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> Bugs..., Engine Error: ED_Alloc: no free edicts
DreadedGhoul575
post Jan 11 2016, 02:18 PM
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I have had this on pl_hoodoo_final (round 2) and tc_hydro so far (15 vs 15 rcbots) works on other maps perfect.
Edit: rd_asteroid also crashes, but the instant you open it.
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madmax2
post Jan 12 2016, 09:21 PM
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It sounds like those 2 maps may be near the entity/edict limits. I'm not sure how RCbot2 uses edicts (which are like network slots reserved for entities), but perhaps the bots are using just enough to reach the limits. There could be many other factors too, like other plugins in combination with RCbots.

One thing you could try, is setting max players to 32 and reducing the number of RCbots, see if that helps? But first, try running RCbots without any other plugins or sourcemod.

A fairly good description of edicts:

http://forums.steampowered.com/forums/show...mp;postcount=11

Valves hard coded limits for entities and edicts (good read):

https://developer.valvesoftware.com/wiki/Entity_limit

Goldsource (HL1 steam) engine seems to be unlimited, in theory, for entities & edicts, where source has fixed limits. This is a HL1 engine description & solution, but worth reading.

http://forums.svencoop.com/showthread.php/...nce-and-for-all

Try setting cl_showents 1 in console may give an idea if those 2 maps are more entity full than other maps? This too... report_entities ...

Perhaps Cheeseh will tell us how much impact RCbot2 has on the edict limits? Will reducing the number of bots, lower the edicts used?

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DreadedGhoul575
post Jan 12 2016, 09:40 PM
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QUOTE(madmax2 @ Jan 12 2016, 09:21 PM) *

It sounds like those 2 maps may be near the entity/edict limits. I'm not sure how RCbot2 uses edicts (which are like network slots reserved for entities), but perhaps the bots are using just enough to reach the limits. There could be many other factors too, like other plugins in combination with RCbots.

One thing you could try, is setting max players to 32 and reducing the number of RCbots, see if that helps? But first, try running RCbots without any other plugins or sourcemod.

A fairly good description of edicts:

http://forums.steampowered.com/forums/show...mp;postcount=11

Valves hard coded limits for entities and edicts (good read):

https://developer.valvesoftware.com/wiki/Entity_limit

Goldsource (HL1 steam) engine seems to be unlimited, in theory, for entities & edicts, where source has fixed limits. This is a HL1 engine description & solution, but worth reading.

http://forums.svencoop.com/showthread.php/...nce-and-for-all

Try setting cl_showents 1 in console may give an idea if those 2 maps are more entity full than other maps? This too... report_entities ...

Perhaps Cheeseh will tell us how much impact RCbot2 has on the edict limits? Will reducing the number of bots, lower the edicts used?

yeah, I had it on 32 (15vs15)
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madmax2
post Jan 12 2016, 10:26 PM
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I would think by reducing the bots, there will be less effects (rockets, etc) , so less entities/edicts. So that by itself may help. But what I don't know is what RCbot2 needs to function, like does each bot spawned use an edict slot???

You could also try turning down some game effects, such as decals, if you can live with reduced effects. I think there are some convars for that...

It is odd that TF_bots don't have the problem, they don't shoot as much or something??? Were you using 30 tf_bots to test?
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DreadedGhoul575
post Jan 13 2016, 07:11 AM
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QUOTE(madmax2 @ Jan 12 2016, 10:26 PM) *

I would think by reducing the bots, there will be less effects (rockets, etc) , so less entities/edicts. So that by itself may help. But what I don't know is what RCbot2 needs to function, like does each bot spawned use an edict slot???

You could also try turning down some game effects, such as decals, if you can live with reduced effects. I think there are some convars for that...

It is odd that TF_bots don't have the problem, they don't shoot as much or something??? Were you using 30 tf_bots to test?

I've used tfbots lots of times on pl_hoodoo_final, but on round 2 they always get stuck at the place at that bit of the cave at the right; the barriers they don't destroy.
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Cheeseh
post Jan 13 2016, 08:41 AM
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QUOTE(DreadedGhoul575 @ Jan 13 2016, 07:11 AM) *

I've used tfbots lots of times on pl_hoodoo_final, but on round 2 they always get stuck at the place at that bit of the cave at the right; the barriers they don't destroy.


I don't think this can be caused by bots alone, if you have custom loadouts ON for example, it will create lots of new weapons for bots, if the remove player item function is not correct then it won't remove them and you'll see lots of weapons on the floor at respawn and will potentially cause this bug
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DreadedGhoul575
post Jan 13 2016, 08:50 AM
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QUOTE(Cheeseh @ Jan 13 2016, 08:41 AM) *

I don't think this can be caused by bots alone, if you have custom loadouts ON for example, it will create lots of new weapons for bots, if the remove player item function is not correct then it won't remove them and you'll see lots of weapons on the floor at respawn and will potentially cause this bug

Yeah, with customloadouts on, some bots do go to the re-supply and lots of weapons drop there.
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Cheeseh
post Jan 13 2016, 12:58 PM
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QUOTE(DreadedGhoul575 @ Jan 13 2016, 08:50 AM) *

Yeah, with customloadouts on, some bots do go to the re-supply and lots of weapons drop there.


