IPB

Welcome Guest ( Log In | Register )

> Svencoop 4.8 & rcbots crashing, bad crash problem just after adding bots
madmax2
post Aug 7 2013, 09:12 PM
Post #1


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... 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
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
 
Reply to this topicStart new topic
Replies
madmax2
post Aug 16 2013, 06:28 PM
Post #2


RCBot Guru
*****

Group: Waypointers
Posts: 957
Joined: 2-March 12
From: USA, WA state
Member No.: 2,162



QUOTE(Cheeseh @ Aug 16 2013, 06:43 AM) *

Btw the turret problem should also be fixed

Didn't get a chance to check that out yet, but thanks, in advance... biggrin.gif

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... rolleyes.gif

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... smile.gif

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... wink.gif

max
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Cheeseh
post Aug 16 2013, 09:19 PM
Post #3


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
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
madmax2
post Aug 16 2013, 11:04 PM
Post #4


RCBot Guru
*****

Group: Waypointers
Posts: 957
Joined: 2-March 12
From: USA, WA state
Member No.: 2,162



QUOTE(Cheeseh @ Aug 16 2013, 02:19 PM) *

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... smile.gif

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 smile.gif . I'll have to change the path to the puzzle room back to two way, and see if they will stay good enough to help the player with the puzzle? If so, then this map will be fully playable with bots without cheats, or adding more bots part way though... I think i'll try the pain/death wpt at that wall of fire too, its a "cut by laser" death... P/D wpt might help at the murks broken steam pipe too, it's a "burned up" death or something? No button on that side though, they have to tower-up to get to valve on other side...

I know what the problem is on crystal2 grapple points, none have func_wall, they are all worldspawn, aakkk, it figures.... sad.gif

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.... smile.gif


max
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Cheeseh
post Aug 17 2013, 02:10 AM
Post #5


Admin
*****

Group: Admin
Posts: 3,066
Joined: 11-September 03
From: uk
Member No.: 1



QUOTE(madmax2 @ Aug 17 2013, 12:04 AM) *

Hey Cheeseh,

I typed this up offline before I saw your post... Cool can't wait to check it out... smile.gif

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

User is offlineProfile CardPM
Go to the top of the page
+Quote Post
madmax2
post Aug 17 2013, 02:35 AM
Post #6


RCBot Guru
*****

Group: Waypointers
Posts: 957
Joined: 2-March 12
From: USA, WA state
Member No.: 2,162



QUOTE(Cheeseh @ Aug 16 2013, 07:10 PM) *

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

Ok, got it, & will try right now.... So, it sounds like this doesn't require func_wall, they now have grapple point to aim at, nice... smile.gif

Back in a little while.... wink.gif
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

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


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 



- Lo-Fi Version Time is now: 17th June 2025 - 09:12 PM