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RCBot Forums _ Bug Report _ Bugs found so far ...

Posted by: Cheeseh Sep 23 2003, 11:33 AM

bug:

Bots standing still and not shooting when they see an enemy that they can't shoot with their current weapon, this mainly affects NS Aliens.
*FIXED* 1.01
------------------------------------------------------------------------------------------------
bug:

Bots might attempt to drop a weapon before attacking, if it can't drop it it will not shoot. This is a conflict with Svencoops minigun, so this doesnt affect svencoop, but other mods.
*FIXED* 1.01

Posted by: Sandman[SA] Oct 29 2003, 02:16 AM

Here is a bug for ya cheeseh. What is this coming from?


Attached image(s)
Attached Image

Posted by: billcat Oct 29 2003, 06:05 AM

I started getting these as well, I assumed it was because I was running steam and the WON id function call wasn't returning anything valid for the bot to create a REPID from. Once I start getting these they seem to continue.

Posted by: Cheeseh Oct 29 2003, 11:17 PM

Rep id's are not and cannot be created from WON ids

Try deleteing player_ids.ini in rcbot folder and all .rcr files in the botprofiles folder

Posted by: Sandman[SA] Oct 30 2003, 07:20 PM

QUOTE (Cheeseh @ Oct 29 2003, 11:17 PM)
Try deleteing player_ids.ini in rcbot folder and all .rcr files in the botprofiles folder

That seems to have cured the problem for the time being. Thx cheeseh. Is there any way to help prevent this from happening again in the future?

Posted by: Cheeseh Oct 30 2003, 09:56 PM

dont update player_ids.ini
dont player_ids.ini without deleting all .rcr files
dont add new .rcr files that havent been generated by your own machine

Posted by: d31iRi0u5 Nov 26 2003, 03:59 AM

Bugs:

-Marine Bots sometimes jump ontop of a chamber and knife at it forever while standing up.
-Marine Bots jumping over/ontop of two or more buildings close together sometimes tend to get themselves and other bots stuck.
-Bots get stuck in doors and don't die... like in ns_phobia_rc3.
-----------------------------------------------------------------------------------------
Maybe bugs?

-Are bots supposed to call for meds and ammo anymore? Cuz they never do.
-Is there a dedicated server command for kicking a bot? (other than kick "name")
-Aliens hardly ever attack RTs anymore, even when they're NOT electrified.
-Marines seem to have a hard time of finding and using the armory, even when it's right in front of the IP... Sometimes, I give them a waypoint and they walk past the armory and keep looking at it, but wont get ammo unless they go RIGHT NEXT to it.

Posted by: Cheeseh Jan 11 2004, 11:31 PM

I don't get most of these problems. Not with the latest beta anyway that will be the next version.

Posted by: Botp Jan 13 2004, 08:15 AM

Hello,

I have been playing with the bots alot in conjuction with WB bots, and found some bugs or problems:

Bot(s) can shoot when stunned (stomped by Onos)
Bot(s) can actually see trough cloack and still shoot you even if you don't move.
and they seem to be getting piled up together in the air, almost touching the ceiling tongue.gif . That happens either once or twice

Don't know if it's a bug but they don't seem to weld things nomore?, i remember they used to do it. Also when attacking the hive, they should concentrate firing the hive down instead of knifing the possible RT or chambers first :]

Thats about all for now. btw, in Steam version of HL i seem them performing slightly better like walking around the map, not getting stuck so often on each other or in objects, even ladders are no problem.

Posted by: Cheeseh Jan 13 2004, 04:16 PM

most have been fixed since tongue.gif

Posted by: [ASA]ODEN Jan 20 2004, 10:02 PM

QUOTE (Cheeseh @ Jan 13 2004, 04:16 PM)
most have been fixed since tongue.gif

Regarding Stomped and see-through cloaking, I have players reporting that with "1.3"..

not seen with my own eyes but ..

Posted by: Cheeseh Jan 20 2004, 10:51 PM

cloaking is sorted. They still see you but just not as far away, only closer up.

Why would bots just ignore anything that is slightly cloaked? When would they want to see them? That would make them too easy to kill.

Posted by: |2usty Feb 4 2004, 05:46 AM

Just one issue really, and it's only on the combat maps: the marine bots didn't seem to be upgrading at all even after reaching level ten, i can't be 100% sure as i don't know if they had just upgraded weps and armour to full, but i saw no heavy armour shotguns etc...the aliens did upgrade to gorge and fade, i haven't yet seen an onos.
Other than that it's a total improvement on the last version Cheese, the bots are following orders and moving through waypoints alot better now.
Keep up the good work and thanks for getting this version out in time for ns 3.0 biggrin.gif

Posted by: Cheeseh Feb 4 2004, 05:50 PM

I said in one post when about to release the bot that they won't upgrade or anything yet and I will bring out another version quite soon to support more NS 3 features and fix bugs like in battlegrounds since the bot is on new territory.

Posted by: Meat_Popsicle Feb 5 2004, 12:02 AM

the rcbot 1.3 menu in steam is quite mental tbh rolleyes.gif

Posted by: Cheeseh Feb 5 2004, 12:23 AM

QUOTE (Meat_Popsicle @ Feb 5 2004, 12:02 AM)
the rcbot 1.3 menu in steam is quite mental tbh rolleyes.gif

ive said it before and ill say it again, its an NS bug biggrin.gif

Posted by: Gruuunt Feb 24 2004, 08:39 AM

Whats this mean please?

