My tutorial for RB
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Re: My tutorial for RB
i have read some stuff on it. Let me put some rectifications here:
WC3 compatibility is not learned by RB. RealBot only learns navigational stuff, danger, goals, contacts, etc. It does not learn what weapons are good/bad, how to use some weapons, etc. WC3 compatibility exists because WC3 itself is 'bot aware', this means WC3 does those cool fancy WC3 for bots itself. note: good tutorial in overall, lets just hope people read it ;):RTFM: |
Re: My tutorial for RB
Some errors:
Q: Having problems I guess? A: Try making ur liblist.gam read-only, then run the file activatecs16 ActivateCS would activate the RB AI 1.0... More info later. |
Re: My tutorial for RB
Thanks for the sticky. If you want, I can copy/paste it here. I'd rather not though, because I edit the other one sometimes, and linking to it is easy.
As for WC3, it is bot compatible for me (I'm using Frozen Thronw mod), which is all that matters. A quick question, how do you make remote admin (I asked this question in Help Request Forum, could you answer there). Thanks |
Re: My tutorial for RB
I was following your insrtuctions, and was confused by this line, where exactly is this, coed you clear this up for me?
Install it to your $\Counter-Strike directory NOT Cstrike. Thanks a lot. |
Re: My tutorial for RB
Maybe your questions are answered in the RealBot FAQ...
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Re: My tutorial for RB
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This is just a way to get surfers to your dumb *** page/site. Way to go moron! Am I the only one who notices this? WTF! Krillin |
Re: My tutorial for RB
You may be the only one who noticed this, because this topic is over 3 years old.
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Re: My tutorial for RB
Quote:
Krillin |
Re: My tutorial for RB
I thought most or all of these bots supported linux and windows.
Well realbot was put on hold right? Maybe that would cause it to be out of date ;) |
Re: My tutorial for RB
Quote:
Krillin |
Re: My tutorial for RB
Looks like you're so good at linux, then you could probably just read the makefile, know that there are dependencies missing and grab the source file. Piece of cake with Linux right?
I don't like the additude towards Microsoft, just because coders use it. I code on Windows , Mac and Linux. And i don't care what OS it is, as long as it works. 8) RealBot was re-released with a purpose to give out an official, easy to install (for Windows yes) latest version. Instead of just downloading an old version, incremental updates, etc. Source code is delivered with it, with a bit effort you can get it compiling for sure. Hint: Metamod, HLSDK. |
Re: My tutorial for RB
you need to download the HLSDK and Metamod sources (as stefan said - they can be found at http://www.metamod.org ), and then adapt the Makefile (change the compiler command name and the paths to HLSDK and Metamod sources) then running "make" will produce the .so file if nothing is wrong.
to sum up, these are the lines which you need to change in Makefile: CPP = gcc-2.95.3 METAMOD_SRCDIR = /usr/src/hl_bot_build/metamod-1.17/metamod HLSDK_BASEDIR = /usr/src/hl_bot_build/hlsdk-2.3 |
Re: My tutorial for RB
Actually he don't need to use gcc-2.95.3 anymore. :)
GCC-3.4.4 do perfect job. |
Re: My tutorial for RB
I have read the ./Makefile and the commands in this file are invalid as I told you in the e-mail I sent you with the console errors "Command not found:" if you like I will show you here if you need the reminder?
I am not going to get into a debate about coders making script or code for liunx in Microshaft Winblows. With all due respect it makes you coders lazy. You guys tend to forget with your code that Linux is CaSe SeNcItIvE. You have no idea how many problems were cause by lazy windoze programmers who are clueless about Linux constraints in this mannor. This is not an opinion, this is plain old fact. And this only in the third+ on going years I have been working with Linux. If you do not like the posts of scarcasium then remove them. Krillin |
Re: My tutorial for RB
Removed a Double Post
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Re: My tutorial for RB
The GCC verion on the build I am working with is 4.1.1-3
All components match this version. I hear the 2.95 comes as like a legacy package labled LSB and is the prefered GCC build product. Ok, I have made some progress. Silly me was trying to run the Makefile, rahter then "make" to let it compile. Now the files included in the source code for realbot have hldsk and metamod. These files are missing and need to be placed in the hlsdk and metamod /user/src/ folders repectively, but I can not seem to figure out where they go. Compliling indicates these files are missing. Where do the files located in hlsdk and metamod from /realbot/source/ need to go in what folder(s) for /usr/src/hlsdk-2.3 and /usr/src/metamod-1.19? Krillin |
Re: My tutorial for RB
read my post above.
