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RCBot Forums _ Beta Version _ RCBot v1.4 Temp Compiles

Posted by: LordSkitch Mar 17 2007, 08:13 PM

While the forums are kinda crapped out due to ftp access being all messed up, I'll throw my compiles on my content server and link to em.

So, in this compile over the standard version is (most likely due to ol Cheeseh's help):

1) [ALL] Added config variable config disable_all_squads to completely disable squads
2) [NS] Fixed bot's upgrading on NS maps (mostly)
3) [ALL] Fixed a bug that would make the bots not attack in certain situations
4) [NS] Added scan to possible marine bot upgrades in combat
5) [NS] Removed fades blink attempt through wallsticks until fade blinking can be sorted out
6) [ALL] Added config variable config disable_humanize to make the bots not mess up their speech
7) [ALL] Cheeseh found and fixed a bug with the perceptron (artificial intelligence, specifically learning) code. Increases stability (hopefully) and may fix errors with learning.
8) [ALL] Fixed some small problems with the bot learning code.
9) [ALL] Fixed a bug with the weapon selection code. Previously all weapons disregarded the "min_distance" and gave it a value of 0, so all weapons had no minimum range.
10) [NS] Removed scent of fear from the bots upgrade abilities. They don't need it as they already see through walls... dun dun dunnnn.
11) [NS] Bypassed a crash caused by re-enabling the lerk flight genetic algorithm. It keeps the server from crashing, they just wont learn lerk flight at the moment.
(Aug 17th 2008) IPB Image (Aug 17th 2008)
12) [ALL] Fixed the last known crash, it was caused by some AI stuff. <-- tested with a 151 hour uptime before I took the server down to start work on the #13 fix
13) [NS] GORGES HEAL ONCE AGAIN!!!

Hey LordSkitch,
I've added the working download links to the bottom of this post...Hope it's okay... wink.gif
Thanks,
madmax2

Windows IPB Image
Standalone - http://skitch.dwmh.net/rcbot/rcbot.dll
Metamod - http://skitch.dwmh.net/rcbot/rcbot_mm.dll

Linux IPB Image
NOT UPDATED, MY LINUX SYSTEM IS OFFLINE FOR THE MOMENT!!!
(Compile date - Jan 17, 2007)
Metamod - rcbot_mm_i486.so - http://skitch.dwmh.net/rcbot/rcbot_mm_i486.so
(More to come when the system is back online.)

Venom's Compile IPB Image
These are Venom's compiles, if you couldn't figure that out. He's working on getting MvM and AvA working, so if you need that functionality with the bots, download this one. It's the same base code as my compiles, but with support for same-species fighting. Once he's got em all debugged, I'll include it in mine and we'll all have the same compile.

Standalone - http://skitch.dwmh.net/rcbot/venom/rcbot.dll
Metamod - http://skitch.dwmh.net/rcbot/venom/rcbot_mm.dll

Source Code IPB Image
Base Source (The latest source as depicted by the previous compiled DLLs) - http://skitch.dwmh.net/rcbot/source.rar

Profiles & Configs IPB Image
Cheeseh suggested that I put a link to the bot profiles I've made on here, so here you go.

112 bot profiles ranging from completely unskilled, to insanely difficult.
Bot Profiles - http://skitch.dwmh.net/rcbot/bot_profiles.zip

Bot weapons for Natural Selection, Sven Co-op, HL DM, Deathmatch Classic, Battlegrounds, TFC
Weapon configs - http://skitch.dwmh.net/rcbot/bot_weapons.ini

Waypoints for several NS maps
Waypoints - http://skitch.dwmh.net/rcbot/waypoints.zip

Updated 6-5-13 by madmax2:

Here are working download links for some of these files...

Download Links provided by Cheeseh...

This includes rcbot.dll, rcbot_mm.dll, bot_profiles.zip, bot_weapons.ini, and readme.txt
http://rcbot.bots-united.com/downloads/rcbot_new/rcbot_8_17_08.zip

LordSkitch's NS waypoints pack...
http://rcbot.bots-united.com/downloads/rcbot_new/rcbns32waypoints.zip

For Venom's compiles, more info, and backup links to these files, see this post...
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1011&view=findpost&p=10988

Unfortunately, I have not located either the source or the Linux build for this... If anyone has them, please post a link to them in this thread. I will add the links here, and host them too...thanks... madmax2

Posted by: zodiac May 9 2007, 04:41 AM

Dang, your Linux link is broken...