BUG: GetClientRep(): Bad pClient recieved (NULL)

Posted by: Cheeseh Feb 24 2004, 06:56 PM

nothing tongue.gif i should remove it tbh

it can happen if something went seriously wrong but i doubt it if it happens a lot, especially if the first bot is added, that seems to happen then.

Posted by: coLera May 18 2004, 08:40 AM

Yeah, Hi Cheeseh... I have a bug to report in BG, the bots dont seem to move atall just jump still and shoot if in range.

Is this still on developement or a code error cause of the huge collection of mods the bot handels tongue.gif . Well I hope u fix this.

Posted by: Cheeseh May 18 2004, 11:37 AM

I can't fix it, its a BG problem in WON I don't know why.

Posted by: [WS]Creditfaker Dec 24 2004, 10:31 PM

i got win98 1st edition, halflife 1.1.1.0 (no steam) and ns 3.0 beta5 (and rcbot, of course).

every game i start with rcbot crashes after some minutes, often exactly when a player or bot is attacked for the first time (in this particular game). in svencoop 3.0, rcbot does fine.

my classmate has the same problem, he got win xp sp1 an the same hl and ns versions. ns with rcbot on steam doesn't make any trouble, as no-steam-ns without rcbot does.

likely unimportant note: this error occured a short time after downloading that waypoint pack. before that, ns with rcbot was playable.

Posted by: Sandman[SA] Dec 25 2004, 05:56 PM

Well, just so that you all are aware, NS 3.0 is NOT supported on HL 1.1.1.0, ( won ) even though it has been known to run on that platfom. NS 3.0 was ONLY ment to support HL 1.1.2.0. ( steam ) so some stability and/or performance issues that may appear with using rcbot 1.38 and NS 3.0 on HL 1.1.1.0 are beyond our control.

Posted by: Gruuunt Dec 27 2004, 11:48 AM

Errr do you mean No-Steam as in the illegal cracked version of Steam? mad.gif

Posted by: Sandman[SA] Dec 27 2004, 08:42 PM

QUOTE (Gruuunt @ Dec 27 2004, 11:48 AM)
Errr do you mean No-Steam as in the illegal cracked version of Steam?  mad.gif

No, he said HL 1.1.1.0 as in WONnet. As in the pre-steam ( far better imo ) version of HL.


Sorry [WS]Creditfaker. But you either need to down grade to NS 2.01 if you intend to stick with won or upgrade to steam if you want to play NS 3.0 beta5. And this is not a bug. This is ignorance to upgrade the HL platform to play an updated HL mod.

Posted by: -=(AYB)=-FunkyMonkey Jan 23 2005, 07:10 PM

Ive got a bug, ive been trying to run a server on ns_siege007 using rcbot and HLServer. It works fine until the first alien bot turns into a fade, then the server crashes. I tried other maps but any time the alien pops out of the egg as a fade it crashes... whats going on? in the mean time ill just disable fades... but id like to know how to fix this.

Posted by: Sandman[SA] Jan 23 2005, 10:50 PM

I haven't seen that happen before. What HLDS, Rcbot and NS versions are you running? Any other mods? Please list so we can attempt to reproduse it.

Posted by: -=(AYB)=-FunkyMonkey Jan 24 2005, 01:39 AM

HLServer v. 4.1.1.1, adminmod v2.50.60, metamod 1.17.2, rcbot im not sure as you guys dont put a version on the dll but it says created on 1/17/05, NS 3.0b5. strange thing is, i disabled fades, and yet it still crashes... previously the last message in console was "[RC]whateverbot changed role to fade" and then it would crash.

one funny thing ive noticed is that the log never completes, its like it lags a few lines behind when the actual crash happens. i look at the logs and they are missing the last 10 lines or so compared to the console window so i dont think sending the logs would help but i could if you need.

Posted by: Sandman[SA] Jan 24 2005, 05:30 AM

Your metamod version is outdated for NS 3.0b5. Try MM 1.17.2.1 or newer.

Posted by: -=(AYB)=-FunkyMonkey Feb 8 2005, 03:00 AM

Thanks much, it worked biggrin.gif

Posted by: Yukitan Mar 26 2005, 02:44 AM

Hello, I would like to report somes bugs about the bots when playing NS 3.0 Final...

[Marine]
* Whenever a Alien attack the Command Center, they come back to defend it. This is not a bug, but the problem is that they need around 10 or 20 seconds to see us "killing" the Command Center ... Sometimes they don't react at all even if they see us !

[Kharaa]
* Did not see much of thoses in Combat ... (I don't play "NS" often, since I hate to become the commander all the time.)

[Both Sides]
* RCBots OFTEN does not react when they are attacked ... Let's take a example: I'm a Skulk, I hide behind a Box and a Heavy Armor Marine come in and just walk, walk... He does not see me, I start to attack him but the bot does not react. I keep biting him until he die and he did not even try to fight back at all (I guess he did not even notice a skulk was biting him?)
* RCBots don't use their Combat Points all the time. They use it until they are level 9, then they don't use any points anymore ... (It's a bit annoying in normal combat and even more if you use a plug-in which allow players to get a higher level than 10.) //not sure about this one
* RCBots usually use any waypoint even if it's a "Alien" they will use the Marine's Waypoints.

Posted by: Sandman[SA] Mar 26 2005, 04:20 AM

Well typicly, rcbots need to have a clear LOS to attack it's enemies. If there is a solid entity in the way, it will most likely hold it's fire untill it can get a clear shot. I have noticed that the marine bots start reloading there weapons at these very inopportune moments.

