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> Unofficial RCBot2 0.4.2 - Team Fortress 2
NifesNforks
post Mar 6 2009, 07:34 PM
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The question I would ask first would be: Will you be able to make the bot available without any SDK update?
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Cheeseh
post Mar 6 2009, 08:11 PM
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QUOTE(Skeggar @ Mar 6 2009, 07:34 PM) *

The question I would ask first would be: Will you be able to make the bot available without any SDK update?

I need an SDK source code update from Valve...
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LoopyDood
post Mar 6 2009, 09:58 PM
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QUOTE(Cheeseh @ Mar 6 2009, 03:11 PM) *

I need an SDK source code update from Valve...

It sucks that these aren't working for the time being. I just discovered them a week ago, and I never get to play TF2 because I'm on 56k. I can't wait to get a chance to play with them.
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Price
post Mar 7 2009, 01:44 PM
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QUOTE(Cheeseh @ Mar 6 2009, 09:11 PM) *

I need an SDK source code update from Valve...

oh the actual source code is not working?
Can you not fix it without?

@LoopyDood
Yes, same here, im so happy to playing my custom map with bots....hope hope hope for fix sad.gif
Why Valve everymonth change something...the most mods will not work very wel.
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NifesNforks
post Mar 7 2009, 02:41 PM
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Well, he just said he could'nt...
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LoopyDood
post Mar 8 2009, 03:03 AM
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QUOTE(Skeggar @ Mar 7 2009, 09:41 AM) *

Well, he just said he could'nt...

ohmy.gif

Does that mean no more RCBot? Or just no RCBot until further notice?

sad.gif
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UberMouse
post Mar 8 2009, 06:48 AM
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There will not be any bots untill valve releases the new SDK. so might be a week might be a couple of months who knows.
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Price
post Mar 8 2009, 08:54 AM
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QUOTE(UberMouse @ Mar 8 2009, 07:48 AM) *

There will not be any bots untill valve releases the new SDK. so might be a week might be a couple of months who knows.

I guess its comming with the new left 4 dead content update.


@Skeggar
be cool im not english its a hard for me to understand at all
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LordSkitch
post Mar 11 2009, 09:47 AM
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i wouldnt bet money on the release date. valve doesnt really seem particularly... concerned.. with the modding public. it could be months before its updated. of course it could also be tomorrow. i cant say im a big fan of how valve runs their organization.
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LoopyDood
post Mar 12 2009, 03:50 PM
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QUOTE(LordSkitch @ Mar 11 2009, 05:47 AM) *

i wouldnt bet money on the release date. valve doesnt really seem particularly... concerned.. with the modding public. it could be months before its updated. of course it could also be tomorrow. i cant say im a big fan of how valve runs their organization.

Valve not being concerned with the modding public doesn't sound like Valve to me...
Anyways I can't wait until they do.
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LordSkitch
post Mar 12 2009, 04:23 PM
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if they were more concerned about the modding public, theyd make such changes visible somewhere a week or so BEFORE they went live. instead, they break 2/3 of the mods out there, and everyone just has to wait for them to decide that they want to post the changes. thats why i dont really like valve's style.
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Cheeseh
post Mar 12 2009, 08:12 PM
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QUOTE(LordSkitch @ Mar 12 2009, 04:23 PM) *

if they were more concerned about the modding public, theyd make such changes visible somewhere a week or so BEFORE they went live. instead, they break 2/3 of the mods out there, and everyone just has to wait for them to decide that they want to post the changes. thats why i dont really like valve's style.

well they've also managed to break their own games (I.e. Episode 2) haha, so they dont really care much about the side effects of their changes.
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Cheeseh
post Mar 13 2009, 01:41 PM
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I'm trying so hard through hlcoders....

QUOTE

I'd just like to see an updated SDK content of the interfaces. I have a sneaky feeling IServerPlugin has been altered, or something else crucial to my plugin!

Is it conceivable within the near future to obtain an updated copy of the interface headers???

Thanks!!!!
- Show quoted text -



On Sat, Mar 7, 2009 at 3:13 AM, Ryan <--------@gmail.com> wrote:

Were there any updates to the CInput interface?

On Tue, Mar 3, 2009 at 5:28 PM, LDuke <-----------@gmail.com> wrote:
> The SDK hasn't matched for a while now. For example, the takedamageinfo
> structure has been different for a long time. I assume something like that
> must have changed. Unless you're only using the provided interfaces then
> it's likely that TF2 will never match the SDK. Also, only a few of the
> interfaces are even intended for plugins to use. I think Mani was told he
> shouldn't have been using the filesystem interface when changes to it
> happened and "broke" Mani-Admin-Plugin functionality.
>
> You shouldn't link directly to CBaseEntity functions, CTakeDamageInfo
> functions, etc. as they will most likely break on a future update. If it's
> something common, you could look at the SourceMod code and see how they
> handle the same situation. If it's only interfaces that you're using, then
> hopefully Valve will update the SDK soon.
>
>
>
>
>
> On Thu, Feb 26, 2009 at 12:31 PM, cheeseh-bu <-----------@gmail.com> wrote:
>
>> Hi, The latest TF2 scout update seems to crash when I use my plugin now
>> after GameFrame is called.
>>
>> Does anyone know of any interface changes / Bot handling changes? (i.e. SDK
>> updated? -- latest code doesn't seem to work)
>>
>> Although, I am just guessing
>>
>> Hope some have the answer,
>> cheeseh
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



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Project VDC - Founder and Lead Developer
http://www.projectvdc.net/

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show details 1:25 PM (15 minutes ago)


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Or maybe someone can tell me why my plugin crashes after adding a bot just after GameFrame is finished... ?