Z

Posted by: LordSkitch May 10 2007, 05:33 PM

oh crap i forgot about these, 1 sec...

oh nice, i cant get to my linux compile cause my linux system is currently in 3500 parts as im building all the stuff for it. maybe i have a copy of it somewhere on this system...

alright i found ONE on here, it was like 1 compile before that one i think, im not sure. so you'll have to see if it works or not.

first post will be edited with the stuff.

Posted by: micx1 May 25 2007, 03:27 AM

bots still cannot be the commander right...?

Posted by: LordSkitch May 25 2007, 06:09 AM

right. they need actual commander functionality put in NS by the NS devs, then the bots could comm.

Posted by: micx1 May 26 2007, 06:16 AM

somehow i remember the bots could comm a LONG LONG time ago... tongue.gif

Posted by: LordSkitch May 26 2007, 09:31 AM

they could, by totally bypassing the normal way structures are dropped and such, forcing them to be put down inside areas called nav meshes. the problem with that is that when you bypass the normal methods for dropping structures, it leads to instability, and the game will be like 300% more likely to crash.

starr long, one of the devs for origin, and later destination games and ncsoft explained coding style in one sentence that seems to sum stuff up: "Stable, fast, and fun, in that order."

such that

1) if it won't stay up, there's no point in doing it.
2) if it works, but it's so slow nobody can use it, there's no point in doing it.
3) if it's up and fast, but not fun, again, there's no point in doing it.

sacrificing stability and speed for fun will invariably lead to nobody using your code. so until flayra and the other NS devs put in functionality to support 3rd party plugins comming via the same methods that normal humans do, theres a better chance that im going to get laid, than the bots comming.

Posted by: Jeffman12 Jul 31 2007, 06:36 PM

Which version of metamod.dll should I be using for this?
I've tried this one:
http://metamod-p.sourceforge.net/
And I get a game dll version mismatch message when using rcbot_mm.dll to start a game.
Then I've tried the latest official version (1.19) and the game crashes entirely when I try to start a game.

Posted by: LordSkitch Jul 31 2007, 09:26 PM

im using plain old version 1.19, compiled april 17, 2006

why is it not updated you ask? updating metamod usually never seems to do anything for me, except when amxx no longer works cause theyre using some new command that the existing metamod doesnt have. causes a lot of problems when you update it too.

if you have a lot of plugins loaded, try loading them a handful at a time to see if you can determine if its a specific plugin causing the crashes.

Posted by: Jeffman12 Jul 31 2007, 09:34 PM

Haven't added any recently, but I'm gonna try with a fresh installation of it.

IT WORKED! I did a clean install, set up metamod and everything, moved all of my custom content backups into the new install, and now everything works!

Posted by: GiGaBiTe Oct 17 2007, 04:08 AM

Heh, using your Linux compile results in HLDS segfaulting with a bus error, which is a first; never seen that type of segfault before.

Posted by: LordSkitch Oct 17 2007, 05:36 AM

i only know of 1 or 2 people who use it and i havent heard of any segfaults with them... whats the error say?

Posted by: LordSkitch Dec 11 2007, 12:58 AM

files updated! check first post for more information.

Posted by: Cheeseh Dec 15 2007, 12:51 PM

you should probably upload your bot_weapons.ini for NS too, skitch tongue.gif I seen your alien bots use leap and blink a lot quite well

Posted by: LordSkitch Dec 15 2007, 09:25 PM

alright, i added it. not sure how many other mods it works for, but its pretty good for NS. if we can figure out how to weigh the distances more heavily, ill redo it to make them even more deadly.

Posted by: zodiac Dec 16 2007, 09:01 AM

I see a Windows MvM/AvA .dll optimized compile (Venom), is there the same for Linux .so?

Z

Posted by: Cheeseh Dec 16 2007, 02:15 PM

thanks skitchy! could you also put my list of TFC weapons into your bots_weapons.ini file

I wrote them at the end of the thread: http://rcbot.bots-united.com/forums/index.php?showtopic=635&st=280

thanks ! just for anyone who needs them

Posted by: LordSkitch Dec 17 2007, 04:02 PM

added tfc to the weapons.ini

and no, the only linux compile i know of is that one i did forever ago. venom's source isnt up there, cause it's not complete, but i bet if you PM him he'll send it to you and you can pull a compile out of it.

Posted by: LordSkitch Feb 15 2008, 07:17 PM

first post updated with fun fixes i did on valentines day cause im a fat loser bastard with no chick!

