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> Sven-Coop 5.0 released on Steam
madmax2
post Jan 24 2016, 07:52 PM
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Sven-Coop 5.0 has been released on steam. smile.gif

http://forums.svencoop.com/showthread.php/...op-5-0-Released!

As for rcbot, I don't know if it works, so I hope to get sc5.0 installed soon to try it... rolleyes.gif

If anyone wants to try it, you will need to get svencoop's metamod-p for sc5.0, and replace the one that comes in the installer. There has been a lot of discussion if metamod and amxx will work or be stable. But so far it sounds like metamod is working on windows, but may be unstable on linux. Anyways get this metamod-p if you want to try it...

http://forums.svencoop.com/showthread.php/...tamod-P-for-5-0

The rcbot installer will need an updated folder structure as well... I'll look in to that when I can...

http://rcbot.bots-united.com/downloads/w00...-pack%204_8.rar

Also, some waypoints will need updating, they have merged some maps in the half-life 1 series...
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oceanyss123
post Jan 25 2016, 01:52 PM
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Crashes when trying to add a bot sad.gif
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madmax2
post Jan 25 2016, 05:02 PM
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QUOTE(oceanyss123 @ Jan 25 2016, 05:52 AM) *

Crashes when trying to add a bot sad.gif

Yep, it's broken, I got the same thing. It looks like the same issue we have with each new version. Exact same symptom as the 4.7 to 4.8 crash. sad.gif

I think Cheeseh will need to update the C++ headers again...
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oceanyss123
post Jan 25 2016, 06:59 PM
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QUOTE(madmax2 @ Jan 25 2016, 05:02 PM) *

Yep, it's broken, I got the same thing. It looks like the same issue we have with each new version. Exact same symptom as the 4.7 to 4.8 crash. sad.gif

I think Cheeseh will need to update the C++ headers again...

Sounds complicated, hopefully Cheeseh can fix this ASAP
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Ryusho
post Jan 26 2016, 05:07 AM
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Yeah, Hopefully, I love being able to use this since normally I only play with one, or two friends at a time, so this is really good for helping with harder maps, and can be fun to path the bots as we go if we find it's a map with no pathing.
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Cheeseh
post Jan 30 2016, 08:34 AM
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QUOTE(Ryusho @ Jan 26 2016, 05:07 AM) *

Yeah, Hopefully, I love being able to use this since normally I only play with one, or two friends at a time, so this is really good for helping with harder maps, and can be fun to path the bots as we go if we find it's a map with no pathing.


I contacted Sniper a few days ago but still no response, perhaps there's someone else on the team who could help?
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madmax2
post Jan 30 2016, 08:42 PM
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QUOTE(Cheeseh @ Jan 30 2016, 12:34 AM) *

I contacted Sniper a few days ago but still no response, perhaps there's someone else on the team who could help?

Yeh, they all seem very busy right now squashing bugs. Adam R. has always been willing to help and might know? The sdk is available thru steam once you get the game, if that would be of use?

A post over there might be the quickest way to get some info, I assume you need the new headers? I'm sure there are others that would be happy to help with this, if they have the time? Or just wait till things settle down a bit...

Will we see flashlight & teleport detection in next release? wink.gif
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Ryusho
post Jan 31 2016, 02:23 PM
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>.> Or maybe the bots able to trigger buttons like in SC Tetris and similar buttons? >.> Thats not required, Just a question since well, I still mess with 4,8 and try to see if I can make maps beatable with just the RCBots doing their thing, and these buttons that Players can hit that for some reason the bots can't seem to hit are a decent roadblock to that.
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madmax2
post Jan 31 2016, 10:15 PM
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QUOTE(Ryusho @ Jan 31 2016, 06:23 AM) *

>.> Or maybe the bots able to trigger buttons like in SC Tetris and similar buttons? >.> Thats not required, Just a question since well, I still mess with 4,8 and try to see if I can make maps beatable with just the RCBots doing their thing, and these buttons that Players can hit that for some reason the bots can't seem to hit are a decent roadblock to that.

I looked at those buttons a while back (sc_tetris). The problem is the button entities are in the wall behind worldspawn, so bots don't see the buttons. I ran debug_ent on the buttons and the only angle I could detect the button entity from was looking backwards from inside the wall.

In some maps, debug_ent is showing bad buttons as func_wall instead of func_button. The first door in sc_doc has a destroyable lock/panel (not a button), it's func_wall. I think the castle gate lever in descrcl_v6 was also func_wall.

[edit] In descrcl_v6, I could only get bots to see & raise one of four flags, which work like wheels, not buttons. Odd thing is, all 4 flags show as worldspawn with debug_ent, even the 1 flag they see & raise. I could not find a func_button on that flag/post! So, I'm not sure if debug_ent is 100% reliable, for checking entities?

I think the only way would be a new waypoint type, a forced "press button" or "Force Use" wpt... The problem with a wpt fix, how would they know they had pressed it if they can't see the button entity, and they have to face the right direction? I guess it could be, press use key 3 times when approaching this wpt, then move on. Might have to use objective with it too, to get them going there? Some buttons like this are a one time "press", and could be done with a forced path and "force use" wpt. Or maybe bots could be made to look in direction of a "force use" wpt and press use as they pass nearby?

Yeh, the way it is now, you need at least 2 players for tetris. Bots can't press the buttons in those maps. I have not found other maps like this, where the bots can't press any buttons at all (but there may be some?). It's usually just one button or lever in the whole map they won't press.
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Ryusho
post Feb 9 2016, 05:47 AM
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Well, I hope that you all are making progress on getting this set up to work with the latest SvenCoop
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madmax2
post Feb 10 2016, 11:02 PM
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QUOTE(Cheeseh @ Jan 30 2016, 12:34 AM) *

I contacted Sniper a few days ago but still no response, perhaps there's someone else on the team who could help?

I'm not sure if this would help? but solokiller posted this:

QUOTE
Now that the Metamod-P source code using our headers is publicly available, you can add in a check in its EntIndex function to validate the address. Then you can generate a backtrace to see where it's coming from. We'll look into this when we are able to.


He has now posted the full source for metamod-p, for sc5.0 here:

http://forums.svencoop.com/showthread.php/...tamod-P-for-5-0

He also posted a debug version with source update, to log invalid edicts here (probably not useful?):

http://forums.svencoop.com/showthread.php/...ll=1#post513760
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Ryusho
post Feb 19 2016, 02:52 AM
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Any luck with the debug/fixing it? or still needing more precise help from the SC team?
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Ryusho
post Mar 10 2016, 03:56 PM
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QUOTE(Ryusho @ Feb 18 2016, 08:52 PM) *

Any luck with the debug/fixing it? or still needing more precise help from the SC team?

Well, hopefully everying is going well, I need to stop like, checking this forum daily as if expecting it any moment X_X It just is a habit I guess for things I am excited about or looking forward too.
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