This would explain why, when your an alien attacking a marine bot, if the bot lost line of site contact with you, even for just a split second, it will instantly begin reloading which is why it's unable to fight back. It's not a bug per-say. More of a stupidity exploit. I would think the addition of the ability to quick change weapons to the knife if the target is to close would help rcbot marines greatly.

And last I noticed, rcbots will use all 10 upgrades but NEVER get scan or motion tracking. Hell, bot vs bot, they don't really need it but against humans, scan would be a wise upgrade if cloked aliens were detected. Rcbot and whichbot have both declared that they WILL NOT add support for other plugins, exspecially extralevels. Although rcbot aliens have been known to use the lerkspikes plugin but I assume that's completely coincidental.

I don't quite understand that waypoint thing though. Can you be a little more spacific?

Posted by: Cheeseh Mar 26 2005, 06:42 PM

The reason why bots sometimes don't turn round to face the enemy when shot is because it is now done properly instead of just saying "if random()... then face enemy", it's now using a more AI oriented approach that learns when to face the enemy depending on health taken and current health, they only learn this though each time they die so their behaviour won't change if you just keep hitting them and they are not dieing. The beauty of it is that bots will learn when to face the enemy depenging on their survival time and frags so if it finds out that it got more frags and lived longer when facing the enemy then it will do that more often, however, it may be that the bot is a very agile player class that can run away from danger and live longer so it might tend not to face the enemy and attack more often depending on how it does.

Posted by: LordSkitch Mar 26 2005, 09:43 PM

Do they save what they've learned? Cause each time the map changes, they go back to Generation 1, and all the sexy gooey learning starts over...

Posted by: Cheeseh Mar 26 2005, 11:54 PM

no they don't save, it starts all over again each time. It should save all the stuff for each map because each map is different.

Posted by: LordSkitch Mar 27 2005, 06:45 AM

So.. they don't save? Or they do save each map? Or you have plans to make them save each map? blink.gif

Posted by: Cheeseh Mar 27 2005, 12:34 PM

plans, plans

Posted by: LordSkitch Mar 28 2005, 12:44 AM

Clever brit.

Posted by: MarD Mar 30 2005, 09:02 PM

Heyyo,

Heh... err... you're gonna need to play around with that health for breakables cheesh. On Project Guilty, for those totems and ammo crates that have health higher than 1000 they don't attack. I've made a basic counter for this by adding throw nades flags... thank god I turned friendly fire off, or that would've sucked.. LMAO! every other second when there's no enemy's nearby and I'm at those flags? I hear bots "TAKE COVER!" *BLAM!* and up on the top left "*insert bot name* commited suicide" lol... tongue.gif

Needless to say, I'm gonna start using more throw grenade flags for kicks. happy.gif

Posted by: Cheeseh Mar 31 2005, 11:06 AM

It's a bit tough to know whats reasonable to waste loads of time on attacking a breakable. I thought that 1000 breakable health would be reasonable, because the ones in "case closed" had like 70000 health or something like that, and it would have took them all day to eventually break the thing...

what's better is just to tell the author of each map to do their breakables properly and make their unbreakables .. unbreakable, instead of giving them loads of health. i.e. Just don't make them func_breakables at all.

Posted by: MarD Mar 31 2005, 07:40 PM

Heyyo,

Yeah, but odds of the map makers to fix this are like... none. So you have to do work-arounds for their sloppyness I guess.. sad.gif

Hmm, hea's an idea Cheesh, maybe we could make it a variable you can change. You know? like how you can create .cfg's for specific maps? well then an easy fix for all would be then to just create .cfg's for each map n' set the max health for attacking breakables there. This way you won't have to tinker with the source n' just set some variables instead. Us waypointers could just release the waypoints with the .cfg's with the properly set variables ourselves then. I say we try leaving the default value at 5000. I doupt anyone would put their crate health's above that, or I'd be rediculous.

Posted by: LordSkitch Mar 31 2005, 10:27 PM

You might be able to use ripent and get rid of the breakables, or swap em to func_walls.

Posted by: MarD May 26 2005, 12:35 AM

Heyyo,

Ok, found a bug. For the SvenCoop campaign SC_Tetris, the bot's won't use the "spawn" buttons that open up later parts of the map, sure, a player could do it.. but there's always 2 spawn buttons that need to be pushed almost at the same time in order to open up more of the level.. so I need you to fix this problem before I can continue waypointing the SC_Tetris campaign cheesh.. pls? smile.gif

Posted by: Liger_XT5 Jul 21 2005, 06:27 PM

i got a prob that i started to recieve when bots start join my the server that i start for lan, myself only. for some reason, this happends randomly, even if there is none, and i tell one to join or if there is already 10 and i tell it to join another one.

HAL:HAL_Load tree 0 Unable to allocate subtree

Posted by: Cheeseh Jul 21 2005, 08:59 PM

delete the hal files

Posted by: Liger_XT5 Jul 21 2005, 09:21 PM

what happpend to them then?

Posted by: Cheeseh Jul 21 2005, 10:37 PM

probably corrupt, I don't think there is any file consistency checking. Try getting the latest BETA dll files from http://filebase.bots-united.com if you;ve not already got them.

Posted by: Liger_XT5 Jul 21 2005, 11:48 PM

that link that takes me to the rcbot files, all it has is last years files. i went to http://rcbot.bots-united.com but that shows may's rcbot that i do have.

i did delete the hal files but, i still get the error.
and this one some times COM_loadFile: not enough space for sound/sentences.txt

i have already check my hard drive space, i have 12 gig out of 37 free.

