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RACC Autonomous fragmachines by PMB Counter-StrikeDMCHLDMThe Specialists

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Pierre-Marie Baty
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Default hehehehe - 02-12-2004

well you know what?

since today 6:00 AM RACC is completely engine independent.

All the bot code is self-contained, and can compile by itself, without a single header from metamod or the HL SDK. The only file that needs to call these headers is the engine abstraction layer in interface.cpp.

Porting it to another game engine is a matter of minutes.

I'm packaging up a minimal bot framework and I'll tease the folks a bit in the United Bot forum



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Josh_Borke
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Default Re: hehehehe - 02-12-2004

nicely done
  
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MusicMan
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Default Re: hehehehe - 02-12-2004

nice work pmb ! you roxorz t3h big ONE!111 8D
  
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Default Re: hehehehe - 03-12-2004

yay!
  
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dead bwoy
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Default Re: hehehehe - 03-12-2004

Will you be porting RACC to CS:Source or HL2DM?
I havn't seen RACC since last year sometime, template 2 I believe...
  
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Pierre-Marie Baty
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Default Re: hehehehe - 03-12-2004

Very probably. But so far I want to iron it out on what I have that I know well, i.e. CS and HLDM. The advantage is that with such an engine-independent way of coding, what you code for a game/mod works for all the others as well.



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stefanhendriks
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Default Re: hehehehe - 03-12-2004

yeah yeah yeah... gimme the source and show it works i've seen enough of "i got this working" threads in this forum!


/me runs away


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Pierre-Marie Baty
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Default Re: hehehehe - 03-12-2004

ok, since you asked for it:
http://racc.bots-united.com/releases...dent-beta1.zip

Please note that this is still an early BETA. There are a few crash bugs left. And the rest of the bot code has been affected a bit by the "change". Not counting that it's still a big mess in the areas I was working on.

All HL related code is in interface.cpp. ALL the rest of the bot code is completely self-contained, and can even be compiled without any header from the HL SDK or the metamod SDK: it's just standard C.

It links to the engine and maintains its own engine-independent entity list and player list. The struct members the bot needs are fetched and translated in realtime. All engine calls have been abstracted. My favourite achievement is that in the game DLL API, only StartFrame() remains hooked -- well, nearly. The rest is to fix bugs in the HL engine.

What can be done from now on would be to make interface.cpp a separate "engine driver" DLL, and hold the rest of the bot code in an engine-independent RACC DLL.

But enough rambling, grab, compile, and see for yourself

and don't forget to tell me your impressions



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stefanhendriks
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Default Re: hehehehe - 03-12-2004

omg, i am almost just dr00ling because of ur text in the forum post. I am checking it right now...


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stefanhendriks
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Default Re: hehehehe - 03-12-2004

ok. I am fiddling around with it. I removed interface.cpp just to see what happens with compiling:

Quote:
Deleting intermediate files and output files for project 'cstrike - Win32 Release'.
--------------------Configuration: cstrike - Win32 Release--------------------
Compiling resources...
Compiling...
bmpfile.cpp
dxffile.cpp
mapdata.cpp
pathmachine.cpp
console.cpp
display.cpp
lrand.cpp
math.cpp
mfile.cpp
util.cpp
bot.cpp
bot_body.cpp
bot_chat.cpp
bot_cognition.cpp
bot_combat.cpp
bot_ears.cpp
bot_eyes.cpp
bot_navigation.cpp
bot_start.cpp
weapons.cpp
Updating resources...
makeres wordt niet herkend als een interne
of externe opdracht, programma of batchbestand.
Linking...
racc.def : error LNK2001: unresolved external symbol GiveFnptrsToDll
.\Release/racc.lib : fatal error LNK1120: 1 unresolved externals
LINK : fatal error LNK1141: failure during build of exports file
Error executing link.exe.
racc.dll - 3 error(s), 0 warning(s)
I guess i need to turn something off or something.

But, when compiling WITH that file, it needs a .h file
Quote:
c:\projecten\racc\release\cstrike\interface.cpp(19 ) : fatal error C1083: Cannot open include file: 'dllapi.h': No such file or directory
Error executing cl.exe.
Which is i bet metamod related So no worries here.

I read through interface.cpp, you did not suprise me with the updating entity list and such. Its actually exactly what i expected! very nicely done pmb! And you have such clean code, i can read it fine. You have zillion of structs though. WOW.

I bet this can be stripped down to a bare minimum and get some template out of it? If you let me , i can play around with that idea... i will practicly remove everything then , as long as it spawns


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