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Re: Bug Report - Wip #3, Build 2053
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Pon
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Default Re: Bug Report - Wip #3, Build 2053 - 03-01-2004

sorry i havent looked at that except once briefly
  
Re: Bug Report - Wip #3, Build 2053
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stefanhendriks
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Default Re: Bug Report - Wip #3, Build 2053 - 03-01-2004

i looked in the source and:

Code:
realbot skill <skill nr>
does work. However, this only works for bot personalities TO BE CREATED. So when you add a bot, and you set bot skill to 10. THe bot name is "Dude" and his personality file exists already and skill is 1 , then it will become skill 1.

I will probably add a function so you can set this on/off. Some sort of:

realbot overridebotskill (1=ON/0=OFF)


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
Re: Bug Report - Wip #3, Build 2053
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ParkerLewis
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Default Re: Bug Report - Wip #3, Build 2053 - 03-01-2004

Hi,

it seems that there are a lot of bots (even high skilled ones) who use their base guns way too much. This should'nt be a buytable issue since I didn't noticed such problem in 2049 (i use a custom buytable but haven't changed it between 2049 and 2053).

I've also noticed other things, but they're not 2053-related, these are more 'general bugs' (sorry if you already know these, and just lacked time to fix them). Remark : I use only high skilled bots (skill 1 or 2).

-Bots often don't react at all when they're shooted in the back. They just keep trying going on (in fact, it happens almost everytime).
-Bots often become totally unaware of their surroundings as soon as they've "locked" on an enemy. I mean they don't pay attention to new enemies coming and such. Sometimes it results in them killing their original enemy, and then just continue their previous way ignoring the fact other enemies are shooting them!
-Sometimes bots just sit in the middle of the map, like they were tired and decided to have some rest
-Bots do duck when it is needed for fighting, or camping, and such, but they don't when it is needed to go through a hole for example. At least i've never seen one succeeding. They do arrive in front of the hole, but just try and try forever to go through it without ducking. Sometimes it also happens with jumping, but jumping works in most cases
-When the round begins, bots rush to enemy's base. That's ok, but when they've encountered the enemy and defeated it, they continue going. Should'nt they come back when they're part of the "defending" team (by defending team i mean t on cs_ maps, and ct on de_ maps)? I agree that sometimes there are players of the "attacking" team remaining on their own bases waiting to be killed, but that's pretty rare.

Thx for your attention. Sorry again if you already knew any of these.
  
Re: Bug Report - Wip #3, Build 2053
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threat
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Default Re: Bug Report - Wip #3, Build 2053 - 03-01-2004

Hi Master! hehe

OK, where can I get infos about cmds for REALBOT_MM.DLL? "realbot help" doesn't work...

Then I started a first game with the bots on DE_DUST and added 3 of them,
but the bot in my team did react on "Follow me", but then stayed in the Respawn Zone and ran around randomly.

The Bots in the T-Team didn't anything, until I reached them and attacked them. Then they reacted good, but still stayed on the same place...

How can I train the bots optimally without using complete Node-Files?
  
Re: Bug Report - Wip #3, Build 2053
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gersma
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Default Re: Bug Report - Wip #3, Build 2053 - 03-01-2004

This is what i think : this is the best bot out there for the moment, the only problem is the waypoints, it will allways be. More a problem now, since the waypoints of the newest version are incompatible with the older waypoints. This means redoing everything for all maps... Cant this somehow be automated? i dont mean creating a waypoint converter, but by creating some kind of a 'path finder bot', that runs the map, and does everything by himself? with minimal user intervention. Running around in maps doesnt work that great, and, you still have to run around in it, best with your friends that come on your server, so....
With a 'path finder bot' you could run like 20 of these bots, working their way around in the maps, and waypoint it themselves. Or would this be 'a hard bitch' to code?
I dunno, i have no mapping or botcoding experiance whatsoever, its just a suggestion, because i think right now not only i, but a lot of others to, are a bit frustrated with the new waypoint system.
Ps : my map collection is about +250 maps (over 1gig in size) so can you imagine me playing all these maps before i could add them to my dedicated server? Even newer maps?

Thx, and keep up the good work
  
Re: Bug Report - Wip #3, Build 2053
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ParkerLewis
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Default Re: Bug Report - Wip #3, Build 2053 - 03-01-2004

well, imo the new "waypoint system" as you call it is the best so far. It's easy to "waypoint a map" as you just have to play it normally, and realbot does the rest. It takes only one or two rounds to make the bots at least walk around the map and searching for their goals. A few rounds more and they know all the map. So I really don't understand who could be frustrated by this system which i honestly think is by large the best so far.
  
Re: Bug Report - Wip #3, Build 2053
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gersma
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Default Re: Bug Report - Wip #3, Build 2053 - 03-01-2004

maybe i did not good express myself : i'm not frustrated with the new system, i'm frustrated with the fact that old waypoints are incompatible with new system, and the fact that the map acctually has to be played to get a goot waypointed map. Manually editting has been left out to, thats a petty...
Its good bots learn from humans, but than again you need humans to learn them ...
Ooh and stefan, this is not meant to offend, far from that. Realbot is the best out there. only im kinda stuck right now for my server you see? perhaps ill stick with the 1.0 version and see what the future brings...
Any case, thx for all the work you put in to it...

Grtz

Last edited by gersma; 03-01-2004 at 17:47..
  
Re: Bug Report - Wip #3, Build 2053
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@$3.1415rin
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Default Re: Bug Report - Wip #3, Build 2053 - 03-01-2004

Quote:
Originally Posted by gersma
[...]
With a 'path finder bot' you could run like 20 of these bots, working their way around in the maps, and waypoint it themselves. Or would this be 'a hard bitch' to code?[...]
I did that in old joebot ( the code is still there, but nobody knows that ), and it worked, well, let's say, for initial rough waypoint it is enough ... maybe that should be done in current bots too


  
GREAT WORK! It's not perfect, but on the best way to...
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threat
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Default GREAT WORK! It's not perfect, but on the best way to... - 03-01-2004

OK - in the meantime I had to recognize, that the bots are working well - if they hit, they hit good and hard

But this totally Autonomous A.I. has funny side effects, like I (CT) was standing in the middle of DE_DUST, and T-Bot ran backwards from left behind me to right in front me - looked my in the eye - and did NOTHING! When it came to camp in a corner, it recognized me and shot - but until then lasted seconds.

And I would like, if the bots would do what I tell them - I say "Stay together" and everybody is running somewhere - or I say "Give me backup", I get a "Positiv!" and there's no one.... the interaction between the bots and me could be much better...

And a bot named "drOOl" very often sticks at the RZ, it's view jittering around...
hm, I'll try to play as T the next times...

But Stefan, I have to say - YOU REALLY DID GREAT WORK!!! CONGRATULATIONS!!! KEEP ON THIS WAY!

P.S. You say, you don't need WPTs? When I typed "realbot debug nodes draw" I saw, what you understand as node - everywhere I go, a node is planted - also, if I jump somewhere, this jump is noded. What's the difference to WPTs? This feature you could have added much more earlier. Could it be, that the cause you didn't was a place argument?

P.S. Can I add other sorts of bots simply as Plugin in MetaMod? I would try bot matches between RealBot and RACC (Greets to Pierre! )
  
Re: Bug Report - Wip #3, Build 2053
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gotdilbert
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Default Re: Bug Report - Wip #3, Build 2053 - 03-01-2004

The new version works, and also works with adminmod and map changes without problem. You've made very fast progress, and if I can contribute to the linux problem, please tell me .
  
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