.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Forge of Digital Worlds > Waypointing > POD-Bot mm Waypoint Format
POD-Bot mm Waypoint Format Waypoints for POD-Bot mm

Reply
 
Thread Tools
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#61)
SoUlFaThEr
Moderator
 
SoUlFaThEr's Avatar
 
Status: Offline
Posts: 860
Join Date: Mar 2004
Default Re: for T-Wrecks and SoUlFaThEr new project - 11-04-2004

Quote:
Originally Posted by stefanhendriks
i think its great to have a prefix so you know its 'bot compatible'.

e.g.
cs_assault2k_bc


Well, another sollution would be to kick the bot authors asses and get on this button usage thing we have been avoiding for so long. I am going to give a try now. I saw de_rats was unplayable due CT's getting stuck. I think a very simple way to fix this is like this:

- when waypoint/node is NOT reachable (due traceline)
- when traceline/hull detects something (does not matter if it is a wall or not, sometimes 'doors' are not even func_door!):
- search for any button nearby, (or, i think it should be possible to search for the 'linked' entity. But id on't know how buttons work )
- go tot his, press it, resume. (so you override the current walkpath function, telling the bot it should go to the button first and then resume path.

could anyone explain me how the doors exactly work? like in de_rats or in cs_assault2k? I'll dig into the code as well
how are you coming along with this attempt to solve the problem?
you got my button info right?..no more datas base talk in here please Onno......the Agora is fine to continue that discussion

Thanks

updated:

01. de_bitterwine Ready Very clean now, probably my best map(layout)
02. de_belvaros Ready Good layout, but flat
03. de_chiapas Ready Very symmetrical map
04. de_iced Ready Some very cool larger jump sequences
05. de_manila Ready One of my personal favorite maps
06. cs_1337_assault Ready In my opinion the best assault breakdown
07. cs_penthouse/cs_penthouse2 Ready It's really the same map
08. cs_bikini Ready This will go in the Bikini release from us also.
09. fy_iceworld Ready A deathmatch must-have
10. fy_pool_day Ready A deathmatch must-have
11. awp_map Ready THE awp training map, must-have
12. de_palais2k Ready Really nice bot map
13. de_pandemonuim Ready A very cool map with multileveled combat
14. de_sampa Ready Huge map and very cool with 32 bots!
*(these below need work still)
15. de_biochem
16. de_outrage
17. de_747
18. de_deadlock
19. de_stonepit
20. de_simpsons



Last edited by SoUlFaThEr; 11-04-2004 at 23:27..
  
Reply With Quote
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#62)
Austin
Moderator
 
Austin's Avatar
 
Status: Offline
Posts: 403
Join Date: Nov 2003
Default Re: for T-Wrecks and SoUlFaThEr new project - 12-04-2004

Here is my suggestion.
Why not have the best of everything?
1) Keep hacking the best maps so people can play them NOW.
2) Develop mm hacks to help with things.
3) Work with the bot authors to develop really workable solutions to the door and button and lifts problems.

#1 is easy and we can have maps right now today ready to go.
I can teach anyone how to do this. All you need is ripent and pm tools.
And I can do any map right away just ask me. I will have them in a day.

But we really do need to have them renamed.

Lets vote on the naming.
I like _bc. it is short and makes sense. We will include a read me that displays IN THE INSTALLER so people know what has changed in the map before they install it.

So _bc is the convention?

#2) should have a mm utility that changes all buttons to walk up type buttons, in the next few days. This alone would open up many maps for good bot play in just a few days.

#3) Let start taking a serious look at enhancing the bots to handle doors, switches and lifts. We can even do this in stages testing as we go.

For a start I would suggest a very simple thing that could make a big difference right now. Add a USE flag to the waypoints. When the bot reaches this waypoint it hits the use key. Simple, easy, backwards compatible, and this would fix the problem with all doors that need to be "used." (at least for the doors that always open on use and not the toggle open/closed type of doors.)



Last edited by Austin; 12-04-2004 at 01:55..
  
Reply With Quote
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#63)
Hot-Doc
Member
 
Status: Offline
Posts: 38
Join Date: Jan 2004
Location: @home
Default Re: for T-Wrecks and SoUlFaThEr new project - 12-04-2004

@Austin
Your idea of this mm plugin that makes nearly all maps bot compatible really sounds great, can hardly wait to see it in action!

@BKA-TWRECKS and Austin
The map author of de_prodigy2k wanted to publish Austins fixed version of the map together with a working waypoint on his homepage. Is this OK for you?

Could you please publish the waypoint for de_prodigy2k_bc before the rest of your waypoint pack is ready? The mapper was really willing to help and tried to care for this problem impressively fast so I'd like to have him this fixed version quickly as a sign of respectful thank.

Good night alltogether, got to sleep now since I hardly like this eyes 8o ...
  
