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-   -   Work In progress (WIP) #7 (http://forums.bots-united.com/showthread.php?t=461)

stefanhendriks 22-01-2004 23:08

Work In progress (WIP) #7
 
Work In progress (WIP) #7
BUILD 2079
Released at 22/01/2004

Windows only: realbot_mm.dll
For Linux users, read at the realbot site what is going on.


For changes/fixes/adds:
http://forums.bots-united.com/showthread.php?t=71

Fooska 23-01-2004 00:06

Re: Work In progress (WIP) #7
 
Nice work but...

CTs still think they can steal the bomb and plant it themselves...

(just mentioned in another thread): It seems that after a bot sees an enemy... they run backwards away from the enemy for awhile... this happens to get them killed often though...

a possible weapon pickup system where they pick up a better weapon or their favorite weapons? possiblely make it randomly generate favorite weapons because it's tedious to do the all...

priority still doesn't seem to work right... I never see them buy augs and they only buy certain weapons on the list all the time, even some at priority 0...
(perhaps them buying weapons based on price AND priority interferes???)

are any emotions coming back? I thought an emotion and personality system would work good together... bots need feelings too 9_9
would be interesting to see them get angry and spray and pray etc...

Pancak3 23-01-2004 00:17

Re: Work In progress (WIP) #7
 
Where can i download it? in your download section it still shows Build 6065

A$$A$$IN 23-01-2004 00:33

Re: Work In progress (WIP) #7
 
There is a problem: I start up the server, every thing is fine until the map changes. When the map changes, Realbot unloads itself and refuses to load again. Metamod sees the realbot plugin, but can't activate it any more. WTF???

wrck 23-01-2004 00:57

Re: Work In progress (WIP) #7
 
yea that problem been happenin to me since i upgraded my dll

A$$A$$IN 23-01-2004 01:15

Re: Work In progress (WIP) #7
 
So basically everything is fine when the server starts, at the first map change the bot plugin unloads, and from then on, the server runs but there are no bots.

Fooska 23-01-2004 01:24

Re: Work In progress (WIP) #7
 
I believe that is a problem with metamod...

Pancak3 23-01-2004 02:11

Re: Work In progress (WIP) #7
 
When i was playing the t bots just get kicked out and the server adds like 10 ct bots by it self. WTF is wrong?

I have Realbot Build 2079 lastest!

wrck 23-01-2004 08:15

Re: Work In progress (WIP) #7
 
maybe if you can make them hear bullets, listen to commands
don't make them stand on the bomb vibrating :D (in my opinion i think they shouldnt gaurd the bomb at all), they should move away from the bomb when they plant it and make some camping nodes.. then it would be all good ;)

stefanhendriks 23-01-2004 10:10

Re: Work In progress (WIP) #7
 
well, i don't think its not handy to review things that are not built in. As i mentioned on my news i said this package mostly contains fixes and a built-in nodes editor so you can fix some connections up yourself (as requested by some people). I will work on features later on, but i really want to fix this map change bug. Although i heard that metamod causes the problem rather then RB?

Gismo 23-01-2004 14:52

Re: Work In progress (WIP) #7
 
Thanks to Stefan for the new update. I have had no problems with Rb uninstall at mapchange - I ran my listenserver for 8 hours through it's 10 map cycle with no problems. I am using MM 1.17 - not the SP version. The WIP bots are fast, accurate and deadly but the are just a couple of niggles I have with them. ;)

Bots and the bomb - T bots will only plant the bomb about 1 in 10 maps or so. If the CT bots kill the bomb carrier they either stand on top of the bomb or crowd round it pointing their guns at it. Makes them an easy target for HE nades. :D

Speed - Bullets don't slow them at all - I have to chase them round the map til I can get a clear shot! (sick of shooting at the heels of bots running away lol) >:(

Line of Sight - that sudden shot and you are dead. I have fallen victim to numerous through the wall shots. :'( Although it does mean no one camps on the ramp in Cs_Assault for easy pickings now! :D

Some of my clients complain that the bots are "too hard" on the easy setting. A complete noob setting may be required ( I took to burying some of them so they could at least get some kills)(if you are reading this you know who you are and should be ashamed lol) o_O

Running backwards towards a target - well that just gets them killed. :D

Their love of knives, pistols and MAC10s - I rarely buy a gun now as the bots love to pick and choose their guns often leaving piles of discarded weaponry at their spawn sites (AWPs, M4s, Aks etc). Saves me having to hunt for a SG552 when I'm in the CTs. :D

So all I have to report are some cosmetic changes, no real bugs or problems found yet - keep up the good work! 8)

F.Y.I.
Cs 1.5
Adminmod 2.50.59
Metamod 1.17
Rb (WIP) 2079
Chickenmod 1.0.5.1
Statsme 2.7.1
Hostitron V2(beta)

Fiber_Optic 23-01-2004 16:13

Re: Work In progress (WIP) #7
 
I still have no problem with the wip#7.

