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madmax2 |
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#1
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Hey Cheeseh, I'm sure this isn't what you want to hear...
![]() 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 |
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#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Btw the turret problem should also be fixed Didn't get a chance to check that out yet, but thanks, in advance... ![]() As for the grapples in crystal2, most are in the horizontal plain, and are straight pulls, all the way to the wall. I'll check for func_wall at the grapple point too, to see if that is why they are not fireing. It is a long distance, so maybe they don't see it. Seems these crystal maps are nothing but a trouble for the bots... ![]() I think there are other maps that have straight pull up grapples, too. where player holds the grapple fire until they touch the grappling location. All in crystal2 are like this. So if they let go half way there, it won't work. I'm sure i've seen near vertical pull up grapples in maps too... QUOTE 6. when I reach or pass the grapple waypoint, let go of attack Ok, this just sunk in (need more coffee this morning, heh heh). This seems to indicate it will work with grappling locations that are pulls all the way to the grappling point. Cause they won't let go till they have touched or passed... Thats exactly what i wanted... ![]() I just need to get them to fire at it, and it should work... Anyways, thanks for all the effort you are putting into this, hope you are having fun with it, and it doesn't feel like work... ![]() max |
Cheeseh |
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#3
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Man just woke up. Heavy sleep .. I made a change to the grapple code which i think is better. I'll upload it soon
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madmax2 |
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#4
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Man just woke up. Heavy sleep .. I made a change to the grapple code which i think is better. I'll upload it soon Hey Cheeseh, I typed this up offline before I saw your post... Cool can't wait to check it out... ![]() Here were my thoughts & results with the previous code... QUOTE I checked the bots on all the turrets on crystal, and they work perfect now with inactive mounted turrets, cool... Now players won't have to use the rcbot massive explosion cheat to play this map ![]() I know what the problem is on crystal2 grapple points, none have func_wall, they are all worldspawn, aakkk, it figures.... ![]() Is there some way you could make it not require a func_wall nearby? So they just see the grapple wpt as the target? Then it's up to the waypointer to get it in the right position... Man, these crystal maps sure are a pain... There could be more maps like this, I just don't for sure? I'll check a few maps for grapple locations... See if they are all func_wall....? It's up to you though, if you want to change it, there is a way to play the map with rcbot teleport cheat... Even with a fix, I probably won't have them doing all the grapples, and the player will still have to do some of them... I did want to mainly have it so players wouldn't have to use the teleport cheat, that was my goal for the rcw... There were some maps I was able to wpt around grapple points, but now I can put them in if I want to.. Royals2, had one place I was able to tower them up, but grapple would be much better... Thanks for everthing, especially the crash & turrets fix's.... ![]() max |
Cheeseh |
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#5
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Hey Cheeseh, I typed this up offline before I saw your post... Cool can't wait to check it out... ![]() Here were my thoughts & results with the previous code... max try this one, this version requires adding a 'grapple point' waypoint (which is basically an aiming waypoint) at the place where bots should grapple. These waypoints don't need to be connected to others, they are just markers. http://rcbot.bots-united.com/downloads/rcb...grapple_upd.zip |
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Lo-Fi Version | Time is now: 17th June 2025 - 05:40 AM |