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Releases, Installers, Docs & Coding Where the official development happens

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Re: POD-bot back into shape.
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  (#201)
Zilfallon - AI
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Default Re: POD-bot back into shape. - 19-03-2004

Do This Bot Work With Realbot ? ???
Cause I Try All Soultion Of Mixing Bot Together But When Round Start It Crashed :'( Can Anyone Help Me???
  
Re: POD-bot back into shape.
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  (#202)
Pierre-Marie Baty
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Default Re: POD-bot back into shape. - 19-03-2004

No it does NOT work with RealBot yet because Stefan has not fixed RealBot so that it can work with other bots that use the FL_FAKECLIENT flag. Currently realbot assumes that any entity in the game that bears the FL_FAKECLIENT flag is one of his bots. We're waiting for ages for Stefan to fix this, but since he has no internet connection anymore, I guess we're gonna wait for ages again

We miss you Stefan!



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Re: POD-bot back into shape.
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pendragn
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Default Re: POD-bot back into shape. - 19-03-2004

Just as a small followup, I actuall DO have PODbot and a number of AMX plugins working again. I'm slowly re-adding Metamod and AMX plugins to find which one doesn't play nice with PODbot.

In my metamod plugins I also have one plugin disabled...in short my metamod plugins right now are only AMX, csstats, podbot and podbotfix and everything has been very smooth [fingers crossed!]

I read a few threads about the stats plugs having problems with bots too, but so far it's been very stable for me.

The only other metamod plugs I had installed that are currently disabled are the fun_ms dll, the bleeding dll, and noheadshot dlls.

As for AMX...well that's a whole mess of stuff I have disabled right now...but so far so good! yay!
  
Re: POD-bot back into shape.
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  (#204)
Pierre-Marie Baty
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Default Re: POD-bot back into shape. - 19-03-2004

Okay guys, new release, new changelog
Quote:
+ Worked around the crashing issue with some stats plugins (THEIR fault!)
+ Fixed waypoint copyright message not showing anymore at round start
+ Fixed usage of a dozen useless variables for showing the waypoint creator at
round start where one single variable would have fit for the job
+ Cleaned up the code again some more
+ Rewritten the bot chat code in a much cleaner way (bots use the "say" and
"say_team" client commands like humans now).
+ IMPORTANT: added a new knowledge file type for POD-bot: .pvi files. The .pvi
files will store the bot's waypoint visibility table on disk instead of
recalculating it each time a new map starts. These files will be stored in
the waypoints folder along with the .pwf and .pxp files. Like the .pxp files,
these .pvi files are deletable (in which case they will be re-created).
+ Fixed visibility table failing to reload on some level change situations
+ Moved all the global variables declarations to bot_globals.h and all the
definitions to bot_globals.cpp; only header to include now is bot_globals.h
+ Simplified the waypoint editor code part in waypoint.cpp
+ Pathwaypoints are not added anymore if they go through func_illusionaries
+ Simplified some of the utility functions in util.cpp
+ Fixed quite a few potential crash bugs again. Should be rock stable now.
+ Probably more to come.
There are some important changes in this one, you may want to upgrade.

Uploading as usuals at http://racc.bots-united.com/releases/podbot.zip



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Re: POD-bot back into shape.
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  (#205)
OneHotBeaver
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Default Re: POD-bot back into shape. - 19-03-2004

This is totally unrelated and the such but still a question nonetheless. Does anyone know who made non-steam CS 1.6. I have a cd key, bought it myself and all but I want to put a non steam version on the computers at school since steam won't install to the network drive (my private drive at the school) or HL won't load because no access to the registry so it just doesn't load. Now I have to burn off the non steam version and drag it in... plus i find it easier for lanning, anyways when i do that it comes up with a window saying enter your Valve CD Key... and it's 25 characters long. I still know this is off the topic but still anyone know wtf that is? I know normal cd keys are 13. Anyways, also good job of the bots I wish I could make them but I am too lazy...
  
Re: POD-bot back into shape.
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  (#206)
kedat
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Default Re: POD-bot back into shape. - 19-03-2004

Crush in first few seconds of gameplay: "NUM_FOR_EDICT: bad pointer"
Have StatsMe 2.7.1 no problems until this last release.
I know where is the problem... U didn’t change version number of dll it always helps.
  
Re: POD-bot back into shape.
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  (#207)
Pierre-Marie Baty
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Default Re: POD-bot back into shape. - 20-03-2004

er, huh ? I don't understand... ???
is it fixed or not ? if so what was the problem ?



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Re: POD-bot back into shape.
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  (#208)
hondaman
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Default Re: POD-bot back into shape. - 20-03-2004

Woah. Something is really messed up with the new bots. Everything on the hud is lagging. You see a guy, and his name appears 30 seconds later on the hud. Or, after a new round starts, you cant buy anything because its still thinking its the last round. Its WEIRD. ALL input from the game is delayed.

hondaman
www.hardgaming.com
  
Re: POD-bot back into shape.
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  (#209)
Pierre-Marie Baty
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Default Re: POD-bot back into shape. - 20-03-2004

heck, what did I wrong again...

does it work better with this DLL:
Attached Files
File Type: zip podbot_mm.zip (110.0 KB, 272 views)



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Re: POD-bot back into shape.
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  (#210)
sPlOrYgOn
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Default Re: POD-bot back into shape. - 20-03-2004

I think i know what his problem is..
it's a bug with statsme and bots.
the stats and everything is slower than the rest of the game and keep lagging behind and once i got statsme to say something that happened about 5-6 rounds earlier..
I dunno how to fix it but all i did was turn off statsme.
I had this problem with statsme 2.7.1
  
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