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RCBot Forums _ Beta Version _ RCBot 1.4 BETA

Posted by: Cheeseh Mar 10 2005, 11:36 PM

remember this is BETA, meaning I haven't tested it properly, but is most up to date version of the bot

june 12 - 2006

fixed bots still chatting with chat_percent 0 ( i think)
better unwaypointed navigation (still crap though)
more robust team detection in the specialists (could have been causing crashes)
mvm/ava maps in ns: fixed teams not moving to enemy base (I think),
added more commands (see rcbot digest post!)
more stuff


DOWNLOAD HERE: http://filebase.bots-united.com/index.php?action=file&id=205

12 feb
fixed hanging in the specialists when grenade thrown

30th january
svencoop: new pain waypoint (place areas where death occurs until triggered e.g. svencoop2) also make sure no paths pass by the waypoint in your waypoint files.
svencoop: bots shoot shootable buttons better
svencoop: bots stopping and zooming with sniper rifle sometimes
svencoop: when a bot is being healed they will also heal the healing player
all mods: fun command "rcbot util explo" smile.gif (try "rcbot util explo 2000" hehehe)
NS: another tweak to hopefully fix bots not shooting when holding mines


16th december
changed: faster GA learning
changed: dynamic aiming speeds
fixed: bots using teams in HLDM
changed: learning stuff in NS for attacking electrified objects with melee weapons

note: you might want to increase the aiming_speed in bot profiles a little bit.



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

...............

[edit]

heres a more up to date version...

added config varaiable "rcbot config not_ns3final" set it to 1 if not using the latest NS for compatibility.
fixed aliens weapons
bots 'learn' when they want to follow enemy (not tested much) no doubt they'll never follow, making them live longer tongue.gif

------------
Okay I got some stuff fixed for NS 3.0,

aliens attack!
marines receive orders without crashing!
faster waypoint path-finding algorithm (less cpu!)
bots learn when to take cover + where to take cover sometimes
added skitchy's code for aliens evolving in combat!!

mtamod rcbot dll DOWNLOAD is attached right here

PS: You might want to download the latest waypoints for NS 30 maps on the waypoints forum: http://rcbot.bots-united.com/forums/index.php?showforum=8

Posted by: LordSkitch Mar 10 2005, 11:55 PM

Works sexifully! First kill on angst was an alien.

Kinda embarassing.. but..
user posted image

Posted by: Cheeseh Mar 10 2005, 11:57 PM

awesome stuff, now it's time for me bed. I hope to see some good feedback by tommorow smile.gif

Posted by: Cheeseh Mar 11 2005, 12:03 AM

note that the aliens will never use all four weapons in combat, still need something to fix, as another thing was changed in NS that makes it more difficult for me to find what weapons the aliens can use (the same thing that caused aliens not to attack at all)

Posted by: Gruuunt Mar 11 2005, 12:42 PM

I am beginning to get an inferiority complex - no linux compile sad.gif

Posted by: Cheeseh Mar 11 2005, 06:27 PM

my linux machine is seperated into several pieces spread across the worlds of the most cliche'd computer games at the moment

I need to put it back togther soon before I can compile a linux version, and I don't really have a desk for it at the moment either, it will just be sitting where I'd be able to trip up on it and spill my precious tea all over my precious linux machine. In conclusion, maybe in a week or two tongue.gif

Posted by: Sandman[SA] Mar 11 2005, 08:10 PM

Cheeseh, what would it take to get rcbot to finally follow the addons standerd protocal? Being that it is a metamod plugin and all, don't you think it's time to catch up?

Posted by: MarD Mar 11 2005, 08:41 PM

Heyyo,

Err.. standard protocol? bot's have on? huh.gif

Anywho, did some waypointing, w00t! check for lift now has its own waypoint color! I'm guessing tan? tongue.gif

Cheesh, can you give "Objective/End Of Level" waypoint flags a color too please? obviously that's one of the most important waypoints, so giving it an identity would be cool. Right now I think it slighly shades the waypoint a bit brigther.. not a very easy difference to spot.

Posted by: Cheeseh Mar 11 2005, 10:51 PM

it has got a colour its just a bit darker than the normal colour, although its still a blue colour so maybe you just missed it. Maybe its because one of us is colour blind, my eyes are farked, tests show not colour blind, and then colour blind and none of the above very often blink.gif

ps: I don't know exactly what you're meaning sandman, Im guessing you want to change the folders etc (never!! tongue.gif) remember rcbot is for mutliple mods, thats why its on its own underneath the ns folderin hl folder because it only needs one copy and not multiple copies for each mod.

Posted by: MarD Mar 12 2005, 01:34 AM

Heyyo,

Last I remembered, you can put the bots in anyfolder since most aren't folder-specific. Cheesh just reccomends that place so it's easy to get the bot going in all mods using the same inputs in your liblist.gam/metamod.ini. wink.gif

Posted by: Cheeseh Mar 12 2005, 11:15 AM

I've uploaded a newer version, check first post

Posted by: wanabe Mar 12 2005, 10:53 PM

Hey nice. Two new versions in so little time. Are you starting to reunite with your inner-nerd? (I don't mean that offensively) That's bloody great, it's about time! Keep it up mr Cheese cool.gif

Posted by: Cheeseh Mar 13 2005, 12:49 AM

I have no life.. must do something to fill the time cool.gif hehe it won't be long before I don't work on it for a while again, I've just done it since NS 3 was out and I've gained a bit more interest after messing about with it, but i've still got lots of work to do, so the bot work will be less soon :/

Posted by: Gruuunt Mar 13 2005, 09:49 AM

QUOTE (Cheeseh @ Mar 11 2005, 07:27 PM)
my linux machine is seperated into several pieces spread across the worlds of the most cliche'd computer games at the moment

I need to put it back togther soon before I can compile a linux version, and I don't really have a desk for it at the moment either, it will just be sitting where I'd be able to trip up on it and spill my precious tea all over my precious linux machine. In conclusion, maybe in a week or two tongue.gif

Yay - please don't lose interest before you have got your Linux machine working again... biggrin.gif

Posted by: LordSkitch Mar 13 2005, 10:58 AM

Couldn't you just compile it off of like a knoppix or whatever CD that you boot from?

Posted by: Gruuunt Mar 13 2005, 03:49 PM

I wish Linux was like Winblows sometimes- jumping jiminy and roger rabbit have more chance of becoming American President that summat being that easy... sad.gif

Posted by: Sandman[SA] Mar 13 2005, 07:20 PM

QUOTE (LordSkitch @ Mar 13 2005, 10:58 AM)
Couldn't you just compile it off of like a knoppix or whatever CD that you boot from?

Unfortunatly, you can't do all that much with knoppix linux unless you actually install it. And if your going that route, your better off installing the latest redhat or mandrake release.

Posted by: Shadowed Mar 14 2005, 04:16 AM

Bots do evolve in co right? :]

:// looks like it.

Posted by: Hybridclaw Mar 15 2005, 10:38 PM

is a non metamod version gonna come out soon?

Posted by: Cheeseh Mar 15 2005, 11:46 PM

http://filebase.bots-united.com ???

Posted by: Hybridclaw Mar 16 2005, 03:07 AM

rolleyes.gif laugh.gif

Posted by: LordSkitch Mar 17 2005, 12:09 PM

Noticed a possible bug with this latest build.. after say.. mmmmm 11 hours or so, the bots.. sorta.. stop.

It may be due to one of my other plugins running, but it hasn't happened til I upgraded to the latest build. They sorta just stand there, looking around. They won't move by order or anything, they won't even trigger entry/exit sounds I have set up (they normally do and it pisses everyone off, so I have to edit the damned plugin).

Only way to fix it seems to be to kill the console and restart it...

Any idea what you coulda changed that would cause them to freak out?

Posted by: Cheeseh Mar 17 2005, 08:57 PM

deadlock ... ?? I have a time-out though for tasks.

I dunno I'd need to debug it for 11 hours blink.gif blink.gif

Posted by: LordSkitch Mar 17 2005, 09:10 PM

Well like.. just one time, after a few many hours, the bots join, then do nothing. Stand there, looking around. 's like all my botfondling has left them cataleptic... ohmy.gif

Posted by: Sandman[SA] Mar 17 2005, 09:27 PM

Let me ask you this. Did someone try changing maps doring those few seconds that your frozen in place when a new round was about to begin?

I have found that changing the map at that very moment will cause the bots to stop moving and is 100% reproducable.

Posted by: LordSkitch Mar 17 2005, 10:12 PM

::rubs his chin:: I'll try it here in a few and see what I come up with..

Posted by: LordSkitch Mar 19 2005, 11:42 PM

Whats with the fitness thing? What're they learnin'?

Posted by: Cheeseh Mar 20 2005, 12:42 AM

QUOTE (LordSkitch @ Mar 19 2005, 11:42 PM)
Whats with the fitness thing? What're they learnin'?

read the first post again tongue.gif

Posted by: LordSkitch Mar 20 2005, 01:44 AM

Well I figured it was the part about when/where to take cover, but what is it they actually learn?

Posted by: Sandman[SA] Mar 20 2005, 08:56 AM

QUOTE (LordSkitch @ Mar 20 2005, 01:44 AM)
but what is it they actually learn?

That humans can be lame $hit$ sometimes. laugh.gif

Posted by: LordSkitch Mar 20 2005, 09:29 AM

laugh.gif they oughta learn the common locations of the jerks that camp them in combat maps!

Posted by: Cheeseh Mar 20 2005, 11:27 AM

lecture!

they don't learn from humans, just their progress, like the fitness is actually their survival time + frags when they died. So the better fitness then the better the constants were that were set in the bot, like:

the tendancy to take cover with certain health and health lost
the tendancy to face something thats shooting them with certain health and health lost
the tendancy to follow an enemy depending on its health etc

I also work out a grid of costs for the bots, this is just an imaginary 512unit wide 2d grid around a bot that works out costs around entities in the game.

somthing like this

CODE

[1][-1][1][2][4]
[2][0][2][4][6]
[0][2][B][2][4]
[2][4][2][4][6]
[4][3][2][3][4]


where the costs are summed from multiplying a constant value around a radius from each entity it sees nearby, using a decaying function. The constants for each entity are changed depending on the bots fitnesses.

The bot uses these when it can't find a cover spot or if it's standing still and shooting an enemy or shooting an enemy that's quite near it's proximity.

e.g. the bot will move to the lowest cost grid point when that happens

Posted by: Gruuunt Mar 20 2005, 11:31 AM

Phew - Have you ever thought of working for the inland revenue.... unsure.gif

Posted by: LordSkitch Mar 20 2005, 04:38 PM

Cheeseh's gonna take over the world one day laugh.gif

Posted by: LordSkitch Mar 23 2005, 11:18 AM

They're still doin the sitting there doing nothing thing... I did a rcbot debug nav 1 and.. i was HOPING the debug stuff would be written to the log but it wasn't, I'm gonna try Sandys insta-break-the-server thing real quick..

I tried like 11 times in a row, before, during, and after the dings to let you know the rounds starting and couldn't get them to freeze.. but.. anyhow.. I did the rcbot debug nav 1 thing, and if I remember correctly, they ALL were trying to get from 1 waypoint to whatever waypoint they were trying to get to.. some odd waypoint 114 or something.. 160 maybe.. I don't remember off hand.. I'll try and catch them froze again and see if I can tell what they're doing..



Oh! And now that they got this grid of sexiness what which tells em where stuffs at... think they could use that grid to know when NOT to gestate and to reload randomly?

Posted by: Cheeseh Mar 23 2005, 06:31 PM

what map was it on? when did it happen (i.e. round end?) did map change before bots stopped, ??

Posted by: LordSkitch Mar 23 2005, 10:13 PM

The map it happened on mine was.. umm.. veil, but it's happened on hera and metal too, I dunno if the map was changed before... next time it happens I'll pay closer attention..

Posted by: LordSkitch Mar 30 2005, 11:40 PM

I got two pictures of the bots' descent into madness, one with nav on, and one with everything but nav and touch on, cause two bots were touching and spamming it all up.

http://www.the-coming.com/images/rcbot%20debug.jpg
http://www.the-coming.com/images/rcbot%20debug2.jpg

Posted by: Cheeseh Mar 31 2005, 11:03 AM

did you try joining the game and use "rcbot debug_bot <bot name>" it will show their current tasks so I can see what it is each of them are doing

Posted by: LordSkitch Mar 31 2005, 10:26 PM

I'll do that the next time i catch em braindead

Posted by: LordSkitch Apr 1 2005, 11:24 PM

Alright, they're braindead, but .. umm.. ok

with [RC] Archfiend

rcbot debug_bot archfiend
did nothing on the client
rcbot debug_bot archfiend
on the server console said
Can't use this command on the dedicated server

rcbot debug bot archfiend
did nothing on the client
rcbot debug bot archfiend
on the server console said:
Accessing debug commands : detected dedicated server
Debug level not found


How in the hell do I use that command?

Posted by: Cheeseh Apr 2 2005, 12:12 AM

as i said try joining the game and ... tongue.gif

Posted by: LordSkitch Apr 2 2005, 12:18 AM

I did, I was in the game.. Like I said in my post, I tried it on the client, and on the server, cause the client stuff wouldn't work..

Posted by: Cheeseh Apr 2 2005, 12:55 PM

hmm it must use the listen server client instead of the guy debugging, I thought it didnt do that, ill check it later

Posted by: LordSkitch Apr 2 2005, 01:37 PM

Tsk tsk, makin me feel dumb tongue.gif

Posted by: Cheeseh Apr 2 2005, 11:26 PM

you weren't using rcon were you? I don't see any other code that will be called when it says the error "Can't use this command on the dedicated server" unless you specifically typed the command via the dedicated server.

Posted by: LordSkitch Apr 3 2005, 12:20 AM

First, I did rcbot debug_bot archfiend in the console in the game, while I was playing. Nothing happened. So, I tried it in the server console, and it yelled at me.

So then I tried rcbot debug bot archfiend in the console in the game, while I was playing, and again, nothing happened, so I tried that too in the server console, and it yelled at me again...

As far as I know, it doesn't actually do anything laugh.gif

Posted by: Cheeseh Apr 3 2005, 11:36 AM

it doesn't print anything on the console, it prints it on the game screen to the top right, probably where the console blocks the damn thing!!

Posted by: Sandman[SA] Apr 3 2005, 08:21 PM

QUOTE (Cheeseh @ Apr 3 2005, 11:36 AM)
it doesn't print anything on the console, it prints it on the game screen to the top right, probably where the console blocks the damn thing!!

As in "developer" feedback? If that's so then the clients need to enable "developer 1" to see this.

Posted by: LordSkitch Apr 3 2005, 10:25 PM

Developer 1 just echos the console to the top left.. lemme go try the bot debug thing again... nah, doesn't seem to do anything.. ::shrug::

Posted by: Cheeseh Apr 4 2005, 10:16 AM

Noooo!! arghh, devleoper 1 is for the console only

it's a HUD message displayed on the HUD, NOT on the console. (like in adminmod hud message or whatever it was). It's like this because it can update very often and it's easier to see when it changes on the HUD, it it were on the console there would be thousands of print outs, probably exactly the same until a change.

actually, the proper syntax is :

rcbot debug_bot bot <botname>

... should have used rcbot help debug_bot....!!

Posted by: mrbean1112 Apr 4 2005, 02:14 PM

does this do anything for sven coop? (add waypoints, better bots, etc wink.gif

Posted by: MarD Apr 4 2005, 04:39 PM

Heyyo,

Well his A* naivgation optimizations means the bots will find their routes faster, so that means bots will move around more constantly. smile.gif

He also tried to fix up an issue with the health for func_breakable being too high, but it turns out that needs a bit of tweaking..

Those are the 2 main changes that makes svencoop more enjoyable. If there's others then I missed them. tongue.gif

Posted by: LordSkitch Apr 4 2005, 10:34 PM

Wow! It does work... thats pretty cool. Next time they're braindead, I'll do it!

Posted by: LordSkitch Apr 5 2005, 09:36 AM

Alright, they went braindead, and I turned on the debug doohickey, and even grabbed em and moved em around a bit to see if I could stimulate them into doing anything, after all, I am the botfondler.

Anyhow, here's the demo of them kinda standing around, one ran and jumped a bit, but then stayed there..

http://www.h3ostudios.com/skitch/files/braindead.dem

If it dumps you saying you don't have all the models or what have you, join my server (www.the-coming.com:27015) and it'll go ahead and stick em all on yer system

Posted by: LordSkitch Apr 8 2005, 12:21 AM

I've downgraded to the previous version, to see if they still go braindead, and I'll do so one more version if they do, after that I'm gonna start ripping off plugins to see if one of them is causing it.

Posted by: LordSkitch Apr 9 2005, 12:02 AM

Actually I think it was freakin' EntMod that was causing it.. I took it off temporarilly, and all of a sudden they've been up 15 hours without them going braindead..

Here's hoping it was just my own dumb ass fault they kept breaking!

Posted by: LordSkitch Apr 9 2005, 06:09 AM

Ok, well the braindead time went from ~4 hours to ~24, so EntMod may have been a culprit in a deeper-rooted problem...

Here's the demo of the braindeadness http://www.h3ostudios.com/skitch/files/braindead3.zip

Posted by: Cheeseh Apr 9 2005, 06:32 PM

there are like hundreds of resource s I don't have to run the demo and can't be arsed to look for all of them :/

Posted by: LordSkitch Apr 9 2005, 08:06 PM

LOL DOH! ohmy.gif if you ICQ me or AIM me or whatever I'll set my server up to that map and when you join you can get all the stuff from my content server with its dual gigabit lines! Weee! biggrin.gif

They went nuts this time after 5 hrs sad.gif

Posted by: LordSkitch Apr 12 2005, 11:04 AM

Alright.. sad.gif They've gone braindead with every plugin I've put on since the newyear disabled, so I'm guessing it's none of the plugins.. Is it happening to anyone else? Am I cursed? What the crap.

