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> Svencoop 4.8 & rcbots crashing, bad crash problem just after adding bots
madmax2
post Aug 7 2013, 09:12 PM
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Hey Cheeseh, I'm sure this isn't what you want to hear... sad.gif

I just installed sc4.8 & the bots yesterday, and there is a serious crash problem now. I PMed w00tguy123 about it, and he confirms he is having the crash problem too, on the maps I list below, plus others...

Here is an edited part of my PM to him:

QUOTE
-----------------------------------------
I can verify there is a crash problem with sc4.8 and rcbot. The game crashes to the desktop with a repeating sound loop and the following windows dialog...

CODE
The instruction at "0x0cd93a89" referenced memory at "0x000000cc". The memory could not be "read".

Click on OK to terminate the program.


Then I click OK and the PC works normally afterwards....

So far, I get 2 memory locations for the instruction location, [edit] I get this one more now for some reason?... It's very consistant...

CODE
The instruction at "0x0ce13a89" referenced memory at "0x000000cc". The memory could not be "read".


I'm on winXPsp3.. I'm fully updated on steam as of yesterday...

So far I've checked 7 maps, multiple times, and get the crash very soon after adding the first bot, usually within seconds of adding a bot. Crashes on:

murks
crystal 1 & 2
intruder
activist2
activist3

I went all the way through activist 1, without a problem. I even played some. Then after a map change to activist2, it crashed within seconds of a bot spawning. I reloaded activist2 and it happened again...

Before I installed sc4.8, I moved my sc4.7 install to another location. I can quickly switch back to sc4.7, and the bots work perfectly on the same maps... This is the way I normally upgrade my HL mods with rcbot, by editing the nessesary files (liblist.gam, server.cfg, etc...) and copying the addons (metamod) folder over to the new mod version, so i'm sure it's not an install error on my part...
-----------------------------------------

It is not an intermitant crash on most maps I've checked, so far... I did some further investigation this morning with a surprizing result. Before I get into that, I want to add that crystal is a good map to see the crash on , cause it is always within a second or 2 of spawning the first bot (intruder might be the same). In murks & crystal2, the bots sometimes can go a few steps, before the crash.

Okay, here are the things I tried this morning. I have been testing this mostly with the latest rcbot dll (rcbot_mm_sc47_3.7z) and metamod-p-1.21p37. So first I tried the original rcbot sc4.7 dll (RCBot1_SC47_release_dll.zip), no change, same crash. Next I switched back to metamod-p-1.19p32, again no change.

So, since i had the rcbot sc4.6 dll handy (rcbot_mm_SC46_debug.zip), I thought I might as well try that too, and to my surprize the crashing seemed to stop, for a while!!!

I was able to play crystal past the underwater part, up to the first set of "problem" ceiling mini-turrets, without any crashes, 10+ minutes, then I ended the test. After a short test on crystal2 without a crash, I loaded intruder. I played intruder past the big lift room, past one of the side routes where a bot press a console button to open a new area/door. We back track to the main path, where I got shot up with 1% health left, so I retreated to the side route, a bot was coming towards me, I quickly spun the mouse wheel to select medkit at the same time bringing up the menu to call medic.. It was about there I got the same crash with the rcbot 4.6 debug dll... This all took about 10 minutes too.

But I should add, this needs more testing (rcbot 4.6 dll with sc4.8), it may be a very intermitant crash with the rcbot 4.6 dll. This could of been the same very very intermitant crash I was getting on sc4.7 with the sc4.7 dll's? I didn't report it because it was so very intermitant, it could take you days just to duplicate the crash... And most of the time I was waypointing at the same time, so i just shrugged it off as unimportant...

I will try a couple more tests today, with the rcbot 4.6 dll & sc4.8 maps, to see if the crash on intruder was just one of those freak intermitant crashes I was getting before? I'm not sure if that would help you find the problem or not? I was just thinking if the rcbot 4.6 dll is much more stable than the rcbot 4.7 dll's in sc4.8, then you could look at the code change's you made back then (4.6 to 4.7 rcbot), and it might help you pinpoint the problem?

I want to do some rcbot2/dods stuff today, so i'll try more testing on SC later today, if time allows... I just wanted to get this bug reported, so others can give feedback too...

