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FritzBot A bot for Return To Castle Wolfenstein - by Maleficus Return to Castle Wolfenstein

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Anyone have any bugs/problems with 0.53a?
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Maleficus
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Default Anyone have any bugs/problems with 0.53a? - 15-12-2005

If everything looks good for the latest mini-patch(s) many of you on the forums have gotten lately, I'm going to bundle it up and release it as an official patch to the world.

Let me know if any of you have seen any AI code related problems (waypoint problems aren't applicable in this case).

Cheers!


Dum Spiro Spero


  
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Re: Anyone have any bugs/problems with 0.53a?
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Denny
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Default Re: Anyone have any bugs/problems with 0.53a? - 15-12-2005

Well, technically it's already released to the world, all one has to do is go into the files section and download it, i think you meant announce it to the world.

Anyways, i haven't noticed any problems myself, but then again i haven't been playing much at all (i'm almost done with fnals, so i will be soon) Bindle is probably the one to ask the most as he and fox experienced the most critical bugs that needed fixing.


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Re: Anyone have any bugs/problems with 0.53a?
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the bindlestiff
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Default Re: Anyone have any bugs/problems with 0.53a? - 16-12-2005

The f0x and I have been furiously playing together for the past few weeks and enjoying every minute of it. We've had our share of frustrations too, as described in our other postings.

The most vexing problem has not been due to the bot AI but had to do with getting the bots/game to run on a dedicated server. Mal fixed the problem of us being invisible to the bots during the game. (An aside: our server admin was disturbed by the number of bots that we had in the game and decreed that we could have no more than six bots. Yuk!).

So we're looking at alternatives. Our best idea at the present is to install a separate computer at home to be used as a private dedicated server just for Fritzbot. Our main difficulty is getting enough upload bandwidth on the DSL line. Anyone got any idea about what would be required to play with 20 or 25 bots and 2-4 humans? All we know so far from testing is that 256kbps isn't enough for more than 6 bots and 2 humans. More players than that and the lag gets awful making the game unplayable for the one at the end of the line (me).

Meanwhile, we're running the F0x computer as a listen server and I'm connecting to it. Interestingly, I have become "invisible" several times during our play -- it happens in the middle of a game and can carry over to the next. If I disconnect and reconnect I usually return to normal.

The other difficulty with the listen server is that the bots won't load automatically when the maps rotate (that is, if both of us are connected). They load automatically if one is alone. I know that you had configured this on purpose, thinking that a "normal" player wouldn't need the bots if he weren't the only one playing the game. Would it be feasible to add a selection in the Menu, or a command in the console, or one that could be exec'd in a config file to give us the opportunity to alter this? This would give us the choice to include bots or not for any number of humans in the game. Then the map rotation would run without having to manually add the bots at each map change.

'Tis a great mod! Thanks for creating it.
  
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Re: Anyone have any bugs/problems with 0.53a?
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Maleficus
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Default Re: Anyone have any bugs/problems with 0.53a? - 16-12-2005

Running as a dedicated server is recommended when you guys want to play for a number of reasons, and they will auto load fine in that mode.

BUT, if you prefer to run in listen mode, there IS already a menu option to add a random bot in the fritzbot menu system. Denny added it last version. Just have the f0x bind a key to the random addbot cmd, and he can add as many as he likes, and the code will intelligently add the right amount of each class to make the game playable. Just hit the "ESC" key, goto the the "controls" and look in the "fritzbot" menu area.

Also, execing a cfg file is always possible. You also could just make your own special config (call it "bots.cfg" and place it in your fritz dir, and just exec it when needed).

If noones had any AI issues, I'll make an announcement.

Cheers!


Dum Spiro Spero



Last edited by Maleficus; 16-12-2005 at 07:26..
  
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Re: Anyone have any bugs/problems with 0.53a?
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420Blunt
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Default Re: Anyone have any bugs/problems with 0.53a? - 16-12-2005

I haven't played all that much lately.. but I did play depot tonight for a few hours and I have no issues with 0.53a.
  
