the waypoints around it are very similar to those on de_inferno. But I'm gonna see what I can do. Concerning the doorways, I think there's some room for improvement; the waypoints are far away from each other and generally, putting them in closer distance ought to help at least a bit.

Jeez, I'd rather make my own waypoint set for the standard maps instead of tweaking SoUlFaThEr's stuff, but I'm soooo sick of it after waypointing the cz standards and countless standard map clones... :-/

MarD 30-03-2005 22:38

Re: Latest Waypoints for podbot mm
 
Heyyo,

I believe there's a diff between CS 1.5 and CS 1.6. If I'm correct, they moved the bombsite in CS 1.6 when they updated the look of the map. The original bombsite was at CT spawn, but the new version of inferno they moved it off to that far side n' created crates n' stuff... So check into that TWrecks incase you got goal waypoints at ct spawn n' that the new bombsite's waypointed,plus the building beside CT spawn, I don't think that was open in cs 1.5's version (aka. the oringial version of de_inferno).

[EDIT]
Heh, I once messed up me de_inferno's n' copied me cs 1.6 waypoints over me cs 1.5 waypoints.. then I had to remake the cs1.5 waypoints. So careful now. :P

Ree 31-03-2005 21:12

Re: Latest Waypoints for podbot mm
 
CS 1.5 de_inferno doesn't have bombsite at the place of CT spawn. There are two bombsites - 1st north, 2nd west of CT spawn. And yeah both are near crates. :)

>BKA< T Wrecks 01-04-2005 12:15

Re: Latest Waypoints for podbot mm
 
1 Attachment(s)
Well, I only have CS 1.6 de_inferno, but no bomb spot at CT spawn, either. So I keep my fingers crossed that both are compatible, because I don't have the 1.5 version any longer. Maybe an old version is downloadable somewhere as de_inferno15.bsp or something...? No idea & too lazy to search, haha. :D

Anyway, here's what I did:

- Remade waypoints around that vent (Note that I didn't introduce anything spectacularly new, just deleted the existing points and inserted new ones at slightly different positions) - it seemed to work, at least for me.

- Added more waypoints around some narrow doorways to help bots get through with less bumping into walls

- Corrected the viewing angles of two camp WPs I had forgotten to tweak

- Inserted 3 or 4 additional waypoints where I saw fit; one of them a camp WP between two crates at one end of that little tunnel between two streets you have to crouch-walk through

- Removed a bomb WP on a crate; the bomb zone seems to be restricted to the ground

Now, if you could test the attached file and see if it's any better...

NOTE: I called it de_infernoTWEAKED.pwf because I hex-edited SF's name into it after changing it and didn't want to lose the original in case I fucked up somewhere during the hex-editing. You will have to rename it to de_inferno.pwf, of course, but better make a backup copy of your existing file before - just in case... ;)

MarD 01-04-2005 20:00

Re: Latest Waypoints for podbot mm
 
Quote:

Originally Posted by >BKA< T Wrecks
NOTE: I called it de_infernoTWEAKED.pwf because I hex-edited SF's name into it after changing it and didn't want to lose the original in case I fucked up somewhere during the hex-editing. You will have to rename it to de_inferno.pwf, of course, but better make a backup copy of your existing file before - just in case... ;)

Heyyo,

Or you could've just changed your playername like name ThE_SoUlFaThEr or however he writes it, save, and go back to your name... just throwin ideas out. It's safer than hex-editing I say.

