.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Cyborg Factory > Sandbot
Sandbot A bot for Gunman Chronicles and They Hunger - by tschumann

Reply
 
Thread Tools
Re: progress
Old
  (#131)
RoboCop
vBulletin Veteran
 
RoboCop's Avatar
 
Status: Offline
Posts: 215
Join Date: Feb 2013
Location: Dundee, Scotland
Default Re: progress - 14-04-2018

Cannot seem to have it as well have no backtraces as well...





vBulletin Webmaster since 2001
  
Reply With Quote
Re: progress
Old
  (#132)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 14-04-2018

Can you the game with -condebug or whatever and paste the end of qconsole.log when it crashes?
  
Reply With Quote
Re: progress
Old
  (#133)
RoboCop
vBulletin Veteran
 
RoboCop's Avatar
 
Status: Offline
Posts: 215
Join Date: Feb 2013
Location: Dundee, Scotland
Default Re: progress - 15-04-2018

I've just done that as well.

But, interestingly I've switched from Metamod-P38 to P37 that doesn't have the eagle1.sc and eagle2.sc required for the client to play on my Linux Op4CTF server. It appears to be more stable with Sandbot just now...Maybe then with P37 will work better, and I hope will fix those glitches in CTF mode...





vBulletin Webmaster since 2001
  
Reply With Quote
Re: progress
Old
  (#134)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 15-04-2018

Ah nice.

Anyway, once I've got some time I'll try and do some final testing and tag a release.
  
Reply With Quote
Re: progress
Old
  (#135)
RoboCop
vBulletin Veteran
 
RoboCop's Avatar
 
Status: Offline
Posts: 215
Join Date: Feb 2013
Location: Dundee, Scotland
Default Re: progress - 15-04-2018

Yes well my Linux server still have those unwanted eagle1.sc and eagle2.sc files but they crash if I remove them. And I guess it's up to Valve to fix those Op4CTF bugs and get them outta way for ourselves to focus on how well SB performs.

Also for Op4CTF server owners I recommend NOT adding those eagle1/2.sc files in your map .res files for yor players to auto download, as that will nerf the Desert Eagle's gunfire sounds and animation. And I don't mean making your Desert Eagles turn into those toy Nerf Foam Dart guns!





vBulletin Webmaster since 2001
  
Reply With Quote
Re: progress
Old
  (#136)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 18-04-2018

What needs those files? I've only got events/eagle.sc (which the game needs).
  
Reply With Quote
Re: progress
Old
  (#137)
RoboCop
vBulletin Veteran
 
RoboCop's Avatar
 
Status: Offline
Posts: 215
Join Date: Feb 2013
Location: Dundee, Scotland
Default Re: progress - 18-04-2018

Mainly for Linux Op4 its events/eagle1.sc and events/eagle2.sc. Valve forgot to fix that issue for Linux Op4 so many years ago.





vBulletin Webmaster since 2001
  
Reply With Quote
Re: progress
Old
  (#138)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 21-04-2018

0.4.2 is out now - couple of bugs already:
- Singleplayer doesn't work when running MetaMod - overlooked during testing but my attempt at fixing just yields errors (Can't find address: 0c7db6d0 ERROR: Invalid function pointer in entity!)
- Changing bot_count doesn't work when running MetaMod - for some reason the cvar_t doesn't get the updated value in either the string or value attributes and I've got no idea why.

Anyway, I'd spent 3+ hours manually verifying and fixing bugs and wanted to get a release out so I've released anyway.
MetaMod again succeeds at making things more difficult.
  
Reply With Quote
Re: progress
Old
  (#139)
RoboCop
vBulletin Veteran
 
RoboCop's Avatar
 
Status: Offline
Posts: 215
Join Date: Feb 2013
Location: Dundee, Scotland
Default Re: progress - 21-04-2018

Well it seems to work better if I remove the libstdc++.so.6 provided by SteamCMD. The bot combat skills need a few fixes even at bot_skill 1.

Also you missed my new Op4CTF waypoints that I've made for you. Nice work tho!
Attached Files
File Type: zip maps.zip (11.5 KB, 361 views)





vBulletin Webmaster since 2001
  
Reply With Quote
Re: progress
Old
  (#140)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 22-04-2018

Quote:
Originally Posted by RoboCop View Post
Well it seems to work better if I remove the libstdc++.so.6 provided by SteamCMD. The bot combat skills need a few fixes even at bot_skill 1.

Also you missed my new Op4CTF waypoints that I've made for you. Nice work tho!
What's wrong with bot_skill?
And yeah I'll add those waypoints in a future release.

Still not sure what's on with the singleplayer stuff in MetaMod though - anyone successfully integrated this with their bot? Given that it works without MetaMod I'm thinking that the extra layer of indirection is breaking things, but I think the .dll files are all loaded in the same address space so I think it should work.
Also, my attempt at fixing it yesterday gave more sane messages but I think what I did was wrong (or at least looking at the singlep plugin, they did what I had originally).
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 5 (0 members and 5 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com