Posted by: Cheeseh Jul 22 2005, 09:31 PM

maybe you dont have write permissions to the botprofiels folder.

and I dont know about that other erro, thats a HL error, probably the mod isnt installed properly or soemthing

Posted by: Liger_XT5 Jul 23 2005, 04:29 AM

i dont know, but i did redelte the hal files in the half-life\rcbot direcctory instead of the half-life\ns\addons\metamod\rcbot and so on, and i went and hosted a server for myself and i did up to 20 bots and kicked them and added more every so often and it works great, just i cant go over 12 bots without the ping reaching 120 blink.gif and it gets laggy.

if you understand the info about the amount of bots and what the ping reaches, good, maybe you could help me change some setting so that way i can have atleast 16 bots and still be able to have a fun game with them and have a few turrents here and there.

Posted by: LordSkitch Jul 23 2005, 05:05 AM

The only reason your ping would go up after you've added bots on a listen server would be that your processor just can't take it. What kind of processor, and how much RAM do you have?

Posted by: Liger_XT5 Jul 23 2005, 12:55 PM

lets see, i have a 2ghz processer, celeron i think, and ram, um last i knew it was 248megs

Posted by: LordSkitch Jul 23 2005, 05:02 PM

I'd say 12 bots is about right for what that processor and ram can handle in a listen server. My new game server is an Athlon XP Barton 3000 with 1.5 gig of ram, and it'll bounce up to ~25-30% with 8 bots, and it's a dedicated server tongue.gif

Posted by: Liger_XT5 Jul 23 2005, 06:32 PM

ok, that makes since

Posted by: Liger_XT5 Sep 18 2005, 05:34 PM

i just got done playing 3 stupid bot rounds on co_angst
isnt the bots suppose to attack each other?
well ive found bots hat just sit there looking at the enemy, not even attacking, until the eney decides to attack back.
another is when the cc or hive is under attack, they go to it, surrounds it, and just sit.
is there a miss config i have set or what?

Posted by: LordSkitch Sep 18 2005, 06:37 PM

Sounds to me like you're not using the latest version of RCB.

Posted by: Liger_XT5 Sep 18 2005, 10:20 PM

i have the current version of it's dll's

Posted by: LordSkitch Sep 19 2005, 10:13 AM

Also, make sure

rcbot config dont_shoot is 0, and
rcbot config wait_for_orders is 0

Posted by: Liger_XT5 Sep 19 2005, 09:40 PM

thats what i got set.

could it something to do with the update time with the ladders or frames to turn or refresh maybe?

Posted by: Cheeseh Sep 20 2005, 12:19 PM

you might want to check "get_rcbot_ver" command and see what the version is, write it back here biggrin.gif

Posted by: John2be Oct 9 2005, 08:20 PM

Dont know f it's mentioned, but when playing battlegrounds I sometimes get a ctd when knifing a bot with my bayonet. is it fixable?

Posted by: Wint-O-Green Oct 16 2005, 09:33 PM

Ok... i dont know why, but the aliens will dance around the marines, they will not bite... they will jump at them and pretend to bite, but wont actually do it... i have read some and seen no solutions in this forum... ive downloaded the latest BETA DLLs and all that jazz.... all the waypoints i've got work fine... the aliens just will not attack....

I checked the weapons profile thing and the bite gun is enabled and set to a 5 priority (i set pri to help maybe)...

I like the bots so far, just.... no alien resistance....

Posted by: LordSkitch Oct 17 2005, 12:04 AM

The only time that'll happen is if the latest beta DLLs aren't downloaded http://filebase.bots-united.com/index.php?action=file&id=205 with the NS 3.0+

or the newest DLLs with a version of NS before 3.0 came out

Posted by: Wint-O-Green Oct 17 2005, 05:46 AM

I already have the latest DLLs... but, i did install those, and the aliens are more agressive about jumping around on top of you and attempting to attack... but they still aren't actually biting... unsure.gif

Posted by: Broadus Dec 10 2005, 07:39 AM

I assume someone has already said this, but I couldn't find anything about it.
In Half-Life 1 deathmatch, bots will shoot teammates. They won't be able to kill eachother with friendly fire off, but they'll still just shoot at eachother. I'd simply use Botman's bot, but his bots run straight at enemies in order to fight them and that drives me crazy.

Posted by: thunder_storm996 Dec 13 2005, 10:53 PM

QUOTE (Wint-O-Green @ Oct 16 2005, 09:33 PM)
Ok... i dont know why, but the aliens will dance around the marines, they will not bite... they will jump at them and pretend to bite, but wont actually do it... i have read some and seen no solutions in this forum... ive downloaded the latest BETA DLLs and all that jazz.... all the waypoints i've got work fine... the aliens just will not attack....

I checked the weapons profile thing and the bite gun is enabled and set to a 5 priority (i set pri to help maybe)...

