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Re: Hl2 Sdk?
Heyyo,
There's a new beta SDK update available.. just go into settings, and select the beta for it.. maybe hit report bug and talk about the probs? I'm willing to do so too but I'm not sure about that url that describes it in detail of the probs. I know there's a prob where the bot's physics don't update correctly all the time in HL2DM which causes the secondary attack of the ar2 to not always register, same with the physics items tossed via the grav gun.. and there's the prob where bots can't read ammo counts in supply and in the weapon. Also, I believe they didn't release any of the interfacing code to use the built in navmesh with third party bots. Other than that there was a class info bug I think?? I can't remember.. Cheeseh, you still around and want to discuss this old subject? :P |
Re: Hl2 Sdk?
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Re: Hl2 Sdk?
Heyyo,
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but for the hacked ammo count reader, would that be vac-legal? I know Dr. Evil was working on a way to have a working inventory and such via hacking into signatures.. was interesting work for HL2DM, but I think he put that on hiatus since he's now a developper for a gaming company, and also works on Fortress Forever, and an Omnibot port for it. Quote:
Well, I'm gonna send a report bug to valve via the beta system and ask for some of this stuff.. maybe I'll spam it a bit..... [EDIT1] Btw.. here's the changes log... absolutely no mention of the bots issues.. even in the currently known bugs... http://developer.valvesoftware.com/w...eta_Changelist and here's what I added into the discussion of the beta changelist: Quote:
http://developer.valvesoftware.com/c..._bug.cgi?id=16 .. bugzilla bug 16.. near the top of the list.. and the bug's been present since 2006 in the bugzilla. :( Here's the description: http://developer.valvesoftware.com/c...g.cgi?id=16#c0 Quote:
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Re: Hl2 Sdk?
LOL, that sounds bitter...
Ok, so you're able to spawn the in-built CS:S Bots but since they don't know which MOD they're in and don't have code assigned to it they do nothing. I know that the SDK contains code to generate the NavMesh but of course no code for using it, the 'real' Bot code for the CS:S Bots isn't delivered with it. However I don't believe they left it in for 3rd party Bots to use, as a Bot developer you probably have your own means of having them navigate - no matter if it's waypoints or a navmesh. The existing old HL Bots would only need to parse the new BSP map file and they would be able to navigate. Anyway, once the SDK is out of Beta I would be more than willing to just hack the needed stuff together since Valve doesn't seem to care about those issues. At the moment however even this isn't possible because there's no valid bot interface returned... |
Re: Hl2 Sdk?
Hi, I haven't had a good look at the new SDK yet. But first of all I'm not sure if the "Orange Box" SDK will work with older MODs (I'm guessing it should but I could be wrong).
You can catch the MOD by checking the names of the current steam/game directory, that's about it. The example bot that you get with the new SDK is still braindead, you have to select its weapon/behaviour using console commands, not exactly autonomous :) I think the NavMesh stuff requires the old GAME_DLL hack to compile If I remember right, even then I don't know if it will work with server plugins. Basically the stuff that marD mentioned is obv. still required. Although to develop bots in any MOD requires some sort-of interface to the rules of the game also. Such as in TF2, we need to know where the capture points are, what capture points are locked, sentry gun level, if a medic is currently healing a bot or not, determining spies disguises and so forth... I don't beleive theres any simple way of finding this out. |
Re: Hl2 Sdk?
I've compiled my bot to work with the Orange Box (TF2 etc) however whenever I add a bot the game just crashes, but it seems to crash just after the bot is added and after the GameFrame code has executed ... (not instantly)
http://rcbot.bots-united.com/forums/...indpost&p=7491 source : (gpl) http://rcbot.dwmh.net/RCBot2_OrangeBox_VS05.rar |
Re: Hl2 Sdk?
That probably confirms my old question:
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When I tried spawning Bots in Orange Box the BotCtrl Interface was always NULL so it would crash once a usercmd would be performed. This would explain why your Bots are crashing at the end of the frame (when the movement etc. is applied). Try debugging, I'd bet that's the reason. I also had no problems spawning them in first place. About the navmesh etc., I won't use it and btw. can't you just supply the desired weapon as a weaponselect in the usercmd ? That's the way it always worked in quake engines...(I know you'd have to know beforehand if the Bot even carries that weapon but that's another challenge) |
Re: Hl2 Sdk?
Hmm, well whenever I add a bot it succesfully retrieves a bot controller object (at least a non NULL object) but it still crashes after the first frame, but not inside any call to the RunPlayerMove function.???
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Re: Hl2 Sdk?
Is the memory ptr "badf00d" perhaps ? ;)
Are you eventually calling another specific method to select a weapon ? Is it even possible to get at a meaningfull call stack ? It must be happening because of wrong interpretation of something in the server dll...do you remember the issue with the fakeclient flag in cs:cz ? Either something like that or a bad ptr. |
Re: Hl2 Sdk?
The bot controller seems to be a valid pointer. As far as I can see the call stack is also valid, as it is initiating on my bot add command it is simplty working through from there. In game frame it also seems to be valid coming from engine.dll
I commented out the run player move command and the bot's think command, and the game still crashed. All it was doing was adding a bot and setting up data structures (but not using them). Code:
0E44901C call eax And the problem with using weapon select cmd is that we don't know if the bot actually has the weapon (or we don't know if we have enough ammo left in the weapon to actually use it) |
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