Posted by: Azetab Feb 24 2008, 10:50 PM

QUOTE(LordSkitch @ Feb 15 2008, 02:17 PM) *

first post updated with fun fixes i did on valentines day cause im a fat loser bastard with no chick!


hey LordSkitch your bots are amazing, but I was just wondering, what settings should I use for the profiles of the bots to make their fight their best? Thanks!

Posted by: LordSkitch Feb 25 2008, 05:35 PM

lol theyre not quite my bots, im just helping out. and a sample profile of about the best you can get is...

CODE
name="[RC] The Goddess Sarah"
favmod=1
favteam=1
favmap="ns_bast"
skill=100
spray="8ball1"
gorge_percent=0
lerk_percent=50
fade_percent=35
onos_percent=45
numgames=0
hal_pretrain_file="common_hal.trn"
hal_aux_file="common_hal.aux"
hal_ban_file="common_hal.ban"
hal_swap_file="common_hal.swp"
aim_skill=1.0
aim_time=0.0
aim_speed=18.0


aim_skill=1.0
aim_time=0.0
aim_speed=18.0

those are actually the things that matter for skill,

aim_skill is the % of aiming at a target, 1.0 = 100% 0.5 = 50%
aim_time is the time in seconds of aiming at a target, 0.5 = half a second 0.0 = every possible chance
aim_speed is the max degree the bot can turn, 18.0 = 180 degrees, 7.5 = 75 degrees

so that bot aims 100% accurate, every server frame, and if needs to, can can turn completely backwards and forwards every time it aims

Posted by: Azetab Feb 25 2008, 11:52 PM

thanks for the info LordSkitch smile.gif also, I read through the thread in nsmod where the RCBot were pitted against the WhichBots, and it seems like RCBot Marines > WhichBot Aliens, but do RCBot Aliens > WhichBot Aliens? I would really like to know the answer for this.

Posted by: LordSkitch Feb 27 2008, 05:24 PM

you could try getting venom's AvA compile and seeing if they will fight whichbot aliens. im currently trying to devise a way that makes upgrades a little more... straight forward for aliens... something along the lines of "they want these upgrades, they push them in a stack, and as they get the points they need, get the upgrade and pop it from the stack" but theres genetic algorithms to take into account...

currently, if i understand correctly, they do use their genetic algorithm to learn which upgrades suit them the best, but just every now and then they try to get an upgrade, which kinda destroys the chance of them gestating to fade or onos until the maps almost over, so i'm trying to fix that.

Posted by: Azetab Feb 29 2008, 03:45 AM

QUOTE(LordSkitch @ Feb 27 2008, 12:24 PM) *

you could try getting venom's AvA compile and seeing if they will fight whichbot aliens. im currently trying to devise a way that makes upgrades a little more... straight forward for aliens... something along the lines of "they want these upgrades, they push them in a stack, and as they get the points they need, get the upgrade and pop it from the stack" but theres genetic algorithms to take into account...

currently, if i understand correctly, they do use their genetic algorithm to learn which upgrades suit them the best, but just every now and then they try to get an upgrade, which kinda destroys the chance of them gestating to fade or onos until the maps almost over, so i'm trying to fix that.


hey LordSkitch, I tried setting up the WhichBot on a AvA server and but from my testing, the WhichBot doesn't seem to support AvA, because the WhichBot never attacked the RCBots and the score ended up being like
357 - 0 blink.gif lol Well anyway through some limited testing on certain maps it seems that WhichBot do get a teebit better ratio in kills then do RCBot aliens so I guess I'll use them on my server. Also, good luck on your work with the aliens AI cool.gif
BTW I went on your server to see how your RCBots performed and I saw you had a cool plugin that displayed the detailed info about the killer after I had died, what plugin was this?

Posted by: Shinitenshi Feb 29 2008, 06:26 PM

Ok. I downloaded the Windows version of RCBot and it works great. Now all I need is the Linux Version >.> since the one you have for download doesn't work not only that it crashes the server. so can some one please compile this to an .so for Linux and ill test our ^^? well please reply back thnx

Posted by: LordSkitch Mar 1 2008, 05:15 AM

the plugin's called "hpap" by cpt hans. you can probably find it on google.

as for the latest version of rcbot for windows, theres something in it causing repeated crashes that im trying to pin down. well... half of the crap on the servers causing crashes according to the dumps, i may end up rebuilding the entire directory from scratch just to clean out any files that may be messing with it... but thats like a good 10 hours of work.

anyhow, if youve got a linux server, take the source up there and compile it =P

the only working version of linux i have access to at the moment is smoothwall and it doesnt have a compiler.