I like the bots so far, just.... no alien resistance....

i'm having that exact same problem but none of my bots will shoot not the aliens or the marines and i'm sure that peaple who are having this problem hav alredy downloaded the latest dlls so don't tell us to do that if we alredy have

Posted by: LordSkitch Dec 14 2005, 10:29 AM

Humor us and download it again.

http://rcbot.bots-united.com/downloads/rcbot_new/rcbot_mm_nov14.zip

Make sure you're using MetaMod and you're actually using the latest file.. so double check your MetaMod files and make sure they're pointing to the right file and such... Cause the only reason they'll act that way is if you're not using the latest DLL tongue.gif

Posted by: Atreyu Dec 15 2005, 05:16 PM

QUOTE (Broadus @ Dec 10 2005, 07:39 AM)
I assume someone has already said this, but I couldn't find anything about it.
In Half-Life 1 deathmatch, bots will shoot teammates. They won't be able to kill eachother with friendly fire off, but they'll still just shoot at eachother. I'd simply use Botman's bot, but his bots run straight at enemies in order to fight them and that drives me crazy.

Hi,
this thread could help you

http://rcbot.bots-united.com/forums/index.php?showtopic=811

bye

Posted by: Fentus Feb 18 2006, 06:39 PM

When im trying to play ns v 3.1.2 and i have liblist.gam correct and no metamod... when im trying to add bot there comes [RCBOT>] no bot profiles found that are free...
[RCBOT>]cannot open /write
report bug cheeseh and cheeseh e-mail can u help me?
I'v got newest wersion of rcb and have correct .dll i can open bot_menu but
when im trying to add there comes that. help me PLEASe! sad.gif btw:i changed gamedll "...\rcbot\dll\rcbot.dll to "rcbot\dll\rcbot.dll (no dots) then this .dll work (my rcbot files is on ns file) it dont find the .dll file if the dots are on .dll. WHat should i do? do that influence on this bug? Or do i need metamod on this bot? plz response... iv readed all of readmes and tried to fix it but its still dont work.

Posted by: Cheeseh Feb 18 2006, 07:30 PM

QUOTE (Fentus @ Feb 18 2006, 06:39 PM)
When im trying to play ns v 3.1.2 and i have liblist.gam correct and no metamod... when im trying to add bot there comes [RCBOT>] no bot profiles found that are free...
[RCBOT>]cannot open /write
report bug cheeseh and cheeseh e-mail can u help me?
I'v got newest wersion of rcb and have correct .dll i can open bot_menu but
when im trying to add there comes that. help me PLEASe! sad.gif btw:i changed gamedll "...\rcbot\dll\rcbot.dll to "rcbot\dll\rcbot.dll (no dots) then this .dll work (my rcbot files is on ns file) it dont find the .dll file if the dots are on .dll. WHat should i do? do that influence on this bug? Or do i need metamod on this bot? plz response... iv readed all of readmes and tried to fix it but its still dont work.

http://rcbot.bots-united.com/faq.htm#q2

and
QUOTE

19 March 2005
can now edit rcbot folder with rcbot_folder.ini file:

here's what to do: if you want to put rcbot in a fodler OTHER THAN half-life/rcbot then make a file called "rcbot_folder.ini" in the MOD folder (NOT rcbot folder!! or that's just stupidity...tongue.gif) then just put the folder where rcbot is installed in the file RELATED TO THE "half-life" folder

For example: If I wanted to put the rcbot fodler inside NS/ folder you NEED a rcbot_folder.ini file in "ns/" like this:

ns\rcbot

that's it


digs further...

http://rcbot.bots-united.com/forums/index.php?showtopic=22

Posted by: Sandman[SA] Feb 18 2006, 10:52 PM

Actually, I have noticed a bit of a change too. If you install rcbot into your "half-life" folder, rcbot seems to work fine with the conventional messures but if your using say a standalone dedicated server then there is no "half-life" folder and even though everything appears to be in the right place, rcbot is unable to find the profiles and won't allow bots to join.

I this case, I moved the rcbot folder to my ns/addons folder and put a rcbot_folder.ini in my ns root folder with this contained with-in it...

CODE
ns\addons\rcbot


Then changed my metamod/plugins.ini to read as this....
CODE
win32 addons/rcbot/dlls/rcbot_mm.dll


For the most part, this appears to work just fine but the bot_configs.ini doesn't seem to have much effect on what the bots do. Like I have tried changing some settings like....
QUOTE
config chat_dont_learn
config balance_teams
config marine_auto_build


and it doesn't seem to have any effect untill the server is completely shut down and restarted. Even just letting serverdoc restart the server automaticly has little to no effect. Serverdoc must be shut down before the changes will take effect. Just some observations I have noticed with dedicated server. Maybe I am just overlooking something but I can see what that could be.

Posted by: Fentus Feb 19 2006, 04:35 PM

Great now iv deletet my RCBOT directory and trying to install it again there comes taht its succesfully created BUT ITS DONT CREATE ANY FOLDERS! wtf? (using metamod now and have only ns on install...

Posted by: Cheeseh Feb 20 2006, 01:31 AM

"doesn't create any folders"

u have "use folder names" when extracting rcbot ? (in winzip) so that it makes folders when extracting a zip file

Posted by: MarD Aug 17 2006, 05:04 PM

Heyyo,

I'm currently having a problem on REO1 for SvenCoop, where the bot's don't detect the elevator buttons, anychance you can take a look into this Cheeseh? I also noticed that at times, the bots only patrol the same obvective waypoints at times. It seems it they can't access a certain objective waypoint, they get stuck inna constant loop and don't check for newly accessible objective waypoints.

Posted by: Cheeseh Aug 18 2006, 12:01 AM

for elevators I made a guide somewhere in the waypoints forum, it might be part of another thread. At the moment its still a bit messy though, it depends if the elevators have roofs on them or not, and if the waypoint path actually goes thorugh the lift entity itself then the bots can detect the lift.

the waypoint objective that they reach is removed for about a minute, they will go bac kto them eventually, just after a few minutes, that is to stop them going back to the same points all the time, this was especially useful for svencoop maps.