T!m 23-01-2004 19:02

Re: Work In progress (WIP) #7
 
just did a quick test, and had no major problems, the bots walk nice around corners and don't hug the wall anymore.

i have just one problem (also had that with wip #6), that is a bit anoying the bots always go (99%) the same way? the map starts and all the bots run the same route (ct and t) kill each other, doneo_O .
anyone else has got this problem

stefanhendriks 23-01-2004 19:05

Re: Work In progress (WIP) #7
 
how come? the bots differ paths all the times. I have heard a lot of positive things about this. Is this map learned? or just 'new' for bots?

botmeister 23-01-2004 19:11

Re: Work In progress (WIP) #7
 
I am wondering if there is there is a way to force the bots to stop running around with knife? I guess you have the bots switch to knife to make them run faster, but that's only good at the very start of a round to get to rush points quickly. After reaching a rush point, the bots should always keep their main weapon at the ready imo.

stefanhendriks 23-01-2004 19:17

Re: Work In progress (WIP) #7
 
you could set the WalkWithKnife setting for the bot to 0. I will add a variable in the console to disable walking with knife... (ADDED, Look @ Progress Thread)

botmeister 23-01-2004 19:46

Re: Work In progress (WIP) #7
 
If possible, it would be nice if there was a way to allow the bots to run with knife for about 30 seconds (or so) after round start.

T!m 23-01-2004 20:26

Re: Work In progress (WIP) #7
 
Quote:

Originally Posted by stefanhendriks
how come? the bots differ paths all the times. I have heard a lot of positive things about this. Is this map learned? or just 'new' for bots?

+


yup, the map are all learned, just played again and noticed that they took slight more different paths.
CT still want to crawl in the bomb bag somehow.

stefanhendriks 23-01-2004 20:36

Re: Work In progress (WIP) #7
 
yes, i saw the bug with the ct's crawling to the bomb. Definatly fixed now in the next build ;)

@botmeister, timer based? no problemo.

KillerAngel 23-01-2004 21:20

Re: Work In progress (WIP) #7
 
Are there plans to add the minbots functionality to this WIP? It would really help me manage the bots better on my dedicated server. Other than that I am very happy with these bots. Thanks!

-KA

Fooska 23-01-2004 22:40

Re: Work In progress (WIP) #7
 
Perhaps the implementing of walking for stealth when they are the last ones alive on their team or alone or scared may be considered in the future...

stefanhendriks 23-01-2004 23:40

Re: Work In progress (WIP) #7
 
Minbots, i assume the minimum amount of bots in a server to be around. I find this quite rare, because you control the amount you add. Once you add 4 bots, they should keep on joining on next map so what is the real use of minbots?

I implemented a new learning system which is based uppon a trial/error system. When bots somehow do not succeed on a node connection, then they will remember this is a 'troubled one'. When they happen to get stuck on this connection again, they look it up in their memory and add the amount of 'faults' on this 'troubled connection'. When the bot has tried over 3 times, it will mark the connection as bad.

A$$A$$IN 23-01-2004 23:58

Re: Work In progress (WIP) #7
 
Cool, that should solve the fence problem in cs_militia and the stairs in cs_matrix. ANy time a bot is trying for more than 10 seconds to reach a node and has jumped and crouched and hasnt moved, it should try another route. But make sure the bots try jumping, ducking, and duck-jumping before giving up, and they should remember what worked. So if you have to crouch to get in a vent, the bot should figure that out, and remember to crouch whenever it tries to enter the vent.

Pancak3 24-01-2004 00:13

Re: Work In progress (WIP) #7
 
like after 5 mins after i add bots, they kick them self out and the few seconds later it just adds like 10 ct bots and i lag like hell. THIS IS VERY ANNOYING!!!!

A$$A$$IN 24-01-2004 00:51

Re: Work In progress (WIP) #7
 
I think I solved the mapchange problem; I had to delete all of the nodes/experience files. I switched maps 4 times so far and the bots are still going.