//---------------------------------------------------------------------------------
// Purpose: called once per server frame, do recurring work here (like checking for timeouts)
//---------------------------------------------------------------------------------
void CRCBotPlugin::GameFrame( bool simulating )
{
if ( simulating && CBotGlobals::IsMapRunning() )
{
CBots::botThink(); // All that this is doing is fake client command join class
}
}// <--------- crashing after call

What the hell is going on with the call stack ??? Below---

[Frames below may be incorrect and/or missing, no symbols loaded for server.dll]
server.dll!14c2fdef()
server.dll!14c2ffc4()
server.dll!14c30062()
server.dll!14af8ca6()
> HPB_Bot2.dll!CRCBotPlugin::GameFrame(bool simulating=true) Line 385 + 0x10 bytes C++
engine.dll!0ea3e61e()
engine.dll!0ea3d50a()

Why are there extra server calls after GameFrame ? Surely there is something hidden which I don't have in my code/something missing???

Help!

--Cheeseh
- Show quoted text -




On Fri, Mar 13, 2009 at 1:10 PM, cheeseh-bu <----------@gmail.com> wrote:

I'd just like to see an updated SDK content of the interfaces. I have a sneaky feeling IServerPlugin has been altered, or something else crucial to my plugin!

Is it conceivable within the near future to obtain an updated copy of the interface headers???

Thanks!!!!



On Sat, Mar 7, 2009 at 3:13 AM, Ryan <---------@gmail.com> wrote:

Were there any updates to the CInput interface?

On Tue, Mar 3, 2009 at 5:28 PM, LDuke <-----------@gmail.com> wrote:
> The SDK hasn't matched for a while now. For example, the takedamageinfo
> structure has been different for a long time. I assume something like that
> must have changed. Unless you're only using the provided interfaces then
> it's likely that TF2 will never match the SDK. Also, only a few of the
> interfaces are even intended for plugins to use. I think Mani was told he
> shouldn't have been using the filesystem interface when changes to it
> happened and "broke" Mani-Admin-Plugin functionality.
>
> You shouldn't link directly to CBaseEntity functions, CTakeDamageInfo
> functions, etc. as they will most likely break on a future update. If it's
> something common, you could look at the SourceMod code and see how they
> handle the same situation. If it's only interfaces that you're using, then
> hopefully Valve will update the SDK soon.
>
>
>
>
>
> On Thu, Feb 26, 2009 at 12:31 PM, cheeseh-bu <---------@gmail.com> wrote:
>
>> Hi, The latest TF2 scout update seems to crash when I use my plugin now
>> after GameFrame is called.
>>
>> Does anyone know of any interface changes / Bot handling changes? (i.e. SDK
>> updated? -- latest code doesn't seem to work)
>>
>> Although, I am just guessing
>>
>> Hope some have the answer,
>> cheeseh
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



--
Ryan "Kalvin" Williams
Project VDC - Founder and Lead Developer
http://www.projectvdc.net/

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cheeseh-bu
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show details 1:41 PM (0 minutes ago)


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Actually I found that the exit of GameFrame through disassembly, the server.dll is messing around with the call stack and is adding my plugin GameFrame function back onto the call stack at code:

server.dll
14978C50 sub esp,10h

(128C50 offset)

And when the call stack comes back to my plugin it crashes because it wasn't expecting that. Why is server.dll doing this?

Any help?
- Show quoted text -
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Geralt
post Mar 17 2009, 01:06 AM
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An update for the SDK has been released. (It's in Beta Participation) Is that what you needed? biggrin.gif
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NoseFinger
post Mar 17 2009, 03:52 AM
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I can't wait until the plugin is fixed.

This mod is great.
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NifesNforks
post Mar 17 2009, 02:05 PM
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Damn, havent worked too hard with the WPs, since its no fun doing waypoints if you cannot try the bots.

PleaseTellMeTheUpdateIsWhatIsNeededBecauseIAmReallyBored.
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Cheeseh
post Mar 17 2009, 08:49 PM
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QUOTE(Skeggar @ Mar 17 2009, 02:05 PM) *

Damn, havent worked too hard with the WPs, since its no fun doing waypoints if you cannot try the bots.

PleaseTellMeTheUpdateIsWhatIsNeededBecauseIAmReallyBored.


I had high hopes but unfortunately it still crashes at the same place

Valve havent even updated the ServerGame DLL class that was causing problems earlier in the code

although there are noticable differences, but after making the changes it still crashes.

Oh well.
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FiX
post Mar 18 2009, 09:25 AM
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Hello all. Hello Cheeseh.
I have a question for you, can anybody give me source code of final version of the RCBot2 (which work before Scout Update).
I think i can fix it )))

I want to play with RCBots, but i have only old version of sources.
Thank you.
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Cheeseh
post Mar 18 2009, 09:45 AM
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QUOTE(FiX @ Mar 18 2009, 09:25 AM) *

Hello all. Hello Cheeseh.
I have a question for you, can anybody give me source code of final version of the RCBot2 (which work before Scout Update).
I think i can fix it )))

I want to play with RCBots, but i have only old version of sources.
Thank you.

pls see

http://rcbot.bots-united.com/forums/index.php?showtopic=1128
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FiX
post Mar 18 2009, 10:34 AM
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THX, i find it)))
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