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> Possible Bugs or Observed Issues Topic
Poka
post Dec 8 2018, 11:22 PM
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madmax2
post Dec 9 2018, 12:16 AM
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QUOTE(Cheeseh @ Dec 8 2018, 01:57 PM) *

did you update to the latest source ? I noticed a bug where the entity would only update once the first bot is added, also it uses "EHandle" now so once the breakable disappears it should stay that way in the code (I would think anyway....) entity indexes get re-used which is why it might flicker in and out. But using the "Ehandle" method it shouldn't do it, so no idea why. Also if you use as_reloadplugins during play it might break the script

edit:

crap noticed the bug -- it was continuously updating the entity when it shouldn't... updated the git

Oh no, Crap again ohmy.gif Tried dec 9 build c5625fca742c0f5596297bab412b8a97263addc3

Had bot notargeted at 1st flag and the important wpt was not getting checked off the list...

Then I noticed bots are not respawning after they die!!! ohmy.gif

Which build are you using Poka? Have you tried newest?
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Poka
post Dec 9 2018, 12:21 AM
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QUOTE(madmax2 @ Dec 9 2018, 02:16 AM) *

Oh no, Crap again ohmy.gif Tried dec 9 build c5625fca742c0f5596297bab412b8a97263addc3

Had bot notargeted at 1st flag and the important wpt was not getting checked off the list...

Then I noticed bots are not respawning after they die!!! ohmy.gif

Which build are you using Poka? Have you tried newest?


Yeah Im using the latest one. The bots either suicide or get killed and never spawn again sad.gif

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madmax2
post Dec 9 2018, 12:26 AM
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Yeah sad.gif ... Cheeseh's probably gone to bed too... Might have to revert back to previous version if I want to do any more tonite...

[edit]I guess we can forgive him lol ... We are on like the 28th build!!! been keeping track...
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Poka
post Dec 9 2018, 12:33 AM
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QUOTE(madmax2 @ Dec 9 2018, 02:26 AM) *

Yeah sad.gif ... Cheeseh's probably gone to bed too... Might have to revert back to previous version if I want to do any more tonite...


For me the problem seems to have started at 9a3326686c24a642f26097e4f3ac704ae71fba93
The bots just keep suiciding but they can still spawn laugh.gif

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madmax2
post Dec 9 2018, 12:43 AM
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QUOTE(Poka @ Dec 8 2018, 04:33 PM) *

For me the problem seems to have started at 9a3326686c24a642f26097e4f3ac704ae71fba93
The bots just keep suiciding but they can still spawn laugh.gif

Thats about 2 builds back, wierd. I haven't had spawning problem until now. I did notice them running past important wpts that were not checked off the list, but I think that was a few builds back???
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Cheeseh
post Dec 9 2018, 10:38 AM
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QUOTE(madmax2 @ Dec 9 2018, 12:43 AM) *

Thats about 2 builds back, wierd. I haven't had spawning problem until now. I did notice them running past important wpts that were not checked off the list, but I think that was a few builds back???


wtf -- I thought they were only supposed to do this in survival mode --- oh well, reverted it for now until the bug is fixed....

https://github.com/rcbotCheeseh/RCBotSven5/...b9023142bdb2134

bots will still suicide if there is nothing to do, e.g. they are not near any waypoints so that they should respawn (in case they got stuck in a chasm or something)
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Poka
post Dec 9 2018, 02:34 PM
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Listenserver seems to be working again. The bots work on non-scripted maps on linux dedicated server too but on the scripted ones they're confused and keep suiciding due to the different indexes.

Has anyone tried running on windows dedicated server?
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Cheeseh
post Dec 9 2018, 04:06 PM
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QUOTE(Poka @ Dec 9 2018, 02:34 PM) *

Listenserver seems to be working again. The bots work on non-scripted maps on linux dedicated server too but on the scripted ones they're confused and keep suiciding due to the different indexes.

