RCBot2_075_R2 DS crash, When client connects and disconnects |
RCBot2_075_R2 DS crash, When client connects and disconnects |
Root |
Jul 20 2013, 07:22 PM
Post
#1
|
Member Group: Members Posts: 24 Joined: 20-July 13 Member No.: 2,291 |
Hello all!
I've got a few problems with running bots on a dedicated server. Server is crashing when client connects after bots have been added, and same is happening when player disconnects. Previously server crashed when only one bot was added. I figured out a problem - that was wrong PlayerRunCmd offset (was 416, but after recent update it has changed to 417). There are no working bots for Day of Defeat: Source at this moment, and this bots looks really cool! Those are way better than many people I would also request a ZombieMod support, but its not really necessary. Here is a stack traces (with a dumps) when player connected and disconnected respectivitely. P.S. Keep up good work, Cheeseh! I really appeciate it alot! P.P.S. I am also a developer, but I am making SourceMod plugins for DoD:S. And your project is just awesome. GJ |
genmac |
Jul 21 2013, 02:53 AM
Post
#2
|
RCBot Guru Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 |
Welcome to the forum Root!
Btw he's the author of this cool plug-in DODS: Deathmatch which I use a lot aside for checking some blind bot snipers and mg's. Hope Cheeseh would response any time soon seems he's busy with RL lately. |
Root |
Jul 22 2013, 09:27 AM
Post
#3
|
Member Group: Members Posts: 24 Joined: 20-July 13 Member No.: 2,291 |
Welcome to the forum Root! Btw he's the author of this cool plug-in DODS: Deathmatch which I use a lot aside for checking some blind bot snipers and mg's. Hope Cheeseh would response any time soon seems he's busy with RL lately. Hello genmac! Thank you for your waypoints btw! It's time-consuming - and you are a nice one! Could you also add support for 3xi_trainmap? hehe Also feel free to request a deathmatch features - such as spawnpoints or whatever. EDIT 1: Could you edit the waypoints on bomb maps? Would be better if bots prone while defusing or plant a TNT - otherwise bots are easy to kill. EDIT 2: I guess I found a solution: Need to join a server, then add a first bot and disconnect. Also set rcbotd config max_bots 15 in server rcon after you have disconnected and everything will work fine across connects and disconnects. Will see how it work later |
genmac |
Jul 22 2013, 10:28 AM
Post
#4
|
RCBot Guru Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 |
You're welcome!
3xi_trainmap is already wpted here it is hehe... http://rcbot.bots-united.com/forums/index....ost&p=11401 as for the bomb maps...you mean some of the stock maps right? Ok I'll will try edit those. |
darkranger |
Jul 22 2013, 12:57 PM
Post
#5
|
Advanced Member Group: Members Posts: 51 Joined: 3-February 13 From: Austria Member No.: 2,254 |
Hi Root
RCBOTS running fine on my Windows DS Gungame server. i have done simply waypoints orangemaps for gungame: RC BOT CONFIGS greetz, darkranger |
madmax2 |
Jul 22 2013, 09:03 PM
Post
#6
|
RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Hey Root,
Welcome... Looks like you have made quite a few dods plugins, i'll have to check more of them out... I have tried your excellent deathmatch mod, and I love it... Thanks.... @darkranger Thanks for the waypoints .... max |
Root |
Jul 23 2013, 08:25 AM
Post
#7
|
Member Group: Members Posts: 24 Joined: 20-July 13 Member No.: 2,291 |
Hi Darky! Are you running latest version? Anyway glad to see you here
Hey madmax2! Your nickname reminds me something... ah I seen a bot with same nickname If you got any requests or ideas - feel free to ask, and I will try to realize that. I just dont have any ideas at this moment. |
genmac |
Jul 23 2013, 11:38 AM
Post
#8
|
RCBot Guru Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 |
Check this thread...there's a request of some sort of achievement enabler plugin even though server has sv_cheats 1 ...bot needs this to run but it turns off once bots are loaded still achievement won't work since it's already flagged as a cheat server so may be you could create something to bypass that so achievements would still works.