you can extract them to anywhere you want, just edit the makefile to make the variables pointing to them. |
Re: My tutorial for RB
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Will post back in a few minutes and see if it worked or not. Krillin [edit1] Just as I suspected, I was right. I was prompted to overright some files with metamod, but here is what came out of this trial. gcc -Dstricmp=strcasecmp -Dstrcmpi=strcasecmp -march=i586 -O2 -w -I"/usr/src/metamod-1.19/metamod" -I"/usr/src/hlsdk-2.3/multiplayer/common" -I"/usr/src/hlsdk-2.3/multiplayer/dlls" -I"/usr/src/hlsdk-2.3/multiplayer/engine" -I"/usr/src/hlsdk-2.3/multiplayer/pm_shared" -c NodeMachine.cpp -o NodeMachine.o In file included from /usr/src/metamod-1.19/metamod/meta_api.h:81, from NodeMachine.cpp:40: /usr/src/metamod-1.19/metamod/engine_api.h:79:23: error: archtypes.h: No such file or directory /usr/src/metamod-1.19/metamod/engine_api.h:291: error: ‘int32’ has not been declared /usr/src/metamod-1.19/metamod/engine_api.h:341: error: ‘uint32’ does not name a type /usr/src/metamod-1.19/metamod/engine_api.h:343: error: ‘uint32’ was not declared in this scope /usr/src/metamod-1.19/metamod/engine_api.h:383: error: ‘int32’ does not name a type /usr/src/metamod-1.19/metamod/engine_api.h:535: error: expected initializer before ‘*’ token /usr/src/metamod-1.19/metamod/engine_api.h:537: error: expected initializer before ‘*’ token /usr/src/metamod-1.19/metamod/engine_api.h:707: error: ‘int32’ has not been declared /usr/src/metamod-1.19/metamod/engine_api.h:747: error: ISO C++ forbids declaration of ‘uint32’ with no type /usr/src/metamod-1.19/metamod/engine_api.h:747: error: typedef ‘uint32’ is initialized (use __typeof__ instead) /usr/src/metamod-1.19/metamod/engine_api.h:747: error: ‘FN_FUNCTIONFROMNAME’ was not declared in this scope /usr/src/metamod-1.19/metamod/engine_api.h:747: error: expected ‘,’ or ‘;’ before ‘(’ token /usr/src/metamod-1.19/metamod/engine_api.h:779: error: ISO C++ forbids declaration of ‘int32’ with no type /usr/src/metamod-1.19/metamod/engine_api.h:779: error: typedef ‘int32’ is initialized (use __typeof__ instead) /usr/src/metamod-1.19/metamod/engine_api.h:779: error: ‘FN_RANDOMLONG’ was not declared in this scope /usr/src/metamod-1.19/metamod/engine_api.h:779: error: expected ‘,’ or ‘;’ before ‘(’ token /usr/src/metamod-1.19/metamod/engine_api.h:895: error: expected initializer before ‘*’ token /usr/src/metamod-1.19/metamod/engine_api.h:897: error: expected initializer before ‘*’ token /usr/src/metamod-1.19/metamod/meta_api.h:187: error: expected unqualified-id before ‘do’ /usr/src/metamod-1.19/metamod/meta_api.h:187: error: expected unqualified-id before ‘while’ /usr/src/metamod-1.19/metamod/meta_api.h:191: error: expected unqualified-id before ‘while’ /usr/src/metamod-1.19/metamod/meta_api.h:223: error: expected constructor, destructor, or type conversion before ‘;’ token /usr/src/metamod-1.19/metamod/meta_api.h:287: error: ‘META_FUNCTIONS’ has not been declared /usr/src/metamod-1.19/metamod/meta_api.h:295: error: ‘META_FUNCTIONS’ has not been declared make: *** [NodeMachine.o] Error 1 [/edit1] [edit2] I was right again, the files for HLDSK needed to go into the multiplayer/common folder, metamod was fine, now here is what I am getting in compliling gcc -Dstricmp=strcasecmp -Dstrcmpi=strcasecmp -march=i586 -O2 -w -I"/usr/src/hl_bot_build/metamod-1.19/metamod" -I"/usr/src/hl_bot_build/hlsdk-2.3/multiplayer/common" -I"/usr/src/hl_bot_build/hlsdk-2.3/multiplayer/dlls" -I"/usr/src/hl_bot_build/hlsdk-2.3/multiplayer/engine" -I"/usr/src/hl_bot_build/hlsdk-2.3/multiplayer/pm_shared" -c NodeMachine.cpp -o NodeMachine.o /usr/src/hl_bot_build/metamod-1.19/metamod/engine_api.h:268: error: expected initializer before '*' token /usr/src/hl_bot_build/metamod-1.19/metamod/engine_api.h:269: error: expected initializer before '*' token /usr/src/hl_bot_build/metamod-1.19/metamod/engine_api.h:448: error: expected initializer before '*' token /usr/src/hl_bot_build/metamod-1.19/metamod/engine_api.h:449: error: expected initializer before '*' token make: *** [NodeMachine.o] Error 1 Now this is out of my hands as this is a syntax coding error. I am gonna try to put back the files the includes from the RB Source overwrote and see if this will do any better. Some files which were overwritten by RB Souce Files were much smaller than the ones they were replaced with. [/edit2] |
Re: My tutorial for RB
the HLSDK at http://metamod.org is updated. Make sure you are download the updated version and not the original version.
direct download link: http://metamod.sourceforge.net/files...-2.3-p3.tar.gz PS: I'd recommend you to read this article: http://www.catb.org/~esr/faqs/smart-questions.html |
Re: My tutorial for RB
Quote:
And I am not gonna tell you what you can do with your posted link article. Krillin |
Re: My tutorial for RB
I re-uploaded a test binary for the latest source update on github here:
http://forums.bots-united.com/showthread.php?t=10094 (Rename and replace the old dll with this one in realbot's dll folder from the last 30xx update pack on our filebase.or this: http://realbot.bots-united.com/howto/realbot.zip) For people still new to realbot at this time (he he), the old guide is clear enough: http://realbot.bots-united.com/howto/ My additional guide for those who missed the "Read.me" instructions in using realbot is to generate rbn (nodes) and rbx (map experience? correct me!) data files using bsp2rbn tool. It isn't necessary since it is included AFAIK in the realbot dll file. But it's better to have one that wait for it after a change of map. 1. go to your map folder and put bsp2rbn.exe there 2. generate a list of your map names on a txt list 3. make each each line look like bsp2rbn.exe <map name> use notepad++ tricks or online tools to add a "prefix" on each line. https://kamalit.blogspot.com/2012/08...g-notepad.html 4. now you rename this as your "bsp2rbn.bat" file,, as seen below: Code:
bsp2rbn.exe aim_4deagle.bsp 6. now put all "rbn" files on your realbot "maps" folder, and all "rbx" files in your realbot "exp" folder Play each map and observe changes in bot gameplay as more games progresses. The rbx files will change thru gameplay experience/training. I haven't touched yet more on the waypoint details and how drawnodes and dumpnodes tools are used - maybe later. I'm still on the observation stage. But I see that realbot are prone to stall on fy maps when there's no enemy on sight, or for some unknown cause I haven't checked yet. But skillwise, they can fair head-on with regame_cs and podbot_mm max skilled bots he he. I hope this helped a bit. PS. As of this time, since my CS packs are filled with bot AIs (podbot_mm, regame_cs, yapb, ubot, sypb...) for "mix testing", I'm switching to console commands at times when bind keys for "bot menus" conflict with the bot cfgs. For realbot, I can't use the bind key "h" as regame_cs (or its older siblings csbot/zbot) also use the hook command "+commanmenu". Changing the bind keys will definitely not work either because its hardcoded on both regame_cs and realbot via sdk. It's odd, even if I changed the hook_command from sdk source, say to "±rbcommandmenu" and re-compiled, it still doesn't work. This I have to figure out later he he. Maybe disabling initialization of regame_cs first might fix it or some pre-made amxx plugin. But it's not that important as long as realbot works with my custom commands. I'll have to re-check with no external bot around like before! Realbot has so many features and parameters to tweak. My interest is also on this Realbot Personality Manager. Hope for the best I guess. |
