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> Latest "beta" DLL files :), latest dll files will be in here soonish
Cheeseh
post May 29 2004, 12:57 PM
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Hey ... since I've got a BIT of spare time on my hands I've been working on the bot more often.

I've spotted a memory leak and fixed it ohmy.gif, I noticed it as my memory use kept going up all the time, spotted it, had to do with the bots choosing weapons, a stack I never freed.. bleh. cool.gif

Also removed (in the process of removing) much MSVC implicit memory de-allocation stuffs messing up my data structures.

When I was playing it earlier it was crashing a minute into the game, thanks to MSVC's memory deallocation and fixing a possible memory overflow again with bot chatting ... jees, so I got to work on it ..

Well whenever I get a non-crashing non-memory leaking bot, i'll post it smile.gif
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Cheeseh
post May 29 2004, 01:24 PM
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Dll in here soon... (had one up, noticed another crash WTF?! where are all these suddenly coming from!!!)

seems as though the megaHAL code is unstable.. and It's not my code so I'll be here for ages trying to work it out...

okay, sorted some stuff, might help.. played it there for a bit

latest: http://rcbot.bots-united.com/forums/index....t=15&#entry2200
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Chichou
post May 29 2004, 04:32 PM
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okay, it worked for me...

If you still have some spare time, it would be cool to have a look to the code which decide whether something is friendly or enemy, because the bots shoot each other on MvM maps, and they may still shoot that barney on ns_siege007 (didn't test)
And what about NS combat for marines ? I know Sandman will say we have to wait final release of NS, but i don't think combat will change very much. Could you least make them choose abilities, even at random, if you don't have the time .. ?
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link2002
post May 29 2004, 07:39 PM
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good work cheeseh!!! biggrin.gif
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Cheeseh
post May 29 2004, 07:50 PM
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Of course, I wanna do combat stuff, although I am still unsure about how to do it.. I'll need a lot of patience. I'd also like to try and get ladder climbing working better, also with better lerk flying, leaping, blinking, wall-sticking and even commanding. That's what I have to do biggrin.gif
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Chichou
post May 29 2004, 08:34 PM
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i'm not sure about that, but commanding is maybe not so hard... dropping buildings randomly in marine site would be enough, i think (though siege will be very hard to code unsure.gif ). After all, researches are like the combat upgrades...

it seems bots don't leap nor blink at all, you may make them do it when they have more than 4-5 meters to walk ?
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Lyran
post May 30 2004, 12:46 AM
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Thanks Cheeseh for the time you take for your own creation and our entertainment biggrin.gif

Nice to see something with constant support from the developer(s) and the product's community smile.gif

Keep on rockin' !
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Sandman[SA]
post May 30 2004, 01:12 AM
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QUOTE (Chichou @ May 29 2004, 04:32 PM)
And what about NS combat for marines ? I know Sandman will say we have to wait final release of NS, but i don't think combat will change very much.

It's not my place to say when rcbot would support combat mode, I only suggested on waiting to implament it for rcbot because the NS dev's were changing it with every beta patch. It's usually not by much but always enough to royally screew the bots up on what upgrades they can get and for how meny points will it take to get there.

See, I'm just a waypointer and a pretty good one at that but personally, I think it's a waste of my time and yours to waypoint combat maps for rcbot when they can't play them effectively because of lack of support. That's why I never waypointed them yet.
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LordSkitch
post May 30 2004, 06:14 AM
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You tell 'em Sandy! biggrin.gif I dunno if I'd be much help coding for you Cheeseh, but if you want it, my "skills," if you'd call them that, are available to you... I can make up some insane algorithms that are confusing and complex and make you code them! HA! tongue.gif

*hides the forgotten about front-end for rcbot* dry.gif
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LordSkitch
post May 31 2004, 06:52 AM
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By the by, did you remove the debug commands, or am I a retard and can't get them to work right?


CODE
] rcbot waypoint on; rcbot pathwaypoint on
[RCBOT>] Waypoints are now being shown
[RCBOT>] Waypoint paths are now being shown
] developer 1
] rcbot debug nav 1
[RCBOT>] Error accessing command...
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Chichou
post May 31 2004, 07:13 AM
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strange, because it works with me...
what's the command "developer 1" meant to do ?
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Sandman[SA]
post May 31 2004, 08:34 AM
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QUOTE (Chichou @ May 31 2004, 07:13 AM)
what's the command "developer 1" meant to do ?