Has anyone tried running on windows dedicated server?


try the latest version and put

script_entity_offset 4

into the bot config.ini as a new line for dedicated server , see if it works , i can't test. this will add 4 to all offsets when loaded (it can also be negative to subtract)
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Poka
post Dec 9 2018, 04:26 PM
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QUOTE(Cheeseh @ Dec 9 2018, 06:06 PM) *

try the latest version and put

script_entity_offset 4

into the bot config.ini as a new line for dedicated server , see if it works , i can't test. this will add 4 to all offsets when loaded (it can also be negative to subtract)


Yeah that did the trick smile.gif
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Poka
post Dec 9 2018, 05:07 PM
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I also noticed that the 'end' flag is somehow broken while waypointing for the sc_tropical maps. If you add it then the bots will very frequently commit suicide. I tried also with the map intruder and as soon as I removed the 'end' flagged waypoint they stopped suiciding and continued to play normally.
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Cheeseh
post Dec 9 2018, 08:57 PM
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see if the latest commit helps,
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Poka
post Dec 9 2018, 09:40 PM
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QUOTE(Cheeseh @ Dec 9 2018, 10:57 PM) *

see if the latest commit helps,


Thank you, everything seems to be working now smile.gif
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Cheeseh
post Dec 9 2018, 10:52 PM
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QUOTE(Poka @ Dec 9 2018, 09:40 PM) *

Thank you, everything seems to be working now smile.gif

noticed entities wouldn't update on mine for sc_tropical_final2. I edited to code so that the waypoints are loaded at a later time after entities are loaded so now it should catch them
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madmax2
post Dec 10 2018, 12:51 AM
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It appears all of this has been fixed with the latest build. It's looking good so far smile.gif
Build c00084726725531ece3dd4ccaa4349adf89ceaac

I set the 1st flag z setting back to 314, because I saw a bot not raise it all the way. It seems good now with this new build smile.gif

I was also having trouble with flag sprites getting stuck, causing bots not to know the objective was complete. I thought this was a wpt issue, but explosions or the explo cheat may be causing it. I've gone through it at least twice now, w/o using the explo cheat, and no stuck flags...

[edit 12-12-18] Build e5412e95d015794e02f9da45c6c49b991053fe3b - I have seen the 3rd & 4th flags get stuck w/o using the explo cheat, so it doesn't seem to be that. Those 2 flags still had staynear givetypes right on the flag poles. I now suspect it has to do with bots getting to close to the flag poles. So I have removed all staynear givetypes on flag poles. Hopefully I won't have to move the wpts?

Now I can try to finish this... Awesome work Cheeseh biggrin.gif

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QUOTE(Cheeseh @ Dec 9 2018, 02:52 PM) *

noticed entities wouldn't update on mine for sc_tropical_final2. I edited to code so that the waypoints are loaded at a later time after entities are loaded so now it should catch them

Looks like I was testing with previous commit 76effe132c5e94c12043fa276ec2e2f937e5a999

I'll post this and go re-test, see if this is still happening. It seemed kinda random?

But with the prior build, a notargeted bot went thru all the scripted wpts this time... smile.gif

CODE
L 09/12/2018 - 15:07:55: "[m00]y0ghur7<8><BOT><players>" stats: frags="20.83" deaths="0" health="17"
[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 307 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 452 COMPLETE (NOT AVAILABLE)
OK, Let's go!


But next time bots didn't check off the 1st flag after raising it. This is with notarget on the bot. I also restarted the map, not the game. I think I saw it happen after restarting the game too, but need to double check for that. I also lowered the z to 300, it still happens. z to the flag when up is 316. The other flags work well at your settings, just a couple units lower. So it doesn't seem like it would be the z setting? unsure.gif

Also, If the script works correctly at the 1st flag, it appears to work correctly for all scripted wpts. But twice now, if I restart just the map, it may fail at the explosives like this:

CODE
[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 AVAILABLE
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 452 INCOMPLETE (NOT AVAILABLE)
OK, Let's go!
OK, Let's go!
[m00]ch33s3 was killed by a Castle Tower.
[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 AVAILABLE                   <--- skipped to here
[RCBOT]SCRIPT Waypoint 452 COMPLETE (NOT AVAILABLE)    <--- completed without blowing the tower
[RCBOT]SCRIPT Waypoint 51 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 99 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 COMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 AVAILABLE
[RCBOT]SCRIPT Waypoint 452 COMPLETE (NOT AVAILABLE)
OK, Let's go!