Also, w00tguy123 thought the crash might possibly be related to entity changes made in sc4.8, but he wasn't sure about that?

max
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madmax2
post Aug 15 2013, 06:34 AM
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Reviving would be cool smile.gif

No grapple, bummer sad.gif ... But it sounds like a lot of extra work... And you probably just can't remove a waypoint type & replace it with grapple, i guess? Say like replace the teleport wpt with grapple, then bots would be grappling to teleporters in all the existing rcws laugh.gif ...
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Cheeseh
post Aug 15 2013, 11:56 AM
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QUOTE(madmax2 @ Aug 15 2013, 07:34 AM) *

Reviving would be cool smile.gif

No grapple, bummer sad.gif ... But it sounds like a lot of extra work... And you probably just can't remove a waypoint type & replace it with grapple, i guess? Say like replace the teleport wpt with grapple, then bots would be grappling to teleporters in all the existing rcws laugh.gif ...


yeah, perhaps there is another way of getting bots to grapple, anyway I'll try to find a waypoint i can use

as for extra features, tried revive, but the bots just sat there next to me looking at me with their medkits, trying to hit secondary fire, but it didn't seem to work. don't know why not

Also trying to add sentry repairing when bots have wrenches, thinking of trying it out on that turret defense map, but can't remember the name of it, it had waves of zombies and a couple of barneys
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w00tguy123
post Aug 15 2013, 11:06 PM
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QUOTE(Cheeseh @ Aug 15 2013, 04:56 AM) *

as for extra features, tried revive, but the bots just sat there next to me looking at me with their medkits, trying to hit secondary fire, but it didn't seem to work. don't know why not

Reviving can be tricky at times. You have to be close enough, looking at the right spot, and have at least 50 medkit ammo. Oh and the secondary fire button has to be held down until the revive is complete.

Speaking of which, would it be difficult to make bots hold down the fire button longer when using the egon? Right now they just tap it for a fraction of a second and hardly inflict any damage. I wouldn't mind seeing them keep the beam going until they ran out of ammo or enemies.
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Cheeseh
post Aug 16 2013, 12:22 AM
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QUOTE(w00tguy123 @ Aug 16 2013, 12:06 AM) *

Reviving can be tricky at times. You have to be close enough, looking at the right spot, and have at least 50 medkit ammo. Oh and the secondary fire button has to be held down until the revive is complete.

Speaking of which, would it be difficult to make bots hold down the fire button longer when using the egon? Right now they just tap it for a fraction of a second and hardly inflict any damage. I wouldn't mind seeing them keep the beam going until they ran out of ammo or enemies.


cheers w00t guy I'll try reconfiguring the angle. The bots did manage to revive me once, but most of the time theres about five bots crouched down continuously looking at me with the medkits.

QUOTE

Last nite I looked at the waypoint types, and I don't think "fly" is used for anything in SC? I've only used fly in NS, and lerks seem to prefer the wallsticks, although I think marines will use them too... There is also the defend wpt for tfc showing on the wpt menu... maybe one of these would work... whats pain/death for, i'm sure ive never used that, guess it tells bots of a danger location, something like that??

But seems like fly would be a safe replacement, and grapple seems like SC flying, so you wouldn't even need to change the name on the menu... smile.gif


yes I also thought fly could be used but wasn't sure if it was used for anything else. I will try that.

pain/death is very useful for SC, especially in maps where there is something that kills you (e.g. electricity) and bpots need to flip a switch before they go through. It will prevent bots from killing themselves and look for alternative paths.

btw could you let me know if there are any good grapple maps?
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Cheeseh
post Aug 16 2013, 01:33 AM
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QUOTE(Cheeseh @ Aug 16 2013, 01:22 AM) *

cheers w00t guy I'll try reconfiguring the angle. The bots did manage to revive me once, but most of the time theres about five bots crouched down continuously looking at me with the medkits.
yes I also thought fly could be used but wasn't sure if it was used for anything else. I will try that.

pain/death is very useful for SC, especially in maps where there is something that kills you (e.g. electricity) and bpots need to flip a switch before they go through. It will prevent bots from killing themselves and look for alternative paths.

btw could you let me know if there are any good grapple maps?


never mind, got them grappling, downloaded a map called sc_grapplejump, the bots managed to do the first jump which was cool.

To do the grapple jump you just need to make the grapple waypoint be looking towards the place to grapple from the previous waypoint. And when the bots reach the grapple waypoint in the air they will let go

edit

As for the gauss gun, I'll add a new variable in the weapons config "holdattack" if "holdattack=1" the bots will hold the attack button
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Cheeseh
post Aug 16 2013, 02:34 AM
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QUOTE(Cheeseh @ Aug 16 2013, 02:33 AM) *

never mind, got them grappling, downloaded a map called sc_grapplejump, the bots managed to do the first jump which was cool.