Posted by: KrX Mar 8 2008, 07:50 AM

I'm getting alot of debug messages, showing something along the lines of

weapon ent = <num>, something = <num>

Any way to remove this? Can't really see my console well. XD

@Azetab: Aren't you a member of NSMod? Check out the AMXX plugins section.

Posted by: LordSkitch Mar 8 2008, 06:54 PM

first post was updated with a new compile!


krx, i dunno what kinda debug messge that is, youd have to copy and paste it here for me to tell you what it is and how to get rid of it


and maybe azetab isnt a great fan of nsmod due to the owner.. ::cough!::

also, my hpap plugin differs with the normal one now, i added how much energy and ammo the killer had left yesterday

Posted by: Syrka Mar 21 2008, 04:52 PM

hi, have anyone a working linux binary?

The binary from LordSkitch at the first post cause a server crash.. sad.gif

Posted by: LordSkitch Mar 21 2008, 05:49 PM

you could always compile one so everyone else will be able to use it.. laugh.gif

actually i got g++ on my linux system not too long ago, ill see if i can compile it... working with that systems a pain though, as its not designed to be compiling stuff.

Posted by: Syrka Mar 21 2008, 07:01 PM

after my last post, i started trying to compile the bot, without sucess mad.gif

i didnt get it... sad.gif

Posted by: LordSkitch Mar 22 2008, 11:42 PM

thats one of the things that pisses me off about linux. its promoted as being just the greatest thing to ever happen to servers, but it requires a knowledge of computers that few people have. to run linux crap you really need to know C++, and have rather intimate knowledge of compilers and compiling, because when you do have a problem, and with linux youre pretty much guaranteed to, youll have to either wait for someone else to get around to fixing it, or fix it yourself.

i dont really have time to go spelunking through linux compilation errors at the moment, due to the retarded amount of busy work theyre giving for homework in college, and teaching myself XNA game development, and various other projects that take up most of my time.

Posted by: LordSkitch Aug 17 2008, 09:44 AM

fixed the last crash, and gorge healing!

i havent done complete tests on ns maps, but they heal the hive just fine in combat, and if youre near one and do the "need healing" thing in the right click tree doodad.

Posted by: Jellric Aug 27 2008, 04:34 AM

QUOTE
fixed the last crash..


LordSkitch, thank you SO much for fixing the crash bug. That was driving me crazy! I had to install an inferior bot until it was fixed. Rcbots are the best because they are most human like. In fact when I was first testing them I locked my test server so no one but me could join. As I was running around in the map I noticed what appeared to be a human player and was wondering "How the heck did he get in here??". Then I checked the pings and realized it was an rcbot! That is how good they are- they can fool even the most experienced players at times.

I did want to make two very minor changes to the latest version to suit my server so I am wondering how to do that and how hard would it be for a novice such as myself?

I do know I would need the source code (which I have) and other than that I have no knowledge.


Posted by: Azetab Aug 28 2008, 02:09 AM

Wow thanks for your ongoing work on the NS RCbot!!! biggrin.gif

Posted by: LordSkitch Aug 28 2008, 02:37 AM

QUOTE(Jellric @ Aug 26 2008, 11:34 PM) *

I did want to make two very minor changes to the latest version to suit my server so I am wondering how to do that and how hard would it be for a novice such as myself?

I do know I would need the source code (which I have) and other than that I have no knowledge.


depends on what the changes are, i might be able to do em for you this weekend, if i have any time

Posted by: Jellric Aug 28 2008, 04:44 AM

QUOTE
depends on what the changes are, i might be able to do em for you this weekend, if i have any time


I believe the changes would involve only a few minutes of your time if you are willing.

I just sent you a PM with details.

Posted by: IHQ-Reima[DWMH] Feb 1 2009, 04:49 PM

Hey mate!

Just working on a 4 human vs 6 bots server. 2 rcbot gorges + 4 wb bots. Good thing that you have updated the gorge healing!

Over a year ago I played my last game of NS and hosted a server. Time to step back to business ^^

Posted by: NedStar May 13 2009, 06:17 PM

I'm wondering if the current version of rcbot works for The Specialists 3.0. Rcbot used to work for The Specialists 2.1 pretty flawless.
Rcbot itself seems to be working, its also working fine on my NS server. On TS3.0 however the bots don't seem to spawn or say anything.
Did rcbot got broken during the update from 2.1 to 3.0 or is something else gone wrong?

