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> SvenCoop V4.0b
BadLife
post Dec 26 2008, 07:44 PM
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Any one know if RCbot still works with SvenCoop 4.0b? I have not get around to trying it. Guess I should give it a go.
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MiroslavR
post Dec 26 2008, 08:51 PM
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QUOTE(BadLife @ Dec 26 2008, 08:44 PM) *

Any one know if RCbot still works with SvenCoop 4.0b? I have not get around to trying it. Guess I should give it a go.

Well... Of course it can't work properly. But it seems to work when I tested it. Only the bots can't shoot and no new weapons/monsters can be added into game. It'd be very appreciated if Cheeseh would make the bot support for SC 4.0. Well, I hope he will do it.

Sincerely, MiroslavR.
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Cheeseh
post Dec 26 2008, 10:41 PM
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QUOTE(MiroslavR @ Dec 26 2008, 08:51 PM) *

Well... Of course it can't work properly. But it seems to work when I tested it. Only the bots can't shoot and no new weapons/monsters can be added into game. It'd be very appreciated if Cheeseh would make the bot support for SC 4.0. Well, I hope he will do it.

Sincerely, MiroslavR.


Are u using metamod ? For the time being use the metamod version of the bot and the latest metamod . The svencoop DLL is different I cant get any exports from it so I can't build a new standalone dll..
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MiroslavR
post Dec 27 2008, 04:50 PM
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QUOTE(Cheeseh @ Dec 26 2008, 11:41 PM) *

Are u using metamod ? For the time being use the metamod version of the bot and the latest metamod . The svencoop DLL is different I cant get any exports from it so I can't build a new standalone dll..

I tried both - standalone dll and metamod plugin. It's doing the same thing when I used metamod. Even it crashed when I added more bots. sad.gif
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BadLife
post Dec 27 2008, 05:46 PM
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I grabbed the latest file from the beta thread and it seems to work OK. I am not sure but I don't think I am using the meta mod version. I will check it out. Of course the waypoints are wrong for sandstone and probably for a lot of other maps. It crashed with whatever version I had on it before.

Checked it's just the regular version. It seemed to work on Sandstone. I had to modify the waypoints as they were wrong and the bots just stood around. But once I added a few new waypoints they started doing their thing.
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Ryusho
post Dec 27 2008, 06:28 PM
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I have been messing with this, the latest beta accessed on the forums seems to not crash for me, but I still have the bots not shooting problem, But I'm not running it via metamod.

Very odd..I just tried toonrun, and the bots refuse to shoot enemies that attack them, HOWEVER They attack breakables, and they shoot the "Persuaded Vegetarian Zombie" aka the one who won't attack and ignores you....
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Cheeseh
post Dec 27 2008, 07:17 PM
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I would stick with the metamod version as I belive it may be more stable . I'm not sure about the shooting problem, I don't know why that happens, But I cannot debug it just now,. I need to install the old visual studio again tongue.gif
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LordSkitch
post Dec 27 2008, 10:19 PM
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oh you use 2005, you ARE using an old version of VS. maybe not old enough, but still old! tongue.gif
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Cheeseh
post Dec 28 2008, 12:19 AM
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QUOTE(LordSkitch @ Dec 27 2008, 10:19 PM) *

oh you use 2005, you ARE using an old version of VS. maybe not old enough, but still old! tongue.gif


VS 6.0 I was thinking of! Classic VS
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LordSkitch
post Dec 28 2008, 03:08 AM
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lol yeah i know, i still use it when i have to write cross platform crap that works in *nix and windows

ill eventually get around to debugging it but i dunno if they wanna wait that long laugh.gif
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BadLife
post Dec 28 2008, 11:41 PM
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On further testing the bots do not shoot hostiles. This is the non metamod version. I will try meta mod.
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BadLife
post Dec 29 2008, 12:21 AM
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They do not work with the meta mod version either. They do not seem to recognize hostiles.
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BadLife
post Dec 29 2008, 05:36 PM
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Hum I have VS 6.0 laying around. This seems to be a change to the entities list. Is that what they would be called? Anyway I wonder how to see what the new names are. Maybe look around on the SvenCoop site and see if they have a list? huh.gif blink.gif

DUH ohmy.gif Here they are if I am on the right track ????

monster Entities

- all monster_ entities
- monstermaker
- monster_alien_babyvoltigore
- monster_alien_tor
- monster_alien_voltigore
- monster_assassin_repel
- monster_babygarg
- monster_blkop_osprey
- monster_bodyguard
- monster_cleansuit_scientist
- monster_gonome
- monster_handgrenade
- monster_human_grunt_ally
- monster_human_grunt_ally_dead
- monster_human_medic_ally
- monster_human_torch_ally
- monster_hwgrunt
- monster_hwgrunt_repel
- monster_male_assassin
- monster_medic_ally_repel
- monster_otis
- monster_otis_dead
- monster_pitdrone
- monster_robogrunt
- monster_robogrunt_repel
- monster_shockroach
- monster_shocktrooper
- monster_stukabat
- monster_torch_ally_repel
- monster_zombie_barney
- monster_zombie_soldier
- squadmaker


Does this even sound reasonable? I have not looked at the RCbot code.
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LordSkitch
post Dec 29 2008, 07:54 PM
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what exactly happens when they encounter an enemy? do they stare at it and just not fire, do they disregard it all together?
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BadLife
post Dec 29 2008, 08:15 PM
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They disregard it entirely. It is like they don't know they are there. You have a link to the source code for the current RCBot?
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LordSkitch
post Dec 30 2008, 11:28 AM
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http://rcbot.bots-united.com/forums/index.php?showtopic=1011

latest source is in that post under the source heading.

poke around to your hearts content. you could even stumble upon something thats really obvious that needs changing. about half of the stuff that needs changing to fix stuff is painfully obvious, the other half is just tremendously painful.
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Cheeseh
post Dec 30 2008, 01:10 PM
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QUOTE(LordSkitch @ Dec 30 2008, 11:28 AM) *

http://rcbot.bots-united.com/forums/index.php?showtopic=1011

latest source is in that post under the source heading.

poke around to your hearts content. you could even stumble upon something thats really obvious that needs changing. about half of the stuff that needs changing to fix stuff is painfully obvious, the other half is just tremendously painful.


I#m guessing its a problem with the Classify() function, but thats just a guess
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BadLife
post Dec 31 2008, 03:47 AM
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OK I got the source thanks. It will be a while before I have any time to look at it. blink.gif
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Ryusho
post Jan 1 2009, 04:48 PM
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Glad I can try to help somehow by offering support and testing >.< If I knew anything about the coding at all I would try to help in that way but mostly all I can do is support and testing.
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BadLife
post Jan 8 2009, 01:31 AM
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Got the source to compile and build and the DLL works same as the downloaded one. Did not have anything jump right out at me but I don't really know how things work. I suspect it is in the part that defines an entity as an enemy. Well if I get some time I may try to dig deeper into the code and see if I can find it.
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