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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 05-10-2006

The latest beta has the number V3B15f. It contatins the feature requested in this topic. It's uploaded the to the filebase (V3B15f).
To control FFA mode for bots You need to use the new cvar - pb_ffa.
pb_ffa 1
swiches to on the Free For All mode (bots will kill also their teamnates). Default is 0 (off).

@Austin - please get the binaries - there is the new podbot.cfg file which needs also to replace in docs/files/configs the old one. In pbmm_configuration.html You need to add the info about that new cvar just after the info about pb_spray (1|0).
  
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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 08-10-2006

V3 Build 15g - new minor update

+Fixed problem with throw flashbang at round start at cs_militia
+Approved a bit unstuck code at round start (still not perfect yet ).

As always - You can get it from the filebase.
  
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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 10-10-2006

V3 Build 15h - next minor update.
+Fixed - they should look at the wall less (again). Possible side effect - they will not try to shoot the enemy throw the walls/doors etc. Need test it more.
  
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Re: Podbot Beta 3.0 Updates? ^^unstuck code
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Austin
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Default Re: Podbot Beta 3.0 Updates? ^^unstuck code - 15-10-2006

KWo,
finally some feedback on the new unstuck code.

I ran 27 bots in de_vertigo with 15c and 15g.
I did screen shot about every 10 seconds.
I didn't do a demo since it is cz and thought you may not be able to play it.
(I am not setup to run cs) let me know if cz demos are ok and I will make them.

You can download the screen shots here:
http://home.mindspring.com/~austinbots/Unstuck.zip

As you can see 15g doesn't seem to do much better then 15c.
One problem I see after many tests is most bots make it out after about 40-50 seconds, but we always end up with "pairs" two bots stuck together. Most of the time I had 2,3,4 pairs stuck for most of the round.

I think if we could somehow fix the pairing up of two bots we would have the overall unstuck code working well.

I hope this helps!
  
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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 15-10-2006

Quote:
Originally Posted by KWo
V3 Build 15g - new minor update
+Approved a bit unstuck code at round start (still not perfect yet ).
Thanks for the feedback.
I cannot play CZERO demos.

Last edited by KWo; 15-10-2006 at 21:44..
  
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Re: Podbot Beta 3.0 Updates? ^^
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Default Re: Podbot Beta 3.0 Updates? ^^ - 18-10-2006

The new build (V3 Build 16) is available in the filebase.

Changes:
+Bots should be harder now (requested by a lot of people).
+Fixed usage of time frame interval value in the code (to predict the position of the enemy in the next frame or so).
+Fixed and re-written bots hearing stuff (bot are affected by their own-sounds, are affected also by sound of teamnates and also the distance froom the source of issued sound to the bot has the influence for this what the bot can hear.
+Bots will shoot more often through the wall (because of the fix above)
+For pb_bot_quota_match parameter the spectators or team unnasigned human-players aren't counted.
+Fixed problem with breakables the bot is trying to pass because the waypointer made the connection through it.
+The values of cvars are taken as pointer members now (the addresses-pointers are cached at the initialisation of the vars, then - instead using CVAR_GET_FLOAT (which is taking too much time) I just use the values addressed by these pointers to the cvars (main idea taken from AMX MOD X - thanks BAILOPAN )
+Bot should look at the head of the pickuping hostage instead of his stomach...

Again - if You find them to hard on the skill (100) - please don't complain, but lower down the skill of bots You are playing against.


@Austin - please, let me know if these changes are working correctly
@person135 - I hope You will be finally happy if they will kill You all the time...(for me they are unplayable at skill 100, but seems the people like it...). And YapB still is better - so You ca use it instead pb mm (maybe except using AWP )
  
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Re: Podbot Beta 3.0 Updates? ^^
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Default Re: Podbot Beta 3.0 Updates? ^^ - 18-10-2006

Yes, thank you for making them harder. I didn't get it, if bots were too hard for you at level 100, why don't you just turn the level down instead of requesting for easier level 100s.

So does this new update make bots use less CPU?
  
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Re: Podbot Beta 3.0 Updates? ^^
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Default Re: Podbot Beta 3.0 Updates? ^^ - 18-10-2006

Quote:
Originally Posted by KWo View Post
+For pb_bot_quota_match parameter the spectators or team unnasigned human-players aren't counted.
+Fixed problem with breakables the bot is trying to pass because the waypointer made the connection through it.

@Austin - please, let me know if these changes are working correctly
They shoot the window in de vegas now and they do not add bots for spectators. They both work now, thanks!

I noticed something that may be new. The bots seem to crouch and camp in weird places where there isn't a crouch or camp waypoint. I think this is new and seems weird..
  
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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 18-10-2006

Quote:
Originally Posted by Austin
I noticed something that may be new. The bots seem to crouch and camp in weird places where there isn't a crouch or camp waypoint. I think this is new and seems weird..
It was always so - they take some defend waypoint in some situations (they choose it as the best for that area) and they camp. Well - someone was telling me they don't want to camp... Can You guys speak abou this in that topic?
  
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Re: Podbot Beta 3.0 Updates? ^^
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KWo
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Default Re: Podbot Beta 3.0 Updates? ^^ - 18-10-2006

Quote:
Originally Posted by KWo
@Austin - please, let me know if these changes are working correctly
I was thinking about ALL changes I made in V3B16, not only about these You asked for...
  
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