Posted by: MarD Aug 19 2006, 03:06 AM

Heyyo,

Hmm, I saw a ladder/wallcrawl guide, but not an elevator guide.. the closest thing is this:
http://rcbot.bots-united.com/forums/index.php?showtopic=850&st=0&#entry6094

But with RCBot on REO1, at times they'll push the elevator button to bring the lift down, but not to bring it back up..

Posted by: LordSkitch Aug 26 2006, 10:53 AM

in NS, gorges wont heal the hives on CO maps (i dunno if they do on NS maps, haven't looked yet) and the aliens won't get upgrades on NS maps either. There was somethin' else, but its like 6am and im tired.

just a couple bugs people are geeking out about.

if i knew where the code was for both things, id try to fix it, but.. i suck.

Posted by: IHQ-Reima[DWMH] Sep 7 2006, 10:18 AM

The gorges don't heal the hive/hives in classic or combat modes. I have seen the gorge to "heal" the hive only when it/she (hihi smile.gif ) has just built the hive.

Then one bug more... In some maps (like co_outpost) marines go to one direction, they stop and then go back to reload and then again go to the same direction and stop again and look around and again go back to the base. There is no problem with the waypoints...could the problem be that the map is so complex because there are possible ways to the hive on many levels?

Then how to fix the fade blink...it just cant use it correctly sad.gif

Then bot weapons. I have put the use distance to the skulk bit to 2meters and still they start to "bark" when they see the enemy. Same goes with onos. It is just slowly moving target when it starts to use the first weapon all the time and it just slowly jums towards the enemy..

Could the marines buy scan in combat?

Then the gorge buildings. Could there be a better way to tell the gorge like: "after dropping the hive make 3 defence chambers".

Help smile.gif

Posted by: Ancient Oct 24 2006, 01:59 AM

In battlegrounds the bots keep changing classes, and they end up having a ton of Officers rather than following the 1 commander only limit.


Posted by: Cheeseh Oct 25 2006, 01:38 AM

QUOTE(Ancient @ Oct 24 2006, 02:59 AM) *

In battlegrounds the bots keep changing classes, and they end up having a ton of Officers rather than following the 1 commander only limit.


I never implemented a method of checking the number of officers/limits etc so all the bots do is keep trying a random class (every few seconds) until they spawn smile.gif so that will guarentee them a position in the next game

Posted by: Venom Feb 15 2007, 06:18 PM

With the recent build of Rcbot for Linux which Lordskitch compiled for me, it seems to be crashing the server but lucky enough its producing a crash log, this is what it says:

02/15/2007 18:04:53 => System Error: "User Msg 'GameTitle': 0 bytes written, expected 1
"

This error message is produced almost every 4 hours, is there a known fix for it?

Posted by: Cheeseh Feb 15 2007, 06:30 PM

QUOTE(Venom @ Feb 15 2007, 06:18 PM) *

With the recent build of Rcbot for Linux which Lordskitch compiled for me, it seems to be crashing the server but lucky enough its producing a crash log, this is what it says:

02/15/2007 18:04:53 => System Error: "User Msg 'GameTitle': 0 bytes written, expected 1
"

This error message is produced almost every 4 hours, is there a known fix for it?


depends what Mod you are using. The bot does not send any "GameTitle" messages, most likely the MOD, and its in the mod code that something is wrong. Or it could be that the engine message is being prematurely interrupted by otehr code in the bot (see cases were MessageBegin returns and supercedes)

Posted by: benneke Jul 3 2007, 08:57 PM

i found a little bug in ts wacko.gif when i add a bot in ts v3.0 they are in status waiting and dont spawn wacko.gif

Posted by: HuntEr_ Jul 8 2007, 03:24 PM

Hi all!
I have problem. I download RCBOT 1.3 and add to game (with or without metamod) and bot running after map, but dont shoot. sad.gif I dont know why?

I found one config - BOT_CONFIG.INI and in this config is:
config dont_shoot 0

0 = OFF
1 = ON

Is it that way?

If change to 1 bot dont shoot. If change back (0) always dont shoot. ... Where is problem?

In version.txt ist:
fixed: crash bug in natural selection attack code.

p.s. : i use steam half-life, natural selection 3.1 (3.2 is only client)
p.s.2: and on NON-STEAM hl work too not...


sorry for my very bad english smile.gif
and sorry if this quest is in bad topic

Posted by: Cheeseh Jul 8 2007, 03:44 PM

version 1.3 is not for Natural selection 3 it is for ns 1 or 2 tongue.gif

Get 1.44 beta http://filebase.bots-united.com/index.php?action=file&id=205

Posted by: HuntEr_ Jul 8 2007, 06:12 PM

QUOTE(Cheeseh @ Jul 8 2007, 03:44 PM) *

version 1.3 is not for Natural selection 3 it is for ns 1 or 2 tongue.gif

Get 1.44 beta http://filebase.bots-united.com/index.php?action=file&id=205



What? Really? God damm, i am n00b biggrin.gif thx... i go download beta

Posted by: getup Apr 1 2008, 01:57 PM

hi, i have used rcbots for a while now. Now i just installed rcbot folder to a rented server all is working fine i used the 1.3 bata the mod is Hl1 Oz Deathmatch server with the latest amxxmod 1.8 metamod 1.9 all bots enter and work great. but as soon as i enter and shoot at the bot the game crashes not the server. and i get an error that decal # not found... what the!!!!! can you please give me some ideas what this could be?? thank u

Posted by: Sandman[SA] Apr 2 2008, 03:50 AM

Did you check out the post right before yours?

