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> Possible Bugs or Observed Issues Topic
Cheeseh
post Aug 20 2020, 07:08 PM
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QUOTE(Cheeseh @ Aug 20 2020, 07:10 PM) *

I will add that in. tongue.gif


should be improved now
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madmax2
post Aug 20 2020, 10:10 PM
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Hi Cheeseh,

Could you explain this? (I looked at git, looks like the longjump module is required)
QUOTE
bots without longjump try to avoid crouchjump waypoints

Do you mean the long jump module? I just downloaded and will test shortly... thanks...

[EDIT]
Ok, I Tested on jumpers platforms, and the longjump is working good, everyone gets longjump module. smile.gif
(Build ba9c657879496775d1b0896cf4296334e3e4636f)

I checked a few other maps, and the requirement to have the module will break some existing good waypoints. Could you remove that requirement? The waypointer can either force bots to the longjump module, or it could be scripted like you did the RPG on vger, or added to the map cfg. Bots would just do a low jump without the module, which should work ok on existing wpts and could be useful. I guess another way to go would be to have a longjump and crouchjump wpt, but that may not be needed? I can't test it without the longjump module right now.

Maps that will break include, sc_persia, sc_royals2, sc_royals3, sc_psyko, the crouchjump is in main path. Part of shattered and murks won't work, there may be some in last series too. I've only looked at 10 maps. Some waypoints could be easily fixed (remove crouchjump or change to jump), maybe some not so easy (sc_royals2 cavern jumps)? There could be a lot of untested wpts in the git that will break?

You probably don't need this, but here is a debug of the current rope crouchjump at the 2nd pegs area, on sc_persia. Bots won't cross the rope, unless I change it to a normal jump. I changed it back to crouchjump and teleported the bot back before the rope...

CODE
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - TASK] CBotTaskWaitNoPlayer COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT]ID = 90 FLAGS = ,crouchjump
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - TASK] CBotTaskWaitNoPlayer COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
L 20/08/2020 - 18:00:29: "[m00]3gg<14><BOT><players>" stats: frags="21.40" deaths="5" health="100"
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - TASK] CBotTaskWaitNoPlayer COMPLETE
[RCBOT][DEBUG - TASK] m_pCurrentTask.m_bComplete
[RCBOT]ID = 90 FLAGS = ,crouchjump
L 20/08/2020 - 18:00:36: "MadMax<13><STEAM_ID_LAN><players>" stats: frags="95.21" deaths="0" health="1"
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] touchedWpt()
] as_command rcbot.teleport [m00]3gg
[RCBOT]teleported [m00]3gg
[RCBOT][DEBUG - NAV] touchedWpt()
[RCBOT][DEBUG - NAV] BotNavigator FAIL
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] RCBotWaypointBeliefSorter Chose Waypoint 148 (0)
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] RCBotWaypointBeliefSorter Chose Waypoint 151 (2)
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - TASK] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 84
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Cheeseh
post Aug 21 2020, 11:44 PM
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Hi madmax . Just convert the crouchjump waypoints to jump

Use the command

as_command rcbot.waypoint_convert_type <type_from> <type_to>


for example


as_command rcbot.waypoint_convert_type crouchjump jump

Then save waypoints

Otherwise i can add add cvar to enable/disable
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madmax2
post Aug 22 2020, 06:53 PM
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QUOTE(Cheeseh @ Aug 21 2020, 04:44 PM) *

Hi madmax . Just convert the crouchjump waypoints to jump

Use the command

as_command rcbot.waypoint_convert_type <type_from> <type_to>
for example
as_command rcbot.waypoint_convert_type crouchjump jump

Then save waypoints

Otherwise i can add add cvar to enable/disable

Yeah, I forgot about that rolleyes.gif ... I think a cvar is a good idea. My preference would be to have longjump module disabled by default. I don't think there are many maps that would require it. I was thinking we should keep backwards compatibility with the old converted wpts in the git. To be honest, I can't remember where I used crouchjump on most maps, but usually, I only used it because it worked better than a regular jump, for some situations. I'm sure more of my rcw's have crouchjumps, but most of the time, I use a normal jump.

I checked the cavern jumps on sc_royals2, I used a crouchjump at the first jump (it sets the timing for all the other jumps). I changed it to a jump, and bots over shoot the 1st jump 90% of the time. I did see a bot make it across, but most of them fail/fall. So I tried combined jump+crouch and it was worst, bots would land on first stone, but would be out of position for next jump and just jumped sideways, they wouldn't pull back to the staynear wpt. The jumps in this map were very touchy/difficult, so I expected I would at least need to test this area.

It would be good if we could put cvar's into a map specific cfg to include with waypoints going forward. Perhaps in the config folder, can we do this now? Sven updates might wipe the map cfg's in map folders, not sure about that though? I know they replace the BotManager.as.
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Cheeseh
post Aug 23 2020, 10:06 AM
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hi madmax . for now the bot only loads "quota" and "script_entity_offset" per config or per map config. I will need to update that - and try to add a cvar to enable/disable long jump requirement per map -

in RCBot AS the bots just did a regular jump anyway at "crouchjumps" . that was my reasoning behind making crouchjump a "long jump only" waypoint. My reasoning behind not allowing bots without longjump to avoid "crouchjumps" is so they can try to find a longump module first. but if you think a "crouchjump" might be better than a regular jump, in reality they only hold crouch button for under <0.2 seconds and then press jump, so I don't know if that will bring any advantage.
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madmax2
post Aug 23 2020, 07:56 PM
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I'm not sure why, but the old CJ seems to yield a flatter jump than a normal jump, the distance is different. I was thinking that might still be useful in maps that don't have the module. Any change you made to the timing to get longjump working, probably changed the CJ timing w/o the module too.