Not many errors in the console besides the last 2 bots giving me a "Bad pClient recieved (NULL)"
Furthermore I'm using the metamod extension.

If anyone would be willing to help it be greatly appreciated.

Posted by: NedStar May 18 2009, 10:30 PM

Still any support for rcbot1?

Posted by: Landene Nov 23 2009, 09:40 AM

Not sure how many other mods it works for, but its pretty good for NS. if we can figure out how to weigh it.

Regards

Landene
http://dossierdesurendettement.net

Posted by: century Mar 30 2010, 02:59 PM

really good release

thanks for you time and this great work cool.gif

Posted by: Wurstmann Nov 14 2010, 09:22 PM

Is it possible to disable the entinity attacking in sven-coop? Because in some maps they try to attack indistructible things. So they do nothing else than attacking this unattackable bush or tree or what ever. The good thing ist that the crash bug is fixed in Sven-Coop 4.5, very great work! biggrin.gif

Btw: did you make the RCBot2 already compatible to the Synergy mod?

Posted by: TheDruidsKeeper Dec 22 2010, 03:14 AM

OK, I may be a loner on this quest, but I've been trying with no success for a while to get RCBot working on my linux NS server. Neither the official release and the beta libs hosted on the http://filebase.bots-united.com/index.php?act=category&id=19 worked, meta list would show "badf". The lib on the first post of this thread had a different affect however... it would crash the server altogether.

So I downloaded the source from the first post on this thread and tried to compile, which of course ran me into a lot of of problems along the way. I had to make the following changes to the source code files in order to finally get everything to compile:

CODE
makefile_linux_mm (14): changed -m486 to -mtune=i486
log_meta.h (40): changed <> to ""
sdk_util.h (50): changed <> to ""
generic_class.h (962, 979): added typename before vector<T>
bot_weapons.h (855, 867): added void after inline
player.h (277): removed CBasePlayer::
generic_class.h (983): Changed if ( it == obj ) to if ( (T *)&it == obj )
bot_weapons.cpp (65): Changed <queue.h> to <queue>
megahal.cpp (1549): Added (int) to cast params to min, made the line like this: for (i = min ((int)replies->size - 1, (int)pBot->m_Profile.m_HAL->bot_model->order); i >= 0; --i)
util.cpp (930): Added (char*) before teamlist


Finally after all that, it gave me my new rcbot_mm_i486.so, which I placed in the right location and then tried to rerun the server once again... and I still have the same meta error of "badf". sad.gif

I'm running latest of everything (metamod v1.19, valve v1.1.2.1, NS v3.2.0). If anyone has any suggestions please feel free to chip in, this is getting pretty frustrating. I have whichbot working just fine, but that only works for the alien team, and I would like to be able to play against marine bots.

Posted by: TheDruidsKeeper Dec 25 2010, 12:41 AM

Well in case anyone is interested I managed to finally get a working linux compile by using the latest beta source code. I still had to make a few of the changes that I mentioned in my previous post in order to get it to compile, and the output file actually loaded.

However, I did run into problems when I tried to add a bot: it was giving a "buffer overflow detected" in libc.so.6, the stack trace showed that it was being called from megahal.cpp LoadHALBrainForPersonality with the following line:

CODE
fread (cookie, sizeof ("RCBOTHAL"), 1, fp);


Since I'm personally not interested in the bot chatter, instead of putting any effort into trying to fix the problem, I just added a return (TRUE); before that line, and viola: no more errors!

Bots now work on my linux box (except chatting I assume - not sure since I just disabled it anyway), and again this is with the latest metamod (1.19) and NS (3.2.0).

Posted by: FoxStailer Dec 25 2010, 08:30 PM

I am having a problem in Sven Coop Bots, they simply dont attack the enemy, someone can help me to fix that? please!

Posted by: Wurstmann Dec 29 2010, 01:33 AM

QUOTE(FoxStailer @ Dec 25 2010, 09:30 PM) *

I am having a problem in Sven Coop Bots, they simply dont attack the enemy, someone can help me to fix that? please!


What Sven Coop Version are you using?

Posted by: FoxStailer Dec 29 2010, 10:53 PM

QUOTE(Wurstmann @ Dec 29 2010, 01:33 AM) *

What Sven Coop Version are you using?