Posted by: Gruuunt Apr 13 2005, 04:23 AM

Dunno No 'Linux' version yet to test :Hint: :Hint: unsure.gif

Posted by: discrepant May 2 2005, 12:39 AM

Yes, Linux. Mm. *additional hints* Waiting for that Linux compile. Eagerly.

Posted by: MarD May 3 2005, 07:20 PM

Heyyo,

I'm not 100% certain, but at times I think bots 'skip' a waypoint onna route now.. I suggest you guys check into this too as it's just a supserstition cause at times they won't go to a certain waypoint n' just go right to the next one, as if there was a pathwaypoint connecting them (and yes, there was no pathwaypoint to begin with either)..

btw, started to waypoint the Operation Search & Destroy campaign, and it's somewhat bot-friendly.. the elevators tend to have holes in the tops of them for bots to drop into incase they leap down the elevator shaft, and the elevators are set to crush n' kill anybody blocking its path... only 1 major downside, at random it crashes if there's a couple of bots running around.. not exactly sure why, it doesn't crash on the 1st level, I don't think the 2nd either, but the 3rd n' up seem to have problems at times...

[EDIT]
oh, and no worries if you don't fix this anytime soon cheesh, I've picked up a copy of Splinter Cell: Chaos Theory.. and IT HAS COOP! w00t! pretty much why I bought it.. but coop's incredible fun! doin' sweet coop moves like catapulting your buds up walls, rapelling a bud down walls, or even hang a bud from a wire while he hacks a computer/terminal mission impossible style. coop freak loves his coop!!! biggrin.gif

oh, and btw discrepant, cheesh released the source code to his bot, so just download it, n' make file with that gcc program, and it should spew out your needed .so file. wink.gif

Posted by: LordSkitch May 4 2005, 02:22 AM

If from a top view, it's like:


o------o------o o------o------o

o's being waypoints, -'s being paths, if their task changes as they're running down the path, like they hear an enemy, or see one, or get a command from a commander, they can continue on their trajectory until they find their new path to their target, and they'll use the closest waypoint to them to start that path.. so, after the third waypoint up there, a marine sees a skulk, the skulk redeems or something, and he'd touch that 4th waypoint and determine his new path from there...

Not sure that's exactly whats happening, but its a possibility..

SC3 was a little too short for my tastes, but I guess I'll have to go play multiplayer stuff on it for more fun tongue.gif

Posted by: DarthSailor May 4 2005, 11:03 PM

Hey Cheeseh, you should add something to your site telling people that you've updated RCBot to work with 3.0+.

I've been checking the site for quite a while hoping for an update. I finally found this looking for another bot that would work with 3.0.

Thank god you got it going. I love RCBot!

P.S. This is the site I'm talking about:
http://rcbot.bots-united.com/

Posted by: Cheeseh May 5 2005, 10:32 AM

its always been working with 3 though, only had some probelsm that i fixed and posted on the forum (right here tongue.gif)

Posted by: MarD May 5 2005, 04:16 PM

Heyyo,

Hmm, that is a good theory Skitch, but this doesn't seem to be the case.. like, the waypoints are all connected one after another, but it just skips the waypoints and moves to the next, I saw it definately happen. I'll do a schematic:

B C
O-------O
|
|
|
OA

Ok, the bot wanted to get from A to C, the bot was right beside A, and started walking straight to C.. this's bad cause there's a whole between A and C and so the bot fell off the cliff. tongue.gif

Another problem has arisen while I was waypointing Operation Search & Destroy... for some reason at the bridge, the bots randomly walk off to the side of the waypoint, falls off the bridge and dies.. Now this happened at another small bridge part onna diff campaign I waypointed, but I can't remember the level's name, and I was able to counter it by just simply croutch movement, cause then the bot's barely moved to the side, and diddn't fall off the bridge. I think it might be because how the bot's can get pushed around by walls, and since there's a little bump from the bridge's wire's to the planks, I believe this is why they fall off. I'm gonna try some different waypointing techniques, and if they don't work I guess they'll croutch through the bridge.

Posted by: LordSkitch May 5 2005, 07:18 PM

Easiest way to figure out...

rcbot debug_bot bot "botname"

So like, for example on my server:

rcbot debug_bot bot "[rc] the goddess sarah"

Watch to see if their task changes from BOT_TASK_FIND_PATH to something on the order of one of these...

BOT_TASK_RUN_FOR_COVER
BOT_TASK_NORMAL_ATTACK
BOT_TASK_SEARCH_FOR_ENEMY

They'll make em deviate..



And, Mr The Cheese, I just watched a fade pull a task of "BOT_TASK_CHANGE_WEAPON" to an acid rocket, when not even 2 hives were up, then switch to "BOT_TASK_NORMAL_ATTACK" and freak out at both a CC and a marine without shooting anything, cause he didnt have that weapon yet..

Posted by: Cheeseh May 6 2005, 11:35 AM

how do you know it was an acid rocket? I have checks in to make sure the bots have the weapons given to me from NS developers

Posted by: LordSkitch May 6 2005, 05:55 PM

Cause his hands went away, and his little acid rocket doohickey came out, and he stopped attacking and just sorta ran around psychotically when he changed over to the attack task..

Posted by: Cheeseh May 10 2005, 07:47 PM

weird I dunno, whenever I'm testing they shoot the acid rocket fine, although thats in combat mode, I guess you were playing an NS_ map?

Posted by: LordSkitch May 10 2005, 08:03 PM

Affirmative. It was on ns_caged

Posted by: LordSkitch May 19 2005, 06:41 AM

user posted image blink.gif

Alright, how do I figure out where the memory leak is?

Hooray for the extra gig of ram I bought for the server! laugh.gif

Posted by: Gruuunt May 19 2005, 06:44 AM

Oh is that what a memory leak is? I thought it was the amount of plugins I was using... wink.gif

Blimey Skitchy - how much memory have you got in that animal?

Posted by: LordSkitch May 19 2005, 09:57 AM

1.5gb until I can rip it all out and put in 3gb... I have a few things I want to buy before I upgrade my server more though.. rolleyes.gif

welder,kitchenaidmixer,w? sthofcleaver,cuisanartfoodprocessor,lotsandlotsofchainmailsupplies,leathersuppli
es,layer2switch,planetickettomichigan, and various other things!

Posted by: Cheeseh May 23 2005, 01:18 PM

Just a note that I've updated the beta dlls at http://filebase.bots-united.com

noticed a bug with some of the learning stuff
also an attempt to solve the braindead bug (that skitchy already tried tongue.gif)

Posted by: Mad_Scientist May 24 2005, 01:09 AM

i just looked over their for the files and it shows the last updates in 2004 is this still the old dlls or is the date thing wrong? Or is it for RCBot 2? Wouldn't that be in the rcbot 2 fourm tho?

Posted by: LordSkitch May 24 2005, 01:53 AM

RCBot 2 is for half-life 2

The date added thing is when the file was first added, for some reason the filebase doesn't say when the file was last updated. You gotta download the file and check yourself... but the link to the latest RCBot beta for HL1 is http://filebase.bots-united.com/index.php?action=file&id=205

And.. after 6ish hours, they still went braindead.. but I was an idiot and didn't check to see if the memory leak was fixed.

Posted by: Cheeseh May 24 2005, 04:32 PM

I still haven't found the braindead/memory leak bug yet. Perhaps its only very slowly over time it happens, i.e I'd need to debug for hours! That's the problem because I designed the bots really for ppl to play on a LAN and that's what I test. As soon as you want to get into an internet server, that wants to run for days without interruption, thats where the problems begin!

Posted by: Cheeseh May 27 2005, 11:38 PM

just another note that I have updated the win32 beta dlls download again, new stuff

- ONOs dont stomp all the time (hopefully)
- Crash bug fix in botcam code
- Bot vision repaired! new structure for holding bot visibles uses less cpu and lets them see better

Posted by: LordSkitch May 28 2005, 03:39 AM

My super sexiful bot just went 65/15 on co_poseidon... blink.gif

They're definately more sadistic now

Posted by: Cheeseh May 30 2005, 11:58 AM

I've noticed like another 6 memory leaks, a few bastard leaks that might cause 1 gig usage actually now ! (more fixed since I gave skitchy a dll to test tongue.gif)

I've updated the dll download for you to test

edit:

and yet another bug fix:

gorges only built offense chambers in ns 3.0, can now build defs/hopefully movementss and sensories too now

Posted by: Seph31 May 31 2005, 11:32 PM

;( RCBot crashes alot now. In Sven Co-op, only addons are RCBot, and adding a bot sometimes crashes.

In NS, I added a bunch of bots at once and it crashed.

Never had this problem before with RCBot, is this the "memory leak"

Posted by: DarthSailor Jun 1 2005, 01:44 AM

Yeah, I'm having the same problem on both my NS and HL servers. They're both crashing. I haven't had time to check for updates with Amx Mod X(NS) or Admin Mod(HL), but I'm wondering if this is a common problem or is it just us two?

Darth

Posted by: mkl Jun 1 2005, 02:16 AM

is your problem something like this: http://rcbot.bots-united.com/forums/index.php?showtopic=699&st=0

im glad a lot of others are having the same problem :/

Posted by: LordSkitch Jun 1 2005, 03:26 AM

My server doesn't crash, the only problem that I need to restart it for is the braindeadedness. Check your metamod versions and such...

Memory leaks are when variables are instanced or created, and they're never deconstructed or released, so what happens is more and more memory is slowly used and can cause problems later down the line. After 24-30 hours my servers using 1.1-1.3 gig of ram...

To put it in physical terms, Theres a sink. And the faucet has a teeny tiny drip. It doesn't seem like much, but given time that teeny tiny drip will overflow a sink, and flood a house.

Posted by: Cheeseh Jun 1 2005, 11:58 AM

If it crashes, get the latest beta and metamod to work with it. Again try deleting .rcr .brn files (also bot_playerids.ini because thats tied in with the .rcr files). There are no consistency checks on these files yet so any problems will most likely crash the bot.

Posted by: Seph31 Jun 1 2005, 07:46 PM

I checked versions of everything and nothing is out of date.
Removing the files you told me seemed to allow more bots to be added before crashing.
Slowly adding the bots sometimes helps as well.

Does anyone have the dll versions from a few days ago so I can still use RCBot in the meantime?

Posted by: Cheeseh Jun 1 2005, 10:57 PM

try downloading again, I've updated it
I noticed a crash due to the extra memory deallocation code, it seems like some things weren't instantiated properly meaning it was crashing when changing maps. I've tested this with TS,RC2 so far. NS should be ok since it worked before, same with Svencoop, what mods are you running it with (+maps)?

every1 should download (even you skitch tongue.gif)

Posted by: Seph31 Jun 2 2005, 12:43 AM

d/l new beta and still crashing
I was just running it on Sven and NS.
Crashes when adding bots. Havent noticed it crashing anywhere else since I cant get past adding a few bots in the first place.

Just playing regular ns_ or HL1 campaign maps for Sven. Everything worked with no crash bugs until I downloaded the new beta a few days ago.

Posted by: Cheeseh Jun 2 2005, 02:22 PM

Fixed the bug. I can be really silly sometimes, stupid MSVCs fault though for not giving me any warnings!!!

I've re-uploaded the beta dlls for win32 metamod + non-metamod

hopefully they will work now, it was a silly mistake in the code that messed up some data structures, returning the wrong size of the structure causing problems with the visibles because thast uses a list of entities, and if there are invalid entities the game will crash.

note: this is a problem in the current source code AND also rcbot 2 source code (uses the same structures)

in class dataUnconstArray, there is

inline Size (void)
{
array.size();
}

it should be

inline int Size (void)
{
return array.size();
}

(duh) why did i do that? blink.gif

I've uploaded the new source for rcbot1

I'll do the same for rcbot 2 soon although I've got to do a few things to it first

Posted by: DarthSailor Jun 2 2005, 02:53 PM

Woohoo!!!! It's working!!!!

Thanks Cheeseh.

Posted by: Cheeseh Jun 3 2005, 11:16 AM

note the the latest version has :

mines support for marines
leap/charge support for aliens (attacking only)

commands:

rcbot debug_bot facing
--debugs the bot you are looking at

rcbot util projectile_rep
-- toggles 'ye old projectile repel on/off same as old rcbot command for RC1

rcbot util teleport_ent
-- teleports facing entity to your set location

rcbot util buildcomm
-- hehe biggrin.gif (useful if the marine bots are crap and lose their CC at the start)

notice there is a bug which stops megaHAL from pre-training the common_hal.trn files which I have fixed but haven't uploaded yet, I'll add some more stuff first

Posted by: Sandman[SA] Jun 4 2005, 01:22 AM

I just tested this build last night on a MvM map and I was plesently suprized to see the bots randomly planting mines and at least "priming" hand grenades. Yes, I mowed down a few rcbot's holding hand grenades! blink.gif I didn't see them through any though. dry.gif They appeared very skittish about attacking the enemies but did so when in plain site. Also, they didn't readdly move out and put any pressure on their enemies. It looked like both teams wanted to camp in base for a while before they felt bold enough to venture out.

I'm hoping maybe skichy can help me tweek them up a bit so they can be more aggressive.

Posted by: LordSkitch Jun 4 2005, 05:48 AM

Wacha need? I'll throw whatever info I can your way tongue.gif

Posted by: mkl Jun 4 2005, 09:13 PM

is there a way to make the bots use the phase gate? biggrin.gif, even if not by themselves.

Posted by: LordSkitch Jun 4 2005, 09:16 PM

They don't use phasegates but they can use hard-wired teleporters like in co_daimos and such..

Posted by: Sandman[SA] Jun 5 2005, 04:02 AM

QUOTE (LordSkitch @ Jun 4 2005, 05:48 AM)
Wacha need? I'll throw whatever info I can your way tongue.gif

Greatly need to improve aiming efficiency. It's taking them way to long to lock onto a close/fast moving target. The aiming once locked on seems very human like at about a 50/50 hit/miss ratio which is fine but could use just a little improvement.

Posted by: Cheeseh Jun 5 2005, 12:48 PM

One of the next improvements is to think about how I could get bots to use phase gates. This requires an intelligent searching to find the destination through the best phasegate(s), which may take a lot longer than normal waypoint searching.

btw improvements in the curent beta are:

leaping
mines
more chance of going onos smile.gif
more commands

If you want to try the grenades maybe try changing the "babbler gun" (lol memories) in the bot_weapons.ini to something like

# weapon id 28 (marine grenade)
[weapon_id=28]
primaryfire=1
primary_min_range=100
primary_max_range=600
is_melee=0
priority=1
[/weapon]

Posted by: LordSkitch Jun 5 2005, 07:08 PM

For Sandy and everyone else..

Review time! Here's the low-down of the botses skills, and examples of what they do.

aim_skill= their erraticness while aiming (% they'll hit)
It's % / 100, so 100% = 1.0 50% = 0.5, 25% = 0.25

aim_time= seconds between reaquisition
0.0 = every frame, 0.1 = 10 times a sec, 1 = 1 time a sec

aim_speed= max degrees to turn / 10
18 = 180? 10 = 100? 4 = 40?


So, my best bot..

CODE
aim_skill=1.0
aim_time=0.0
aim_speed=18.0


it's always on target, it re-aims every frame, and it can turn 180? every frame to keep that target aligned, or find a new target.

A mid-range bot:
CODE
aim_skill=.75
aim_time=0.25
aim_speed=6


75% accuracy, it re-aims 4 times a sec, and it can turn a max of 60?

And, a low-end bot:
CODE
aim_skill=0.5
aim_time=0.5
aim_speed=4


50% accuracy, reaims twice a sec, and can turn a max of 40%



Now, thanks to Cheeseh's new structure for the stuff they see, config max_update_vision_revs is working better. Uses less CPU but more memory. It's the max stuff they can "see" so if you increase it, they'll see more and they're more likely to find targets. 200 is a base setting, bumping it up to 400 or 800 would improve their performance a lot, change it and watch your servers statistics, if it's too drastic of a change, bump it down till it's at a level you're comfortable with.


Thats the main part of their combat stuff you can fiddle with.. See if you can change up stuff and make em harder! biggrin.gif

Posted by: Cheeseh Jun 5 2005, 07:26 PM

again its not how much they can see, they can see everything visible, the revs thing is just how many things it checks (in the list of everything) that may be visible every bot think time. Basically this is to spread the computation over a few frames instead of all at once in a whole frame degrading performance by increasing computation every frame.

Posted by: LordSkitch Jun 5 2005, 09:09 PM

Well.. um.. unsure.gif its uh.. they can see it all.. sure, but, its what... of all the visibles it.. umm blink.gif

tongue.gif

It's the same effect, even if they can see it all, its extraneous data until they check it, so its effectively what they see!

::tries as hard as he can not to look like an idiot::

Posted by: Cheeseh Jun 6 2005, 10:40 AM

effectively its how much they see instantaneuosly per frame, so its kinda like a reaction time as well.

Posted by: MarD Jun 6 2005, 03:23 PM

Heyyo,

Cheesh, I've been meaning to ask this but I keep forgetting. tongue.gif

Is there any extra cvar's we can put into the bot_weapons.ini to make them realise the weapon's lobbed? cause bots don't seem to know how to use the rpg's attached to the mp5's on svencoop, I'm gonna guess it's coded in eh? np if not cause it is funny to watch the bots attempt to pwn with rpg's and just nuke eachother, lol.. dude, I draw too much pleasure from svencoop now, hahahaha! smile.gif

Posted by: Cheeseh Jun 6 2005, 04:10 PM

not yet, mard.

maybe sometime in the future. Or ill get bots to learn it! biggrin.gif

news to skitchy:

I've came up with a way to save all the stuff learned between maps & server restarts. Saves all the stuff to many files though in the bot profiles folder. Each of them won't be more than 1KB though so not much space needed!

