![]() |
Progress Thread
RealBot development progress thread
BUILD 1705 - Fixed, re-added bots will have other name and resetted score. BUILD 1733 - Added, Node Machine; takes care of navigation, plotting, learning, everything. - Removed, emotion code BUILD 1932 - In short: removed around 5 CPP files, "Waypoint class", aprox 5000 > lines of code - Added cBot class, takes care of most stuff now. - Introduced new logic as stated in available RealBot Project document. BUILD 1973 - CS 1.5 , CS 1.6 (NEW) compatible. - Added bit flags to nodes. - Bots 'learn' visibility table by experience, the vis-table gets calculated in a cpu friendly manner this way. - Bit-wise storage of vis-table, max size 3MB experience file. - Fixed camp-look code. BUILD 1997 - Fixed connection made when falling - Fixed connection made when fall height was to high (causing damage) - Changed drawing nodes, red=ladders, white=normal, blue=water - Added water navigation - Added hostage goals - Added code to force bots to recalculate path when stuck sometimes BUILD 2002 - Bots remember how many times they 'tried to jump when stuck' or 'tried to duck when stuck' and use that information to recalculate path if tried to much. - Added 'remember time how long i got stuck' - Added personality related variables to give bots more identity in the game. TODO: Make it way more noticable. - Fixed, bots will not camp underwater anymore :) - Fixed tiny bugs. BUILD 2007 - Fixed several 'give up' routines when unstucking. Bots keep remembering their goal, so they will complete their tasks. - Fixed several bugs where the learning routine does not get executed. - Fixed bots not reacting when camping and getting shot. - Added variable to make sure the 'wander code' gets executed. Wander routine itself is empty but will be used for next build to let bots learn a map basicly themselves. BUILD 2021 - Fixed a bug where learning would not take place due random jumping. - Added 'wander code'; bots who cannot create a path will try to navigate with the few nodes available trying to create connections that are not made yet. (THIS WILL NOT RESULT IN BOTS LEARNING THE ENTIRE MAP THEMSELVES) - Reduced 'wandering time' from 10 to 3 seconds. - Added personality variable 'turnspeed', has influence on aiming and walking capabilities. - Changed some 'tracelines' into 'tracehulls' BUILD 2043 - Fixed several bugs with skill setting when adding bots. - Changed default bot skill to RANDOM (-1) - Added, more personality variables. - Added loading/saving of INI files with personality data. Ability to create own personalities! New screenshots added from build 2002, 2007 and 2043 |
Re: Progress Thread
BUILD 2043
Ported to METAMOD (by PMB) |
Re: Progress Thread
BUILD 2049 (released at 01/01/2004)
- Removed debug messages "taking cover" and "bot: reload" - Added, bots will duck faster , not waiting for 'unstuck' code. - Added, PrimaryWeapon, SecondaryWeapon, SaveForWeapon work now. Specify with those the favorite weapon (will be bought when possible). Also the amount of percent the bot should save for its primary favorite weapon (meaning, if no money , the bot will skip buying any primary weapon). You need to change these values in the personality files manually - Fixed, dedicated server commands are now working again - Changed, Linux version is now i486 instead of i686 |
Re: Progress Thread
Weapon numbers usage for PrimaryWeapon & SecondaryWeapon.
