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Old bug list
NOTE: this is the old bug thread from the .50 release. Its kept here for reference only.
Go ahead and post all of your bugs here in this thread. I'd like to keep the bug reports in one easy to reference place rather than all over the forums. This will help everyone know what bugs we know about, and what we don't. A patch will be created to address any issues found/listed here. The release date for the patch will be announced soon! KNOWN BUGS: 1. setting the cvar "g_log" to any value crashes the game on a map change. UPDATE: this has been fixed! Thanks to CrapShoot for the important clue that made finding this bug much easier! 2. Snipers sometimes leave their camp spots and chase enemies. UPDATE: The code has been checked - this isn't a bug. Skill 1 bots suck at their choices and their general movement during combat. This is done on purpose to simulate your average n00b human player. On any other skill, they won't do this. 3. Aim needs to be more "tweakable". UPDATE: This has been fixed. There is a new cvar: "bot_aimSkill" that controls how good the bots are at aiming. You can define globally for all bots (by using the cvar), or when you add the bot. EX: you want to add a HARD allied medic (lets say Denny) that has EASY aiming, you would type this into the console: \addbot denny 3 1 4. Path issue on Depot with ladder under the axis warehouse. UPDATE: Fixed! Thanks to Denny and CrapShoot. 5. Path issue with beach and the radio room for axis soldiers. UPDATE: This bug has been fixed! Thanks to Crapshoot for finding and fixing it. 6. Medic bots are sometimes locking up, it seems to happen on MP_ICE if the docs are on the ground a LOT. I'm also seeing instances where they may go to revive, then freeze up or get distracted WAY too often. UPDATE: This bug has now been fixed! There should be almost no instances of medics not reviving you, unless they are in combat or in danger by reviving you. 7. Bots get stuck together too easy sometimes. Update: Fixed! They will move out of way better now. |
Re: Bug List - Go here before posting!
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I'll start this off then, shall I?.... ;)
mp_beach: Bots get stuck in a corner next to the radio room. I've included a demo for your convenience. |
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BTW: I really appreciate the demos - its helps a lot. :)
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Add another i saw on one of my waypoints, Allied soldiers standing in the spawn room on Castle doing nothing after obelisk is returned, i don't get why either.
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A demo says more than a 1.000 words. |
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Here is another demo, this time on mp_chateau, also showing bot behavior when they are trying to get to an unreachable node. It's in the transmitting room, where the bots sometimes also gets stuck in the doorways leading in, especially the one from the basement. I've seen 4-5 bots lined up, trying to get in but can't because the first one is stuck.
I don't know if you should consider it a bug really since seeing that bot jump around like that actually makes it a bit more human... Let's call it a "feature". :D |
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For that one, it appears that whatever node/action the bot is trying to reach on that desk, the radius is MUCH too small.
I will look at their stuck code some more, and will see about getting the bunching up in the doorway bit fixed. |
Re: Bug List - Go here before posting!
The bunching up going on in the demo isn't that big of a problem really IMO since they manage to get out of it eventually by jumping around. Of course you could try to improve it. I'll try to get a demo of a bot getting really stuck in the other doorway.
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I'll have a look at that chateau stuff, i coulda swore that door was working in the basement (or entryway whatever you wanna call it) But i'll look into that. Thanks :)
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Bumped - check the list for bug fixes.
ALSO - ANFSCD: I'm assuming the snipers you had on assault with that demo were EASY skill? This one had me scratching my head for a while, because snipers are NEVER supposed to leave their hiding spot, UNLESS they're low skill snipers! :) Thats not a bug, but what n00bs do. :D |
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Hallo once again Mal.
Im really sorry but 'cause of my bad Eng.understanding I didnt understand yr recent answer to me about LAN-bot's starting. Can U plz explane something else about what I have to do for starting bots on my home LAN with my real human friends in "steps" style (1. do this. 2. do that. 3. do this one etc etc) ? ;) Thnx ahead |
Re: Bug List - Go here before posting!
Beach bug has been fixed. An action in the war room had it's closenode set incorrectly.
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IRT Mal
Yes it was on easy. One mans bug is another mans "feature" ;) It's hard sometimes to tell the difference... but I can see what you're aiming for, a touch of n00bness. Nice. :) ANFSCD: -"Mal, the bots are running to the beach with the docs again, could you fix it plz?" Mal: -"Ah yes.... I... put that in! Um.. it's what n00bs do, you see? hehe... you like?" :D |
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LOL! I should use that line for EVERY bug! :D :)
When I test the code, I'm always in hard mode, so I completely forgot the lower skill code and that they don't strafe in combat, and that they chase any target they see (they also don't hear very well, aren't very tactical or aware, dont use all of their classes skills, etc, etc.). Its almost like a different bot at skill easy. :) |
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Hey guys, i fixed the castle bug i mentioned before i also didn't fix the depot tunnel ladder, i don't understand why they're doing that and i've tried everything to fix it, but it does work better now though they won't hang up on it as long but they still spin for a little bit and eventually climb the ladder (once they start climbing the ladder they have no troubles at all) i'll let CrapShoot or Mal have a look at it and see if they spot the problem.
The Chateau stuff is also fixed, they go through that staitcase entry from the wine cellar way better now (a bot sometimes gets caught in there still but doesn't stay there stuck for long) I removed node 45 in the transmitter room too so bots won't get confused down there anymore and jump around on the desk. I also improved the path flow down there as well. Those updates will be in the next fritzbot patch. I also noticed 2 bugs Mal you may wanna look into. It's for medics. The first is they don't put the documents top priority, i seen a medic who had the documents and did not even go to the transmitter on Chateau he just kept on reviving fallen comrades, in fact i seen him run all the way back to the grand staircase to revive someone while carring documents. This next one was a nasty glitch i noticed. It was spectating the doorway leading down into the transmitter room on Chateau. What happened was two allied medics went to revive the same fallen teammate and what happened was the game like glitched and the two medics we're like stuck together as if they conjoined and it was severly lagging the game up. They eventually got unstuck but it was a really weird site to see. So in any case, just wanted to let you all know that. Thanks goto all the folks who submitted the bug reports. :D |
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For now, I prefer to see them revive, just because I've seen a lot of cases where half the team would be down, and the medic would revive them all, and have those guys protect him while he delievered, whereas if he had tried to go on his own, he would have been killed because the other team was waiting for him. 2. I'm pretty sure thats a game issue - I've seen it before on HP. The bots don't touch the physics or collision code - they just send inputs to the game. |
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Thats actually a good compromise. :) I'll do that.
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Bug list is cleared off now, and the meds are only willing to revive at half the dist they are normally, if they have the obj. :)
Only one more minor bit of code to write, and I'm done! All the map updates are coming in, we're going to test them and make sure everythings good, then we'll release a patch. |
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