Pancak3 24-01-2004 02:00

Re: Work In progress (WIP) #7
 
Plz Help Me In My Problem!!!

Fooska 24-01-2004 20:06

Re: Work In progress (WIP) #7
 
Perhaps making skills of bots more noticable.... I don't see much difference between noobs at ten and average guys at six or super guys at skill one or even zero... newbs need to be more newby :) Maybe make the higher level guys harder? But I don't see how without making them seem like they're hacking... I bet that hearing code will help imensely and will be fairly interesting...

:( I noticed them buying the same weapon over again... that buy code is a stubborn one :(...

KillerAngel 25-01-2004 01:21

Re: Work In progress (WIP) #7
 
Actually the minbots feature is quite usefull if you are using the bots on a dedicated server to bring in traffic (i know its evil). but what i like to do is set it up so that if there are always at least a mininum of 16 slots used (humans + bots). Then, as more humans join the bots automatically leave. When there are 16 humans all of the bots are gone.

The correct setting for this example would be:

minbots 0
maxbots 16

Several other bot implementations have this feature including foxbot for TFC and podbot.

Thanks for the help!

-KA

A$$A$$IN 25-01-2004 01:57

Re: Work In progress (WIP) #7
 
I second the vote on the minbots feature, I've been using that on my server for a long time. But bots should only leave the server at the end/beginning of a round; there is nothing more annoying in the world than a bot 10 feet away from rescuing a hostage and then leaving the server because a human joined.

The bots still are very stupid about getting stuck; they have no sense of "humans crouched to go here, so maybe I should try that, too." Vents and holes like the one in the wall by T spawn in assault are bot magnets; they go there and get stuck trying to go through without crouching. Same for the vents in siege, and the bridge there by CT spawn is a bot trap too. They fall off the bridge, then wander around below wallhumping for the rest of the round. For God's sake, please add a sanity check to node connections for navigation: the 5 second rule. If a human ever went from node A to node B in less than 5 seconds without getting fall damage, then the bots can try, too. Otherwise, don't even let them think about trying to go from A to B. And if they've been trying to go from A to B and haven't arrived after 10 seconds, the they need to pick a different freaking destination node. The bots spend way too much time trying to go places that are obviously impossible to go (like through the sewer fence in militia) and never seem to learn that they can't do that.

The bots are still very poor at team goals; CT's have totally forgotten how to rescue hostages. They walk by them and ignore them and don't try to use them about 90% of the time. The only theing CT's do right (sort of) is guard a dropped bomb; they treat it like the contents of Paris Hilton's panties. But they shouldn't stand right on top of it; they need to spread out and form a perimeter around it. Bots need to be just as interested in planting the bomb and defusing it and rescuing hostrages as they are in guarding the dropped bomb.

Something in the bot's vision needs tweaking, they are killing people around corners before they are actually in view. And the parameters in the personality file aren't being used; I have all my bots set to a .25 minimum reaction time and I'm still getting instant headshotted before I can even see the bot that killed me. Kinda annoying, there.

Perfect Cell 25-01-2004 05:02

Re: Work In progress (WIP) #7
 
Actually, the mean admin mod supports the very feature you are asking for. There is a check at the start of each round to see if any humans have joined or left and adds/removes bots accordingly.

As for the bots themselves:
A$$A$$IN - I think it's called a WIP for a reason. Stefan hasn't implemented all of the CS/bot features yet. He pretty much re-coded everything from scratch (didn't use RealBot AI code). The coding aspect you were suggesting doesn't sound to easy to code, and would probably use up more power since the bot would always have to be checking if it's stuck.

Also, if you read the progress thread you'd see that the CT standing on top of the bombs has been fixed for next release. As for the bots shooting before they see you: my guess is it's the early 'hearing' code; the bots auto-aim you through the walls until they can shoot through an obstacle to hit you for now until Stefan properly codes them hearing you walking or attacking.

Fooska 25-01-2004 05:28

Re: Work In progress (WIP) #7
 
The bots do have a rather large view cone don't they?

jaydennison 25-01-2004 06:14

Re: Work In progress (WIP) #7
 
Not to sound too nasty but what does the bot do at the point when he can't make his mind up where he wants to go? he seems to do a jig!

Its as if he can't make up his mind on which way he wants to go. Apart from that I haven't had a problem with the new release.

I haven't personally got a problem with it but the people that play on the server with them find it annoying when u have to shoot ur own people to make them make a decision quickly (usually giving their position away when they do! 9_9 )

I mean when I keep gettin the same question over and over again "what is he doing?!"