Get 1.44 beta http://filebase.bots-united.com/index.php?...file&id=205

Posted by: LordSkitch Apr 2 2008, 05:15 AM

the code on the filebase is old and buggy, use this instead

http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1011&view=findpost&p=7096

Posted by: getup Apr 2 2008, 09:17 PM

excellent 1.4 bata kicks butt works nice!!!TY.. do have one bot that like to stand still... would u have any waypoints for hl1 maps? othere then what comes with the install?

Posted by: LordSkitch Apr 3 2008, 11:27 PM

i personally dont have any hl1 waypoints, but others might, look in the waypoints forum

Posted by: Ryusho Dec 25 2008, 04:38 PM

Huzzah..a brand new bug! "Opens Later" causes The new Sven Coop 4.0b to crash as soon as it is checked! this so far seems to be the ONLY waypoint that causes a crash so far.

Posted by: Ryusho Dec 25 2008, 05:01 PM

Nevermind, the real "latest Beta" does not have that problem, however, it DOES seem that the AI can no longer shoot npc's....they can shoot breakables but they refuse to shoot npc's

Posted by: Cheeseh Dec 25 2008, 08:21 PM

QUOTE(Ryusho @ Dec 25 2008, 05:01 PM) *

Nevermind, the real "latest Beta" does not have that problem, however, it DOES seem that the AI can no longer shoot npc's....they can shoot breakables but they refuse to shoot npc's


The bots crash with me always, probably because I am compiling them with VS2005.NET

Although there is something wrong with the Svencoop DLL Exports, it#s using a different export method. and I cannot make a new standalone dll .

Posted by: Ryusho Dec 26 2008, 12:59 AM

QUOTE(Cheeseh @ Dec 25 2008, 02:21 PM) *

The bots crash with me always, probably because I am compiling them with VS2005.NET

Although there is something wrong with the Svencoop DLL Exports, it#s using a different export method. and I cannot make a new standalone dll .


Interesting....Well, Looks like we are stuck botless for SC4 so far, though now I may install SC3 or something, need to figure out some stuff still >.<

Posted by: LordSkitch Dec 26 2008, 07:01 PM

thats.. pretty crazy. i dont think any code for the waypoints changed between the official release and the latest beta. there was code that changed for combat, but as far as i know that was all NS only, and nothing for SC was changed.

i dont have SC, nor a lot of free time to fiddle with it to try to debug it, but if you know c++ and can get ahold of visual c++ 6, you can fix the code yourself.

im actually a little rusty with c++ at the moment anyhow, ive mostly been using c# and xna for the past few months, and thats whats crammed in my head currently.

cant be doin no...

CODE
while (((gameTime.TotalRealTime - mLastUpdate).Milliseconds > 500) && GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.DPadRight))
  rightFunction();


in c++, at least not without a bunch of crap thats already done for you in c#

Posted by: Ryusho Dec 27 2008, 12:16 AM

QUOTE(LordSkitch @ Dec 26 2008, 01:01 PM) *

thats.. pretty crazy. i dont think any code for the waypoints changed between the official release and the latest beta. there was code that changed for combat, but as far as i know that was all NS only, and nothing for SC was changed.

i dont have SC, nor a lot of free time to fiddle with it to try to debug it, but if you know c++ and can get ahold of visual c++ 6, you can fix the code yourself.

im actually a little rusty with c++ at the moment anyhow, ive mostly been using c# and xna for the past few months, and thats whats crammed in my head currently.

cant be doin no...

CODE
while (((gameTime.TotalRealTime - mLastUpdate).Milliseconds > 500) && GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.DPadRight))
  rightFunction();


in c++, at least not without a bunch of crap thats already done for you in c#



Ahh If you had seen a bit earlier, The Waypoint problem is no longer an issue, its just they don't target enemies now, but yeah, as cheeseh said >.< and I dunno what they did, Don't know anything about coding myself so Kinda leaves me stuck at testing things and not really fixing bugs, argh!

Posted by: dufas3 Dec 27 2008, 04:39 PM

when i spawn a bot in sven coop and runtime erorr plz help me !!! unsure.gif unsure.gif

Posted by: DiegoJ May 25 2009, 03:45 PM

Hi.Is my first post.I found a bug testing the rcbot in an amd computer with 1.6 Ghz, 256 mb and a gforce2 mmx in opengl, and a celeron 2.0 Ghz, 512 mb and a integrated intel in direct3d, and running HL deathmatch. After testing a few days, i concluded this: the bots work best (MUCH best) in direct3d when they try to climb a ladder. Remenber to put "config update_ladder_time -1.0" (without quotes) in your config file to improve a little more (just change the value, the speech exist). An edit the waypoints of the ladders, if you want a really human behavior (like my bots) smile.gif. A fix with the opengl api is absolutely necessary, but i don´t know if that is possible now. Well, thanks for your time.

Posted by: Goper May 29 2009, 08:20 AM

I have currently found two bugs so far.

The first one is that the bots seem to have a gravity of 1500, as they fall to the ground much faster than normal.

The second bug is that heavies and snipers just turn around and shoot straight into a wall.

