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Beta Tests : New update - V3B20j:
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CS1.6
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Arrow Beta Tests : New update - V3B20j: - 04-03-2010

Quote:
Originally Posted by KWo View Post
New update - V3B20j:

+Changed the functionality of the virtual ping (now it gets random from 30-50 range value; before it was fluctuating about the average ping of humans). Still it doesn't work perfectly - when the scoreboard get updated by new frags, for 1 second all pings for bots are disappearing, then they are there again).
Fixed successfully! I don't even see the pings disappearing after a death message. It works perfectly as in the fixed version of Mercylezz plugin. You still see pings disappearing?




Quote:
Originally Posted by KWo View Post
+Fixed auto add/kick bot function problem.
Fixed successfully!



Quote:
Originally Posted by KWo View Post
+Fixed function when the bot is falling down, it should press "use" button (to support parachute AMX/AMXX plugins) - now it doesn't do that on ladders and does really when is falling down only.
Quote:
Originally Posted by KWo View Post
Please test it and leave a feedback here. The feature with "use" button pressed when the bot is not on the ground still neeeds to be tested.

Fixed partially.
Again i picked the bots up in the air and this time you clearly hear them triggering the use button once they are in the air. It seems also that the more near they are to the ground they more often they trigger the use button - but i think that is just a mere perception.

But it seems they trigger the use command constantly ..even on ground and of course while jumping. I vaguely assumed it might have to do with the unevenness of the ground surface and after further testing i think this assumption is true. Sometimes there are "bumps" and "tiny hills" on the ground and as soon as the bot leaves the ground for a millisecond when he walks over them, it triggeres the use function. Same principle applies to when the bot runs down a decending ground structure ..like in de_dust1/2 ..where you run "downhill" on many map areas.

I am not really a big fan of adding plugin or mod specific codes into podbot. Mods are used and popular for a while but sooner or a bit later they are forgotten and no one plays them. Those codes though will remain as unused dead codes in the podbot body. And that's the view that people fail to see in their temporary high for a mod. They don't look ahead what will happen to podbot once the mod is gone and forgotten. So i would allways suggest to realize those kind of wishes via amxx plugins.

There are many mods of much higher statue which podbot is not compatible with (like soccerjam where bots are basically zombies).
Amx Parachute is rather a small plugin to be considered worthy of podbots internal code beeing manipulated for.

Also i wonder in which map is this going to happen? Because ..have you ever thought about that for the bot to jump from a roof it needs a waypoint telling the bot to jump from the roof all the way down? Which map has something like that in its waypoints!? For sure not the default waypoints that come with podbots. And custom maps don't have such waypoints, either. So you basically need to totally rewrite all waypoints for each map anew.
And what's even more fatal, is that you can't use those waypoints with regular CS either, since the use of such waypoints in CS would render the bots make suicide jumps constantly. So you cant just edit the waypoints and distribute them in the All-in-one bot package either, because bots would make suicide on all servers left and right.

I say give this beta to that person and make him happy but forget this whole thing. That was an unthoughtfull suggestion by whoever requested it and he can't be someone who really cares for podbot, because you don't request to have podbots internal codes to be changed and prostituted for such a bot unrelated, little plugin like that!
And on top of all, it wouldn't even work. My time was wasted for nothing and KWos, too.



Quote:
Originally Posted by KWo View Post
+Changed - when the first player joins a team on the server and there are in T and CT teams bots only, the round is restarted in 5 seconds.
Fixed successfully! But i urge you to use 1 second delay only. Once the player is in a team, he is ready and wants to play. There is no need for further delay!


Quote:
Originally Posted by KWo View Post
I cannot confirm any bug with as_xx maps when the function kill all bots is used. I tested it couple of times on as_oilrig with 23 bots and it didn't crash, so I guess there is some interference with some plugin on CS1.6 server - the same crash will happen (more than likely) with any older version of pb mm (and probably with other bots having this function, too).
Radio and chat messages weren't changed in this build (I was focused on bugfixing only).
You are right!

I don't know how i failed to do this test on the basic Cs server. I could have sworn i have done it. In the testing i must have mixed up the servers. The crash appears when those two plugins are run together. I narrowed them out. Also i was right in my theory that the plugins which would cause such a crash must have been death (message) related since the crash only occured upon bot slay.

One plugin drops players secondary weapon after death as well .
The other plugin fades the players death to red once he dies.

In the previous version there were no such conflicts with the two plugins andi assume it has to do with the new ping death message code in podbot.

Here is the link to the two files:
http://www.speedyshare.com/files/212...lrig_crash.rar

You should take a look in their codes and find out why it causes podbot to crash and why it is in as_oilrig. I wouldn't consider this the end of this problem, because there are alot of death message related plugins outthere.
  
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