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Everything loaded okay...
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Coda
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Default Everything loaded okay... - 22-08-2004

Paths are right, dll shows up in meta list... but when it finds the waypoints it starts to recompile them for visibility or something... it crashes at about 50%.

Any ideas what it's doing?
  
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Re: Everything loaded okay...
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Huntkillaz
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Default Re: Everything loaded okay... - 22-08-2004

if u load a map for the first time then it will find wp's and calc a vis table (visibility table) for the bots,

maybe this problem is related to the other one where they guy's hl crashes as soon as he starts a game...


do you have a map thats got a fresh vis table done already? if so load it up and tell us if u have a crash.


●_•
  
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Re: Everything loaded okay...
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Coda
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Default Re: Everything loaded okay... - 22-08-2004

Quote:
Originally Posted by Huntkillaz
if u load a map for the first time then it will find wp's and calc a vis table (visibility table) for the bots,

maybe this problem is related to the other one where they guy's hl crashes as soon as he starts a game...


do you have a map thats got a fresh vis table done already? if so load it up and tell us if u have a crash.
No, I don't have any that are done... or I don't know what you mean by that. What do you mean?
  
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Re: Everything loaded okay...
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>BKA< T Wrecks
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Default Re: Everything loaded okay... - 22-08-2004

Well, with PB 2.5 the visibility table was calculated anew whenever you started playing on a map with bots. With PB 2.6mm, the visibility table is calculated once and stored on your HD, in the wptdefault folder. You may have noticed some files with in the format "[mapname].pvi" - these are the visibility tables. Once such a file exists, PB 2.6mm simply decompresses & loads the visibility table from the file.
To create or get pvi files, all you need to do is start a bot match on a map for which you have waypoints. In the console, you will see messages concerning the visibility table like "calculating visibility table - nn% done". While this is in progress, you may notice that your game slows down and runs a bit choppy. However, once this task is completed, the pvi file is finished, and your game should run smoothly again. Then, as soon as you exit the game or when a mapchange takes place, the completely calculated visibility table will be stored in the pvi file. The next time you start this map, the visibility table will quickly load from the file, and no lags will occur.

So much for the theory... but your PC crashes while it's creating the files. The question is: Does the calculation of the visibility table cause the crash, or is it something else?

To see if you have a completed visibility table for a map, go to your wptdefault folder and see if there are any pvi files. If you have one e.g. for de_dust (de_dust.pvi), try to start a game on de_dust. You should get a message like "decompressing & loading visibility table" in the console. Now if your game doesn't crash, we know that the vistable calculation causes problems. If it still crashes although you have a vistable, the error must be somewhere else.

If you don't have any pvi file in your wptdefault folder, I can attach one or two for you to d/l and test.



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Re: Everything loaded okay...
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Coda
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Default Re: Everything loaded okay... - 22-08-2004

Quote:
Originally Posted by >BKA< T Wrecks
Well, with PB 2.5 the visibility table was calculated anew whenever you started playing on a map with bots. With PB 2.6mm, the visibility table is calculated once and stored on your HD, in the wptdefault folder. You may have noticed some files with in the format "[mapname].pvi" - these are the visibility tables. Once such a file exists, PB 2.6mm simply decompresses & loads the visibility table from the file.
To create or get pvi files, all you need to do is start a bot match on a map for which you have waypoints. In the console, you will see messages concerning the visibility table like "calculating visibility table - nn% done". While this is in progress, you may notice that your game slows down and runs a bit choppy. However, once this task is completed, the pvi file is finished, and your game should run smoothly again. Then, as soon as you exit the game or when a mapchange takes place, the completely calculated visibility table will be stored in the pvi file. The next time you start this map, the visibility table will quickly load from the file, and no lags will occur.

So much for the theory... but your PC crashes while it's creating the files. The question is: Does the calculation of the visibility table cause the crash, or is it something else?

To see if you have a completed visibility table for a map, go to your wptdefault folder and see if there are any pvi files. If you have one e.g. for de_dust (de_dust.pvi), try to start a game on de_dust. You should get a message like "decompressing & loading visibility table" in the console. Now if your game doesn't crash, we know that the vistable calculation causes problems. If it still crashes although you have a vistable, the error must be somewhere else.

If you don't have any pvi file in your wptdefault folder, I can attach one or two for you to d/l and test.
I don't think it was the visibility table. On the bigger maps it would be only 8% into it or so and it would crash. It was something that was happening at the exact same time each server start. I disabled the other plugins and started only metamod and podbot and it doesn't crash.

I had adminmod running and realbot. It's probably conflicting with one of those two. Either that or adding 32 names from 9 names to the botnames file helped. We'll see when I start adding adminmod back.
  
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