I've also noticed that there are some more memory leaks to discover they happen throughout the duration of the game, I don't know what will cause it yet, I'll have a look, if I can't find anything its going to be a "comment everything less and less until there is a memory leak" and see what I commented back in the code to check whether something there could be leaking some memory space.

in other NS related news tongue.gif

I've noticed the gorges were pretty crap, that because I just recently noticed that the code for determining whether hives were already built or not and func_resources have resource towers on them didn't work anymore. So I'll be fixing that soon too, hopefully the gorges will be back to their ol selves again.

update

i've improved the saving/loading of learned data and think i removed a big memory leak smile.gif

Posted by: Cheeseh Jun 7 2005, 03:28 PM

Note: About the so called braindead bug. This happens because for some reason max_path_revs somehow becomes 0 after a few hours of play. To solve it, if it happens again just set it to something usefull like 150. I might introduce a monitoring code to set it to something like that if it becomes 0.

Posted by: LordSkitch Jun 7 2005, 08:20 PM

It was worth stayin up till 7am to figure that one out biggrin.gif

Posted by: Cheeseh Jun 10 2005, 05:11 PM

Just another note i've uploaded another dll (the latest) onto the filebase

Posted by: LordSkitch Jun 10 2005, 08:43 PM

What was changed in this one?

Posted by: Cheeseh Jun 11 2005, 12:08 PM

the stuff thats in the version i gave to you except:

- fixed marines looking at ground to drop mines
- hopefully better blinking
- hopefully webbing more often
- bug fix where gorges didn't know if they could/couldnt build new structures for new trait upgrades (why they didn't build movements/sensories/defs when they could)
- few more tweaks maybe (i think thats all)

actually inspection of your server skithy I think you should put this version on! I noticed gorges got 3 hives up but only ever dropped movement chambers

Posted by: Hybridclaw Jun 26 2005, 11:40 PM

QUOTE (Cheeseh @ Jun 6 2005, 04:10 PM)
update

i've improved the saving/loading of learned data and think i removed a big memory leak smile.gif

what do the bots learn?

Posted by: Cheeseh Jun 26 2005, 11:44 PM

ive mentioned it on the thread somewheer and told skitchy, maybe he'll answer in some non-geek sense. ... biggrin.gif

Posted by: LordSkitch Jun 27 2005, 04:23 AM

Hey I'm a geek too tongue.gif

They think in terms of this big grid, they're in the center, and each cell has a value in it, and during certain situations, they run/walk/crouch/whatever to one of these locations, and based on the outcome, they learn if it did good or bad. If it did good they'll tweak it till its great, or if it was bad they'll learn from their mistakes and try to not do whatever they did in the situation again.

They also learn how to fly as lerk, and they're learning how to blink as fade, and they're sposda web, but I've yet to see them do it, or atleast do it successfully.

Posted by: DarthSailor Jun 27 2005, 07:47 AM

I'm having a problem where the bots don't build the IP at the begining of a game. The IP is there, but they just don't get it.

This is a problem when nobody's on the server when the game starts. When somebody does join, they can't join the marines and spawn in.

Team balance has marines getting the extra man, so if the bot's get stuck, the map can stay up for hours until I see the problem.

Can anything be done about this?

Posted by: tomes Jul 6 2005, 04:39 PM

Hello,
I like playing with RCbots, but sometimes their behaviour annoy me! For example when i give bots waypoint to place where aliens have RT they are becoming crazy. They go and try to destroy RT with knife. Until they destroy RT they dont listen my orders. Mainly they are dying because they are ignoring aliens. Plz do something with this.

Sorx for my english, but im from Poland unsure.gif

Posted by: Cheeseh Jul 9 2005, 10:11 PM

make sure you are using the latest (just check the latest dll available again) Usually the prefer the closest enemy if the resource tower is closer than the alien they migth attack the resource tower more often... unfortunately.

Posted by: LordSkitch Jul 14 2005, 08:33 PM

Alright, there seems to be a problem with the mines as we had thought, but theres a quasi-fix...

If the bot drops a mine in combat, they won't pull out a weapon, UNLESS they see something that needs welding. In which case, they'll whip out their welder, and weld it, then they'll go back to using a weapon. Soooo... there's somethin wonko, hopefully that helps you track down their wonkification.

Posted by: Gruuunt Jul 25 2005, 06:16 AM

Wonkification - Only Skitchy could create such a descriptive word like that - nice one mate! tongue.gif

Well I'm gonna go back to Windows now I've got a bit more time on my hands (the dreaded financial adjustment at work occurred) Gonna be self employed for a while me-thinks.

I've Missed you guys!

Posted by: KCE Jul 26 2005, 10:10 PM

Any linux build yet? Please rolleyes.gif

Posted by: Cheeseh Jul 27 2005, 12:00 AM

My linux system aint up at the moment, its lying in a room where I recently spilled paint remover all over the place and its all toxicated lol tongue.gif seriously.

Posted by: LordSkitch Jul 27 2005, 03:57 AM

That's all linux is good for anyways.. bein toxicated with paint thinner

Posted by: Gruuunt Jul 27 2005, 08:43 AM

I've given up waiting / asking unsure.gif

Posted by: LordSkitch Jul 28 2005, 01:04 AM

user posted image <-- linux.

Posted by: BadLife Jul 29 2005, 12:58 AM

huh.gif Good greif I have used Linux since it was like version 1 and never had a problem with it except for the usual. No drivers for weird hardware sort of thing. I use it now for some things and we use it at work for all kinds of things. I even use FreeBSD and it's not bad at all. If I get the time I might grab the current source and see if I can complie it but I have lots of things to do laugh.gif

Posted by: Liger_XT5 Jul 29 2005, 03:20 PM

i dont know if this is already in rcbot, but how about a type of waypoints that they can follow to go to certain places, like one that leads to the rines base and ceperate for the hives

Posted by: [AoL]Demandred Jul 30 2005, 02:59 AM

I haven't spent a TON of time, just the last few days, but would it be possible to have a config options like such:

CODE
rcbot config bot_fill_server_to "#"


Where # is the number of total players that you want the bots to bring the server TO.

So, if my server is empty, and I start it with that option set to 10, then 10 bots join the server, bringing it to 5v5 (if you have it set to balance teams).

Now, if a person joins, one bot leaves after they join a team (not until they join a team, though).

With this configuration, you always have a 5v5, and can use the bots as a populater(is there such a word?) to START filling your 30 person server. Personally, I prefer the company of other people, and just would like to have the bots as a starting point to fill the server with normal people.

I thought that config max_bots should work this way, but it doesn't seem to . . . I'm going to fiddle with it a bit more, but they never seem to leave once they've entered, unless I use the menu to kick them out wink.gif


Posted by: Sandman[SA] Jul 30 2005, 04:47 AM

have you tried setting values to min_bot as well as max_bot?

Posted by: [AoL]Demandred Jul 30 2005, 05:19 AM

If I set min_bots to 1 or higher, it would add 1 bot and stop . . . .

What I'm basically asking, I think, is for real_mode to be working wink.gif

hehe

Posted by: Cheeseh Jul 30 2005, 11:30 AM

did you set max_bots ?

it wont add any more bots more than max bots

Posted by: LordSkitch Jul 30 2005, 04:41 PM

He ain't got a problem with it putting the bots in, I think he wants it like..

if 0 people are on the server, 5v5 bots
if 1 person is on the server, 4v5 bots, and 1 human
if 6 people are on the server, 2v2 bots, and 6 humans

Posted by: Cheeseh Aug 5 2005, 11:55 PM

I updated the dlls to hopefully fix the mines+not shooting problem in NS.

Posted by: [MoD]Cha0s C0ntr0L Aug 11 2005, 02:31 AM

Cant you use Knoppix or some Linux emulator and gcc? wink.gif

Posted by: Sandman[SA] Aug 11 2005, 06:42 AM

You would actually have to go through the trouble and install knoppix linux to get any real use out of it.

Posted by: [MoD]Cha0s C0ntr0L Aug 11 2005, 08:41 AM

I suppose so.

Posted by: [AoL]Demandred Aug 14 2005, 03:12 AM

QUOTE (Cheeseh @ Jul 30 2005, 11:30 AM)
did you set max_bots ?

it wont add any more bots more than max bots

Yeah, I just finally figured out what was bugging me . . . not sure if it's a bug in the leave code or what, but . . .

NORMALLY the max_bots setting does the trick perfectly when mixed with balance_teams . . .

But there's an occasion when you can end up, by adding or some such, with more bots than the max_bots #, plus extra player, and the bots won't leave . . .

But I think I finally figured THAT out, too smile.gif

Anyway, rcbot totally rocks. A couple notes, though: bot_users.ini is read, and parsed (this is from console):

CODE
RCBOT>] Reading Bot Folder
RCBOT>] Found Bot Folder file : ns\addons\rcbot
RCBOT>] Added: name="", pass=*, accesslev=63, steamid=STEAM_0:1:3******
RCBOT>] Added: name="", pass=*, accesslev=63, steamid=STEAM_0:1:1******
RCBOT>] Added: name="", pass=*, accesslev=63, steamid=STEAM_0:0:3*****
RCBOT>] 3 users added to list of RCBot users


Then:

CODE
rcbot users showusers
[RCBOT>] Accessing debug commands : detected dedicated server
[RCBOT>] name="", pass="*", accesslevel=63, steamID="STEAM_0:0:378060"


Only returns the last listed entry . . .

But if I do this:
CODE
rcbot users adduser [tSC]AcidBurn76 32
[RCBOT>] Accessing debug commands : detected dedicated server
[RCBOT>] Gave [tSC]AcidBurn76 access level of 32
[RCBOT>] [tSC]AcidBurn76 Message : You have been authenticated


Then a showusers:
CODE
rcbot users showusers
[RCBOT>] Accessing debug commands : detected dedicated server
[RCBOT>] name="[tSC]AcidBurn76", pass="***", accesslevel=32, steamID="STEAM_0:1:3******"
[RCBOT>] name="", pass="*", accesslevel=63, steamID="STEAM_0:0:3*****"


But I still have to add every user except the last one listed in the bot_users.ini file . . .

I've got a very easy workaround, though - just gonna write an amxx plugin to give anybody with ADMIN_CFG or ADMIN_LEVEL_A certain amounts of access to rcbot . . .

wink.gif

If you had a command to say rcbot removebot 1/2/blank for random then I'd write an amxmodx script to manage the number of bots on each team, and even write commands to setup alien 16 vs. marine humans, etc . . .

Anyway, but yeah, max_bots seems to work correctly, so long as you don't change the value to something lower (someone has to join before any bots will leave, that's what I couldn't remember)

[AoL]Demandred

Posted by: DarthSailor Aug 22 2005, 02:19 AM

Here's a stupid question that I can't seem to find the answer for. Is there a console command to remove bots? (Like rcbot addbot 2)

Posted by: Sandman[SA] Aug 22 2005, 03:37 AM

Yes, well sort of. You can open a menu on listenservers, there you can kick one bot at a time or kick all bots at once or add bots on the fly. You just type the console command:

CODE
rcbot bot_menu


I believe this menu works for dedicated servers as well if you have rcbot admin access.

Posted by: DarthSailor Aug 22 2005, 01:42 PM

Yeah, that's how I do it normally. I looked at the code for that menu, but didn't see how it could be useful for my purposes. For example, in the server.cfg you can put "rcbot addbot 2" to force a bot on to the alien team. However everytime the map changes (mapchangefile = server.cfg) you get another bot. If you could have something like

rcbot removebot
rcbot addbot 2

You'd get a new bot on the alien team every map change (not an addional bot).

Posted by: Sandman[SA] Aug 22 2005, 08:11 PM

As far as I know, rcbot does not have a kickbot console command although sometimes I had wished that there was a "kick all" command. dry.gif

Are you using the server.cfg to add bots on map change? That's a bad idea. Here is another thought. Instead of using the server.cfg, use the rcbot/map_configs/<mod of choise>/<mapname>.cfg's to place bots on map change. It's much more reliable this way. Or if you have amx or amxx, you could use the amx/config/maps/<mapname>.cfg's method.

Posted by: Cheeseh Aug 23 2005, 10:12 AM

I just recently added the removebot feature which will be in next public beta, unfortunately I don't know whats causing more bots to be added when there is a specific config becuase I have code in there to prevent that. (Most probably the min_bots setting doing no good)

Posted by: DarthSailor Aug 23 2005, 03:32 PM

I'm having a hard time controlling the number of bots on my server too. I have max_bots -1 and min_bots -1. As mentioned though, bots get added for some reason.

I'll try putting "rcbot addbot 2" in the rcbot\map_configs\... for every map in the normal rotation, but I have 288 maps available to the server and making a config file for each one would take too much time.

Ideally Cheeseh, I'd like to have it so there's one default alien bot on the server until a fourth remote player joins, at which point the bot would leave. I also would like players to have the ability to add and remove as many bots to the game as they like.

In the past I've kind of accomplished the first part by having max_bots 2 and min_bots 1 (I run an HLTV server which counts as one player).

The problem here is that if someone comes on the server and wants to have a game with 5 bots, they can't because of the max_bots.

I really hope you'll be able to sort this out for the next release Cheeseh. You've got a great product here.


Posted by: Sandman[SA] Aug 24 2005, 01:44 AM

Oh my word darth! You meen to tell me that you have 288 ns and co maps in your servers maps rotation? And that you have waypoints for every single one of those maps?

Posted by: DarthSailor Aug 24 2005, 01:52 AM

Heh,heh,heh.... No, I have a total of 288 maps available on the server. So with rcon or possibly amx_mapvote any one of those could be picked, but there's 32 in the mapcycle.

I made waypoints for co_blackmesa, ns_siege007_v2, ns_orbital, and a few others. Don't know if I should post them or not.

Posted by: Sandman[SA] Aug 24 2005, 05:40 AM

QUOTE (DarthSailor @ Aug 24 2005, 01:52 AM)
I made waypoints for co_blackmesa, ns_siege007_v2, ns_orbital, and a few others. Don't know if I should post them or not.

You could have asked. I've waypointed those already and many others.

Posted by: DarthSailor Aug 24 2005, 01:54 PM

I couldn't find them in the forums, and I like doing it anyway, so not a problem. I would like to see your ns_orbital though. I had a hard time with the Observation hive, so I'd like to see how you handled it.

Last I heard Cheeseh was having some trouble with the upload permissions or something on this page http://rcbot.bots-united.com/waypoints.php?sort=date. Would it be possible to have some sort of ordered list like this in the forums? Maybe it already exists and I just missed it?

Posted by: Cheeseh Aug 24 2005, 07:12 PM

QUOTE
I couldn't find them in the forums
try waypoint-world.com

QUOTE
Last I heard Cheeseh was having some trouble with the upload permissions or something on this page
that was like 1 year ago tongue.gif

Posted by: Shadowed Aug 25 2005, 05:29 AM

When I am running rcbot on ns 3.0.5. For some odd reason when I start attacking the bots, everything starts to lag. tongue.gif

Any idea why? It recently started happening, after Steam updated.

edit: After playing around, the same lag problem happens with Whichbot. I think this problem originated from the newest release of the Windows Dedicated Server.

Posted by: DarthSailor Aug 25 2005, 02:15 PM

Is everybody experiencing the lag or just you?

Posted by: Shadowed Aug 26 2005, 12:35 AM

Not sure about that. I tried it out on a couple of other servers using bots. One out of the 3 servers I tried did the same thing. (Probably because the other two didn't update.)

Since Valve doesn't force updates on servers. x.x

Posted by: Sandman[SA] Aug 28 2005, 03:56 AM

QUOTE (DarthSailor @ Aug 24 2005, 01:54 PM)
I would like to see your ns_orbital though. I had a hard time with the Observation hive, so I'd like to see how you handled it.

Sure, here you go.


Attached File(s)
Attached File  ns_orbital.rcw ( 9.06k ) Number of downloads: 28

Posted by: DarthSailor Aug 29 2005, 01:04 PM

Thanks Sandman[SA]. I'm going to try it out now.

Don't know what's going on with you Shadowed. I haven't heard of other people having that problem.

Posted by: LordSkitch Aug 29 2005, 06:16 PM

Has anyone heard any scuttlebutt as to when 3.1 will be released?

Posted by: Sandman[SA] Aug 29 2005, 10:00 PM

Not a peep yet. NS site has been down for several weeks now. dry.gif

Posted by: Sandman[SA] Aug 29 2005, 10:05 PM

QUOTE (Shadowed @ Aug 26 2005, 12:35 AM)
Not sure about that. I tried it out on a couple of other servers using bots. One out of the 3 servers I tried did the same thing. (Probably because the other two didn't update.)

Since Valve doesn't force updates on servers. x.x

No, your right that dedicated servers are not forced to auto update but if it is outdated, you will be prompted to update.

Posted by: Cheeseh Sep 21 2005, 10:43 AM

hey all, ive uploaded the latest dlls i built,. i think from yesterday, although I done a rebuild all today so it is clean.

there are some important commands

rcbot config u_hive
rcbot config u_restower
rcbot config u_healing
rcbot config u_structure
rcbot config u_refill (build up structure health after building)

these change the gorges likliness to do the above tasks, which is to add a bit more rationalilty to decision making.

Posted by: tomes Sep 23 2005, 07:47 AM

When final version of 1.4 will be released?

Posted by: KCE Oct 12 2005, 01:42 AM

Still no linux build? sad.gif sad.gif

Posted by: Sandman[SA] Oct 12 2005, 06:51 AM

QUOTE (KCE @ Oct 12 2005, 01:42 AM)
Still no linux build? sad.gif sad.gif

Sorry man. It would appear that getting a working Linux build out has not been a high priarity. But if you want, the source is available. You could try compiling it yourself.

