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Showing results 1 to 25 of 171 Search: Posts Made By: Immortal_BLG
Forum: General Bot Coding 11-03-2023
Replies: 5
Views: 4,770
Posted By Immortal_BLG
Re: Handling BSP Clip Nodes

Hello

See (https://github.com/gildor2/Quake2/blob/d2727a14f608764b8fd1be7b713b1a5ff14284f1/qcommon/cmodel.cpp#L786) Glidor's Quake2 modified engine to understand how to build brushes out from...
Forum: YaPB 02-03-2016
Replies: 17
Views: 17,747
Posted By Immortal_BLG
Re: Yapb and zombie mod problem

jeefo зачем оффсеты?
Просто добавь нужные интити из ЭТОГО (https://github.com/s1lentq/ReGameDLL_CS/tree/master/regamedll/dlls) проекта и все у тебя будет хорошо и в плане кроссплатформенности и в...
Forum: General Bot Coding 23-09-2015
Replies: 73
Views: 84,924
Posted By Immortal_BLG
Re: Recast / Detour

Hello Neoptolemus!
Look at THIS (http://digestingduck.blogspot.ru/2011/07/paris-gameai-conference-2011-slides-and.html) link, here Mikko make annotations builder for recast, combine it with some HL...
Forum: General Bot Coding 04-09-2015
Replies: 73
Views: 84,924
Posted By Immortal_BLG
Re: Recast / Detour

Yes I forgot to write, you should combine fixed LookAt() function with giving fixed v.angles to RunPlayerMove.
If you already try it, so I don't know what can I advise to check next...
But if you...
Forum: General Bot Coding 03-09-2015
Replies: 73
Views: 84,924
Posted By Immortal_BLG
Re: Recast / Detour

You need to invert the pitch of move angles
void LookAt(bot_t* pBot, Vector target) {
edict_t *pEdict = pBot->pEdict;

Vector viewPos = pBot->pEdict->v.origin + pBot->pEdict->v.view_ofs;...
Forum: General Bot Coding 30-08-2015
Replies: 73
Views: 84,924
Posted By Immortal_BLG
Re: Recast / Detour

I think this is because RunPlayerMove receives view angles instead of move angles, which should be oriented same as red line (upwards)...

To traverse ladder:
1) pEdict->v.movetype == MOVETYPE_FLY...
Forum: YaPB 11-08-2014
Replies: 175
Views: 1,234,056
Posted By Immortal_BLG
Re: YaPB2 Updates

BTW you have not forgotten about "THIS (https://code.google.com/p/yapb/)"? :)
I'm glad to see you here :)
Forum: YaPB 15-05-2014
Replies: 50
Views: 73,440
Posted By Immortal_BLG
Re: CSBot enable plugin

I do not use the Linux platform, and therefore I do not adapt to it ... Although in this case it is even adaptation not be called, because there are raw hooks only for windows, ie for Linux it will...
Forum: YaPB 09-05-2014
Replies: 50
Views: 73,440
Posted By Immortal_BLG
Re: CSBot enable plugin

Updated.
Fixed advanced hostage AI bug in latest mp.DLL, sorry...
Forum: YaPB 08-05-2014
Replies: 50
Views: 73,440
Posted By Immortal_BLG
Re: CSBot enable plugin

Updated. Clumsily, but works)

P.S. This release does not solve this problem...
Forum: Ideas 26-09-2013
Replies: 1
Views: 7,693
Posted By Immortal_BLG
Re: Valve released BOT code?

There is only a base of bot, i.e. from this CCSBot class is created, but there is almost nothing about CS specific bot...

P.S. Thanks for the LINK :{P
Forum: Half-Life and HL1 Mods 27-01-2013
Replies: 2
Views: 8,121
Posted By Immortal_BLG
Re: Valve Pushes Out Half-Life For Linux

Thanks Whistler.

Also on this site I saw article about CS - "Counter-Strike 1.6 Also Native To Linux".
If "Valve" makes it, it will be much simpler to understand Counter-Strike source codes! :P
Forum: General Bot Coding 18-01-2013
Replies: 8
Views: 16,717
Posted By Immortal_BLG
Re: Some CS.DLL sources...

wow!
I need all related to CS/CSS or HL Engine (especially that associated with bots) :P
Forum: General Bot Coding 16-01-2013
Replies: 8
Views: 16,717
Posted By Immortal_BLG
Re: Some CS.DLL sources...

Yes, almost like in your GINABot :)


Big thanks!
But where you took this piece? :)
Maybe you will share if you have something else? :{P
Forum: General Bot Coding 14-01-2013
Replies: 8
Views: 16,717
Posted By Immortal_BLG
Re: Some CS.DLL sources...

Yep! From time to time...
Forum: General Bot Coding 08-01-2013
Replies: 8
Views: 16,717
Posted By Immortal_BLG
Some CS.DLL sources...

Something can I already post, but nevertheless...
Forum: General Bot Coding 05-12-2012
Replies: 10
Views: 15,524
Posted By Immortal_BLG
Forum: YaPB 05-11-2012
Replies: 50
Views: 73,440
Posted By Immortal_BLG
Re: CSBot enable plugin

Attached, but I would recommend to use the updated version of metamod...
Forum: General Bot Coding 28-07-2012
Replies: 10
Views: 15,524
Posted By Immortal_BLG
Re: The human voice transmit system for bots

Bot voice code is HERE (http://depositfiles.com/files/lktvkftp1)

And HERE (http://depositfiles.com/files/so89lb8oz) the bot code, please do not laugh and not to judge, but actually I do not care...
Forum: YaPB 16-06-2012
Replies: 3
Views: 11,881
Posted By Immortal_BLG
Re: Strengthen Yet another POD-Bot

What about source code? :P
Forum: Half-Life 1 SDK 13-04-2012
Replies: 2
Views: 4,308
Posted By Immortal_BLG
Re: Changing player size?

Try to find it in AMXX (http://forums.alliedmods.net/forumdisplay.php?f=3) forums....
Forum: General Bot Coding 12-04-2012
Replies: 55
Views: 73,066
Posted By Immortal_BLG
Re: code to get the illumination at any point on the map

I'm sorry that it is so late wrote.
Don't even know how to help you, try to debug bots on LINUX - this is the only thing I can advise to you.... Sorry
Forum: General Bot Coding 04-04-2012
Replies: 55
Views: 73,066
Posted By Immortal_BLG
Re: code to get the illumination at any point on the map

35 is SVC_WEAPONANIM.

I can't help you, because my code does not send messages (with the exception of the ShowMagic, but it is not involved), but I also don't know what message is sent during the...
Forum: General Bot Coding 30-03-2012
Replies: 10
Views: 15,524
Posted By Immortal_BLG
Re: The human voice transmit system for bots

the waypoints is not required, bots use navmesh.
to run bots, you need to enter: "yb navmesh gen"; "yb_stop 0".
I want to remind you - this article is not about my bot.
But that at the expense of...
Forum: General Bot Coding 24-03-2012
Replies: 55
Views: 73,066
Posted By Immortal_BLG
Re: code to get the illumination at any point on the map

YES.
because in fact the variable "isSoftwareDrawingMode" also itself a function "IsSoftwareDrawingMode", but the only reason why I have not written just code:inline const bool IsSoftwareDrawingMode...
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