Posted by: AnimalBear Jun 24 2011, 08:05 PM

Small bug when i play Sven Coop v4.6 we cant change weapon.
I think the bug is from metamod.dll or rcbot_mm.dll.
If you take off the rcbot the bug still appear with no metamod dont.
So someone need to know what's happening with this bug.
Need to be fixed. sad.gif

metamod.dll or rcbot_mm.dll one of them does that.

Posted by: AnimalBear Jun 24 2011, 08:32 PM

QUOTE(AnimalBear @ Jun 24 2011, 09:05 PM) *

Small bug when i play Sven Coop v4.6 we can�t change weapon.
I think the bug is from metamod.dll or rcbot_mm.dll.
If you take off the rcbot the bug still appear with no metamod don�t.
So someone need to know what's happening with this bug.
Need to be fixed. sad.gif

metamod.dll or rcbot_mm.dll one of them does that.



Update guys i found the bug!
Download the metamod.dll 1.19p28 before the last update works perfect!
Link: http://sourceforge.net/projects/metamod-p/files/Metamod-P%20Binaries/1.19p28/metamod-1.19p28-win32.zip/download

Regards.

Posted by: Sandman[SA] Jun 26 2011, 02:16 AM

I have been using mm p32 and had noticed constant server crashes. Does this older mm p28 help fix that too?

Posted by: AnimalBear Jun 26 2011, 03:37 PM

Frontline Force 2.0 Bots not working some one give me a solution of that very frustrating and annoying mad.gif

Only the Game:
They appear in the first time i run second time dont work.
They are freezing in the game.

With Bots
Only Crash the game or Freeze.

Sorry is my opinion.

Posted by: Sandman[SA] Jul 8 2011, 01:48 AM

QUOTE(AnimalBear @ Jun 26 2011, 03:37 PM) *

Frontline Force 2.0 Bots not working some one give me a solution of that very frustrating and annoying mad.gif


I maybe a bit out of the loop here but last I checked, Rcbot does not support Frontline Force.

Posted by: DZHEX Jul 10 2013, 12:21 PM

I've got a bug with latest version in TF2: all bots will only face one direction relative to the map. It looks kind of funny, but renders them useless.

Posted by: madmax2 Jul 11 2013, 04:25 PM

Hi DZHEX,

Welcome to the RCbot forums. I don't have TF2 installed right now, just dods. It sounds like you may need to adjust the value of rcbot_runplayer_cmd_tf2 in the config.ini in the rcbot folder. [edit] It just changed in the last few hours. It shows a value of 417 for windows & 418 for linux/apple.

But check this also, this sounds like the same problem you are having, and a possible solution, read this thread:

http://rcbot.bots-united.com/forums/index.php?showtopic=1760

Every time there is a TF2/steam update, there is the possibility this value will need to be adjusted. You may need to adjust it up or down a bit, until the bots start moving correctly.

Be sure it shows as rcbot_runplayer_cmd_tf2 in the config.ini, and not rcbot_runplayer_cmd, without the tf2 part, some of the installers were not working correctly.

I'm not sure if this was an existing or new install, but maybe a few more details would be useful, if this doesn't solve the problem? What platform, windoz or linux? Client/listen or dedicated server? That kind of stuff, etc.. Also, you may want to post in the RCbot2 forums or in this thread here (this is the newest rcbot2 version):

http://rcbot.bots-united.com/forums/index.php?showtopic=1793

Some install instructions here:

http://rcbot.bots-united.com/forums/index.php?showtopic=1757

Good Luck... wink.gif
madmax2

Posted by: DZHEX Jul 13 2013, 11:39 AM

QUOTE(madmax2 @ Jul 11 2013, 07:25 PM) *

Hi DZHEX,

Welcome to the RCbot forums. I don't have TF2 installed right now, just dods. It sounds like you may need to adjust the value of rcbot_runplayer_cmd_tf2 in the config.ini in the rcbot folder. [edit] It just changed in the last few hours. It shows a value of 417 for windows & 418 for linux/apple.

But check this also, this sounds like the same problem you are having, and a possible solution, read this thread:

http://rcbot.bots-united.com/forums/index.php?showtopic=1760

Every time there is a TF2/steam update, there is the possibility this value will need to be adjusted. You may need to adjust it up or down a bit, until the bots start moving correctly.

Be sure it shows as rcbot_runplayer_cmd_tf2 in the config.ini, and not rcbot_runplayer_cmd, without the tf2 part, some of the installers were not working correctly.

I'm not sure if this was an existing or new install, but maybe a few more details would be useful, if this doesn't solve the problem? What platform, windoz or linux? Client/listen or dedicated server? That kind of stuff, etc.. Also, you may want to post in the RCbot2 forums or in this thread here (this is the newest rcbot2 version):

http://rcbot.bots-united.com/forums/index.php?showtopic=1793

Some install instructions here:

http://rcbot.bots-united.com/forums/index.php?showtopic=1757

Good Luck... wink.gif
madmax2


Thanks, adjusting the value to 417 solved the problem.
Just in case, I'm on windows, client/listen (local) server.
How does one know the value has to be changed and what to?

Posted by: madmax2 Jul 15 2013, 01:27 AM


If the bots stop working...

Check this page for TF2, or select the game you are using the bots with.

http://www.sourcemodplugins.org/vtableoffsets/tf

Search the page for the PlayerRunCommand.... CTFPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)

Tf2 updates frequently, so sometimes the site lags a bit and isn't allways up to date. So you might just try a value just above or below what it was before, if the bots stop working, and if the value on that page hasn't changed... wink.gif