Posted by: Cheeseh Oct 23 2005, 03:07 PM

new beta version uploaded to the usual place at filebase

http://filebase.bots-united.com/index.php?action=file&id=205
RCBot BETA (win32 DLL files only) *LATEST DLLS*

if you haven't got rcbot files to run rcbot properly you'll need :

http://filebase.bots-united.com/index.php?action=file&id=210
RCBot BETA (Files only - no DLLs)

might want some The Specialists waypoints to go with it (extract into rcbot/waypoints)

http://filebase.bots-united.com/index.php?action=file&id=339
RCBot Waypoints for The Specialists

QUOTE

added: bots now use weapons in The Specialists
added: bots learn best weapons in The Specialists
added: Specialists command "rcbot config disable_weapon_learning" (bots choose random weapons instead)
added: Specialists command "rcbot config ts_kungfu" (bots kungfu only - i.e. dont 'buy' weapons.. but steal weapons tongue.gif)
added: NS command "rcbot config wait_at_res" - marines wait at resource fountains when commander is active



check it out. Please try it out with NS/Svencoop etc since I've had to make a few changes for The Specialists that might muck up the bots in other mods slightly.

Posted by: Cheeseh Oct 26 2005, 10:20 PM

heyyo.. just another update before I sleep!

QUOTE

fixed: changed bots weapon-dropping & reloading behaviour in TS
fixed: changed bots breakable shooting behaviour in TS
fixed: changed auto-waypoint behaviour to include stunt waypoints
fixed: rcbot debug message command crashing server
fixed: shows messages to human clients with debug message on
added: stunt waypoint for TS
added: support for tm_ maps (hacking/defusing)
added: command "rcbot config disable_bot_squads" to stop bots forming squads themselves


on filebase http://filebase.bots-united.com

also updated the TS waypoints, included tm_corporate waypoints

Posted by: tomes Nov 11 2005, 10:07 AM

(Flayra)

Hello NSPlayers! We've finished testing on NS v3.1 and will release it tomorrow, Friday, November 11th at 9pm GMT (4pm EST/1pm PST)! It is a 24 megabyte update to NS v3.0 and will also be available as a patch and as a full installation.

so new RCBOT version will be soon?

Posted by: Cheeseh Nov 11 2005, 12:18 PM

does it require a new release? I don't know, if it's a server only upgrade, most probably the current bot will work with it. If it's a client update also, there may be changes that cause the bots to f*** up such like what happened last release when the bots didn't follow orders and aliens didn't shoot. There is no guarentee there will be any changes to NS that requires a change to the bots code. I've not been told anything about the changes, so I don't know. I've just got to wait like the rest of you.

note: I've also noticed bugs with my latest beta bot for The Specialists such as not using Objectives/ because I had them coded in debug mode, not release mode (doh!) So I'll be adding some more stuff first before releasing the next beta anyway.

Posted by: LordSkitch Nov 11 2005, 08:52 PM

http://www.nsarmslab.com/files/ns_install_v31.exe
http://www.nsarmslab.com/files/ns_patch_v31.exe
http://download.jarhedz.com/ns_beta/direct/3.1/ns_dedicated_server_v31.zip


shhhh, we're not sposda know about em yet biggrin.gif

Posted by: tomes Nov 12 2005, 06:09 PM

Loool! Bots dont shoot in NS 3.1!Plz do something with this bug.

Posted by: Liger_XT5 Nov 12 2005, 06:13 PM

i just got done playing with the bots about 10 mins ago.
im still scratching my head about the 3.1 new version with the current rcbots.
all they do is walk around but whit the gorges, they still build, but none attacks.

Posted by: Cheeseh Nov 12 2005, 08:01 PM

NS 3.1 messes up the CurWeapon message so they don't get the correct information as to what weapon they are currently holding so they are confused and most of the time dont shoot... They dont shoot because they think their current weapon is not their desired weapon (when actually it is) and keep trying to change it instead of shooting

I guess whichbot suffers from the same problem, only it will attack if there are no contraints on its current weapon is its desired weapon.

Posted by: LordSkitch Nov 12 2005, 08:36 PM

As thats the case, I'm tryin out just removing all the other weapons that they could have a chance to choose from so they only use one weap, and see if they'll stop freaking out, just as a temp fix

Posted by: John2be Nov 12 2005, 08:50 PM

what do you mean with wb has the same problem on 3.1?
I use wb on my 3.1 server and believe me: they attack with every weapon!!!

it's kind of weird cause since 3.1 came out in the morning i see a lot of wb servers

Posted by: LordSkitch Nov 12 2005, 10:29 PM

Didn't fix it. Damn.

Posted by: Cheeseh Nov 12 2005, 10:53 PM

QUOTE (John2be @ Nov 12 2005, 08:50 PM)
what do you mean with wb has the same problem on 3.1?
I use wb on my 3.1 server and believe me: they attack with every weapon!!!

it's kind of weird cause since 3.1 came out in the morning i see a lot of wb servers

QUOTE

only it will attack if there are no contraints on its current weapon is its desired weapon



i emailed flayra anyway about it to get the exact infor on the curweapon message

Posted by: Subach Nov 29 2005, 12:27 PM

hi i installed correclty the bots added the waypoints (they follow them) but they dont fire or bite whats going on ty

Posted by: Cheeseh Nov 29 2005, 02:57 PM

http://rcbot.bots-united.com/forums/index.php?showtopic=796

Posted by: Cheeseh Dec 16 2005, 09:27 PM

*updated* see 1st post

Posted by: Sandman[SA] Dec 16 2005, 10:29 PM

Oh, good.

Listen, cheeseh. I'm having a problem getting rcbot to join teamtwo on MvM maps in ns 3.1. Got any ideas why? I'm using that mvm allinone plugin version 1.7.1 for amxx 1.60 and human players are able to join either team just fine, just not the bots.

Posted by: Atreyu Dec 16 2005, 11:10 PM

Hi cheeseh,

since i have a linux server and you only compiled/distribute the lastest beta dlls (win) here is my question: is the lastest rcbot source updated and available for download? i want to try to compile it on linux. if you want too you can use my linux box for testing, compiling the linux rcbot branch or installing software what you need about it.

i have a recently installed debian sarge kernel 2.6.8-2-k7 on an amd k7 700mhz / 512mb ram. gcc versión 3.3.5

QUOTE

fixed: bots using teams in HLDM

thx

The steam server is running HLDM game on linux unknown kernel version... sad.gif but i have in the before mentioned box steam server running for testing purposed.


Thanks you.

Posted by: Atreyu Dec 16 2005, 11:29 PM

i forgot a was checking http://filebase.bots-united.com/index.php?action=file&id=204 for download the source code. That is the newest source code? thanks again.

Posted by: Cheeseh Dec 16 2005, 11:43 PM

no its not the latest, ill update..


...

should be updated now!

(use the same link you posted)

Posted by: Sandman[SA] Dec 29 2005, 05:06 AM

Hey cheeseh. I'm having some problem with rcbot on my dedicated server. I had rcbot installed at the default location C:\HLServer\rcbot and it was working fine upto NS 3.0 but since upgrading to NS 3.1 and upgrading rcbot, it's not working anymore. Keep getting profiles not found error and can not add bots.

I created a "rcbot_folder.ini" and placed it in the hlserver folder. Added ns/rcbot to it and still same problem. Tried moving rcbot to the ns/addons folder and placed the rcbot_folder.ini in the addons directory and entered ns/addons/rcbot and still no profiles could be found. I have rcbot_mm.dll 1.441_B and the profiles are intacted and in the correct location. What am I doing wrong?

Posted by: Sandman[SA] Dec 29 2005, 12:51 PM

Got it fixed. I had accidently deleted my bot_profiles.ini. Thanks Skitchy for helping me figure that out. It was driving me nuts.

Posted by: DarthSailor Jan 15 2006, 06:53 AM

I saw on a server commands for anybody to add and remove rcbots. Something like say /rcbotadd and remove. I know Cheeseh was going to add this, but has it been done and where can I see the latest updated and commands?

Posted by: Cheeseh Jan 31 2006, 12:52 AM

new beta update (at the usual place) details on the very first post on this thread,

I havent added that remove bot feature with "Say" but I have added it in the console if you have access, it is particularyl for dedicated servers

rcbot removebot 1 --- removes a random bot from team 1
rcbot removebot 2 --- removes a random bot from team 2

Posted by: LordSkitch Feb 10 2006, 01:38 PM

rcbot util explo # seems to crash my server at the drop of a hat tongue.gif

Posted by: Cheeseh Feb 10 2006, 02:41 PM

QUOTE (LordSkitch @ Feb 10 2006, 01:38 PM)
rcbot util explo # seems to crash my server at the drop of a hat  tongue.gif

ah.. peas!

well actually it works ok with me in metamod, dont mind if i retry on your server when no humans are playin' ? wink.gif

Posted by: LordSkitch Feb 10 2006, 03:58 PM

You can do it when people are playin, I dun care lol

Posted by: Cheeseh Feb 12 2006, 09:00 PM

updated it again

just another check for the mine problem
and fixed hanging in the specialist when a grenade is thrown, (crappy HL engine function causing the problem, had to make my own)

Posted by: Fentus Apr 14 2006, 05:34 PM

The ns version 3.1.3 patch has just relased is there any avaible rcbot version on that version of ns... or do this 1.4 rcbot work whit that?

Posted by: Cheeseh Apr 15 2006, 01:59 PM

ns 313 = server side i.e. no changes to bots needed

Posted by: Fentus Apr 15 2006, 07:32 PM

Allright thanks...

Posted by: zodiac Jun 9 2006, 05:15 AM

Need Linux version sooooooooo bad. Hows the Linux machine comin Cheeseh?

Z

Posted by: wump Jun 12 2006, 04:02 AM

{ deleted }

Posted by: RR99i Jun 12 2006, 07:03 AM

smile.gif Hi Cheeseh and everyone,

I just wanted to make sure that I downloaded the right files. I downloaded both "RCBot BETA (win32 DLL files only) *LATEST DLLS*" and "RCBot BETA (Files only - no DLLs)" from http://filebase.bots-united.com/index.php?action=category&id=19. Both have a date added from 2004. Just making sure I downloaded the right ones.

About the bots for NS. They seem to kill you very fast, which is very good. Some will follow, other's will stay at base. But some of them just run against the walls, and in a circle patterns. I must say, this is one of the best and maybe only bots for Natural Selection. When saying that, having bots for both teams. My brother loves playing, but I just wish the bots were better. It's been almost a year since I last installed RCBots and play NS. I'm downloading the latest patch for NS. I'm hoping it will let my brother and I play together. Seems we're not able to play offline on a LAN. It's good to see Cheeseh is working hard. I hope the bots can get better. Last, I'm also hoping that I installed everything right. My just using the DLL from RCBot, not Metamod.

Posted by: Cheeseh Jun 12 2006, 03:41 PM

I think you will be using the latest version... (they were added sometime 2004 but modified a few days ago!) but you probably dont have the latest waypoints, the waypoints in the filebase.bots-united.com from the rcbot files link are outdated.


get the latest NS 3.1 waypoints from skitchys post here

http://rcbot.bots-united.com/forums/index.php?showtopic=807


Posted by: anonym001 Jun 13 2006, 09:52 AM

Why are you ignoring the offer to use someones Linux Box?
I am waiting for the Linux compile for months now..
The real server are all running on linux..


--Ano

Posted by: Cheeseh Jun 13 2006, 02:44 PM

The source is available, if any programmer wants to build on linux they can. I don't have access to a linux machine at home, I do at university but I never tried it, and it will probably only work on the machine, i think it uses sun solaris. You need to build for your own machine but there still exists some errors building in linux which seems to be the problem, and I've not got the time right now to look through them all.

Posted by: RR99i Jun 14 2006, 06:06 AM

Thanks for the reply Cheeseh. smile.gif I'm downloading the waypoints and will try them out.

Posted by: IHQ-Reima[DWMH] Jun 14 2006, 12:21 PM

Gotta test the new vers. today...hopefully it will correct the problem in some co_maps that some of the aliens/rines just stay in base and look around. Pretty frustrating in co_outpost that the rines in one point of the waypoints get the idea: "HEY let's go back!" and the aliens then a**r**e them smile.gif BTW we waypoint all our maps even they are downloadable from that waypoints -thread. Somehow lots of waypoints for many maps are done "too quickly" so they are not complex enough. We have taken the advise "waypoint everywhere" literally wink.gif And that means 3-6h of work for every map when 2 persons are waypointing and nowadays we onos-test everything.

And this gives me an bridge to a question. Could there be different waypoints for onoses? In some maps onos-waypoints would be a great help smile.gif And some maps have those little ponds near the hive. Could there be an swim waypoint which to place on the ledges of ponds. Bots are in water and they see that "swim to there and jump and crouch" waypoint to get decently out of water and no HC waypointing for the bottom and the surface of the pond is no longer needed. In many maps aliens get stuck in water and that means some skulk-pie... dry.gif

Posted by: anonym001 Jun 14 2006, 02:52 PM

Ok. I tryed to fix every error i got on compiling it using gcc (atm i use msys for that)

I had to use the only available sourcecode version http://filebase.bots-united.com/index.php?action=file&id=204


So i have several question to your code:


file dlls/basemonster.h
lines 57-64

CODE

typedef Schedule_t;
struct WayPoint_t
{
Vector vecLocation;
int  iType;
};
typedef Task_t;
typedef CPathMonsterGoal;


What the hell is a typedef without type? i had no idea what to do with this..
I just tryed to change it to typedef int .. well it worked , but if this was a good idea is an other question.
Which compiler allows this ?



the second:
file dlls/generic_class.h
lines 974-980
CODE

 void RemoveByPointer ( T *obj )
 {
  if ( array.size() == 0  )
   return;

  array.erase(obj);
 }


My Vector-Erase Function does not take a pointer as parameter. Neither does the one of msvc ..
I just don'T get it..
Maybee you could send me the newest sourcecode?

there were some other errors, but nothing big..

--Ano

Posted by: Cheeseh Jun 14 2006, 04:26 PM

use this for removeByPointer

CODE

 void RemoveByPointer ( T *obj )
 {
  if ( array.size() == 0  )
   return;

  vector<T>::iterator it;

  for ( it = array.begin(); it != array.end(); ++ it )
  {
   if ( it == obj )
   {
    array.erase(it);
    return;
   }
  }
 }


the base monster stuff is half-life code not bot code.

a typedef with nothing is simply a declaration that is updated elsewhere in the code, it is required where there is a two-way dependency on the identifier and can save including lots of header files. This would only work if they are declared by pointer as a pointer is always a 32bit integer (on 32bit machines)

it will compile under MSVC fine.

you should use g++ and try looking for flags that can allow such things

ps: updated the source

Posted by: anonym001 Jun 14 2006, 06:23 PM

Ok i can compile it know.

This are the changes i've made:
file:lines OLD => NEW

CODE

basemonster.h:57-64 typedef     => typedef void*
log_meta.h:40    #include <enginecallback.h>  => #include "enginecallback.h"
sdk_util.h:50   #include <util.h>    => #include "util.h"
generic_class.h:962,979 vector<T>::iterator it;   => typename vector<T>::iterator it;
bot_weapons.h:852,864 inline (...)    => inline void (....)
bot_client.h:652  CBotStateNetMessage();   => CBotStatedNetMessage();
generic_class.h:983 if ( it == obj )    => if ( &*it == obj )
megahal.cpp:81 ADD THESE LINES:
#define min(x,y) (((x) <= (y)) ? (x) : (y))
#define max(x,y) (((x) >= (y)) ? (x) : (y))





here you can download the compiled metamod version:
http://uhrwerk.ath.cx/~suprano/rcbot_mm_i486.so

I have no idea if this works, i could not test it yet. Write your experiences plz.

Cheeseh:
i don'T understand the following error:
bot_client.h:652 CBotStateNetMessage(); => CBotStatedNetMessage();

and i still have no idea how ot solve this typedef thing. there was nowhere any code that defined the types later..

--Ano

Posted by: Cheeseh Jun 14 2006, 06:38 PM

i would just replace the unknown typedefs to void*

about the CBotStateNetMessage thing ,wheres that? (what line is it saying and any more details it gives)

Posted by: anonym001 Jun 14 2006, 06:49 PM

It is bot_client.h , line 652


This is the original code , unchanged

CODE

class CBotStatedNetMessage : public CBotNetMessage
{
public:
CBotStateNetMessage(); // line 652

void init (int index) { iState = 0; m_pEdict = NULL; if ( index ) { m_pEdict = INDEXENT(index); } msg_init(); }

virtual void writeChar ( char c ) { write_char(c); iState++; };
virtual void writeByte ( int b ) { write_byte(b); iState++; };



ther error is:
bot_client.h:652: error: ISO C++ forbids declaration of `CBotStateNetMessage' with no type

I updated the compiled version (included the *void changes for the typedefs)
(the format in which i showed my changes in the previos post: file:lines OLD => NEW )
--Ano

Posted by: Cheeseh Jun 14 2006, 06:59 PM

all you have to do there is rename CBotStateMessage() constructor function to CBotStatedMessage() (Note the extra d) thats a typo on my part... although the class is never used, it was a prototype tongue.gif

Posted by: anonym001 Jun 14 2006, 07:02 PM

Yes, thats what i ve done. I was just wondering, why such an error does not influence the whole bot biggrin.gif
But if its never used, ok , hehe

well, lets wait for the answeres if this thing works..
cant wait for it O_o

--Ano

Posted by: Cheeseh Jun 14 2006, 07:08 PM

i'd like to see if its working biggrin.gif I can upload it somewhere for anyone who cant compile it on linux

Posted by: RR99i Jun 17 2006, 03:42 AM

smile.gif Hi Cheeseh. Would it be possible to make the bots, take the role of a commander? I don't want to add more that you need to do. The new waypoints are working pretty well. If you ever need me to help test RCBot, I will. I'm not very smart. But I kind of understand about installing bot programs.