Reply With Quote
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#64)
SoUlFaThEr
Moderator
 
SoUlFaThEr's Avatar
 
Status: Offline
Posts: 860
Join Date: Mar 2004
Default Re: for T-Wrecks and SoUlFaThEr new project - 12-04-2004

that last thing you said(use flag) is a great addition...it will correct about 50 maps(prodigy,snowbase,uplink, etc)
...are you going to do it or will this end up on PMB's desk?

how are my menus?


  
Reply With Quote
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#65)
Austin
Moderator
 
Austin's Avatar
 
Status: Offline
Posts: 403
Join Date: Nov 2003
Default Re: for T-Wrecks and SoUlFaThEr new project - 12-04-2004

Quote:
Originally Posted by Hot-Doc
@BKA-TWRECKS and Austin
The map author of de_prodigy2k wanted to publish Austins fixed version of the map together with a working waypoint on his homepage. Is this OK for you?
It is fine with me. The fixed map is at my web site. The link is in the above message.


SF
I just sent PM an email with the changes for the apmd menu, but the two menus choices you wanted to remove are NOT in any other menus and I think we shoudl keep thme for the people who won't do binds, and want to do everything from the menus.

As far as the new wp flag to press the use key I think PM could do that in 5 minutes. I havn't looked at the code hardly at all, but if he wants me to put it in I will. Let me know... I could at least do the waypoint interface if of adding removing the new flag and he could look for the flag and do the key press.
(sorry, my businnes is in the way big time again. We have an event in less then two weeks and I am in 24 hour mode work wise again to be ready for that so you won't see much of me for 3 weeks starting now....)

Last edited by Austin; 12-04-2004 at 04:04..
  
Reply With Quote
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#66)
Hot-Doc
Member
 
Status: Offline
Posts: 38
Join Date: Jan 2004
Location: @home
Default Re: for T-Wrecks and SoUlFaThEr new project - 12-04-2004

Would it be possible to automatically load a binding config file when starting waypointing so that special bindings (like soulfather's) would be used while the process of waypointing and resetted to normal game settings afterwards?

BTW, thank you very much for your allowance to publish your modified map file elsewhere!
  
Reply With Quote
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#67)
SoUlFaThEr
Moderator
 
SoUlFaThEr's Avatar
 
Status: Offline
Posts: 860
Join Date: Mar 2004
Default Re: for T-Wrecks and SoUlFaThEr new project - 12-04-2004

Hot-Doc
We had once a long discussion about automatically binding things for peeps.......but as you know everyones keyboard has a different set up......thats why i just simply posted my binmds set up......so you knew all the commands......and could bind them to keys that suit your keyboard set-up

i have the stuff in a .cfg file and just exec it when i open a map...its quite simple.......imagin opening a map just to play and all the waypoints are on........not such a good thing

if you, for example, dont have "wp on" or the other cvars that i have in my .cfg, then you can make the .cfg with your waypointing binds.....and put a line in your autoexec.cfg that says: exec mywpbinds.cfg
and they will be automatically loaded.

Austin
thanks for doing the apmd for me/us.
"wp on/off" is in 2 different menus man......or am i going blind or senile?
its in the main menu on 2 options (1 for on 1 for off) and its in our waypoint menus(main). this is the dupe i meant. you can leave the wp delete one in the waypoint menus menu but it just looks funny with all those menus...and then some option to erase a waypoint. that was all i was thinking.
if you dont have time to do the USE flag then ill ask PMB. i think it would be good to know if this will work asap.
i have found that once i exec this file.....the binds stay binded ...i only use the .cfg for turning them on...getting my name right and setting up the server for a long waypoint session.



Last edited by SoUlFaThEr; 12-04-2004 at 13:15..
  
Reply With Quote
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#68)
SoUlFaThEr
Moderator
 
SoUlFaThEr's Avatar
 
Status: Offline
Posts: 860
Join Date: Mar 2004
Default Re: for T-Wrecks and SoUlFaThEr new project - 13-04-2004

my next update......

01. de_bitterwine Ready Very clean now, probably my best map(layout)
02. de_belvaros Ready Good layout, but flat
03. de_chiapas Ready Very symmetrical map
04. de_iced Ready Some very cool larger jump sequences
05. de_manila Ready One of my personal favorite maps
06. cs_1337_assault Ready In my opinion the best assault breakdown
07. cs_penthouse2 Ready It's really the same map
08. cs_bikini Ready This will go in the Bikini release from us also.
09. fy_iceworld Ready A deathmatch must-have
10. fy_pool_day Ready A deathmatch must-have
11. awp_map Ready THE awp training map, must-have
12. de_palais2k Ready Really nice bot map
13. de_pandemonuim Ready A very cool map with multileveled combat
14. de_sampa Ready Huge map and very cool with 32 bots!
15. de_biochem Ready There are problems with some CT spawn points...
*(these below need work still)
16. de_tartarico
17. de_volare
18. de_deadlock
19. de_stonepit
20. de_simpsons

i may have to take out the de_biochem.....theres many spawn points just messed up.....any opinions?
maybe i can put back de_volare again.....in its place. too bad cuz the map plays really well

EDIT
i will also have to remove my work on de_747. that DAMN button opening the docking bay sending half the T force out out of the plane is just making me %$&§ing mad. also the whole thing is so closequarter and thin halls thats the bot is having trouble navigating even tho i have almost every single waypoint in there a 0 radius.

i wasted total 9 hours on de_biochem and de_747......for nothing.