>BKA< T Wrecks 02-04-2005 13:36

Re: Latest Waypoints for podbot mm
 
True, BUT:

I have my config.cfg write-protected because some lines that are necessary for me to use my beloved custom models will be taken out upon starting CS automatically if it's not write-protected. However, as long as the cfg is write-protected, changing your name doesn't have any effect because the new name can't be written into the cfg and saved. So If i used another player name, I would have to:

- unprotect the cfg
- write the new name directly into the cfg
- reactivate write protection
- start CS & edit waypoints
- save & exit
- unprotect the cfg again
- write the old name directly into the cfg again
- reactivate write protection again

That's why I prefer to:
- start CS & edit waypoints
- save & exit
- Hex-edit the new name into the file
... and that's it. ;)

Thx for the hint nonetheless, you couldn't know my situation. :)


EDIT

It's "SoUlFaThEr", without the "the". Not everybody has (and needs) an article in front of his name like The MarD. :D

MarD 03-04-2005 02:54

Re: Latest Waypoints for podbot mm
 
Quote:

Originally Posted by >BKA< T Wrecks
It's "SoUlFaThEr", without the "the". Not everybody has (and needs) an article in front of his name like The MarD. :D

Heyyo,

Lol, so I have an ego too feed, you have a prob with that? :)

>BKA< T Wrecks 05-04-2005 12:07

Re: Latest Waypoints for podbot mm
 
Hmmm gotta love the total lack of any feedback. :| Ree? Did you have time to test yet? I see that someone downloaded the attachment - I suppose it was you. Well, how did it go? Any more glitches? Any improvements? I hate it when someone just disappears... :-/

Pierre-Marie Baty 05-04-2005 15:58

Re: Latest Waypoints for podbot mm
 
no news = good news :)
he must be satisfied :)

MarD 05-04-2005 18:31

Re: Latest Waypoints for podbot mm
 
Heyyo,

I think PMB worded it fine. He's probably in soo much awe of the good work you did that he's afraid to respond and say wrong words that might displease his waypointing lord. :P

But yeah, TWrecks? any fixup is a guaranteed improvement.. well, unless you muck up another part, but you have lots of skill like the rest of the main waypointers hea, so I doupt there was any waypointing errors made during your fixing.. you're probably not like me n' forget to check the surroundings most of the time I hope. Plus PODbot mm shows incoming only pathwaypoints, so you shouldn't have any probs. ;)

Ree 10-04-2005 19:10

Re: Latest Waypoints for podbot mm
 
Hey T Wrecks, sorry for not replying for so long. It seems you have improved the thing, thanks for that. Just one thing remains a question to me - on the bombsite (west from CT's spawn) there's a weird terrorist camping site (upon bomb plant) which often means defused bomb by CTs. What basically happens is that the camping terrorist cannot see the bomb planted (crates prevent this) and a CT can easily defuse it without any harm while the idiot terrorist is sitting on the other side. This doesn't happen often, but still a small glitch imo.

>BKA< T Wrecks 11-04-2005 00:17

Re: Latest Waypoints for podbot mm
 
Good that you mention it - this one totally slipped my attention. There shouldn't be any terrorist camp WP at a bomb zone anyway. After planting the bomb, terrorist bots will camp somewhere near the bomb automatically, independent of any waypoints around. So T camp WPs at bomb zones are really not needed. Maybe SoUlFaThEr hit a wrong key or something... ???:(

I'm gonna have a look at it. ;)

>BKA< T Wrecks 11-04-2005 11:36

Re: Latest Waypoints for podbot mm
 
1 Attachment(s)
New day, new facts, new time stamp => new (double) post! :D

Veni, vidi... and fixed that darned camp WP. ;) If you see T bots camp at stupid positions after planting the bomb now, it's because of the bot code, not because of the waypoints. (Man, do I love to blame others. :P )

Please download the attached file and give it a try. ;)

Ree 11-04-2005 22:00

Re: Latest Waypoints for podbot mm
 
Thanks, will check it asap.

Ree 20-04-2005 19:54

Re: Latest Waypoints for podbot mm
 
Been playing with bots for quite some time on inferno, have to say i don't think there are any problems left. So it seems you did a really good job! :D

>BKA< T Wrecks 20-04-2005 22:55

Re: Latest Waypoints for podbot mm
 
Glad to hear that. :o Well, thx for the feedback and enjoy! =)


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