I can only get away with sayin "he's doin he's Irish Jig!" for so long. :D

A$$A$$IN 26-01-2004 19:37

Re: Work In progress (WIP) #7
 
A couple other bugs I noticed:

A bot will sometimes fire a shot at an enemy, then turn around and walk away, like it thinks the enemy died, bit it didn't. This usually results in the demise of the bot.

Sometimes bots charge an enemy running full speed backwards.

Bots will fall off the same high place over and over and never seem to learn the danger.

It would be very helpful if a bot's path is blocked by a button-controlled entity (like an elevator or door) if the bot would use the button to unblock its path. There are a LOT of great maps out there that have an elevator or worse yet, a spawn area with a button-controlled door, both of which result in stuck bots. de_shuttle_n8 is a perfect example; the CT bots run down the elevator shaft and die cuz the elevator is at the bottom, and the T's are permanently stuck in the spawn room cuz the door opens with a button.

botmeister 27-01-2004 04:44

Re: Work In progress (WIP) #7
 
Quote:

Originally Posted by A$$A$$IN
I think I solved the mapchange problem; I had to delete all of the nodes/experience files. I switched maps 4 times so far and the bots are still going.

Did it get solved for certain? let me know.

I know some of you guys are using mEAn, so beware when reporting things to Stefan. Depending on your configuration, some of the bots functions will be changed, and the bot will no longer behave like a normal realbot. For example, there are features that force the bots to buy weapons in a certain way, to shoot through walls or not, and to have a very wide or narrow field of view. In the last mEAn WIP, I added a command that allows you to turn on/off all the bot enhancements, so use this command

m_botenhance on|off

to see if it is realbot or mEAn that is causing whatever it is that you don't like before reporting it in here.

spurn 27-01-2004 05:35

Re: Work In progress (WIP) #7
 
I WANT THE LINUX VERSION PLEASE :D cmon, all the GOOD servers are LINUX :D :D :D 8)

nocturnal 27-01-2004 13:01

Re: Work In progress (WIP) #7
 
I've been trying to intall the WIP/metamod of realbot but i'm having trouble getting the plugin to run. Here's what I'm doing:

-I installed metamod v1.17 (or wutever) like this "c:/sierra/half-life/cstrike/addons/metamod/dlls" with metamod.dll in the dlls folder.
-created the file 'plugins.ini' in "c:/sierra/half-life/cstrike/addons/metamod"
-I downloaded the WIP/metamod.
-i extracted the file into "c:/sierra/half-life/realbot/dll"
-i noticed the file was called metamod.dll and not realbot_mm.dll so i renamed it (i read the readme).
-added this into 'plugins.ini', "win32 ../realbot/dll/realbot_mm.dll RealBot" w/o the quotation
-went to the cstrike 'liblist.gam' and replaced the old gamedll with "gamedll "addons/metamod/dlls/metamod.dll"
-started the lan game but when i typed in the console 'meta list' i see the the plugin but it's not running

Somebody help?

stefanhendriks 27-01-2004 13:35

Re: Work In progress (WIP) #7
 
the file you should have is realbot_mm.dll, there should be no need to rename things at all. Are you sure you got the right dll? it seems all other stuff looks okay.

oh, btw, do not forget to set your liblist.gam to read-only.

nocturnal 27-01-2004 13:57

Re: Work In progress (WIP) #7
 
Ohhhhhhhh, I dl the wrong file, stupid me. Thanks for the help.

Ava3ar 28-01-2004 05:32

Re: Work In progress (WIP) #7
 
"Currently i am extensively testing this version to make sure the bots plant the bomb 100% of the time i want them to. Recent test results give me (out of 10 played rounds , 1 T VS 1 CT bot, no bots shooting (primarily objectives only)). 10x bomb planted, 7x defused (3 times the CT bot did not visit the correct bomb site and was to late to defuse the other one)."

Thats last part about them going ot the wrong site, should be kept, because sometimes people make mistakes

SSniper 28-01-2004 06:28

Re: Work In progress (WIP) #7
 
Me and a friend ran around de_dust2 for a while the bots seemed to pick up on what to do but they didn't buy any weapons. Then after they knew what to do we re-loaded the map and it was as if the rbn file was never created they just sat at spawn till the humans created the paths.


Is it suppose to save so the bots know what to do next time the map is played?

Also why don't the bots buy weapons they just run around with pistols?


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