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Re: POD-bot back into shape.
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  (#171)
CoCoNUT
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Default Re: POD-bot back into shape. - 15-03-2004

1+2: Bad waypoints.
  
Re: POD-bot back into shape.
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Cooley
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Default Re: POD-bot back into shape. - 15-03-2004

PMB,

Server crashes on Linux have fallen off dramatically. Once I figure out the errors I will let you know. Thanks for all the hard work.

Cooley
  
Re: POD-bot back into shape.
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Abu Amok
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Default Re: POD-bot back into shape. - 16-03-2004

First of all: Superb job!

Play the bot as a listenserver and there have been some amazing things happening... :-)

unfortunately the bot seems to put a lot of load on the cpu because on large maps like cs_crest the bots move in slowmotion! even if i reduce the mumber of bots to 6 (usually i use 10) they take it slow.

My system: AMD 1333; 512 MB, KT133 Mainbord, Win 98.

Any Idea how to speed em up?

On small Maps the Bots go allright!
  
Re: POD-bot back into shape.
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  (#174)
Pierre-Marie Baty
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Default Re: POD-bot back into shape. - 16-03-2004

Was it the first time you loaded the map ?

If so then the high lag at start is normal ; it's because the bots are building a visibility table among all the waypoints. Once this table is built it is saved back in the bot's .pxp files and is just reloaded the next time. The lag corresponds to an intense TraceLine activity during the building of the table. Once it's finished (about 1 minute or so) then the bots should run fine.



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Re: POD-bot back into shape.
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SGt_pAIn
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Default Re: POD-bot back into shape. - 16-03-2004

PMB can you create another thread for when you update Podbot? Also can the [POD] tag be changed to use your own. Suckup part: Excellent job on the port. Side note: for some reason my Statsme works properly again. Also is that a smile on the penguin. Mikey I think he likes it.

Last edited by SGt_pAIn; 16-03-2004 at 05:59..
  
Re: POD-bot back into shape.
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  (#176)
Abu Amok
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Default Re: POD-bot back into shape. - 17-03-2004

@PMB

Hi! Been testing for a while:

With 8 bots i got good results. on the big maps it took quite a while before the slowmotion effect ended (5 rounds or so). but then i had the impression that the bots speeded up every round! good! So I started again with 10 bots. That was a mistake. The game fell into a kind of super lag state (like 1 second movement, one second standing) and the bots appeared to be disoriented. i kicked two bots but without effekt. So I exited and restarted the game with 8 bots. same map everything ok. round ends, mapcycle loads the map again (8 bots), superlag state is back!
Strange thing. Maybe i messed up the experience file by adding two bots.???

Anyway second question: you said you wanted to publish the poxbot waypointeditor or its code? I m very much looking forward to this as waypointing with the old one is a pain. could you please post a dwl link to it?

thx
  
Re: POD-bot back into shape.
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  (#177)
sPlOrYgOn
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Default Re: POD-bot back into shape. - 17-03-2004

Does this podbot already include the fixes from podfix?
  
Re: POD-bot back into shape.
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  (#178)
Pierre-Marie Baty
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Default Re: POD-bot back into shape. - 17-03-2004

@Abu Amok: Austin's waypoint editor is already included with this bot, and if you downloaded it then you also have the source code since it is included in the .zip file. Look in the ClientCommand() function of dll.cpp for the waypoint editing menus and command code and in waypoint.cpp for the editor graphics.
About your lag issues, it is completely abnormal that with such a hardware as yours you experience such a lag with the bot. Try deleting all your .pxp files and double-check your waypoints. Bad waypoint files may cause the bot's A* pathfinder to fail and expand in all directions searching for a path that doesn't exist (and raising your CPU to the max). Be sure there are waypoints EVERYWHERE in the map. But try deleting your .pxp files before anything.

@sPlOrYgOn: no, nothing from podfix has been included, but instead bugs have been fixed directly at their root in the bot code. PodFix was actually a "patch" that corrected wrong symptoms by applying their opposites on top of them. But in this release, the bots do plant and defuse the bomb correctly each time, they don't crash anymore with the hostages (well, not for me at least), and they snipe the way they were intended to (although the PodFix sniping algorithm is much better, I concede, but my point was not to improve POD-Bot's one but rather to fix it. So that it works.)



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Re: POD-bot back into shape.
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  (#179)
Dethpod
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Default Re: POD-bot back into shape. - 17-03-2004

Pierre,

I was running the latest build of your podbot-mm and it had crashed on the map fy_aztec. Here's the error:

hlds_amd: bot.cpp:8095: void BotThink(bot_t *): Assertion `(pEdict->v.v_angle.x > -181.0) && (pEdict->v.v_angle.x < 181.0) && (pEdict->v.v_angle.y > -181.0) && (pEdict->v.v_angle.y < 181.0) && (pEdict->v.angles.x > -181.0) && (pEdict->v.angles.x < 181.0) && (pEdict->v.angles.y > -181.0) && (pEdict->v.angles.y < 181.0)' failed. Could these errors be due to bad waypoints?

I hope this helps,

Dethpod
cstrike.rusin-central.com:27015 (Public)
cstrike.rusin-central.com:27016 (Private)

Last edited by Dethpod; 17-03-2004 at 02:29..
  
Re: POD-bot back into shape.
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  (#180)
Pierre-Marie Baty
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Default Re: POD-bot back into shape. - 17-03-2004

No, they aren't.... wtf I thought the assert() issue was only a problem with ideal_yaw ? and I thought it was fixed already ?

I will remove this assert() call. There's definitely something wrong with it. Maybe the expression to evaluate is too long.

*edit* done.
Test this new version instead: http://racc.bots-united.com/releases/podbot.zip



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Last edited by Pierre-Marie Baty; 17-03-2004 at 02:55..
  
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