you need to check hookinfo.ini and make sure the offsets are the same as these here

https://github.com/alliedmodders/sourcemod/...mes/game.tf.txt

Perhaps it's not removing their weapons correctly
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DreadedGhoul575
post Jan 13 2016, 03:44 PM
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QUOTE(Cheeseh @ Jan 13 2016, 12:58 PM) *

you need to check hookinfo.ini and make sure the offsets are the same as these here

https://github.com/alliedmodders/sourcemod/...mes/game.tf.txt

Perhaps it's not removing their weapons correctly

http://www.mediafire.com/download/nnuapgu1...4e/hookinfo.ini here is the hookinfo.ini
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Cheeseh
post Jan 14 2016, 12:02 AM
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QUOTE(DreadedGhoul575 @ Jan 13 2016, 03:44 PM) *


try the latest nightly build

you can delete hook info. back it up in case

http://rcbot.bots-united.com/forums/index....ost&p=13867
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DreadedGhoul575
post Jan 14 2016, 07:55 AM
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QUOTE(Cheeseh @ Jan 14 2016, 12:02 AM) *

try the latest nightly build

you can delete hook info. back it up in case

http://rcbot.bots-united.com/forums/index....ost&p=13867

I've download the release dll, is that correct? Also, are you asking me to delete the hookinfo.ini?
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Cheeseh
post Jan 14 2016, 08:41 AM
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QUOTE(DreadedGhoul575 @ Jan 14 2016, 07:55 AM) *

I've download the release dll, is that correct? Also, are you asking me to delete the hookinfo.ini?


yes, you don't need hookinfo with this one because all the latest hooks are in the dll but you can rename it so you don't lose it.

yes, use the release dll because it will run quicker. If there are any crashes then use the debug one.
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DreadedGhoul575
post Jan 14 2016, 09:11 AM
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QUOTE(Cheeseh @ Jan 14 2016, 08:41 AM) *

yes, you don't need hookinfo with this one because all the latest hooks are in the dll but you can rename it so you don't lose it.

yes, use the release dll because it will run quicker. If there are any crashes then use the debug one.

I did it on pl_hoodoo_final with the night build and the error still came up. Maybe it is how many rcbots there are? (I never use tfbots on it anymore because they glitch on the second round in that cavey bit, where the barriers are blocking another entrance to ambush)
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DreadedGhoul575
post Jan 14 2016, 11:56 AM
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QUOTE(Cheeseh @ Jan 14 2016, 08:41 AM) *

yes, you don't need hookinfo with this one because all the latest hooks are in the dll but you can rename it so you don't lose it.

yes, use the release dll because it will run quicker. If there are any crashes then use the debug one.

I set customloadouts, taunts and messing around off and no crashes.

QUOTE(Cheeseh @ Jan 14 2016, 12:02 AM) *

try the latest nightly build

you can delete hook info. back it up in case

http://rcbot.bots-united.com/forums/index....ost&p=13867

Also, rcbots are smarter on round 2 compared to the tfbots, however they don't destroy the barriers, unless they're destroyed while someone tries to shoot through them (red soldier shooting at a blue scout stuck)
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DreadedGhoul575
post Jan 15 2016, 01:57 PM
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Two other bugs (that most likely can't be fixed) are demomen with the Scottish resistance stickybomb launcher trying to stickyjump, but fail due to needing to look at the sticky to detonate it and medics sometimes don't heal you (stop completely).
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Cheeseh
post Jan 17 2016, 02:46 PM
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QUOTE(DreadedGhoul575 @ Jan 14 2016, 11:56 AM) *

I set customloadouts, taunts and messing around off and no crashes.
Also, rcbots are smarter on round 2 compared to the tfbots, however they don't destroy the barriers, unless they're destroyed while someone tries to shoot through them (red soldier shooting at a blue scout stuck)


which barriers do you mean?

QUOTE(DreadedGhoul575 @ Jan 15 2016, 01:57 PM) *

Two other bugs (that most likely can't be fixed) are demomen with the Scottish resistance stickybomb launcher trying to stickyjump, but fail due to needing to look at the sticky to detonate it and medics sometimes don't heal you (stop completely).


I can fix the demoman bug, I can just stop them from pipe jumping if they have Scottish resistance
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DreadedGhoul575
post Jan 17 2016, 10:39 PM
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QUOTE(Cheeseh @ Jan 17 2016, 02:46 PM) *

which barriers do you mean?
I can fix the demoman bug, I can just stop them from pipe jumping if they have Scottish resistance

Stage 2 on pl_hoodoo_final: https://www.youtube.com/watch?v=MP96LRifY1E at 7:22, the barriers are in that place. The tfbots are glitched in there too.
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Cheeseh
post Jan 20 2016, 09:39 PM
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QUOTE(DreadedGhoul575 @ Jan 17 2016, 10:39 PM) *

Stage 2 on pl_hoodoo_final: https://www.youtube.com/watch?v=MP96LRifY1E at 7:22, the barriers are in that place. The tfbots are glitched in there too.

maybe just a waypointing issue? Do they have to break the barrier by shooting it? I haven't seen such a barrier in pl_hoodoo, can you take a screenshot of before and after?
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DreadedGhoul575
post Jan 20 2016, 10:35 PM
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QUOTE(Cheeseh @ Jan 20 2016, 09:39 PM) *

maybe just a waypointing issue? Do they have to break the barrier by shooting it? I haven't seen such a barrier in pl_hoodoo, can you take a screenshot of before and after?

I'll do that tomorrow. wink.gif
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