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Re: POD Bot mm V3 the latest released build
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KWo
Developer of PODBot mm
 
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Default Re: POD Bot mm V3 the latest released build - 09-03-2008

The latest release - V3 Build 19d

Since now the beta V3B19d became the official version. As You could see in beta updates topic the changes ( since V3B18c ) are:


+ FIXED - the bots shouldn't shoot at the exact position of the enemy behind the wall anymore.
+ Changed minimum delays of some weapons (to get them more accurate for longer distances).
+ Changed - blinding bots by AMX/AMX X ATAC plugins should affect them better.
+ Changed - the bots should better escape from bombzone (CTs - if they don't have any chance to defuse - too small amount of time;
T - about 20sec to explosion; psycho T's don't care)
+ Added - the bots should use the shield much better than before (attackers don't try to loose the whole ammo, defenders - they are
trying to cover by it better and shoot with a pistol so often as possible).
+ Optimized the usage of CS messages by using static instead dynamic variables (should reduce again the CPU usage).
+ Changed - the bots should use the shield much better than before.
+ FIXED targeting VIP's first by Ts on as_xx maps.
+ Changed - for linux i386 (32 bit) compiled with gcc4.1 (the new crosstool - big thanks to ghost_of_evilspy) - the old library
libstdc++5 will not be necessary anymore to load the binary file (podbot_mm_i386.so).
+ Changed - if bots get stuck on ladders with teamnates they should try to go to some previous waypoint (near the ladder).
+ FIXED some litte problem with breakables (the bots failed to break a breakable if the path between 2 waypoint across a breakable
was longer than 128 units - very rearely bug).
+ Added the new function to the Waypoint Editor - pb wp clean (as the console command only).
This function cleans up some stupid and unnecessary connections. If there is no argument, it takes as the argument the nearest
waypoint and it checks its paths (for example if there are 3 connections - 1 to a farer away WP between 2 placed nearby or so).
You can also put as an argument the WP index number You want to clean. You can also put the string "all" (without qutes as
an argument - pb wp clean all) - it will cleanup all unnecessary connections from the map. I'm using this function to remove bad
connections created by some beginner Waypointers (also created by me few years ago).
Note - sometimes after using this function with argument "all" You can also loose about 1-2% of the connections they were expected
(as done correctly), but because of the big advantage in cleaning up the map from bad connections it's really recomended if You want
to re-waypoint some map waypointed some time ago by some poor waypointer. It reduces the time to make waypoints from scratch.
If You have the map covered correctly by waypoints You need only add few waypoints like jumps, camps, Team specific, goals, rescue
etc and more than likely You can finish waypointing the map in an hour. If this function will delete some paths they were expected
- the WP editor will tell You if there is any broken connection while saving pwf - so You don't need to be afraid of using this
new function.
+ Added facing filtering and fixing shaking the bot all the time.
+ FIXED problem with bot towers on ladders (the bot goes away from the ladder and it waits
a bit if a teamnate is already using the ladder).
+ Changed WaypointNodeReachable function for adding waypoints and selecting a better alternatives if the waypoint is in use by someone else.
+ Improved omitting the obstacles with strafing (unstuck code).
+ Improved detection if the bot can move forward/back (unstuck).
+ FIXED small problems with collecting experience data.
+ FIXED problem with looking at the strange direction while camping.
+ FIXED small problem with reloading the weapon.
+ Changed - the function WaypointAdd is rewritten a bit to prevent making stupid connections, too, so You can now use more effectively
the function AutoWaypointing. All advanced waypointers normally haven't been using it - because of a lot of stupid connection the
function WaypointAdd was creating (it needed manually clean up all those stupid connections - it was taking too much time), but since now You can use it (AutoWaypointing) much frequently to make waypoints for Your favourite maps more effectivelly.
+ Improved aiming at waypoints more accurate now (Waypoint Editor).
+ Changed the info shown for waypoint editor (it shows more info now).
+ Changed the refresh of drawing waypoints (every 0.1 sec separatelly for each waypoint).
+ Changed a bit aiming the target by bots (taken some idea from YapB).
+ Added some commands concerning to experience data:
pb experience show - shows the data stored in the pxp file
pb experience test_a_T ind1 ind2 byPathType - shows the path the Terrorist bot would like to choose from WP ind1 to WP ind2 according
to kind of algorithm :
byPathType = 0 - the shortest way according to distances between waypoints (used by aggressive bots),
byPathType = 1 - the shortest way according to distances between waypoints and to the collected experience (damages collected -
used by normal bots),
byPathType = 2 - the shortest way according to collected experience (no matter what is the distance between waypoints - used by
the most scaried bots).
pb experience test_a_CT ind1 ind2 byPathType - shows the path the Counter-Terrorist bot would like to choose from WP ind1 to WP ind2
according to explained above byPathType parameter.
pb experience test_a_CTH ind1 ind2 byPathType - shows the path the Counter-Terrorist bot (with following him a hostage/hostages)
would like to choose from WP ind1 to WP ind2 according to explained above byPathType parameter.
+ FIXED some minor bugs with ducking bots.
+ Changed - if the bot is forced to camping at non-camp Waypoint - it is trying now to use now the danger direction for that Waypoint
instead just pickuping the random visible WP to camp in that direction.
+ Changed - the bots are sometimes also ducking while shooting from other than awp weapon (similar to YapB)
+ Optimized again engine messages usage (thanks ghost_of_evilspy and his jk_botti)
+ Changed the way of checking if custom body parts (arms, legs, feet) are visible for the bot (to stop random part checks - another
cause of shaking bots).
+ FIXED bug with jumping bots after camping and after reaching the destination waypoint during the normal navigation movement.
+ Changed the way of calculating the vertical position of landing of the grenade (if the enemy is above or under the bot).