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-   Sandbot (http://forums.bots-united.com/forumdisplay.php?f=85)
-   -   Sandbot v0.3 (http://forums.bots-united.com/showthread.php?t=10042)

tschumann 12-11-2016 07:07

Sandbot v0.3
 
Sandbot v0.3 has been released!

Mirrors
ModDB: http://www.moddb.com/mods/sandbot/downloads/sandbot-v03
Bots United: http://filebase.bots-united.com/inde...ct=view&id=465

Changelog
- [All] Fixed kicking a bot causing the game to crash.
- [Opposing Force] Bots will look for random goals on maps with waypoints.
- [Day of Defeat] Bots will now capture points.
- [Gunman Chronicles] Bots will look for random goals on maps with waypoints.
- [Natural Selection] Bots will now reload after they haven't seen an enemy in a while.
- [Natural Selection] Bots will now attack the command chair and the built hive in Classic.
- [They Hunger] Bots will look for random goals on maps with waypoints.

Tagged release is available at https://github.com/tschumann/sandbot/releases/tag/v0.3

Persephone 20-11-2016 17:43

Re: Sandbot v0.3
 
I've downloaded it and all I want to say is.....

Your BOT are awesome :D

tschumann 22-11-2016 11:36

Re: Sandbot v0.3
 
Quote:

Originally Posted by Persephone (Post 66647)
I've downloaded it and all I want to say is.....

Your BOT are awesome :D

Thanks - glad you like it.
It will continue to get better too.

Persephone 23-11-2016 20:00

Re: Sandbot v0.3
 
Anyway, check this out

When Sandbot are accompanied with RCbot, they will become a killing machine

https://s14.postimg.org/839doyfa9/image.jpgThey can beat Whichbot and Hivemind AI, hahaha :D

tschumann 24-11-2016 10:42

Re: Sandbot v0.3
 
Quote:

Originally Posted by Persephone (Post 66649)
Anyway, check this out

Ah ha, nice. Sandbot has a bit of a way to go with Classic mode but it's reasonable at Combat..

Persephone 29-11-2016 20:30

Re: Sandbot v0.3
 
Oh no, I was forgot to make a photo unlimited (without expired day)

By the way, I think Sandbot are weak on NS mode but they are mad killer when playing on Combat mode.

Sandbot in Alien team is still easy to beat (Whichbot is the most annoying BOT for Alien team) but when in Marine team, they are very tough. Skilled enough to make RCbot on bottom position :D

Did you know? I think you are still love an original Half Life MOD, so I hope next time you can make a Sandbot supported for my favourite Half Life MOD such as :

Wizard Wars
Battlegrounds
Pirates Vikings Knights
Vampire Slayer
Underworld Bloodlines

I know this is not an easy job, but I believe you can. I'm trust you :Dhttps://s17.postimg.org/ybz16rrzj/image.jpg

tschumann 03-12-2016 00:05

Re: Sandbot v0.3
 
Yeah support for Classic mode still needs a fair bit of work. I think the reason marines are so good is that they aim perfectly regardless of how dark it is - I started looking into how to fix this more work is required (getting the light level for a bot always returns 0 - I'm not sure how other mods do it but maybe getting the light level of the bot's weapon will work?). I should probably make aliens go hide when they need to upgrade too - at the moment they're not very smart about it.

Currently I'm planning to support Half-Life, Opposing Force, Day of Defeat, Team Fortress Classic, Gunman Chronicles, Natural Selection, The Ship and They Hunger which will probably keep me busy for a while.

The Storm 04-12-2016 00:38

Re: Sandbot v0.3
 
@tschumann Podbot_mm detect correctly light level of bots. Perhaps you can check out the code there. :)

tschumann 04-12-2016 03:32

Re: Sandbot v0.3
 
I just did but I'm not sure how it works.

From util.cpp:
Code:

float UTIL_IlluminationOf (edict_t *pEdict) // KWo - 23.03.2012 - rewritten - thanks to Immortal_BLG
{
  // this function returns a value between 0 and 100 corresponding to the entity's illumination.
  // Thanks to William van der Sterren for the human-like illumination filter computation. We
  // only consider noticeable the illuminations between 0 and 30 percent of the maximal value,
  // else it's too bright to be taken in account and we return the full illumination. The HL
  // engine allows entities to have illuminations up to 300 (hence the 75 as 30% of 300). - from RACC


  int entity_index;

  entity_index = ENTINDEX (pEdict) - 1; // get entity index

  // PMB - if pEdict is a bot, we had to create an invisible entity to correctly retrieve the
  // fakeclient's illumination (thanks to Tom Simpson from FoxBot for this engine bug fix)
  // KWo - added it for all clients - maybe there are also other bots, heh?
  if (!FNullEnt(pEdict))
  {
      if ((entity_index >= 0) && (entity_index < 32) && (pEdict->v.flags & FL_FAKECLIENT))
        return (100 * sqrt (min (75.0, (float) pEdict->v.light_level) / 75.0));
      else
        return (100 * sqrt (min (75.0, (float) GETENTITYILLUM (pEdict)) / 75.0));
  }
  return (0.0);
}

I'm sure light_level was always 0 when I tried it on bots.
More investigation required...