Posted by: MarD Jun 17 2006, 04:40 AM

Heyyo,

Sadly, bots will never be able to command well until they add bot commanding support in NS... from what we've been told? never gonna happen. They don't care about us who love bots... we're neglected like Valve is neglecting us for HL2 bots. sad.gif

Posted by: RR99i Jun 18 2006, 09:03 PM

QUOTE (MarD @ Jun 17 2006, 04:40 AM)
Heyyo,

Sadly, bots will never be able to command well until they add bot commanding support in NS... from what we've been told? never gonna happen. They don't care about us who love bots... we're neglected like Valve is neglecting us for HL2 bots. sad.gif

Man... that stinks. I was hoping for that to happen. Seeing that the developers are having trouble right now. Your right, we may never see that happen.

Posted by: Cheeseh Jun 19 2006, 10:32 AM

yeah.. I need something from the NS developers to incorporate some API into the NS mod to create upgrades/buildings etc through a command chair so that the proper resources etc are used.

Whenenevr it can be done. ... I've been thinking of making a whole new bot to do commander, as a metamod plugin and have both running, so I can keep my code tidy.

Posted by: anonym001 Jun 28 2006, 07:37 PM

i just tested my rcbot-linux built, and it works !!!!



--Ano

Posted by: MarD Jun 29 2006, 12:52 AM

QUOTE (Cheeseh @ Jun 19 2006, 03:32 AM)
yeah.. I need something from the NS developers to incorporate some API into the NS mod to create upgrades/buildings etc through a command chair so that the proper resources etc are used.

Whenenevr it can be done. ... I've been thinking of making a whole new bot to do commander, as a metamod plugin and have both running, so I can keep my code tidy.

Heyyo,

If you'd do that Cheeseh I'd probably get back into NS. smile.gif

Posted by: DeadEyeSavage Jul 14 2006, 07:10 AM

Mine still dose not work i am not sure where to path it sicne its a pathing problem it keeps saying badf load.

heres whats in my META plugin.ini for rbot:

CODE
linux instances/ns/ns/rcbot/dlls/rcbot_mm_i486.so


This is where the base NS folder is:
CODE
ftp://<IP REMOVED>/instances/ns/ns/


so the rcbot is in
CODE
ftp://<IP REMOVED>/instances/ns/ns/rcbot


Also do i need to make another .ini file in the base directory of the ns folder? I remember reading something about it it worked for my personal Windows server i think i tried it here but would it evne affect it?

Heres the erros from meta:
CODE
[META] ini: Begin re-reading plugins list: /usr/local/i365/instances/admin/ns/ns/addons/metamod/plugins.ini
[META] ini: Read plugin config for: AMX Mod X
[META] WARNING: ini: Skipping plugin, couldn't stat file 'instances/ns/ns/rcbot/dlls/rcbot_mm_i486.so': No such file or directory
[META] ini: Finished reading plugins list: /usr/local/i365/instances/admin/ns/ns/addons/metamod/plugins.ini; Found 1 plugins
[META] dll: Updating plugins...
[META] WARNING: dll: Failed query plugin '<rcbot_mm_i486.so>'; Couldn't open file 'instances/ns/ns/rcbot/dlls/rcbot_mm_i486.so': instances/ns/ns/rcbot/dlls/rcbot_mm_i486.so: cannot open shared object file: No such file or directory
[META] WARNING: dll: Skipping plugin '<rcbot_mm_i486.so>'; couldn't query
[META] dll: Finished updating 9 plugins; kept 1, loaded 0, unloaded 0, reloaded 0, delayed 0


if you need mroe info jsut ask i want to get this working ASAP.

Posted by: Cheeseh Jul 14 2006, 03:07 PM

what is in your metamod pliguns.ini file?

Posted by: DeadEyeSavage Jul 15 2006, 01:31 AM

QUOTE (DeadEyeSavage @ Jul 14 2006, 07:10 AM)
heres whats in my META plugin.ini for rbot:
CODE
linux instances/ns/ns/rcbot/dlls/rcbot_mm_i486.so

Yeah i forgot to add meta before plugins.ini. Its the first thing.

Posted by: guurk Jul 17 2006, 07:58 PM

New Linux Build is now available (and tested too):

Please pick up here: http://resonus.net/index.php/Natural_Selection

Direct link: http://resonus.net/images/rcbot_mm_i486.so

Here's what I did to get the build working:

CODE


Added -I./ to include line for CPPFLAGS (14)

Added return type of void to setAmmoArray in bot_weapons.h (852)
Added return type of void to setReserve in bot_weapons.h (864)

Fixed typo on line that declares a misspelt constructor of CBotStateNetMessage : bot_client.h (652)

Updated basemonster.h setting the type for Schedule_t, Task_t and CPathMonsterGoal to void* (57, 63, 64)

Fixed bot_naviagte.o to bot_navigate.o in linux makefile (16)

Added public overloaded == operator to TSObjective that compares m_iId in bot.h

 bool operator ==(TSObjective& comp) {
               return m_iId == m_iId;
       }

Changed RemoveByPointer call where final comparison is the dereferenced values so the == operator is called: generic_class.h line 983

if ( *it == *obj )

Replaced call to 'min' in megahal.cpp 1549 with <? operator usage

Removed copy call in makefile to developer's own directory



Posted by: guurk Jul 18 2006, 04:21 AM

Hey all!

I'm trying to figure out something here.

I have WhichBot set up for the aliens. Any new marines that join... the aliens get balanced (up to 6).

The RCBots are getting added, but theres a bug.

What I'd like to have is 6 WhichBots on aliens and 6 RCBots on Marines.

So I added config force_team 1 to the config.ini.

Oddly, even with max_bots set to 6 and min_bots set to 0, only 4 bots always join by default. I have to add them manually to get to six. (This is the same behaviour as with max_bots set to -1 and min_bots set to -1).

However, with balance on, all the bots get to the right teams just like I planned biggrin.gif.

I have also now just added specific cfg files for each of the different maps that I run that add 6 bots. This does do what I need.... just seems there may be a better way.

Oh, btw... also, you can't use rcbot addbot in the server.cfg file... it'll crash the server.

SHAMELESS PLUG
You are now welcome to try out my Linux based dedicated server with 6 Alien WhichBots and 6 Marine RCBots @ resonus.net (just enter that into your favorites).
Here's my config.ini

CODE

config commanding 0
config wait_for_orders 0
config dont_shoot 0
config chatting 0
config real_mode 0
config max_bots 6
config min_bots 0
config gorge_amount 0
config update_ladder_time 0.0
config max_path_revs 100
config max_update_vision_revs 150
config update_vision_time 0.07
config reserve_bot_slots 0
config chat_percent 15
config chat_reply_percent 20
config chat_dont_learn 0
config balance_teams 1
config marine_auto_build 1
config chat_reply_to_bots 0
config allow_botcam 0
config force_team 1

Posted by: DeadEyeSavage Jul 18 2006, 09:31 AM

sweet it works now! that helped everything this new update!

But the bots won't join...

Here is my bot_config:

CODE
config commanding 0
config wait_for_orders 1
config dont_shoot 0
config chatting 0
config real_mode 1
config max_bots 4
config min_bots 0
config gorge_amount 0.4
config update_ladder_time 0.0
# max path revs, the lower the setting
# the better CPU performance in the
# path finding algorithm, but it takes
# longer to find paths.
config max_path_revs 100
# update vision revs, time to update what
# the bot can see, as it is quite cpu
# intensive you can change these values
# depending on cpu speed.
config max_update_vision_revs 150
config update_vision_time 0.07
# dont reserve bot slots
config reserve_bot_slots 0
# bots old chat chance
config chat_percent 15
# bots reply chat chance using megahal
config chat_reply_percent 20
# keep bots learning their chatting skills
config chat_dont_learn 0
# bots try to balance teams
config balance_teams 1
# dont build ip at NS start
config marine_auto_build 0


Also it says theres no cfg for faceoff which is correct cause i never created one.(right?) But no bots join so i type rcbot addbot and i get this:
CODE
[RCBOT>] Accessing debug commands : detected dedicated server
[RCBOT>] Adding Bot...
[RCBOT>] Error: No Bot Profiles have been found that are free...
[RCBOT>] The bot command addbot returned an error!


What i don't understand is that there is NO ONE IN THE SERVER. the server is 0 (zero) out of 21. Then i change the map to faceoff and nothing... Then i get error above when i do rcbot addbot.(again)

I had this on my windows server but i don't remember how to fix it since i did fix it on my windows server..

also in my instances/ns/ns/ mod directory i put the rcbot_folder.ini in there.
This is what is in that folder:
CODE
ns/rcbot

Posted by: IHQ-Reima[DWMH] Jul 18 2006, 12:11 PM

Try minbots 1

if you have like 10 player server it means then that you can have all 4 bots when there are 6 humans and max humans is 9 (minbots 1). It kicks/joins bots to suit the min/maxbots values.

Make also mapconfigs:

rcbot addbot 1
rcbot addbot 2
rcbot addbot 1
rcbot addbot 2

Posted by: Cheeseh Jul 18 2006, 12:53 PM

the force_team command is for The Specialists only. I thought about using it for all MODS but didn't have the time then because I though TS had different team selection methods.

Posted by: DeadEyeSavage Jul 18 2006, 05:53 PM

QUOTE (IHQ-Reima[DWMH)
,Jul 18 2006, 12:11 PM] Try minbots 1

if you have like 10 player server it means then that you can have all 4 bots when there are 6 humans and max humans is 9 (minbots 1). It kicks/joins bots to suit the min/maxbots values.

Make also mapconfigs:

rcbot addbot 1
rcbot addbot 2
rcbot addbot 1
rcbot addbot 2

Why would that have any affect since when i type rcbot addbot it says error no "PROFILES". I can't even add bots manually...

Also i don't want any bots in the server when theres 4 people or more.

I understand how the config works cause i got it working on my windows server. Just this linux server dose not want to work...

thanks for trying tho. Anyone else?

P.S. I did try minbots one no affect.

Posted by: Cheeseh Jul 18 2006, 06:25 PM

QUOTE (DeadEyeSavage @ Jul 18 2006, 06:53 PM)
QUOTE (IHQ-Reima[DWMH)
,Jul 18 2006, 12:11 PM] Try minbots 1

if you have like 10 player server it means then that you can have all 4 bots when there are 6 humans and max humans is 9 (minbots 1). It kicks/joins bots to suit the min/maxbots values.

Make also mapconfigs:

rcbot addbot 1
rcbot addbot 2
rcbot addbot 1
rcbot addbot 2

Why would that have any affect since when i type rcbot addbot it says error no "PROFILES". I can't even add bots manually...

Also i don't want any bots in the server when theres 4 people or more.

I understand how the config works cause i got it working on my windows server. Just this linux server dose not want to work...

thanks for trying tho. Anyone else?

P.S. I did try minbots one no affect.

Your problem must be that the bot program can't find the profiles, they should be in the half-life/rcbot/botprofiles folder. You should also have all the rcbot files in half-life/rcbot. If you can't put them in that folder you can enter the folder you installed the bot (With all the folders that came with it) in rcbot_folder.ini and put that in the mod folder. smile.gif Also make sure you actually have the files i'm talking about.... You can get them here: http://filebase.bots-united.com/index.php?action=file&id=210 (Files only, no DLL files)

Posted by: guurk Jul 18 2006, 06:49 PM

Setting min_bots is no good. There are times that the bot doesn't get added to the right team. I want RCBots only on the marine side since I have WhichBot for the Alien side.

However, just having the add in the map config doesn't work either. When humans join the rcbots go away and don't come back.

I have to say that I'd also like to have the ability to allow humans to join any side they like and then just kick one of the bots on that side.

I'm thinking maybe a scripted AmxModX plugin would allow me to do things just as I like.

------------

Oh yeah, there's also a commander AI plugin for amxmodx that I'd like to know if anyone has tried.

That with the RCBot might actually give the WhichBots a run for thier money without having to have a human commander.

see: http://forums.alliedmods.net/showthread.php?p=231693

Posted by: DeadEyeSavage Jul 19 2006, 02:24 AM

QUOTE (Cheeseh @ Jul 18 2006, 06:25 PM)
Your problem must be that the bot program can't find the profiles, they should be in the half-life/rcbot/botprofiles folder. You should also have all the rcbot files in half-life/rcbot. If you can't put them in that folder you can enter the folder you installed the bot (With all the folders that came with it) in rcbot_folder.ini and put that in the mod folder. smile.gif Also make sure you actually have the files i'm talking about.... You can get them here: http://filebase.bots-united.com/index.php?action=file&id=210 (Files only, no DLL files)

So in the plugin.ini ia vhe to put the path for every fodler inside the rcbot folder? WHY? i didn't have to for my windows server i jsut put ns/rcbot and it worked fine. Right now the mod directory for NS is: instances/ns/ns

So i put ns/rcbot in that directory in that file. So now i have to put each fodler inside of the rcbot folder?

Posted by: RR99i Jul 19 2006, 04:51 AM

QUOTE (MarD @ Jun 29 2006, 12:52 AM)
QUOTE (Cheeseh @ Jun 19 2006, 03:32 AM)
yeah.. I need something from the NS developers to incorporate some API into the NS mod to create upgrades/buildings etc through a command chair so that the proper resources etc are used.

Whenenevr it can be done. ... I've been thinking of making a whole new bot to do commander, as a metamod plugin and have both running, so I can keep my code tidy.

Heyyo,

If you'd do that Cheeseh I'd probably get back into NS. smile.gif

Yes, I don't think the NS developer will be focusing on NS1. But if there was anyway to get a bot to be commander, on and off. That would be great! When it's just me playing it, it's hard to have fun shooting. But when I'm playing with my brother, he will be commander on and off. But it would be so great to have a bot be commander sometimes.

Posted by: DeadEyeSavage Jul 19 2006, 07:33 AM

yeah now rcbot stoped running again even after i put it backbefore when it was running and now its gone again! ARG!!!!!

well i think i will jsut delet allt he damn rcbot shit and start over.

P.S. I AHTE LINUX I AM SO FUCKING PISSED OFF RIGHT NOW WITH IT!!!

Posted by: LordSkitch Jul 19 2006, 07:29 PM

That's most peoples views on Linux, unless they're running something like Knoppix and never have to go to the shell for any reason.

Try your hand at Gentoo, now there's a beast laugh.gif

Posted by: guurk Jul 19 2006, 08:37 PM

I Love Linux tongue.gif

I have all my bots working just right now.

I've created an amxmodx plugin that monitors my bots and adds and kicks them as human players join up and drop off.

Feel free to try out my server: resonus.net (65.102.85.22)

You can set it up for yourself and get the plugin and compiled linux RCBot library from my website: http://resonus.net/index.php/Natural_Selection

Enjoy.

Posted by: LordSkitch Jul 20 2006, 09:33 PM

What distro do you run?

Posted by: IHQ-Reima[DWMH] Jul 21 2006, 03:03 PM

Latest dll update works great! silenced&cloaked skulk is a killer biggrin.gif Love the way they whirl around me biting smile.gif Still there is this thing that gorges dont heal the hive...atleast not that much they are supposed to... :/

Posted by: LordSkitch Aug 4 2006, 08:08 AM

Due to popular demand (ie constant bitching) on my server, I dug around the code and found the squad stuff.

in bot_const.h I added

CODE
#define BOT_CONFIG_DISABLE_ALL_SQUADS (1<<25)


in bot_commands.cpp I added

CODE
else if ( FStrEq("disable_all_squads",arg1) )
 iConfig = BOT_CONFIG_DISABLE_ALL_SQUADS;


and in the class CBotSquad *CBotSquads :: AddSquadMember in bot.cpp I added/changed

CODE


dataStack<CBotSquad*> tempStack = m_theSquads;
CBotSquad *theSquad;

if (!gBotGlobals.IsConfigSettingOn(BOT_CONFIG_DISABLE_ALL_SQUADS))
{
 
 CBot *pBot;

that little bit there

and at the end of it

CODE
else
{
 theSquad = NULL;
 return theSquad;
}
return theSquad;
}


so now you can put in bot_config.ini

config disable_all_squads 1

and disable the squads, to keep the marines from squad whoring.



Note - It probably doesn't work right, as the code I put in is simple, and it's not fancy like Cheeseh's. But it seems to have killed the squads.

Posted by: zodiac Sep 9 2006, 08:30 AM

I followed the directions on your website and got this:

QUOTE

01:19:15 [META] WARNING: ini: Plugin '<rcbot_mm_i486.so>' has newer file, but unexpected status (badfile)
01:19:15 [META] ini: Read plugin config for: <rcbot_mm_i486.so>
01:19:15 [META] ini: Finished reading plugins list: /opt/HlServer1/hlds_l/ns/addons/metamod/plugins.ini; Found 4 plugins
01:19:15 [META] dll: Updating plugins...
01:19:15 [META] WARNING: dll: Skipping plugin '<rcbot_mm_i486.so>'; couldn't query
01:19:15 [META] dll: Finished updating 9 plugins; kept 3, loaded 0, unloaded 0, reloaded 0, delayed 0
01:19:15 Log file closed
01:19:15 Log file started (file "logs/L0909027.log") (game "ns") (version "47/1.1.2.0/Stdio/3421")
01:19:15 Loading map "co_mvm_hallway_b3"
01:19:16 [META] WARNING: dll: Failed query plugin '<rcbot_mm_i486.so>'; Couldn't open file '/opt/HlServer1/hlds_l/rcbot/dlls/rcbot_mm_i486.so': libstdc++.so.5: cannot open shared object file: No such file or directory
01:19:16 Server logging data to file logs/L0909027.log


Any recommendations?

Z

Posted by: LordSkitch Sep 9 2006, 08:55 AM

Gonna have to take guurk's compile (http://resonus.net/images/rcbot_mm_i486.so) and go from there.