Re: My tutorial for RB
I re-uploaded a test binary for the latest source update on github here:
http://forums.bots-united.com/showthread.php?t=10094 (Rename and replace the old dll with this one in realbot's dll folder from the last 30xx update pack on our filebase.or this: http://realbot.bots-united.com/howto/realbot.zip) For people still new to realbot at this time (he he), the old guide is clear enough: http://realbot.bots-united.com/howto/ My additional guide for those who missed the "Read.me" instructions in using realbot is to generate rbn (nodes) and rbx (map experience? correct me!) data files using bsp2rbn tool. It isn't necessary since it is included AFAIK in the realbot dll file. But it's better to have one that wait for it after a change of map. 1. go to your map folder and put bsp2rbn.exe there 2. generate a list of your map names on a txt list 3. make each each line look like bsp2rbn.exe <map name> use notepad++ tricks or online tools to add a "prefix" on each line. https://kamalit.blogspot.com/2012/08...g-notepad.html 4. now you rename this as your "bsp2rbn.bat" file,, as seen below: Code:
bsp2rbn.exe aim_4deagle.bsp 6. now put all "rbn" files on your realbot "maps" folder, and all "rbx" files in your realbot "exp" folder Play each map and observe changes in bot gameplay as more games progresses. The rbx files will change thru gameplay experience/training. I haven't touched yet more on the waypoint details and how drawnodes and dumpnodes tools are used - maybe later. I'm still on the observation stage. But I see that realbot are prone to stall on fy maps when there's no enemy on sight, or for some unknown cause I haven't checked yet. But skillwise, they can fair head-on with regame_cs and podbot_mm max skilled bots he he. I hope this helped a bit. PS. As of this time, since my CS packs are filled with bot AIs (podbot_mm, regame_cs, yapb, ubot, sypb...) for "mix testing", I'm switching to console commands at times when bind keys for "bot menus" conflict with the bot cfgs. For realbot, I can't use the bind key "h" as regame_cs (or its older siblings csbot/zbot) also use the hook command "+commanmenu". Changing the bind keys will definitely not work either because its hardcoded on both regame_cs and realbot via sdk. It's odd, even if I changed the hook_command from sdk source, say to "±rbcommandmenu", re-compiled, and changed the settings (cfg/bind keys), the menu doesn't show on screen. This I have to figure out later he he. Maybe disabling initialization of regame_cs first might fix it or some pre-made amxx plugin. But it's not that important as long as realbot works with my custom commands. I'll have to re-check with no external bot around like before! Realbot has so many features and parameters to tweak. My interest is also on this Realbot Personality Manager. Hope for the best I guess. |
Re: My tutorial for RB
Well I've did some tweaks to RealBot recently in Github and some participants had fixed the UMP45 mistake.
https://github.com/APGRoboCop/RealBot |
Re: My tutorial for RB
Quote:
...Neural AI seems to be an new trend too. I only saw a few for CSGO at github, but can't find one for CS 1.6 preferably, non-CUDA. I'm limited in hardware for this platform which requires high-end GPU to function. |
Re: My tutorial for RB
Well I'm not sure how to make the .bat script work by only targeting on .bsp files all from the bsp2rbn.exe tool folder...
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Re: My tutorial for RB
I wrote this ages ago but it iterates over all .map files in a directory: https://github.com/tschumann/basis/b...rc/compile.bat
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