To do the grapple jump you just need to make the grapple waypoint be looking towards the place to grapple from the previous waypoint. And when the bots reach the grapple waypoint in the air they will let go

edit

As for the egon gun, I'll add a new variable in the weapons config "holdattack" if "holdattack=1" the bots will hold the attack button


Please try this dll

Changes:

new grapple waypoint
bots revive players
bots repair sentries
bots can pick up miniguns again
holding attack if holdattack=1 in weapon config for weapon


http://rcbot.bots-united.com/downloads/rcb...48_release2.zip
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Posts in this topic
madmax2   Svencoop 4.8 & rcbots crashing   Aug 7 2013, 09:12 PM
madmax2   Okay, a bit more info... I went back to testing th...   Aug 7 2013, 11:36 PM
madmax2   Just a bump to front... ;)   Aug 12 2013, 12:05 AM
Cheeseh   Just a bump to front... ;) right now i'm ju...   Aug 12 2013, 02:55 AM
madmax2   Okay, thanks Cheeseh... Last night I tested a few...   Aug 12 2013, 06:37 PM
Cheeseh   I tried it, it "crashed" when I died whi...   Aug 13 2013, 01:56 AM
madmax2   Hey Cheeseh, As far as running SC4.7 + rcbots in ...   Aug 13 2013, 02:18 AM
madmax2   @Cheeseh Were you able to get in contact with sni...   Aug 13 2013, 05:23 AM
Cheeseh   @Cheeseh Were you able to get in contact with sn...   Aug 14 2013, 06:23 AM
madmax2   well, let's see if a dll will tell u :) rcbo...   Aug 14 2013, 07:54 AM
Cheeseh   I just needed updated c++ headers again like I did...   Aug 14 2013, 08:03 AM
w00tguy123   Nice work Cheeseh!   Aug 14 2013, 12:52 PM
madmax2   Nice work Cheeseh! Yes, bunch's of thank...   Aug 14 2013, 06:15 PM
Cheeseh   Yes, bunch's of thankyou's... :D :D :D...   Aug 15 2013, 04:25 AM
madmax2   Reviving would be cool :) No grapple, bummer :( ...   Aug 15 2013, 06:34 AM
Cheeseh   Reviving would be cool :) No grapple, bummer :(...   Aug 15 2013, 11:56 AM
madmax2   yeah, perhaps there is another way of getting bot...   Aug 15 2013, 07:15 PM
w00tguy123   as for extra features, tried revive, but the bots...   Aug 15 2013, 11:06 PM
Cheeseh   Reviving can be tricky at times. You have to be c...   Aug 16 2013, 12:22 AM
Cheeseh   cheers w00t guy I'll try reconfiguring the an...   Aug 16 2013, 01:33 AM
Cheeseh   never mind, got them grappling, downloaded a map ...   Aug 16 2013, 02:34 AM
w00tguy123   Please try this dll Changes: new grapple waypoi...   Aug 16 2013, 06:58 AM
madmax2   Hey Cheeseh, Awesome, downloading now... Yes I wi...   Aug 16 2013, 03:14 AM
madmax2   Yes, the revive works well, I was lying there dead...   Aug 16 2013, 07:28 AM
Cheeseh   Yes, the revive works well, I was lying there dea...   Aug 16 2013, 09:06 AM
Cheeseh   Btw the turret problem should also be fixed   Aug 16 2013, 01:43 PM
madmax2   Btw the turret problem should also be fixed Didn...   Aug 16 2013, 06:28 PM
Cheeseh   Man just woke up. Heavy sleep .. I made a change t...   Aug 16 2013, 09:19 PM
madmax2   Man just woke up. Heavy sleep .. I made a change ...   Aug 16 2013, 11:04 PM
Cheeseh   Hey Cheeseh, I typed this up offline before I sa...   Aug 17 2013, 02:10 AM
madmax2   try this one, this version requires adding a ...   Aug 17 2013, 02:35 AM
madmax2   Okay, it's working on crystal2, but they seem ...   Aug 17 2013, 04:55 AM
Cheeseh   I won't be able to look at the moment, as I...   Aug 17 2013, 05:20 AM
madmax2   Hey Cheeseh, I got it working!!! :D ...   Aug 17 2013, 08:18 AM
Cheeseh   the grapple point must be precisely on the slime (...   Aug 17 2013, 03:06 PM
madmax2   the grapple point must be precisely on the slime ...   Aug 17 2013, 06:10 PM
madmax2   I tried the new grapple upd2, it works great now ...   Aug 18 2013, 03:56 AM
Cheeseh   I tried the new grapple upd2, it works great now ...   Aug 22 2013, 01:04 PM
w00tguy123   Cool stuff. I can think of a bunch of maps that us...   Aug 23 2013, 08:43 AM
madmax2   well i've gone back to svencoop for a bit cos...   Aug 23 2013, 07:20 PM
w00tguy123   On ladders, what i do, is start first with the sta...   Aug 23 2013, 10:03 PM
madmax2   I've just come across a problem with the grap...   Aug 24 2013, 09:35 PM
madmax2   Hey Cheeseh, I noticed a small issue with weapon ...   Sep 9 2013, 07:50 PM


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