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Re: Bugs to be fixed
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  (#21)
Josh_Borke
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Default Re: Bugs to be fixed - 08-07-2004

woot, thanks
compiles just fine now

Code:
printf("usage: %0 bspfile [ minx maxx miny maxy]\n",argv[0]);
should be
Code:
printf("usage: %s bspfile minx maxx miny maxy\n",argv[0]);
since you require minx/maxx/miny/maxy to be defined, prevents confusion over the requirement.
and %0 should be %s
HTH
nice work

Last edited by Josh_Borke; 08-07-2004 at 15:28..
  
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Re: Bugs to be fixed
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  (#22)
evy
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Default Re: Bugs to be fixed - 08-07-2004

Josh,

Quote:
Originally Posted by Josh_Borke

since you require minx/maxx/miny/maxy to be defined, prevents confusion over the requirement.
and %0 should be %s
Thanks for your time and spotting the %0 (shame on me! :'( )...

The minx...maxy are option and only needed when you want to generate nodes on part of the BSP map.


-eric
  
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Re: Bugs to be fixed
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  (#23)
Josh_Borke
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Default Re: Bugs to be fixed - 08-07-2004

Code:
[09:45:39][<bob>@<jane>:Bsp2Rbn]$ ./Bsp2Rbn /home/<removed>/csds/cstrike/maps/cs_estate.bsp >> out.tmp
   Segmentation fault
eep!
it output all the files, so i think it's just an unclean exit

Last edited by Josh_Borke; 08-07-2004 at 15:49..
  
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Re: Bugs to be fixed
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  (#24)
Josh_Borke
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Default Re: Bugs to be fixed - 26-07-2004

--last edit, i swear--
util.cpp line 653
Code:
weapon_id == CS_WEAPON_UMP45 ||
is there a reason a UMP45 is listed as a secondary weapon? seems to me to be a primary...
btw, pistol mode is trivial to include, here are the changes:
(+ = new code, - = removed code, everything else is already there)

game.h: line 118
Code:
   bool bEngineDebug;   // Print engine debug messages
 +  bool bPistols;
game.cpp: line 99
Code:
    bEngineDebug = false;		// ... prints engine debug messages (for figuring out engine interceptions)
  +  bPistols = false;	 // pistols only mode
bot.cpp: line 177
Code:
-  buy_primary = true;
 -  buy_secondary = false;
 +  buy_primary = (Game.bPistols ? false : true);
 +  buy_secondary = (Game.bPistols ? true : false);
line 101
Code:
-  if (RANDOM_LONG (0, 100) < 15)
 +  if (RANDOM_LONG (0, 100) < 15 || Game.bPistols)
line 338
Code:
-  buy_primary = true;
 +  buy_primary = (Game.bPistols ? false : true);
    buy_grenade = false;
    buy_flashbang = 0;
 -  buy_secondary = false;
 +  buy_secondary = (Game.bPistols ? true : false);
    buy_armor = false;
and of course teh requisite command in dll.cpp, but i'll let you decide what it should be.
I think that is all the changes, if you'd like me to, I can send you all the files I've changed.
the only problem i've found so far is that the T's buy ump45's but I think that is because the UTIL_giveweapontype returns SECONDARY for those.

should shields be classified as primary weapon?
currently if a bot is carrying a shield, the shield is not put into pBot->iPrimaryWeapon, should it be?

As always, HTH

Last edited by Josh_Borke; 26-07-2004 at 08:22..
  
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Re: Bugs to be fixed
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  (#25)
Josh_Borke
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Default Re: Bugs to be fixed - 27-07-2004

Quote:
Originally Posted by stefanhendriks
So far i have heard/seen:

- fix the bug where at some occassions the frame-rates drop drasticly
- fix camp 'at spawn point'

also:
- either fix the nodes system and make it more 'work' , or just implement navmesh. Perhaps a good idea to investigate navmesh (experiment with it) and when it works on a test-bot (or even better, it works with RB but on a test/experimental code of WIP's) then use that.

any more bugs can be reported here, so it would create a sort of 'todo' list.
would modifying the node system so that connections are only created when going to a node. ie, the neighbors are only added when you actually come from that neighbor. then recording how you got there.
that would correct problems of bots trying to go from under the bridge in de_aztec to the other ends of the bridge by creating one way connections.
(not my idea, gleaned from RACC template #2 by PMB, go PMB, give us RACC! or atleast navmesh-tutorial part 2 )
  
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Re: Bugs to be fixed
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  (#26)
V or 'Tex
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Default Re: Bugs to be fixed - 27-07-2004

Wouldn't it be best to just check if a player is in the air... if possible...


And then if they are in the air when a node is created, make the connection between the created node and the previous node one way. That way you fix all the jumping issues and you leave all the other paths bidirectional.


There should be specification of spawn-nodes at the beginning of every round. How about adding a bit to each node's data, and have that bit be a 'is-spawn' check. If a bot spawns and he is at a node, or a node is created, then the node at the spawn becomes a spawn node.
  
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Re: Bugs to be fixed
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  (#27)
evy
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Default Re: Bugs to be fixed - 27-07-2004

Quote:
Originally Posted by V or 'Tex
Wouldn't it be best to just check if a player is in the air... if possible...
AFAIK, this is already done in the code but it needs further investigation...

Quote:
Originally Posted by V or 'Tex
There should be specification of spawn-nodes at the beginning of every round. How about adding a bit to each node's data, and have that bit be a 'is-spawn' check. If a bot spawns and he is at a node, or a node is created, then the node at the spawn becomes a spawn node.
The spawn points of T & CT are already automagically added as goals and as nodes (the current issue is that those nodes are in the air and not in the ground -- I'll try to fix it).

-eric
  
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Re: Bugs to be fixed
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  (#28)
stefanhendriks
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Default Re: Bugs to be fixed - 27-07-2004

checking in the air is not enough. A node that is 'in the air' but which is not damaging (due falling) is marked as a 'good' one. Ie, you can walk of the bridge of aztec without being hurt right!?

Somewhere there is a check going wrong on the 'opposite' direction. When reading through the code i even confuse myself. argh.


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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Re: Bugs to be fixed
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  (#29)
Josh_Borke
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Default Re: Bugs to be fixed - 08-08-2004

ok, so I continued to go along with converting realbot to use navmesh.
basically I took PmB's RACC template and merged it with realbot's source.
my progress thus far:
1) Generates a navmesh for the current map
2) saves it for later use
3) determines goals for the map
4) loads specific knowledge for navigation for each bot
5) can walk around based on knowledge
6) walks around based on the knowledge, and NOT on node machine knowledge.

i haven't tested the combat in it yet, as I'm sure it's awful.
also, I have a problem where it can't find some spawn points, and therefore some bots don't go.

if anyone wants the source, just let me know.

-josh
  
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Re: Bugs to be fixed
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  (#30)
stefanhendriks
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Default Re: Bugs to be fixed - 08-08-2004

i'm always interested , so you can mail it to me if you like


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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