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Re: Anyone have any bugs/problems with 0.53a?
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Old_Buzzard
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Default Re: Anyone have any bugs/problems with 0.53a? - 16-12-2005

One quick item. When the map is on depot and there are 19 bots playing, with only one live person it is impossible to connect, is it possible to perhaps not have as many bots on specific maps, when there is just one player on, and they decide to spec for a while there is just no getting on the server. No biggie, but I miss my FG42, lol.
  
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Re: Anyone have any bugs/problems with 0.53a?
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the bindlestiff
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Default Re: Anyone have any bugs/problems with 0.53a? - 16-12-2005

Quote:
Originally Posted by Old_Buzzard
One quick item. When the map is on depot and there are 19 bots playing, with only one live person it is impossible to connect, is it possible to perhaps not have as many bots on specific maps, when there is just one player on, and they decide to spec for a while there is just no getting on the server. No biggie, but I miss my FG42, lol.
The default setting for the number of player slots is 20. Perhaps if you increased that value it would solve your problem. Put the following statement in your autoexec.cfg or server.cfg file: seta sv_maxclients "32" (or whatever number you want).
  
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Re: Anyone have any bugs/problems with 0.53a?
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Denny
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Default Re: Anyone have any bugs/problems with 0.53a? - 16-12-2005

Quote:
Originally Posted by Old_Buzzard
One quick item. When the map is on depot and there are 19 bots playing, with only one live person it is impossible to connect, is it possible to perhaps not have as many bots on specific maps, when there is just one player on, and they decide to spec for a while there is just no getting on the server. No biggie, but I miss my FG42, lol.
All you have to do is open the bots.cfg in notepad/wordpad and just remove as much bot entries as you desire. Otherwise you can create you're own custom bot loading script or kick as much bots as you want when on the actual server. Also, increasing you're max client setting (sv_maxclients) may aleviate this problem as well.


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Re: Anyone have any bugs/problems with 0.53a?
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the bindlestiff
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Default Re: Anyone have any bugs/problems with 0.53a? - 16-12-2005

Quote:
Originally Posted by Maleficus
Just have the f0x bind a key to the random addbot cmd, and he can add as many as he likes, and the code will intelligently add the right amount of each class to make the game playable. Just hit the "ESC" key, goto the the "controls" and look in the "fritzbot" menu area.

Also, execing a cfg file is always possible. You also could just make your own special config (call it "bots.cfg" and place it in your fritz dir, and just exec it when needed).
Good idea! I wasn't aware that the "addbot" command was smart enough to adjust the classes as a bot was added. I'm in the process of creating some special bot config files to load a given number of bots to the game.

The f0x ran into a strange thing last night (literally). We were about 15 minutes into Carnage Canyon. He ran across the central open area and collided with an invisible obstruction. Feeling around, he estimated that it was about the size of a bot. So he did the normal thing in a FPS -- he shot it. Blood squirted out and he got a message on the screen that "You have killed . . ." -- but there was no name given. Must have been a ghost from a previous game. Ever take hits and not know where they came from? THE PHANTOM BOT DID IT!
  
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Re: Anyone have any bugs/problems with 0.53a?
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CrapShoot
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Default Re: Anyone have any bugs/problems with 0.53a? - 17-12-2005

I noticed a couple things playing just now on a dedicated server:

1) Gibbed opponents still have the animation like they are un-gibbed (they lean up).

2) Sometimes when trying to throw airstrikes at a/s hints, they aren't switching the weaponbank. So they fire one bullet, reload, fire one bullet, etc. This is an old bug that's popped up again. Seems to happen every time on Ice on the doc run (near the truck at the tunnel).

3) When another human player taps out, As a med, I can see his corpse still and it has the revive hint on it (and on the radar)

EDIT: It seems to be hapenning with the bots too, so 1 and 3 are probably the same bug. I've posted a demo here.

Last edited by CrapShoot; 17-12-2005 at 03:54..
  
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