The last one, 4.5 i think.

Posted by: w00tguy123 Dec 30 2010, 05:22 AM

Did you download the RCBot pack from the SC forums? Try this:

http://www.file-upload.net/download-3088917/w00tguy123-bot-pack-v4-.rar.html

Posted by: FoxStailer Dec 30 2010, 06:07 AM

QUOTE(w00tguy123 @ Dec 30 2010, 05:22 AM) *

Did you download the RCBot pack from the SC forums? Try this:

http://www.file-upload.net/download-3088917/w00tguy123-bot-pack-v4-.rar.html

Yeah, but NVM, i got worked it.

But now another problem, sorry but, is there a way in Natural Selection RCBots, the marine can enter the Commander chair and do they base? Like a Commander AI, because i entered a server and it was Alien (Players) vs Marines (Bots) And the commander of the marines was a bot. So, someone know how to do that?

Posted by: anthony_g4i Dec 31 2010, 03:44 PM

I've installed RCBot for SC 4.5, but i have one bug,,,i can't change any gun.

Posted by: Wurstmann Feb 1 2011, 05:24 PM

QUOTE(anthony_g4i @ Dec 31 2010, 04:44 PM) *

I've installed RCBot for SC 4.5, but i have one bug,,,i can't change any gun.


Maybe a Bug in your control-config?

Posted by: madmax2 Jul 14 2012, 11:38 PM

Hey LordSkitch,

I finally got these files uploaded (dialup etc.) someplace. So here are you're Aug 17, 2008 rcbot compiles (with credit to Cheeseh too) smile.gif :

Bad Link Removed... See Cheeseh's next post...

Includes:
rcbot.dll
rcbot_mm.dll
bot_weapons.ini
bot_profiles.zip
readme.txt

To NS 3.2/rcbot LAN users, I would highly recommend these dll's if you are running rcbot aliens on you're server...

note: the bot_weapons.ini & bot_profiles.zip are optional, just added to this zip to keep it all together.

Here is your waypoints pack for NS 3.2

Bad Link Removed... See Cheeseh's next post...
-----------------------------------------------------------------------------------------------
Here are Venoms ava/mvm compiles for "alien vs alien" and "marine vs marine"...

Bad Link Removed...

Please note, I do not know if ava or mvm is fully functional with these builds. I did check to see they do load up in NS 3.2 ok, but did not test ava or mvm.

The correct compile dates for the files included in this zip are:

rcbot.dll
Build Jul 21 2007-19:16:12

rcbot_mm.dll
Build Jul 21 2007-19:16:30
-----------------------------------------------------------------------------------------------

To ANY rcbot/bots-united MEMBER that still has access to the filebase, could someone volunteer to upload these files to the filebase so they have a more permanent home here. These links won't last forever. Being a new member, it won't let me register, otherwise I would have done it myself.

LordSkitch said he would update the links at the top of this thread once I made them available.

Here are some backup links that no one will want to use, as they require registration to download, which I discovered after jumping through all the hoops to set it up wacko.gif !!!

Bad Links Removed... See Cheeseh's next post...

I'm still looking for the source & the Linux compiles, but I don't think I ever downloaded them? unsure.gif

Posted by: Cheeseh Jul 16 2012, 02:29 AM

i put them here

dlls:
http://rcbot.bots-united.com/downloads/rcbot_new/rcbot_8_17_08.zip

waypoints:
http://rcbot.bots-united.com/downloads/rcbot_new/rcbns32waypoints.zip

Posted by: madmax2 Jul 18 2012, 07:46 PM

Thanks for making the new links Cheeseh. Now the files are here permenantly biggrin.gif . I will try to keep the fileden links alive. I don't know if you had a reason to skip it or not, but you missed venom's compiles? It's not a big issue for me, just thought i'd mention it, your choice..

I read the post you made over at the bots-united forums, about the filebase registration. Thanks for the explanation, now I get it, and it makes sense for it to be restricted.

madmax2

Posted by: Solokiller Dec 17 2016, 08:22 PM

Is there a download for the latest source code? Apparently the Linux version isn't quite up to date.

Posted by: RoboCop Jun 4 2017, 01:09 PM

QUOTE(Solokiller @ Dec 17 2016, 09:22 PM) *

Is there a download for the latest source code? Apparently the Linux version isn't quite up to date.

Try this:

https://github.com/APGRoboCop/rcbot1