Seem like restarting the map should be enough to reset everything???
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Cheeseh
post Dec 12 2018, 07:42 PM
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Great, BTW Poka you're right about maxplayers changing the entity index. For this reason all entity indexes must be taken when maxplayers is 8 . The offset for this will be automatically added.
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Poka
post Jan 2 2019, 02:57 PM
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I was thinking of making some waypoints for the Half-Life campaign and faced a problem. As soon as the big door opens at the start of hl_c01_a1, all the waypoints turn invisible blink.gif
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Cheeseh
post Jan 3 2019, 11:48 PM
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QUOTE(Poka @ Jan 2 2019, 02:57 PM) *

I was thinking of making some waypoints for the Half-Life campaign and faced a problem. As soon as the big door opens at the start of hl_c01_a1, all the waypoints turn invisible blink.gif


may have something to do with the map having lots of beams -- and the limit is reached once the door opens (for some reason).... might have to do it blindly for now sad.gif
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Cheeseh
post Jan 4 2019, 09:40 AM
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QUOTE(Cheeseh @ Jan 3 2019, 11:48 PM) *

may have something to do with the map having lots of beams -- and the limit is reached once the door opens (for some reason).... might have to do it blindly for now sad.gif


Thanks to w00tguy , I've added his code to remove any beams when waypoints are on.... so you should be able to see the waypoints now with the latest code...
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madmax2
post Jan 9 2019, 05:38 AM
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I think a bug has popped up in the script system sad.gif . I went to test some changes I made to the desertcircle.rcwa, ammo box wpts, etc... I spotted these errors:

[RCBOT]SCRIPT Waypoint 452 ERROR (NOT IN SCRIPT)
[RCBOT]SCRIPT Waypoint 455 ERROR (NOT IN SCRIPT)

Both of those are for the breakable explosives under the towers. I thought perhaps I screwed something up editing the wpt, but the wpt & script looked good!!!

So I went back to testing the wpt/script that is currently in the uploaded pack, yep the errors are there. Well I know this was working so I tested out the build from about the time I edited it (12-12-18), no script errors...

Anyways, what I found is the last build I have that has no errors is:

desertcircle - script works on 12-28-18 build: 9f4cbd34ddd83f3304342be66c48de5a88134203

CODE
[RCBOT]SCRIPT Waypoint 51 AVAILABLE
[RCBOT]SCRIPT Waypoint 99 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 452 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 455 INCOMPLETE (NOT AVAILABLE)

With the same rcwa & script, script began failing on 1-3-19 build: 377d980aca4ff55de80d38da70986bbf10d31a4c

CODE
[RCBOT]SCRIPT Waypoint 51 AVAILABLE
[RCBOT]SCRIPT Waypoint 99 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 190 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 307 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 335 INCOMPLETE (NOT AVAILABLE)
[RCBOT]SCRIPT Waypoint 452 ERROR (NOT IN SCRIPT)
[RCBOT]SCRIPT Waypoint 455 ERROR (NOT IN SCRIPT)


My current script:

CODE
#WID, prev, entity search, parameter, operator, value
51,     -1,    54,   z,     >,  312
99,     51,    60,   z,     >,  1000
190,    99,    71,   z,     >,  555
452,   190,    97,   null, null, null
455,   452,   103,   null, null, null
335,   455,   104,   frame, =,  1
307,   335,   114,   z,     >,  1107


NOTE: my current waypoint & script (in my pack) are different than the git. I suspect the git one is failing too... Both tower explosives are now in my script, wpts 452 & 455. Both of these wpts are clipped into explosive crates so bots will crowbar them reliably. Just to be sure it had nothing to do with that, I made a test wpt/script and moved the important wpts out of the explosive boxes, there was no change, the errors persisted, so it is not that...

I've checked all builds since the 1-3-19, including 1-8-19, they all fail the breakable check. I don't know if there were any builds between 12-28-18 and 1-3-19, that don't have? 12-28-18 is the last build I know works without errors... So something in the breakable check broke after that build...

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