Would it be easier to add the cvar without the cfg support, so I could test that on royals2, and some other maps? Or would a new longjump wpt type be easier to implement, but perhaps that would defeat the purpose of the change? Sorry, I'm kinda being picky , lol... I do see your reasoning, it doe's make sense, and may fix some existing wpts in the git where the module is required to advance...

[Edit] Ran a test with a straight long approach. Jump+crouch is more like crouch into a hop, it's very short. CJ looks like it's about 75 or 80% of a normal jump. It may not be flatter.
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danylopez123
post Feb 11 2021, 04:36 PM
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I was thinking that maybe you could implement an option to make the bots press E if they are stuck with Players/Bots.
That is to be used with wootguy's AntiBlock: https://github.com/wootguy/AntiBlock
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madmax2
post May 24 2021, 08:24 PM
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I've noticed bots no longer use the wrench/crowbar when enemies are like 0 distance or very close. Perhaps they only use the crowbar when they are out of ammo? I'd like to see them use the wrench/crowbar when enemies are 0 distance or very very close, rather than trying to reload guns. I'm thinking this might help bots move forward in vents better when there are headcrabs? Just want to see them whack the headcrabs (& other enemies) again... laugh.gif

[Edit] Okay, my bad. I should of checked this on another map. On abandoned bots are using the wrench when they just have the glock at the beginning. If they pick up better weapons then they don't use the wrench/crowbar. On yabma you start with the python/357 then quickly get a shotgun and there is ample ammo, so I never saw bots use the wrench. So I guess it's in the weapon priority settings... In some ways I like it the way it is, but I would like to see a bit more crowbar use too, like on headcrabs at close range. Maybe after exhausting their ammo in the clip, rather than reload when touching enemies, use the crowbar/wrench, something like that??? On yabma, 3 pitdrones would surround a bot and the bot would reload the shotgun 1 shell at a time & shoot. Just would be nice if there was some way to get them to use the crowbar a bit more, but not over use it, if you know what I mean... I probably should check a few more maps, see what they are doing with melee weapons...

[Edit] I observed a bot with the uzi switch perfectly to the wrench when an enemy was close, then reload & continue shooting the uzi after the enemy was dead. Just like it was a glock. So it seems bots won't do that with some weapons, like the shotgun, mp5, 357, or the M16 (not sure about the M16? by the time they had it, they had the other weapons too, but I never noticed them melee at all on yabma).

I'm still checking the 1st vent in yabma, want to make a few more test runs though that area, make sure the latest patch is good... I see you updated the git, so i'm updating to the latest build... smile.gif
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madmax2
post Nov 8 2021, 07:12 PM
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Hey Cheeseh,

It's good you improved bot suicide logic, but I've been seeing bots suicide just running between wpts, for no apparent reason. It seems to need some tweaking...? (build c7064288c)

Often, They don't look like they are hanging on anything, they seem to be moving at normal speed. Also, Saw a bot suicide while moving a pushable. It happens frequent enough, you should see it within minutes. I'm not sure if it happens when engaging with enemies, it may only happen when no enemies are near by? I've seen it a number of times just before a bot reaches the End wpt. I haven't tried debug yet...
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Cheeseh
post Nov 9 2021, 06:47 AM
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QUOTE(madmax2 @ Nov 8 2021, 07:12 PM) *

Hey Cheeseh,

It's good you improved bot suicide logic, but I've been seeing bots suicide just running between wpts, for no apparent reason. It seems to need some tweaking...? (build c7064288c)

Often, They don't look like they are hanging on anything, they seem to be moving at normal speed. Also, Saw a bot suicide while moving a pushable. It happens frequent enough, you should see it within minutes. I'm not sure if it happens when engaging with enemies, it may only happen when no enemies are near by? I've seen it a number of times just before a bot reaches the End wpt. I haven't tried debug yet...


Yeah I'm also seeing it and will change it probably again. I mainly put it in for cases when the bots simply couldn't move but then O thought there could be cases when they could move, but just stick in a locked area for example. I'll change it back to purely stuck tonight for the time being
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madmax2
post Nov 10 2021, 04:34 AM
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QUOTE(Cheeseh @ Nov 8 2021, 10:47 PM) *

Yeah I'm also seeing it and will change it probably again. I mainly put it in for cases when the bots simply couldn't move but then O thought there could be cases when they could move, but just stick in a locked area for example. I'll change it back to purely stuck tonight for the time being

Okay, sounds good... You may include my last yabma rcwa & scripts, if you like (5c)... smile.gif
http://rcbot.bots-united.com/forums/index....ost&p=15304

[Edit] I saw you uploaded a new build, no more random suicides, Thanks... smile.gif
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