Cheeseh hasn't compiled a linux binary, and the rest of us use windows cause linux sucks.. laugh.gif

Posted by: Cheeseh Sep 9 2006, 07:53 PM

never knew you could understand my code skitch smile.gif

btw this could cause mem leaks tongue.gif

theSquad = NULL;
return theSquad;

free theSquad if it isnt null I think theres a RemoveSquad( <bot squad type>) function.

Posted by: LordSkitch Sep 9 2006, 09:01 PM

I looked for memory leaks during gameplay and I haven't seen any yet, and I woulda figured out a better way to do it, but good lord there's just soooo muuuuch coooode! lol

What would you replace the "don't make a squad" part of the code with?

Posted by: LordSkitch Sep 12 2006, 12:38 AM

...i just realized, im using the old source code! upload your new stuff, so i can re-add the no squad thing, cause my bots aint upgrading, god knows what theyre sposda be doing!

Posted by: Cheeseh Sep 12 2006, 05:45 PM

ohmy.gif of course!!

Posted by: LordSkitch Sep 13 2006, 01:47 AM

soooooooooooo, when ya gonna upload it? lol biggrin.gif

Posted by: Cheeseh Sep 13 2006, 02:30 PM

already done it tongue.gif

Posted by: LordSkitch Sep 13 2006, 07:07 PM

it was probably freakin firefox caching the old one not letting me download the new one... opened it in IE and BAM! right there.

[edit!]

to make it easier, as even I just got confused updating the newer source, this is

CBotSquad *CBotSquads :: AddSquadMember ( edict_t *pLeader, edict_t *pMember )

CODE
CBotSquad *CBotSquads :: AddSquadMember ( edict_t *pLeader, edict_t *pMember )
{

dataStack<CBotSquad*> tempStack = m_theSquads;
CBotSquad *theSquad;

if (!gBotGlobals.IsConfigSettingOn(BOT_CONFIG_DISABLE_ALL_SQUADS))
{

 CBot *pBot;;

 char msg[120];

 if ( !pLeader )
  return NULL;

 if ( UTIL_GetTeam(pLeader) != UTIL_GetTeam(pMember) )
  return NULL;

 CClient *pClient = gBotGlobals.m_Clients.GetClientByEdict(pLeader);

 if ( pClient )
 {
  pClient->AddNewToolTip(BOT_TOOL_TIP_SQUAD_HELP);
 }

 sprintf(msg,"%s %s has joined your squad",BOT_DBG_MSG_TAG,STRING(pMember->v.netname));
 ClientPrint(pLeader,HUD_PRINTTALK,msg);
 
 while ( !tempStack.IsEmpty() )
 {
  theSquad = tempStack.ChooseFromStack();
 
  if ( theSquad->IsLeader(pLeader) )
  {
   theSquad->AddMember(pMember);
   tempStack.Init();
   return theSquad;
  }
  else if ( theSquad->IsMember(pLeader) )
  {
   theSquad->AddMember(pMember);
   tempStack.Init();
   return theSquad;
  }
 }
 
 // no squad with leader, make one
 
 theSquad = new CBotSquad(pLeader,pMember);
 
 if ( theSquad != NULL )
 {
  m_theSquads.Push(theSquad);
 
  if ( (pBot = UTIL_GetBotPointer(pLeader)) != NULL )
   pBot->SetSquad(theSquad);
 }
}

else
{
 return NULL;
}
 
return theSquad;
}


[edit again!]

im now looking for the impulses for the bots, so the chuckle when they kill stuff, and say "enemy spotted" instead of "need healing" cause the NS devs are retards and changed the impulses.. but
CODE

impulse            alien / marine

impulse 7      follow me / follow me
impulse 8   covering you / covering you
impulse 9        chuckle / taunt
impulse 10  need healing / need medpack
impulse 11     dont know / need ammo (and some old school 'god dammit where the hell is that ammunition request!')
impulse 12     dont know / in position
impulse 13       nothing / enemy spotted (and something that sounds like judeo hieugasha! ...i dunno wtf that is.)
impulse 14  need healing / follow me (and welding noise)


[edit once more]

so theres no enemy spotted for aliens anymore. they've got

follow
defend
taunt
heal

and then 2 noises i dont know what they are.

i actually made the bots say the impulses one at a time and watched to see what it did, and i still dont know what those two are, 11 is like "im bored" and 12 is the noise you make when you get done gestating or whatever. so... i dunno wtf to make the bots say when they see an enemy, i guess the "im bored" one, cause they dont normally say that.




CODE
(for enemy spotted)
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
   Impulse(SAYING_7);
  else if ( IsAlien() && EntityIsMarine(pEnemy) )
   Impulse(SAYING_4);
  break;


so, Impulse(SAYING_4); should be Impulse(SAYING_2);


CODE
(for taunt)
  case MOD_NS:
   if ( IsAlien() )
    pev->impulse = SAYING_1;
   else if ( IsMarine() )
    pev->impulse = SAYING_3;
   break;


the alien/marine check should be able to be taken out, and just

pev->impulse = SAYING_3;
break;

should be left




[EDIT AGAIN! holy crap.]

on second thought, im thinkin



CODE
(for enemy spotted)
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
   Impulse(SAYING_7);
  else if ( IsAlien() && EntityIsMarine(pEnemy) )
   Impulse(SAYING_4);
  break;


should be changed to



CODE
(for enemy spotted)
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
   Impulse(SAYING_7);
  //else if ( IsAlien() && EntityIsMarine(pEnemy) )
  // Impulse(SAYING_4);
  break;


cause the hissing noise the aliens make isnt very cool, and serves no tactical purpose. AND due to the new code that makes it so you cant spam those impulses, they're not likely to chuckle after they kill someone... and the chuckle when they kill someone is so much cooler anyhow.

now that im looking at it more,

m_fNextUseSayMessage = gpGlobals->time + RANDOM_FLOAT(4.0,8.0);

is declared regardless of whether they actually talk or not, so there'd need to be more code like


CODE
m_fNextUseSayMessage = gpGlobals->time + RANDOM_FLOAT(4.0,8.0);

// do something when an enemy is found
switch ( gBotGlobals.m_iCurrentMod )
{

case MOD_BUMPERCARS:
 // beep the horn!
  Impulse(109);
  break;
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
   Impulse(SAYING_7);
  //else if ( IsAlien() && EntityIsMarine(pEnemy) )
  // Impulse(SAYING_5);
  break;
case MOD_TS:
 FakeClientCommand(m_pEdict,"usepowerup");

 // more chance of using special if good skilled
 if ( (m_pCurrentWeapon) && (m_pCurrentWeapon->GetID() != 36) && (DistanceFrom(pEnemy->v.origin) > 200) && (RANDOM_LONG(0,100) < m_Profile.m_iSkill) )
 {
  // this won't work anyway.. why was it put in;P
  pev->button |= IN_ALT1;
 }

 break;
}


would change to something better than
CODE
int botHasTalked = 0;

// do something when an enemy is found
switch ( gBotGlobals.m_iCurrentMod )
{

case MOD_BUMPERCARS:
 // beep the horn!
  Impulse(109);
  botHasTalked = 1;
  break;
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
  {
   Impulse(SAYING_7);
   botHasTalked = 1;
  }

  //else if ( IsAlien() && EntityIsMarine(pEnemy) )
  // Impulse(SAYING_5);
  break;
case MOD_TS:
 botHasTalked = 1;
 FakeClientCommand(m_pEdict,"usepowerup");

 // more chance of using special if good skilled
 if ( (m_pCurrentWeapon) && (m_pCurrentWeapon->GetID() != 36) && (DistanceFrom(pEnemy->v.origin) > 200) && (RANDOM_LONG(0,100) < m_Profile.m_iSkill) )
 {
  // this won't work anyway.. why was it put in;P
  pev->button |= IN_ALT1;
 }

 break;
}

if( botHasTalked )
 m_fNextUseSayMessage = gpGlobals->time + RANDOM_FLOAT(4.0,8.0);



it works, but its probably not the best way to do it tongue.gif

Posted by: Cheeseh Sep 14 2006, 06:53 PM

ah thats alright actually.

what else are you going to do with the code then? biggrin.gif

Posted by: LordSkitch Sep 14 2006, 07:59 PM

what else thats simple and cosmetic and just.. too aggrivatingly simple for you to worry about? ill throw my hat over the wall but i may not be able to do it.

Posted by: zodiac Sep 23 2006, 09:07 AM

No dice...I think I am missing a libset maybe.

laugh.gif LordSkitch, Windows users only say that when they either dont understand Linux or fear its capabilities over what they are used to. laugh.gif

Z

Posted by: LordSkitch Sep 23 2006, 10:38 AM

oh i dont fear linux at all, in fact i use gentoo, thats some hard assed bitch-making linux... but i think the uses for linux are where people get screwed over

linux is great for servers.. just shell.. no kde, no gnome.. just shell. a command line. gui's are secondary and totally uneeded, and even then, you need to know how to secure a linux server. most people cant and wont do it. especially for webservers. i dont know why zone-h took their daily defacement counter thing off, but almost every day, linux took not just a plurality, but a majority of the defacements, and windows server 2000/2003 was usually < 5%

they have the archives up still, but it's not as clean and easy to tell the numbers ( http://www.zone-h.org/component/option,com_attacks/Itemid,43/page,1 )

linux is pretty assed out for a normal persons desktop though. not only do you have to know ahead of time what software you want, a lot of times it doesnt do what you need it to do. and the whole "well you can just recode it!" is pretty bullshit, i mean you CAN, but like.. if you need to recode open office to do something, its like 3500 source files... good luck finding the line you need to edit in that crap.

but most definately, as servers... double most definately internal servers, where it's running software YOU write, theyre the badassed heavyweights of serverdom.

(i had to come to terms with linux, while building and writing software for a router to do what http://www.cdw.com/shop/products/default.aspx?EDC=705776 can do, and more)

Posted by: LordSkitch Oct 7 2006, 08:30 AM

i put in a..

FakeClientCommand(m_pEdict,"say_team \"i want to heal something\"")

line after

case BOT_TASK_HEAL_PLAYER:
{

among several other places in there to try and debug why the bots wont heal the hive, and from what i can tell, they never get the task bot_task_heal_player

i would fix it, but im having trouble figuring out the flow of the task edict whatnot doodad.

there are

addtask(cbottask(bot_task_heal_player...

things, but i havent seen them say theyre gonna heal anything as of yet...

im gonna put some more traces or whatever you wanna call em in there and see if they ever get the task...


[edit]

i put a team say thing after every spot i could find where the addtask bot task heal player thing was, and it never came up... i dunno wtf is goin on.

[edit again]

oh yeah, i also added in the stuff to let the marine bots get scan in combat, cause with cloaked aliens they need it tongue.gif

[way later edit]

the bots will say theyve spotted the hive when the hive is currently being built and is hurt, but not once its completed building... maybe its name changes from like.. BUILDING_HIVE to BUILDING_HIVE_COMPLETE or something like that, i dunno, and i dunno how to check tongue.gif

Posted by: Venom Dec 9 2006, 09:45 PM

Good job Lordskitch, keep up the good work.

Posted by: Venom Dec 10 2006, 10:13 AM

Hello i have been doing some coding myself as well but its not working as it should and testing it is very difficult. What i wanted to do is based on certain maps, certain skills will be active and certain skills will be disabled, here is what i got already.

The code will look messey in IPB due to the indentation but will look correct in Visual Studio.

The problem am having is that certain skills seem to work and certain ones dont, im sure its something to do with my coding but like Lordskitch, sometimes i have trouble reading what Cheeseh is coded smile.gif

If you can fix it, i would be very greatful as its annoying the hell out of me and its extremely difficult to test

CODE

                if ( IsMarine() )
                {
                    if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_RESUPPLY) )
                    {
                        if ( BotWantsCombatItem(BOT_COMBAT_WANT_RESUPPLY) /*&& m_pCurrentWeapon && m_pCurrentWeapon->LowOnAmmo()*/ )
                        {
                            m_iPossibleUpgrades.Add(RESEARCH_RESUPPLY);
                        }
                    }
                    // WEAPONS
                    if ( !HasUser4Mask(MASK_UPGRADE_1) )
                    {
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DAMAGE1) )
                        {
                            m_iPossibleUpgrades.Add(RESEARCH_WEAPONS_ONE);
                        }
                    }
                    else
                    {

                        // make sure we only get one of these weapons, the one we want
                        if ( !HasWeapon(NS_WEAPON_SONIC) && !HasWeapon(NS_WEAPON_GRENADE_GUN) && !HasWeapon(NS_WEAPON_HMG) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_SHOTGUN) )
                            {
                                m_iPossibleUpgrades.Add(BUILD_SHOTGUN);
                            }
                        }
                        else
                        {                            
                            if ( BotWantsCombatItem(BOT_COMBAT_WANT_GRENADE_GUN) && !HasWeapon(NS_WEAPON_GRENADE_GUN) )
                            {
                                if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_GRENADE_GUN) )
                                {
                                    m_iPossibleUpgrades.Add(BUILD_GRENADE_GUN);
                                }
                            }
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_HMG) )
                            {
                                if ( BotWantsCombatItem(BOT_COMBAT_WANT_HMG) && !HasWeapon(NS_WEAPON_HMG) )
                                {
                                    m_iPossibleUpgrades.Add(BUILD_HMG);
                                }
                            }
                        }
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_WELDER) )
                        {
                            if ( BotWantsCombatItem(BOT_COMBAT_WANT_WELDER) && !HasWeapon(NS_WEAPON_WELDER) )
                            {
                                m_iPossibleUpgrades.Add(BUILD_WELDER);
                            }
                        }
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_MINES) )
                        {
                            if ( BotWantsCombatItem(BOT_COMBAT_WANT_MINES) && !HasWeapon(NS_WEAPON_MINE) )
                            {
                            m_iPossibleUpgrades.Add(BUILD_MINES);
                            }
                        }
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DAMAGE2) )
                        {
                            if ( !HasUser4Mask(MASK_UPGRADE_2) )
                            {
                                m_iPossibleUpgrades.Add(RESEARCH_WEAPONS_TWO);                            
                            }
                        }
                        else
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DAMAGE3) )
                            {
                                if ( !HasUser4Mask(MASK_UPGRADE_3) )
                                {
                                    m_iPossibleUpgrades.Add(RESEARCH_WEAPONS_THREE);                            
                                }
                            }
                        }
                    }
                    // ARMOR

                    // first armor
                    if ( !HasUser4Mask(MASK_UPGRADE_4) )
                    {
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ARMOR1) )
                        {
                            m_iPossibleUpgrades.Add(RESEARCH_ARMOR_ONE);
                        }
                    }
                    else
                    {
                        // second
                        if ( !HasUser4Mask(MASK_UPGRADE_5) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ARMOR2) )
                            {
                                m_iPossibleUpgrades.Add(RESEARCH_ARMOR_TWO);
                            }
                        }
                        else
                        {
                            // want a jetpack
                            if ( BotWantsCombatItem(BOT_COMBAT_WANT_JETPACK) && !HasJetPack() )
                            {
                                if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_JETPACK) )
                                {
                                    m_iPossibleUpgrades.Add(BUILD_JETPACK);
                                }
                            }
                            // want heavy armor
                            else if ( BotWantsCombatItem(BOT_COMBAT_WANT_ARMOR) && !HasUser4Mask(MASK_UPGRADE_13) )
                            {
                                if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_HEAVY_ARMOR) )
                                {
                                    m_iPossibleUpgrades.Add(BUILD_HEAVY);
                                }
                            }
                            // third armor research
                            else if ( !HasUser4Mask(MASK_UPGRADE_6) )
                            {
                                if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ARMOR3) )
                                {
                                    m_iPossibleUpgrades.Add(RESEARCH_ARMOR_THREE);
                                }
                            }
                        }
                    }                                        
                }
                else if ( IsAlien() )
                {
                    if ( IsSkulk() )
                    {
                        // want to go onos
                        if ( BotWantsCombatItem(BOT_COMBAT_WANT_ONOS) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ONOS) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FIVE); // onos
                            }
                        }
                        else if ( BotWantsCombatItem(BOT_COMBAT_WANT_FADE) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_FADE) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FOUR); // fade
                            }
                        }
                        else  //( BotWantsCombatItem(BOT_COMBAT_WANT_LERK) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_LERK) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_THREE); // lerk
                            }
                            if ( (UTIL_SpeciesOnTeam(AVH_USER3_ALIEN_PLAYER2) == 0) || (UTIL_SpeciesOnTeam(AVH_USER3_ALIEN_PLAYER2) < (int)(UTIL_PlayersOnTeam(TEAM_ALIEN)*gBotGlobals.m_fGorgeAmount/2)) )
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_TWO); //gorge
                        }
                    }
                    else if ( IsFade() )
                    {
                        // want to go onos
                        if ( BotWantsCombatItem(BOT_COMBAT_WANT_ONOS) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ONOS) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FIVE); //onos
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FIVE); // more chance!
                            }
                        }
                    }
                    else if ( IsGorge() )
                    {
                        if ( BotWantsCombatItem(BOT_COMBAT_WANT_LERK) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_LERK) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_THREE); //lerk
                            }
                        }
                        else
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_FADE) )
                            {
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FOUR); // fade
                                m_iPossibleUpgrades.Add(ALIEN_LIFEFORM_FOUR); // more chance of going fade
                            }
                        }
                    }
                    
                    if ( !IsSkulk() )
                    {
                        // How do we find out we already have the ability???
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ABILITY1) )
                        {
                            m_iPossibleUpgrades.Add(118); //ability 1
                        }
                        // leave some room for onos resources
                        if ( !BotWantsCombatItem(BOT_COMBAT_WANT_ONOS) )
                        {
                            if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_ABILITY2) )
                            {
                            m_iPossibleUpgrades.Add(126); //ability 2
                            }
                        }
                    }

                    if ( !HasUser4Mask(MASK_UPGRADE_1) && BotWantsCombatItem(BOT_COMBAT_WANT_DEFUP1) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DEFUP1) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_ONE);// Carapace
                        }    
                    if ( !HasUser4Mask(MASK_UPGRADE_2) && BotWantsCombatItem(BOT_COMBAT_WANT_DEFUP2) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DEFUP2) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_TWO);// Regeneration
                        }
                    if ( !HasUser4Mask(MASK_UPGRADE_3) && BotWantsCombatItem(BOT_COMBAT_WANT_DEFUP3) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_DEFUP3) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_THREE);// Redemption
                        }
                    if ( !HasUser4Mask(MASK_UPGRADE_4) && BotWantsCombatItem(BOT_COMBAT_WANT_MOVUP1) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_MOVUP1) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_SEVEN);// Celerity
                        }                        
                    if ( !HasUser4Mask(MASK_UPGRADE_5) && BotWantsCombatItem(BOT_COMBAT_WANT_MOVUP2) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_MOVUP2) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_EIGHT);// Adrenaline
                        }                    
                    if ( !HasUser4Mask(MASK_UPGRADE_6) && BotWantsCombatItem(BOT_COMBAT_WANT_MOVUP3) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_MOVUP3) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_NINE);// Silence
                        }
                    if ( !HasUser4Mask(MASK_UPGRADE_7) && BotWantsCombatItem(BOT_COMBAT_WANT_SENUP1) )