GRRRRRRRRRRRRRRRRR

i also found out i cant even open de_outrage because i get some wierd sprite overflow error message trying to load it so thats a no go on my machine......i know its a good map cuz i had once waypointed it.....and liked it a lot.......T-Wrecks can you get this one going?



Last edited by SoUlFaThEr; 14-04-2004 at 18:16..
  
Reply With Quote
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#69)
Austin
Moderator
 
Austin's Avatar
 
Status: Offline
Posts: 403
Join Date: Nov 2003
Default Re: for T-Wrecks and SoUlFaThEr new project - 14-04-2004

Quote:
Originally Posted by SoUlFaThEr
i may have to take out the de_biochem.....theres many spawn points just messed up.....any opinions?
I can fix the spawn points and take out the wall that blows or what ever you guys were talking about. Sounds like too good a map to leave out.
  
Reply With Quote
Re: for T-Wrecks and SoUlFaThEr new project
Old
  (#70)
>BKA< T Wrecks
Moderator [PBmm/Waypointing]& PODBot mm waypointer
 
>BKA< T Wrecks's Avatar
 
Status: Offline
Posts: 1,492
Join Date: Feb 2004
Location: C.C.A.A., Germania
Default Re: for T-Wrecks and SoUlFaThEr new project - 14-04-2004

I. de_biochem
1. The blowing wall is no problem at all. It blows automatically as soon as a game starts. That means that it doesn't blow if you're alone in the map, waypointing happily around. If you want to waypoint that hole in the wall, just add one bot to the opposing team. Then the game will restart, you'll get the message "game commencing", and *bang*, there goes that wall. Then you can remove the bot and waypoint the hole - until the next round starts. In game, no bot will ever get stuck there.
2. I'm just testing a 12 on 12 bot match, and damn, you're right. Many spawn points don't work properly after the 1st round. Strangely enough, in the 1st round, everything is okay. But in the following rounds, many CTs spawn buried knee-deep in the concrete slabs... bummer.
However, I just changed to 8 on 8 botmatch, and everything looks fine.

My suggestion: Leave it in! We ought to include a readme anyway. Some maps just have little bugs and shortcomings, no matter how good the waypoints are. I think it would be best to inform ppl about these bugs to avoid trouble. Besides, some who don't know anything about waypointing problems might associate the problems with our WPs if we don't point out map-specific deficiencies. In this case, a note like "max. players 8 vs. 8 due to bad spawn points (map problem)" would be sufficient, I'd say. The map is fun with 16 players already. And if ppl want to play with more, then Austin can surely fix this one, and we could even include a download link to the fixed bsp in the readme.

II. de_outrage
I don't have this map on my puter right now. But I'm just downloading it, wait a minute... ah, there it is. Well, on my PC it works perfectly. Do you want me to waypoint it? Or maybe it's a problem with some dll you got there?

III. Latest progress with my half

as_coast ready
as_rising_sun ready
cs_alps ready
cs_beirut kicked out I'm just not convinced enough about this map. And right now, I can't bear working on it even more. I suppose I'll replace it with a different cs-map.
cs_bigwong not fixed yet
cs_docks_v1 ready, but the map has one problem: the hostages in the "cage" in the cellar room. When CT bots come up the ladder from the sewers, they detect the hostages, forget the waypoints and get stuck in the fence instead of walking around that cage and entering through the entrance. I have tried to fix the problem, but only with partial success. It works now in most cases, and you will rarely see a bot stuck in that place until the end of the round. But it can happen. Dunno if I should leave this in the pack or not...
cs_haste_final ready
cs_militia2k1 ready
cs_neighborhood ready
cs_storm ready
cs_tibet ready, but needs some more testing
cs_waterside ready
cs_wpndepot_01 ready Those butons only need to be pushed once, and then the doors stay open. Bots may get stuck initially, but sooner or later someone pushes the button, and then it's ok. Not a grave problem, really.
(one more cs map missing... I'm thinking about cs_real_alpin, cs_costabrava, cs_espana or cs_winternights)
de_dawn ready
de_heat ready
de_museum ready
de_celtic ready replaces de_prodigy2k Is that a deal?
de_ scud_2k1 ready
de_seaside2k ready

So all in all I...
-still need to fix cs_bigwong
-need to find 2 more cs_maps (1 for cs_beirut, another one for cs_futurcom)
-might have to find a 3rd cs-map to replace cs_docks_v1, not sure yet... I'll test some more...



Roses are #FF0000, violets are #0000FF // all my base, are belong to you.

  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com