Test results:
(The tests were made on two individual servers. A basic CS server and a modded plugin filled server)
green = acceptable status
red = needs immediate attention
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- The new pb_latencybot function
First of all good job! I tell you many many users will get
high if they see this new function in podbot. This was their uber wish since years. They won't believe their eyes that this function is finally present. (They just have to know about the update!)
That beeing said there is room for improvements imo:
It seems to me that the bots ping value is related to the players ping. So it happens that when a player with 330 ping is on server, they have very high pings. When i am there they have very low pings. Often 10 ping.
For various reasons this is not the optimum imo.
You have to know i have been using Mercylezzs plugin since the beginning and thus believe to know the best way to set it up.
Firs of all, when i
"the admin" am on the server, it's understandable that my ping is so low. But
all other players having pings around 10, too? It's a bit weird isn't it?
Then there are cases when players or even so called laggers join with a ping over ~300. Isn't it weird that the bots have a ping like 200, 300 or even more but yet they play like someone with a low latency? They don't lag while moving, their bullets hit you
much faster, etc. You see those pings yet they play like someone with a heavenly ping. It's a contradictory.
So my suggestion / my conclusion :
Set the bots ping to something like 30 - 50. These pings are common on servers since steam (and most users) naturally scans all servers for >50 ping. That's a realistic (good) cs player ping. And i think it's perfect to "mask" bots. It's low enough to explain their lack of lag during gameplay and it's a high enough ping to "simulate" a human player beeing on a cs server. Another reason to have bot pings in these ranges, is that i just don't like to see botpings of 100 or 200 only because there is/are some laggers from the other side of the world on my server. Then it looks like a "lagger server" from a kid at his parents home.
Here, use this version:
http://www.speedyshare.com/files/212..._death_msg.sma
It is the fixed & perfect version that i use. The phenomenon of pings desappearing after a kill is fixed. You should also use my settings. Or you might even offer all features of the plugin in podbot itself, for the admin to choose. Will propbably be very appreciated by alot of uses.
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- The new bot chat delay time
Indeed the bots do chat less and slower. Yet too much chat for me. I am not sure if i will ever use this function. As i understand this function is supposed to make the bots look more realistic, like human players. Players don't chat that much. They chat rarely and in that case: "lol" "thx" "n1 shot" etc.
Of course there are human discussions but you can't emulate that and neither their topics. The only "repetitive" and sowith somehow emulatable thing are those once in a while "lol", etc. as stated above. So i
personally would let 1 bot chat every 60 seconds with a "lol" or something to make them look like humans.
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- The new function of bots pressing "E" when falling
I don't know exactly for which plugin or mod this function is supposed to be and to be honest i wonder if it's not better to have this function in a simple amxx plugin (if possible) since this is a specifically amxx plugin related function. Because other than this mod (which i dont know), this new function is not used at all and would be in podbot as a unused code.
I tested this by picking bots up the air via jedigrab, i also threw them in the air but in no case could i hear a "use" sound from the bots.
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- The new funtion of sv_restart 5 when player joins the server
I know why you made it 5 seconds. It's meant for the time that the user needs from joining server and getting into a team but unfortunately this is not that simple. I linked you the thread with the problematics beeing abit covered there.
example from my tests:
1. Ok, so i joined the server..went to SPEC to see what happens.
2. [sv_restart 5 was sucessfully triggered btw..]
3. A little bit later Player joined the server and joind a team.
4. Guess what happened? Nothing. Because i was allready on server (not in any team though). He had to watch bots play for long time. I had to respawn the player via UAIO plugin.
The checks has to be like this:
- if player joins a team (& no human in teams) -> sv_restart(round) 1
a few scenarios as an example:
- Player1(afk) joins server but doesnt choose any teams at all(afk). Player2 joins server, joins a team. Nothing happens. He has to watch bots play.
- Player1 joins server, he then joins spectators to see the game. Another user joins server, then joins a team. The round is not reset since Player1 was allready on server. (And this is exactly what happened in the test)
A last thing on this topic: If there is CSDM running, this function should be disabled! Because the player is respawned automatically. It is not of high importance but it would be more ideal. The player could this way join and play without the
sv_roundstart disrupting the ongoing gameflow in CSDM.
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- The deletion of the unecessary NOCLIP code in podbot
It works perfectly. No more unecessary botkill after player goes into NOCLIP.
Another cool thing:
I gave even bots NOCLIP. All these years if you would have given bots NOCLIP they were frozen and wouldn't do anything anymore. Wow, for me that was exciting to see bots even move and play in NOCLIP mode.
After all those years i was used to see only real players beeing able to do this. This might be really interesting for studies on bot gameplay. To see how they kill and play in this new totally new dimension that exists for them now.
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Additional feedback on this new release:
- The reason why all bots autodie on as_ maps after human VIP reaches target
Now that the NOCLIP autodie function is gone i was surprised to find out that the bots still autodie after human VIP reaches target (with him beeing the only human in game).
I set
pb_autokill = 0 and this didn't happen anymore. So we learn that after VIP player has reached the target he is set to an "
dead state".
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- New bug: Server crash on as_ maps if bots killed by "Kill all bots" or "New round" via the podbot Menu.
Player gets the following message:
Quote:
You have been disconnected from the server
Reason: Server shutting down
|
HLDS crash message:
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- New Bug: Bot number balance issues
Pre-information: My
pb_minbts =
0
Quote:
pb_minbots 0
pb_maxbots 8
pb_bot_quota_match 0
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Allthough more and people join the server, bots are not removed. So even if i have 8 or even more humanes on server, the bots are still there.
When i kick all bots, they all rejoin. (pb_minbts = 0)
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General feedback on podbot:
- Too many Bot Radio Messages
Pre-information: I am using the new podbot.cfg. My original cfg file had bot radios turned off for years now.
I just joined the server and heard since a long time ago bot radio messages and it reminded me why i turned them off years ago. Similar to bot chats, the radio messages are overflowing and intrusive, too. I mean for
every action by
every bot in your team a radio message is just too much, man. It's a constant radio spam. How can you concentrate and play like that? So i would "suggest" a code in podbot which calculates a 0% to 100% chance of giving out a bot message or not. Or you add a cvar where the user can decide. Like:
pb_radio_chance 0 - 100 or
pb_radiomssgs 0 - 100. All in all the bot radio messages should be at a rate that doesn't annoy.