                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_SENUP1) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_TEN);// Cloaking
                        }    
                    if ( !HasUser4Mask(MASK_UPGRADE_8) && BotWantsCombatItem(BOT_COMBAT_WANT_SENUP2) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_SENUP2) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_ELEVEN);// Pheromones
                        }
                        
                    if ( !HasUser4Mask(MASK_UPGRADE_9) && BotWantsCombatItem(BOT_COMBAT_WANT_SENUP3) )
                        if ( gBotGlobals.IsConfigSettingOn(BOT_CONFIG_WANT_SENUP1) )
                        {
                            m_iPossibleUpgrades.Add(ALIEN_EVOLUTION_TWELVE);// Scent of fear
                        }
                }



Here is the list of commands:
# Skill Settings
# 1 = Enables / 0 = Disable
config want_damage1 1
config want_damage2 1
config want_damage3 1
config want_shotgun 1
config want_hmg 0
config want_grenade_gun 1
config want_armor1 1
config want_armor2 1
config want_armor3 1
config want_jetpack 1
config want_heavy_armor 1
config want_welder 1
config want_resupply 1
config want_mines 1
config want_catalyst 1
config want_move_dection 1
config want_lerk 1
config want_fade 1
config want_onos 1
config want_defup1 1
config want_defup2 1
config want_defup3 1
config want_movup1 1
config want_movup2 1
config want_movup3 1
config want_senup1 1
config want_senup2 1
config want_senup3 1
config want_ability1 1
config want_ability2 1

Posted by: Cheeseh Dec 10 2006, 01:41 PM

Why would you want to do that though? Their selections are based on a genetic algorithm anyway so sometimes they may never select an upgrade or they may select all or no upgrades. They are learning their upgrade choices for the best choice on combat maps, and Their choices change each time they start a new combat game. tongue.gif

If you want to do something like that you will need to remove the GA connection to the upgrades, near the top of the code on start-up. And will need to add a config command with a bitmask of all the combat attrib's i.e (want_damage1 = 1, want_damage2 = 2, want_damage3 = 4, etc) into a global "CombatWants" variable or something. And alter "BotWantsCombatItem" to read "CombatWants"


Posted by: Venom Dec 10 2006, 01:58 PM

QUOTE(Cheeseh @ Dec 10 2006, 01:41 PM) *

Why would you want to do that though? Their selections are based on a genetic algorithm anyway so sometimes they may never select an upgrade or they may select all or no upgrades. They are learning their upgrade choices for the best choice on combat maps, and Their choices change each time they start a new combat game. tongue.gif

If you want to do something like that you will need to remove the GA connection to the upgrades, near the top of the code on start-up. And will need to add a config command with a bitmask of all the combat attrib's i.e (want_damage1 = 1, want_damage2 = 2, want_damage3 = 4, etc) into a global "CombatWants" variable or something. And alter "BotWantsCombatItem" to read "CombatWants"


Thanks

You would want to block certain stuff like jetpacks or gls, so i thought you might as well be able to customise all skills based on per a map, so on certain maps you may wish to disable jetpacks and on others you may wish to have HMG and heavy armor only. It just gives the server admins the choice of what to block and what not to block, of course, a human blocking plugin will be needed as well for this.

Posted by: LordSkitch Jan 15 2007, 09:28 AM

whats the word on getting the gorges to heal things? ive tried everything i can think of, and i still cant get the little bastards to do it.

Posted by: LordSkitch Feb 20 2007, 02:43 PM

i spent like an hour and a half yesterday trying to sort through the code to fix some issues people keep yellin at me about,

1 - the fades going up to wallstick waypoints and not blinking, but just standing there looking at the wallstick waypoint. i removed them from CanUseFlyWaypoints or whatever and solved that.

2 - the gorges healing. i have absolutely no clue why they wont heal. well i have seen them heal, but theyll heal like unfinished hives. after that they wont heal any players/structures/whatever. i cant figure out why they do it. or dont do it rather.

3 - the aliens getting upgrades on NS maps. i found two identical sections of code and so i changed the top one...

CODE
    if ( gBotGlobals.IsNS() && bCanUpgrade && (m_fUpgradeTime < gpGlobals->time) && IsAlien())
    {
        AddPriorityTask(CBotTask(BOT_TASK_ALIEN_UPGRADE,0));
        m_fUpgradeTime = gpGlobals->time + RANDOM_FLOAT(5.0,10.0);
    }

    
    if ( gBotGlobals.IsNS() && bCanUpgrade && gBotGlobals.IsCombatMap() && (m_fUpgradeTime < gpGlobals->time) )
    {
        AddPriorityTask(CBotTask(BOT_TASK_COMBAT_UPGRADE,0));
        m_fUpgradeTime = gpGlobals->time + RANDOM_FLOAT(5.0,10.0);
    }



and the wierd thing is they get the task bot_task_alien_upgrade but then the little bastards dont do it! so im thinkin i need to do it in the sense of

CBotTask(BOT_TASK_ALIEN_UPGRADE,0,NULL,BOT_UPGRADE_DEF)

kind of thing, so i'll edit that function after i get home from school and see if it works.

4 - lerks/fades flying/blinking over normal waypoints. i cant even find the code where a normal waypoint is defined. i can find all the other waypoint types but not the freakin normal ones.

5 - i think theres a crashy part of the code somewhere in it, but all of a sudden i cant freakin debug the thing to find it. so i dunno whats up with that.

Posted by: LordSkitch Feb 20 2007, 09:34 PM

changed it to

CODE
badcode


and that seems to work. have to do more testing.


changed it again, they were in infinite loops trying to get upgrades cause it didnt have checks to see if they could upgrade
CODE
morebadcode


i put in a little doodad to make them say if they could get defensive upgrades via gBotGlobals.m_bCanUpgradeDef

and it turns out its always 0, even when theres 3 hives and several of each chamber

so now i think the problem lies here..:

CODE



    else
    {
        if ( message_type == 0 )
        {
            if ( state == 0 )
            {
                num_loops = *(int*)p;
                state ++;

                read_states = 0;

                gBotGlobals.m_bCanUpgradeDef = FALSE;
                gBotGlobals.m_bCanUpgradeSens = FALSE;
                gBotGlobals.m_bCanUpgradeMov = FALSE;

                if ( gBotGlobals.IsDebugLevelOn(BOT_DEBUG_MESSAGE_LEVEL) )
                    BotMessage(NULL,0,"num upgrades : %d",num_loops);
            }
            else if ( got_loops < num_loops )
            {
                if ( gBotGlobals.IsDebugLevelOn(BOT_DEBUG_MESSAGE_LEVEL) )
                {
                    //BotMessage(NULL,0,"reading upgrade info : %d...",got_loops);
                    BotMessage(NULL,0,"Upgrade Info : %d...",*(int*)p);
                }

                switch ( *(int*)p )
                {
                case 1:
                    gBotGlobals.m_bCanUpgradeDef = TRUE;
                    break;
                case 2:
                    gBotGlobals.m_bCanUpgradeSens = TRUE;
                    break;
                case 3:
                    gBotGlobals.m_bCanUpgradeMov = TRUE;
                    break;
                }
                
                
                // READ UPGRADE INFO
                got_loops++;
            }

        }


and... i dont know what to do about that. i dont even know wtf it does. so you gotta come help me out mr cheese! tongue.gif

[edit again]

ok so i debugged it.

if ( message_type == 0 )

needs to be

if ( message_type == 128 )

and then the original get upgrade code you had works fine. gotta do more testing though.

Posted by: Cheeseh Feb 20 2007, 10:49 PM

whats badcode / morebadcode ? tongue.gif

the crash you found, make sure you select "Stop Always" for each exception in the Debug -> (Exceptions I think)

the message stuff you posted is only for NS maps, not sure if it works on Combat maps, but I may have replaced it with Combat upgrading using BOT_COMBAT_UPGRADE instead of BOT_ALINE_UPGRADE if its a combat map.

I still haven't looked at the gorge healing yet, I think a lot of debugging is required for it.

I still don't have MS Visual studio 6 installed yet either ohmy.gif

Posted by: LordSkitch Feb 20 2007, 11:22 PM

badcode and morebadcode were big blocks of code that i decided didnt work and didnt need to show cause someone might try to use it.

Posted by: LordSkitch Feb 22 2007, 12:06 AM

ok so like.. heres some situations ive found

situation one

1st upgrade: movement
bots dont get upgrades.

2nd upgrade: sensory
bots get sensory

3rd upgrade: defense
bots get sensory and defense

situation two

1st upgrade: sensory
bots dont get upgrades

2nd upgrade: defense
bots get defense upgrades

3rd upgrade: movement
bots get sensory and defense



i need to create the third situation, but i dont know why theyre getting upgrades in weird patterns... i did a debug on the ... messages, and it'll say like

message 128
upgrades: 8
upgrade 1
upgrade 1
upgrade 1
upgrade 1
upgrade 2
upgrade 2
upgrade 2
upgrade 2

or whatever, but .. well maybe the numbers have since become skewed... ill debug that next. but for now, PAIN PILLS CAUSE IVE BEEN WALKING AROUND THE LAB FOR THE PAST FIVE HOURS!

Posted by: Cheeseh Feb 22 2007, 08:45 AM

argh !

I'll need to havee a look at this soon... I'll install MS VC 6 later today tongue.gif

Posted by: LordSkitch Feb 22 2007, 01:25 PM

youre my hero wub.gif

Posted by: Cheeseh Feb 22 2007, 02:20 PM

Well I just installed and fixed a nasty "no change weapons/non attacking" bug in NS where the bots wouldn't change their weapons properly and wouldn't attack.

more stuff to some biggrin.gif

by the way are you trying to fix the upgrades for just NS Maps? I'm having a look at em now

edit:

It looks liek the latest NS uses different methods of showing Alien Updates, the "SetTech" message seems more important for upgrading.

e.g.

using rcbot debug "message" 1

------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(107)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------
------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(108)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------
------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(109)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------

the first message WRITE_BYTE, 107,108,109 correspond to:


ALIEN_EVOLUTION_SEVEN = 107, // Celerity
ALIEN_EVOLUTION_EIGHT = 108, // Adrenaline
ALIEN_EVOLUTION_NINE = 109, // Silence

this message happened after I built a movement chamber

BUT how do I know if a hive has been destroyed and aliens can't get this upgrade anymore?? Haven't found out yet

I beleive I added a CBotNSTechs class that uses these though

edit again:

oh and to fix the non-attack bug (perhaps you already found it but hey.) In bot.cpp in NORMAL_ATTACK: task

CODE

                case MOD_NS:
                {
                    BOOL bChangeWeapon = FALSE;
                    
                    if ( (m_pCurrentWeapon == NULL) || (m_pCurrentWeapon->HasWeapon(m_pEdict)==FALSE) )
                    {
                        //Get weapon
                        bChangeWeapon = TRUE;
                    }
                    
                    if ( !bChangeWeapon || (m_CurrentTask->TaskInt() == 0) ) /* CHANGE THIS LINE */
                    {

Posted by: LordSkitch Feb 22 2007, 05:58 PM

you can still upgrade if the hives dead, all you need is atleast one of those chambers.


http://www.joesucks.net/files/rcbot/source.rar
heres a link to the source im using if you wanna see what ive done with it...

i put in.. ummm.. the upgrade built message was changed from 0 to 128, i put in rcbot config disable_all_squads to keep people from squadwhoring, ummmm i gave the marines the ability to get scan in combat... uhhhhhhh... i dont know what else.

ill go add that non-attacking thing and give it a test and see what goes on.

Posted by: LordSkitch Feb 25 2007, 01:15 AM

its been up for 44ish hours with no problems, and the bots no longer will randomly look at something and try to kill it by looking mean, and will actually fire. i havent seen the gorges just watching, and i havent seen the fades whip out their acid rockets only to look and do nothing

commit that code!

Posted by: Cheeseh Feb 26 2007, 02:01 PM

you could go through everything you fixed so I could have another look at it and also make any changes before committing tongue.gif Then most of the fixes will be in it

ps.. Happy 25th there skitchy !

Posted by: LordSkitch Feb 26 2007, 02:27 PM

lol thanks..

when i get home from class ill go through it and try and figure out what ive changed.. i got some homework i gotta do tonight cause ive got a quiz tomorrow though tongue.gif

Posted by: Cheeseh Feb 26 2007, 04:03 PM

you could always upload your compiled dll somewhere temporarliy for people to use the most recent updates you added tongue.gif

Posted by: LordSkitch Feb 26 2007, 06:19 PM

Manage Your Attachments
You have used 1.11mb of 512k


gimme more space on here and ill upload em here tongue.gif

for the time being, it's uploaded on my content server

http://www.joesucks.net/files/rcbot/rcbot_mm.dll
no theres no linux compile of this version, cause i dont remember exactly what ol cheese changed to get it to run on linux.

didn't even check to see if it'd compile. cause i know it wont. tongue.gif

Posted by: Cheeseh Feb 26 2007, 08:01 PM

I can't upload to the forum either, i thiknk its because the FTP was changed, I still can't log into FTP, so the uploads are b0rked till its fixed, Bots United host problem sad.gif I fixed the upload limit buts it now says "check permissions in uploads folder" I can't do that cos I can't get into ftp sad.gif

Posted by: LordSkitch Feb 26 2007, 09:35 PM

tell em "reset my ftp password, or else."

Posted by: BadLife Feb 27 2007, 02:08 AM

Looks like they are going to release NS 3.2 this Friday blink.gif Have not tried the beta so I don't know whats changed ohmy.gif

Posted by: LordSkitch Feb 27 2007, 03:42 AM

they'll probably change a bunch of constants, and redo systems that already work fine instead of fixing things that are broken, so nothing works right...

Posted by: LordSkitch Feb 27 2007, 11:19 PM

you know, i was digging through the code looking for crap ive changed... we might as well wait till friday to see if the bots even work. ns 3.2 is undoubtedly gonna change a bunch of crap and make stuff not work, and i dont think it'll be good if a bunch of time is put into the bots just to change them in 3 days.

Posted by: Cheeseh Feb 27 2007, 11:45 PM


fair do's ! cool.gif

Posted by: LordSkitch Mar 1 2007, 02:55 PM

i think that not shooting bug may have actually caused crashes... the server seems a tad more stable now...

still a couple issues with it.. but the god damn thing still wont let me debug it. its been so long since ive actually really used vc++ lol

Posted by: Cheeseh Mar 1 2007, 05:26 PM

You've got to specify the dll that you are debugging (in VC 6 project properties -> debug -> additional dlls, I think). Although with VS.NET 2003 you don't need to specify it. not sure if that helps

Posted by: LordSkitch Mar 3 2007, 09:15 AM

i dont think anything has changed in NS that drastically affects the bots.. thank freakin god. they seemed to be their regular evil selves... people were complaining that theyre too hard.. MWA HA HA HA HAAAAA ahem.

i respond with.. of course... "if it aint a challenge, what's the freakin point of playing? if you want it easy, go fight some whichbots!" ok maybe not the last part, but hey, im a jerk. i say things like that all the time.

Posted by: Cheeseh Mar 3 2007, 12:37 PM

hurray!

Posted by: LordSkitch Mar 5 2007, 07:30 AM

FINALLY got a debug:


CODE
public:
    // get fitness for this individual
    inline ga_value getFitness () { return m_fFitness; }
--->    inline void setFitness ( float fVal ) { m_fFitness = fVal; } <---

    virtual void load ( FILE *bfp, int req_size ) = 0;
    virtual void save ( FILE *bfp ) = 0;

    // crossover with other individual
    virtual void crossOver ( IIndividual *other ) = 0;

    // mutate some values
    virtual void mutate () = 0;

    virtual void clear () = 0;

    // get new copy of this
    // sub classes return their class with own values
    virtual IIndividual *copy () = 0;



--->IIndividual::setFitness(float 0.200000) line 51 + 18 bytes<---
CBot::StartGame() line 2498
CBot::Think() line 2774
CBotGlobals::StartFrame() line 827
StartFrame() line 1191
METAMOD! 6b2075f6()

Posted by: Sandman[SA] Mar 5 2007, 10:06 AM

So what version of rcb works with ns 3.2? I still have 1.441_B Will that work?

Posted by: Cheeseh Mar 5 2007, 12:33 PM

is that a crash there skitch?

when it crashes there click on the call stack back to startgame and check the m_pCombatBits, if its valid etc, see why its not been instantiated properly if not.

sandman, you should probably try skitches modded version:

http://www.joesucks.net/files/rcbot/rcbot_mm.dll

Posted by: LordSkitch Mar 5 2007, 02:34 PM

next time it crashes ill try that tongue.gif

Posted by: LordSkitch Mar 6 2007, 11:55 PM

!!!!!!!!!