Code:
; ============== |
Re: Progress Thread
BUILD 2053 (released at 02/01/2004)
- Changed, entire bot commands system to work properly with METAMOD. Syntax will be the same for dedicated servers as for listen servers. Its also no longer needed to use "_" between arguments! realbot (command) Working commands: Code:
realbot add (team) (skill) (model) (name) |
Re: Progress Thread
BUILD 2057 (released at 03/01/2004)
- Fixed, uninitialized variable (float). - Fixed, when setting max bots, the server suddendly fills with bots. - Fixed, bots will not rebuy favorite weapons when they already own them. - Fixed, personality favorite Secondary Weapon could cause trouble (invalid checks with weapon index) and disturb buy behaviour. - Added, command to control 'personality bot skill' or 'default bot skill'. Default = "Personality bot skill". Code:
realbot override_skill (1=ON, 0=OFF) Code:
realbot help - Changed, 'fWanderTime', bots will less longer wander around aimlessly when they get clueless. - Changed, bots will not camp to much after each other. Higher camp rate means more frequent camping though! |
Re: Progress Thread
BUILD 2060 (released at 04/01/2004)
- Rewritten parts with combat system. - Removed old hearing code (did not work properly) - Changed 'wall avoidance' code. - Changed, bots will only buy secondary weapon now when primary is bought and they have enough money. - Priority value of BUYTABLE.INI weights more now - Added, FearRate in personality of bot. Depending on this value a bot rushes or avoids danger areas more. (recommended to remove old personality files , OR to add FearRate to [PERSON] section) - Added, HearRate in personality of bot. Depending on this value a bot can hear better/worse. Built in for future usage , No hearing code is present yet! - Fixed, bots would keep on camping once they have decided to do so. - Fixed, CampRate did not get loaded properly. |
Re: Progress Thread
BUILD 2065 (released at 05/01/2004)
- Added, BombDropped value, the higher, the more the bots will hunt for the dropped bomb (CT & T). - Added, CT bots will try to guard dropped bomb - Added, Terrorist bots plant bomb - Added, CT's defuse bomb. - Added, Terrorist bots will pick up dropped bomb. (and treat it as a goal, depending on the above var BombDropped the bot will hunt it) it is recommended to remove all your bot personality files again, to ensure the bots working properly with the new functions! I will try to keep the updates in the personality profile low, but i can't guarentee anything, these are WIP versions remember! :D9_9 |
Re: Progress Thread
BUILD 2079 (released at 22/01/2004)
- Added, auto-detection of steam version. Using same method as modified metamod dll. (realbot csversion becomes useless, but is still in!) - Fixed, bots sometimes thought they where on other team (due false checking or because the server forces a bot to be on another team), this also causes probably the 'CT wants to pick up the bomb' bug. - Fixed, function to determine if node is floating by skipping 'self' (so the bot who is in a node cannot make the 'check float' function return TRUE now when it is floating) - Fixed/Removed, some uninitialized variables found and left-overs from very old code (not used). - Fixed, favorite weapon specified in personality file will be checked if valid (using TEAM and Counter-Strike version). - Changed, reaction when recieving damage. - possibly fixed, saving process of experience files. (no need to delete old experience files which are NOT to big) Nodes editor - Added "realbot nodes <command> <arg> <arg>" structure for editor - Added "realbot nodes addto <node to connect>", will add connection from node you are standing close to to the node you give in the command. - Added "realbot nodes removeto <node to remove>", will remove connection from node you are standing close to, to the node you give in the command. - Added "realbot nodes removeall", will remove ALL connections from the node you are standing close to Following commands already exist: - Added "realbot nodes draw", same as "realbot debug nodes draw" - Added,"realbot nodes connections", same as "realbot debug nodes connections" - Added,"realbot nodes save", same as "realbot debug nodes save" - Added,"realbot nodes load", same as "realbot debug nodes load" - Added,"realbot nodes init", same as "realbot debug nodes init" |
Re: Progress Thread
BUILD 2093 (released at 01/02/04)
- Fixed, counter-terrorist bots finally stop trying to pick up dropped bomb. - Fixed, terrorist bots will pick up bomb more often now (fixed invalid traceline causing bots thinking they could not reach the dropped bomb) - Fixed, counter-terrorist bots will not camp when bomb is planted - Added, counter-terrorist bots will always search at bombspots. - Changed, bots are a lot more sensitive to identify 'stuck'. - Added, when issued an unknown realbot command, a bit more information will be given to give you a clue what valid commands are. - Added, warnings/errors/notices on file loading, installment, etc. I.e. you will get a console message when RealBot is NOT installed into the correct directory. - Added, bots getting damaged slow a bit down (based upon skill setting). - Added, "realbot walkwithknife <amount of seconds>". Override personality settings to disable bots walking with knifes after specified amount of seconds or not. Setting to 0 will mean the bots will never use knife. - Added, another learning algorithm eliminating troubled connections (= sometimes they go okay, sometimes they are confusing the bots). When the bots have to much trouble , they mark the connections as bad. - Added, "realbot server (subcommand) (arg)" for more server controlled commands: currently only 'broadcast' commands are added. This means showing information about RealBot and stats. - Changed, RealBot version is shown every map change and new round. You can disable 'every round' with the server broadcast command. - Added, when killed by a bot, you will see by who and what skill the bot has. (this can be brought to 'name only' or no information at all using the server broadcast commands). - Removed, support for 'other mods'. Mostly left overs from very old HPB code. - Rewritten, goal setting code + path flags determiner (based upon personality values). - Added "realbot debug print", will show some debug messages. - Fixed, hostage usage much better. - Fixed, node editor accuracy (did not always match the other visual data, i.e. editor said "you are on node 1" while issuing 'removeto' command would remove node number 2). Quote:
|
All times are GMT +2. The time now is 16:43. |
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.