The Storm 04-12-2016 12:24

Re: Sandbot v0.3
 
There should be a setup code somewhere that creates the invisible entity for the bot.

Persephone 13-12-2016 04:10

Re: Sandbot v0.3
 
Excuse me sir. Is possible to make Sandbot join automatically without console "addbot" ?

And, is the Sandbot doesn't supported for metamod? Because I will combine Sandbot with another BOT for Half Life Opposing Force such as HPB_BOT, jk_botti, and Akimbot :)

Combining these 4 bots will make a fun gameplay, and I'm sure if your Sandbot is the best :D

tschumann 13-12-2016 11:10

Re: Sandbot v0.3
 
Yes, automatic adding of bots is something I'm working on for the next version (I've noticed a few people asking how to add bots).

I tried adding MetaMod support but it made player speed super fast and I couldn't work out why.

Persephone 28-12-2016 17:14

Re: Sandbot v0.3
 
Hey, I was found a bug when playing on CTF maps with waypoints

Adding Sandbot will crash the game. But if no waypoint present on the map, the game still ok

I hope you can fix this :)

tschumann 29-12-2016 11:26

Re: Sandbot v0.3
 
CTF in which game? Opposing Force CTF and Team Fortress Classic aren't yet supported so I haven't bothered to test them.

Persephone 06-01-2017 20:24

Re: Sandbot v0.3
 
Yeah, I was playing it on Half Life Opposing Force

So, that MOD is not supported for CTF mode? -_-

Okay, maybe next version :)

tschumann 06-01-2017 21:35

Re: Sandbot v0.3
 
Yeah I definitely intend to get Opposing Force CTF working (HPB Bot already supports it) but I've made a few changes to the code which have apparently broken it. It's only unsupported because I haven't tested it and I guess I've broken it somehow.
I probably won't add Opposing Force CTF support for the next release but I might take a look and see if I can fix the crash anyway.

tschumann 09-01-2017 11:50

Re: Sandbot v0.3
 
I tried starting a round of Opposing Force CTF and added some bots but there was no crash.

Persephone 12-01-2017 21:21

Re: Sandbot v0.3
 
There was no crash at all?

Maybe you didn't put any waypoints on the map?

Remember, Sandbot will crash on CTF maps (Opposing Force) if there is a waypoint :)

tschumann 15-01-2017 00:06

Re: Sandbot v0.3
 
Yeah, I had no waypoints.

tschumann 26-01-2017 05:25

Re: Sandbot v0.3
 
I didn't get this resolved for v0.3.1 but I'll look at it for the next release.

tschumann 26-01-2017 06:25

Re: Sandbot v0.3
 
Quote:

Originally Posted by The Storm (Post 66653)
@tschumann Podbot_mm detect correctly light level of bots. Perhaps you can check out the code there. :)

I couldn't find it in Podbot MM (possibly they replaced it with the way in the thread I linked earlier?) but I found how it's done in Foxbot: https://github.com/APGRoboCop/foxbot...bd889f/dll.cpp

PHP Code:

                        pPoint CREATE_NAMED_ENTITY(MAKE_STRING("info_target"));
                        
DispatchSpawn(pPoint);
                        
pPoint->v.origin pBot->enemy.ptr->v.origin;
                        
pPoint->v.takedamage DAMAGE_NO;
                        
pPoint->v.solid SOLID_NOT;
                        
pPoint->v.owner pBot->enemy.ptr;
                        
pPoint->v.movetype MOVETYPE_FLY// noclip
                        
pPoint->v.classname MAKE_STRING("entity_botlightvalue");
                        
pPoint->v.nextthink gpGlobals->time;
                        
pPoint->v.rendermode kRenderNormal;
                        
pPoint->v.renderfx kRenderFxNone;
                        
pPoint->v.renderamt 0;
                        
SET_MODEL(pPoint"models/mechgibs.mdl");
                        
amb GETENTITYILLUM(pPoint); 


The Storm 30-01-2017 00:24

Re: Sandbot v0.3
 
I guess in Podbot_mm should be the same trick but nice that you have found it. Actually now by looking at it it looks pretty simple. If you cannot get the light level of FakeClient just attach a hidden entity to him and done. :D

tschumann 30-01-2017 11:34

Re: Sandbot v0.3
 
I looked but it looks like Podbot_mm gets the world model and then uses structures from com_model.h to get the lighting - I couldn't see mechgibs.mdl though I only looked in the obvious places.
Oddly the hidden entity method didn't work when I tried it...


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