It shows console messages in plain text in the upper left hand corner of your hud only a little slower then the console so you can actually read it.
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LordSkitch
post May 31 2004, 08:51 AM
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Why doesn't my crap work!? AHH! *kicks the server*
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Chichou
post May 31 2004, 10:13 AM
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maybe logs would show what isn't working ? or it is a rcon command ?
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LordSkitch
post Jun 1 2004, 08:01 PM
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bump!
Cheeseh! Fix it for me! lol

And speaking of fixing the ladder code... what exactly is their algorithm for using ladders? Cause like.. say on.. co_angst, theres the one big ladder aliens have to go up to get to the marine base. The skulks will sit at the bottom freaking out, and if i turn off clipping for them, they sorta.. go straight down..

id think if they hit a ladder waypoint, if the z location on the next waypoint is higher than the z location of their current waypoint, they should do some sort of +forward, +moveup command, and for the other situation... i generally fix waypoints just so they fall off in the ways that will hurt them the least...

I dunno what you fixed exactly in the code, but my servers been up for 36 hours with no crashes, go cheeseh!!
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Chichou
post Jun 1 2004, 08:08 PM
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I looked at the code, but I don't understand anything about how bots can even climb ladders, especially that update_angles thing. Isn't there a way to detect the orientation of ladder to give the right angles to bot ? because any misplaced waypoint will mess up all the bots climbing blink.gif (i'd like to play some basic custom maps, but i am not a good waypointer : i usually make them just before playing, and it is not easy in 10 mins...)
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Cheeseh
post Jun 1 2004, 08:55 PM
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They face the waypoint above them.... if the waypoint above them is in some stupid orientation, .i.e. in 2d orientation, the path from the lower ladder waypoint to the top one is facing away from the ladder, that is bad and will cause bots to jerk around like crazy... I added a big blue streak from ladder waypoints which point to a ladder waypoint above them that it is connected to, it should be near enough facing the ladder. If not you need to fix paths or move that top ladder waypoint.
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LordSkitch
post Jun 2 2004, 12:01 AM
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lol you spoot, go read all the stuff on page1 you missed tongue.gif
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Cheeseh
post Jun 6 2004, 12:49 AM
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UPDATE: more aliens stuff and marines scurry back to comm console when under attack (hopefully)

Here is a version which makes bots upgrade in NS combat and fixed some more crashes/memory leaks and a freeze. Also added some user friendly tool tip things.

combats really crazy. I played rcbot marines v whichbot aliens, marines won! yay! thanks to their hmgs and grenade launchers!

Here is the list of changes
QUOTE

added: standalone bot compatible with latest NS & bumpercars.
added: marines use upgrades in NS combat
added: onos and fully upgraded fades don't group up with gorges and instead attack
added: new 'pushable point' waypoint for pushable objects (svencoop)
added: bots will push a nearby pushable to a pushable waypoint
added: error appears when using wrong bot dll (e.g. metamod on non-metamod platform)
added: new tooltips shown, can disable with new 'rcbot tooltips' command
added: new 'throw grenade' waypoint, bots try to throw grenades at the waypoint (svencoop)
fixed: overflow in fix float angle function causing a freeze
fixed: marines welding team mates even when they have full armour
fixed: crash fixes with reputation code
fixed: crash fixes with squad code
fixed: bots not spamming battlegrounds messages as much when joining teams
fixed: memory leak in bot weapon selection
fixed: memory leak in bot chat
fixed: memory allocation bug in MegaHAL
fixed: data structures more stable, less/no memory errors/crashes
fixed: bots choosing from all player models again in SvenCoop etc


its a win32 STANDALONE debug dll file

tested it with co_angst:

everything okay except aliens getting stuck under ladder

tested with co_faceoff:

marines kicked alien butt, but aliens wouldn't evolve much

---

you need to enlight me with alien evolves stuff in combat, can aliens only evolve if there are gorges or something? Earlier the bots were goin onos' and stuff but then I removed some gorge stuff in combat and then no bot would evolve at all blink.gif

here is the win32 STANDALONE debug dll file


Attached File(s)
Attached File  HPB_bot.zip ( 227.44k ) Number of downloads: 365
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Cheeseh
post Jun 6 2004, 12:57 AM
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UPDATE: more aliens stuff and marines scurry back to comm console when under attack (hopefully)


new metamod bot DLL file on later post!
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