CODE
[RCBOT>] Can't add waypoint, max waypoints already added
[RCBOT>] Can't add waypoint, max waypoints already added
[RCBOT>] Can't add waypoint, max waypoints already added
[RCBOT>] Can't add waypoint, max waypoints already added



!!!!!!!!!


what the crap, im not done waypointing the damned map! is it safe to increase the max? i assume its a define somewhere.

[edit]


#define MAX_WAYPOINTS 1024

it wont dick anything up if i do like...

#define MAX_WAYPOINTS 4096

would it?

Posted by: Cheeseh Mar 7 2007, 12:05 AM

well it will "dick up" if you use any waypoints you made with it set at 4096 with older versions of the bot (or the current beta version) for e.g. tongue.gif

surely you don't need that many waypoints? Maybe theres a waypoint counting bug. You could try saving the waypoints then reloading the map to see if the counter fixes itself.

Posted by: LordSkitch Mar 7 2007, 12:06 AM

oh theres that many waypoints... ns_machina is a BITCH.

Posted by: Cheeseh Mar 7 2007, 12:09 AM

QUOTE(LordSkitch @ Mar 7 2007, 12:06 AM) *

oh theres that many waypoints... ns_machina is a BITCH.


I'll need to see this map.. are the waypoints spaced out evenly at a good distance?

Posted by: LordSkitch Mar 7 2007, 12:12 AM

make sure you got ns 3.2 and jump on my server, you should be an admin so just do amx_map ns_machina, and youre a rcbot admin so you can look at the waypoints yourself

and theyre spaced ... enough apart. far enough that theyre .. far enough, and close enough that a bot wont get lost between them if they do something while on the move.

the main part of the map is done, but the vents and crap are what i was working on when i ran out of waypoints lol

Posted by: Cheeseh Mar 7 2007, 12:20 AM

I just had a look at the map on my own server. I never knew NS added 3d sky boxes and how they are implemented, no mention in the changelog ..? ? ( I missed that meeting )

I'll check out the map on your server when no ones arouund tongue.gif

Posted by: micx1 Jun 14 2007, 01:20 AM

QUOTE(LordSkitch @ Feb 26 2007, 06:19 PM) *

Manage Your Attachments
You have used 1.11mb of 512k
gimme more space on here and ill upload em here tongue.gif

for the time being, it's uploaded on my content server

http://www.joesucks.net/files/rcbot/rcbot_mm.dll
no theres no linux compile of this version, cause i dont remember exactly what ol cheese changed to get it to run on linux.

didn't even check to see if it'd compile. cause i know it wont. tongue.gif

the link is down... sad.gif

skitch can u re-upload?

edit: wait is the below link the latest version?

Metamod (Debug Version) - http://home.houston.rr.com/lordskitch/files/rcbot_mm.dll

Posted by: LordSkitch Jun 14 2007, 06:06 PM

yep, thats the link.. even that might change soon, cause for some retarded reason, time warner is dropping houston and comcast is picking it up, so that might change to some comcast-hosted location... but it'll still be in that listing, ill just edit the links when i find out more.

Posted by: micx1 Jun 30 2007, 06:57 AM

hmm bots don't use phasegates... ohmy.gif

Posted by: Sandman[SA] Jul 1 2007, 01:14 AM

QUOTE(micx1 @ Jun 30 2007, 06:57 AM) *

hmm bots don't use phasegates... ohmy.gif


Nope, they never have. And I don't think they ever will either.

Posted by: Venom Jul 18 2007, 09:57 PM

The problem is that phasegates can be put any way and lead to any where, which means bots would either find it too difficult to find or once they find a phasegate, it would have problems at the other end.

Although it probly could be done, not sure how but possible during the navigation from waypoint to waypoint, if a marine bot came across a phasegate, that location could then be stored and passed to the other bots, if the phasegate gets destroyed or removed and a bot trys finding it, if it no longer exists, then it would store and communicate to the rest of the bots on the team that it no longer exists. This would be done during each execution of the waypoint, perhaps when it looks round folling waypoints, checking targets etc...

Just a suggestion...

Posted by: LordSkitch Jul 19 2007, 03:08 AM

probably the easiest way to get them to work would be...

1) if a PG is dropped, a fake waypoint is dropped, and it'd auto generate the pathways to link it up to the circuit
2) while checking for the shortest pathway, the bots consider fake PG waypoints as all the same xyz coordinates
3) if a path is found that is shorter using the fake waypoints, the bot'd run to the PG, look straight down and start using it, until it arrived at the waypoint number it was searching for.

using that method, in an ideal situation, the bots would get to where they need to go. the problem with it is, when they attack or have a different edict in general, they abandon their current path, and focus on their new task. if a PG is dropped in a squirrely location, and a skulk or something was there, he'd drop his current path, attack and kill the skulk, and then if he's too far away from that waypoint, and no others are nearby, he'd be lost and sit waiting for instructions.

otherwise, the only path available would be the phasegate again, and he'd use it because no matter what the shortest path would involve that fake waypoint.

Posted by: Venom Jul 21 2007, 01:00 PM

Hello,
For the best part of the day i have been developing the addition to the NS side of RCbot, the addition will add both MvM and AvA. Although i have done this previously to the older NS 3.1, the newer version worked slighted different. I will post details as to how you will be able to setup your own MvM bot server later. Currently i have been testing it for a few hours and it works perfect apart from one or two problems with bots joining teams.

I hope to post more details soon.

EDIT: OK, the bots join correctly on mvm now, i havent tested AvA yet but i have added the code to do so while coding mvm. I will provide more of an update when i have tested AvA, if all goes well, a release should be soon smile.gif

EDIT2: OK, i have done as much as i can do today. Both mvm and ava work, ava is still very unstable at the moment, not sure why but they will join a team but the search and destory and path finding is very buggy. MvM is fully working, had many hours of fun testing that out, be aware though, i would suggest slowing the bots aiming or reaction down if you dont want to get slaughted lol.

RCbot Metamod Release (Windows) - http://rcbot.dwmh.net/venom/rcbot.dll
RCbot Release (Windows) - http://rcbot.dwmh.net/venom/rcbot_mm.dll

In order to support each game mode based on the different maps, you will need to set abnormal_game to 1 if you are playing either mvm or ava map, otherwise it can remain as 0. If you wish to run ava or mvm mode, both the mode you wish to run for example mvm_mode and abnormal_game must be 1 in order to work.

Each map config (eg co_angst.cfg) should have these settings as each map may or may not be in a different mode.
config abnormal_game 0
config mvm_mode 0
config ava_mode 0
config mva_mode 1

For Aliens vs Aliens, put this:
rcbot addbot 2
rcbot addbot 4

For Marines vs Marines, put this:
rcbot addbot 1
rcbot addbot 3

The bot menus have also been updated with this change although the add and kick function has not been tested yet so may not work completly. The adding of bots should work via the menu.

I have done my best to do as much as i can, i will release the source code update via Lord Skitch when he gets online. This plugin has been tested with the latest version of mvm_allinone and ava_enabler plugin from nsmod.org. Please do not ask me how to make the bots work with these plugins, please ask plugin support questions on the nsmod.org forum. Any bot related questions about mvm or ava please ask me smile.gif


Venom

Posted by: ``~Scre@m~`` Nov 7 2007, 02:53 AM

Well Bots pretty good suppots TFC ))))

I've maded some waypoints for 2fort.....

But.... Bots often use Crowbars than Primary ammo (((((

Also i have that problem

"[RCBOT>] warning: GetClientRep(): Bad pClient recieved (NULL) (returning default)"

When i have this error Blue Guys don't spawn.......

This error dissapear when i restarting TFC.....


And i have 2 Q.......
Cheeseh.... Blue team in TFC is "TEAM1" and Red team is "TEAM2" ?????
I don't know because theese waypoints aren't coloured ((((
So can u make "TEAM" waypoints coloured ???

But i was very Surprised when Bots start capture Flag without some "spetial" flag on Flag waypoint

P.S. What about Opposing Force and Ricochet ?????? It will be cooooooool )))) rolleyes.gif

Posted by: ``~Scre@m~`` Nov 16 2007, 09:00 PM

What ?!?!?!?! blink.gif It's too hard to answer me ?!?!?! sad.gif sad.gif sad.gif sad.gif


And 1 more thing ... My nick in game is ``~Scre@m~``.......


Bots and Welcome message typing as "scre m" (without quotes) ......



Posted by: MarD Nov 17 2007, 12:03 AM

Heyyo,

Well man, I myself love RCbot, but they mainly shine in Natural Selection and SvenCoop. I'm not sure if he's been updating the TFC code a lot tbh..

I know he's been pretty busy hence the lack of updates to RCbot, and RCbot2 (for the source engine).. so it may be a while until we see further upgrades.

I suggest giving FoxBot a shot for TFC bots. It's a pretty damn good bot, and someone's been updating it too. biggrin.gif

http://www.omni-bot.de/e107/download.php?view.516

One of the coolest updates is now bots support teleporters properly. wink.gif


And in case you didn't know, there is an official Team Fortress 2 bot coming out.. and vALVE said it's going to be the same guy who built the original Half Life 1 AI! so it should be pretty damn good. smile.gif

Posted by: Sandman[SA] Nov 17 2007, 03:08 AM

QUOTE(``~Scre@m~`` @ Nov 7 2007, 02:53 AM) *

I've maded some waypoints for 2fort.....
But.... Bots often use Crowbars than Primary ammo (((((


There are no weapon ID's available for TFC. I am not entirely sure of the weapon identifier but try adding this to your bot_weapons.ini

CODE

# ITEM_AXE=1
[weapon_id=1]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=72
is_melee=1
priority=1
[/weapon]


QUOTE(``~Scre@m~`` @ Nov 7 2007, 02:53 AM) *

Also i have that problem
"[RCBOT>] warning: GetClientRep(): Bad pClient recieved (NULL) (returning default)"
When i have this error Blue Guys don't spawn.......
This error dissapear when i restarting TFC.....


I too have heard about this but don't know how to fix other then to restart the server.

QUOTE(``~Scre@m~`` @ Nov 7 2007, 02:53 AM) *

And i have 2 Q.......
Cheeseh.... Blue team in TFC is "TEAM1" and Red team is "TEAM2" ?????
I don't know because theese waypoints aren't coloured ((((
So can u make "TEAM" waypoints coloured ???


I believe that's correct. Team1 and Team2. There should be a team spacific selection in the waypoint menu. Try using that for team spacific waypoints.

Posted by: Cheeseh Nov 17 2007, 01:33 PM

put this in bot_weapons.ini

CODE

[mod_id=12]
#define TF_WEAPON_MEDIKIT        3
[weapon_id=3]
underwater=1
primaryfire=1
primary_max_range=80
is_melee=1
priority=3
[/weapon]
#define TF_WEAPON_SPANNER        4
[weapon_id=4]
underwater=1
primaryfire=1
primary_max_range=80
is_melee=1
priority=3
[/weapon]
#define TF_WEAPON_AXE            5
[weapon_id=5]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=80
is_melee=1
priority=0
[/weapon]
#define TF_WEAPON_SNIPERRIFLE    6
[weapon_id=6]
underwater=1
primaryfire=1
primary_min_range=200
primary_max_range=4096
is_melee=0
priority=5
[/weapon]
#define TF_WEAPON_AUTORIFLE      7
[weapon_id=7]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=201
is_melee=0
priority=6
[/weapon]
#define TF_WEAPON_SHOTGUN        8
[weapon_id=8]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=4096
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_SUPERSHOTGUN   9
[weapon_id=9]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=1500
is_melee=0
priority=5
[/weapon]
#define TF_WEAPON_NAILGUN       10
[weapon_id=10]
underwater=1
primaryfire=1
primary_max_range=4096
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_SUPERNAILGUN  11
[weapon_id=11]
underwater=1
primaryfire=1
primary_max_range=4096
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_GL            12
[weapon_id=12]
underwater=1
primaryfire=1
primary_min_range=200
primary_max_range=800
is_melee=0
priority=5
[/weapon]
#define TF_WEAPON_FLAMETHROWER  13
[weapon_id=13]
# dont want to use underwater
underwater=0
primaryfire=1
primary_min_range=0
primary_max_range=700
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_RPG           14
[weapon_id=14]
underwater=1
primaryfire=1
primary_min_range=120
primary_max_range=4096
is_melee=0
priority=6
[/weapon]
#define TF_WEAPON_IC            15
[weapon_id=15]
underwater=1
primaryfire=1
primary_min_range=150
primary_max_range=2048
is_melee=0
priority=5
[/weapon]
#define TF_WEAPON_UNKNOWN16     16
[weapon_id=16]
[/weapon]
#define TF_WEAPON_AC            17
[weapon_id=17]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=2048
is_melee=0
priority=6
[/weapon]
#define TF_WEAPON_UNKNOWN18     18
[weapon_id=18]
[/weapon]
#define TF_WEAPON_UNKNOWN19     19
[weapon_id=19]
[/weapon]
#define TF_WEAPON_TRANQ         20
[weapon_id=20]
underwater=1
primaryfire=1
primary_min_range=200
primary_max_range=768
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_RAILGUN       21
[weapon_id=21]
underwater=1
primaryfire=1
primary_min_range=700
primary_max_range=4096
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_PL            22
[weapon_id=22]
#underwater=1
#primaryfire=1
#primary_min_range=200
#primary_max_range=600
#is_melee=0
#priority=5
[/weapon]
#define TF_WEAPON_KNIFE         23
[weapon_id=23]
underwater=1
primaryfire=1
primary_max_range=80
is_melee=1
priority=6
[/weapon]


team waypoints aren't coloured, you're best using 'waypoint info' to find out each waypoint team

Posted by: Grudge Dec 20 2008, 01:16 AM

Hi .. at first .. GREAT BOT ..but i still have some questions

1
The Bots only chat in they own team like

02:29:19 "[RC] Belphegore<6><BOT><6>" say "bad luck"

team 6

hldm havent any teams so nobody can read it .. is there a way the bots dont talk in they own team?

2
where and how can i set the auto waypoints ?

hmm think thats all for the moment wink.gif


edit ..

oh .. and ... is there a good weapon.ini for HLDM ?

Posted by: Sandman[SA] Dec 20 2008, 02:11 AM

QUOTE(Grudge @ Dec 20 2008, 01:16 AM) *

where and how can i set the auto waypoints ?


Open your console by hitting the ~ key and then type "rcbot waypoint on" to enable waypoints, then type "rcbot autowaypoint on", without the quotes of course. Then just run around the map. I have to mind you though that even though this works, it is a sloppy way to waypoint.

Posted by: Grudge Dec 20 2008, 08:38 AM

how long am I to do that? a whole map? (20min) am I to play completely normally or just run around abit? omg sooo much questions blink.gif

Posted by: Cheeseh Dec 20 2008, 11:56 AM

[] I don't know why the bots only speak in team chat, it must have something to do with the mod??


[] try this for HLDM

CODE

############################################
#
#
#  HLDM
#
###############################################
[mod_id=13]
# VALVE_WEAPON_CROWBAR=1
[weapon_id=1]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=72
is_melee=0
[/weapon]
# VALVE_WEAPON_GLOCK=2
[weapon_id=2]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=1000
secondaryfire=1
secondary_min_range=0
secondary_max_range=2000
priority=1
[/weapon]
# VALVE_WEAPON_PYTHON=3
[weapon_id=3]
primaryfire=1
primary_min_range=64
primary_max_range=4096
priority=2
[/weapon]
# VALVE_WEAPON_MP5=4
[weapon_id=4]
primaryfire=1
primary_min_range=64
primary_max_range=2200
secondaryfire=1
secondary_min_range=400
secondary_max_range=1200
priority=4
[/weapon]
# VALVE_WEAPON_CHAINGUN=5
[weapon_id=5]
primaryfire=1
primary_min_range=0
primary_max_range=4096
priority=3
# dunno what it is!
[/weapon]
# VALVE_WEAPON_CROSSBOW=6
[weapon_id=6]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=4096
priority=3
[/weapon]
# VALVE_WEAPON_SHOTGUN=7
[weapon_id=7]
primaryfire=1
primary_min_range=0
primary_max_range=800
secondaryfire=1
secondary_min_range=0
secondary_max_range=400
priority=3
[/weapon]
# VALVE_WEAPON_RPG=8
[weapon_id=8]
underwater=1
primaryfire=1
primary_min_range=400
primary_max_range=4096
priority=5
[/weapon]
# VALVE_WEAPON_GAUSS=9
[weapon_id=9]
primaryfire=1
primary_min_range=100
primary_max_range=4096
priority=3
[/weapon]
# VALVE_WEAPON_EGON=10
[weapon_id=10]
underwater=0
primaryfire=1
primary_min_range=100
primary_max_range=4096
priority=4
[/weapon]
# VALVE_WEAPON_HORNETGUN=11
[weapon_id=11]
primaryfire=1
primary_min_range=0
primary_max_range=2048
secondaryfire=1
secondary_min_range=64
secondary_max_range=3000
priority=2
is_melee=0
[/weapon]
# VALVE_WEAPON_HANDGRENADE=12
[weapon_id=12]
primaryfire=1
primary_min_range=320
primary_max_range=1024
priority=1
[/weapon]
# VALVE_WEAPON_TRIPMINE=13
[weapon_id=13]
# DONT USE! will be hard-coded eventually
[/weapon]
# VALVE_WEAPON_SATCHEL=14
[weapon_id=14]
# DONT USE! will be hard-coded eventually
[/weapon]
# VALVE_WEAPON_SNARK=15
[weapon_id=15]
primaryfire=1
primary_min_range=300
primary_max_range=1024
priority=1
[/weapon]


[] run around the full map with autowaypoint on

Posted by: Grudge Dec 20 2008, 01:44 PM

ok .. thx for the help .. the chat works now (after i installed bubblemod) (strange) .. now all run fine wink.gif