http://rcbot.bots-united.com/forums/index.php?showtopic=1789 |
Root |
Jul 23 2013, 11:55 AM
Post
#9
|
Member Group: Members Posts: 24 Joined: 20-July 13 Member No.: 2,291 |
Check this thread...there's a request of some sort of achievement enabler plugin even though server has sv_cheats 1 ...bot needs this to run but it turns off once bots are loaded still achievement won't work since it's already flagged as a cheat server so may be you could create something to bypass that so achievements would still works. http://rcbot.bots-united.com/forums/index.php?showtopic=1789 Done! |
darkranger |
Jul 23 2013, 05:23 PM
Post
#10
|
Advanced Member Group: Members Posts: 51 Joined: 3-February 13 From: Austria Member No.: 2,254 |
Hi Darky! Are you running latest version? Anyway glad to see you here yes, latest version of rcbots. i have played 2 rounds yesterday on my gungame TDM server without problems. one problem is always. when last human player leaves the server thebots are also leave. but when a human player joins then inot the server, the bots are dumb! i have fixed this with changing map after last human player leaves the server! see at signature to find the IPadress! |
Root |
Jul 23 2013, 06:14 PM
Post
#11
|
Member Group: Members Posts: 24 Joined: 20-July 13 Member No.: 2,291 |
when last human player leaves the server thebots are also leave. It's a known problem of all source games that supports bots (stupid hibernation) Valve wont fix it - that created on purpose. Well I know how to fix that, and I will try to attemp fixing in a beginning of an august (probably extension will require, will see) but when a human player joins then inot the server, the bots are dumb! That's odd. It's happening when there are more than 1 player on a server? or after last human disconnects? I guess you need to setup rcbot_runplayer_hookonce to 0 and increase value of rcbot_pathrevs, otherwise bots will just stay (I believe) |
madmax2 |
Jul 23 2013, 07:05 PM
Post
#12
|
RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Done! Wow, that was fast... There will be some happy rcbot players now.... Thanks... @darkranger QUOTE but when a human player joins then inot the server, the bots are dumb! i have fixed this with changing map after last human player leaves the server! Hmmm, it kinda sounds like the pupet bots are taking over, cheeseh talked about this before, I think? If I find a solution i'll let you know... I really need to set up a dedi LAN server so I can see these issues, and for my own performance too... Btw, your gungame mod really sounds fun... I'll have to try it out on my LAN sometime... any recommended version for RCbots.. I visited your website yesterday and saw UT/UT3 stuff there too. I love the UT/Unreal series, probably my favorite games.... |
darkranger |
Jul 24 2013, 03:29 PM
Post
#13
|
Advanced Member Group: Members Posts: 51 Joined: 3-February 13 From: Austria Member No.: 2,254 |
the problem is that the bots automatically leaves the server after the last human player!
And a few seconds later the BOTS turn back into the server as dumb idiots. (no human players!) i have found no solution to fix this! |
Root |
Jul 24 2013, 08:41 PM
Post
#14
|
Member Group: Members Posts: 24 Joined: 20-July 13 Member No.: 2,291 |
the problem is that the bots automatically leaves the server after the last human player! And a few seconds later the BOTS turn back into the server as dumb idiots. (no human players!) i have found no solution to fix this! Okay I will definitely look for a fix - because all the evil is server hibernation... EDIT: I found another problem... when last human leaves (and bots getting dumb), server is running fine until map is about to be changed. Server is crashing for unknown reason Probably dump will help http://crash.limetech.org/dad3luxdj47c EDIT 2: Seems like its happening on only 3xi_trainmap, on each other I dont have that problem (darkranger can you confirm?) |
darkranger |
Jul 29 2013, 12:13 PM
Post
#15
|
Advanced Member Group: Members Posts: 51 Joined: 3-February 13 From: Austria Member No.: 2,254 |
EDIT 2: Seems like its happening on only 3xi_trainmap, on each other I dont have that problem (darkranger can you confirm?) NO, can not confirm that. had some crashes Before (2 weeks or so) with sourcemod. but after updating to latest version no crashes since there! but there are not much players on my Gungame TDM server, so i can not really 100% say that all is correct! LINK TO MY HL STATS (server is only up from 16CET to 06 CET!) i have reworked this little script that changes map if server is empty or last player leaves the server: CODE #include <sourcemod> new Handle:timer = INVALID_HANDLE new Handle:map_idle_time new status new Handle:g_nextmap public Plugin:myinfo = { name = "Auto change map for RC BOTS", author = "Mleczam, modified from Darkranger", description = "Change the map if last Player Leaves the Server ( for RC BOTS)", version = "1.5DODS", url = "http://dark.asmodis.at/" } public OnPluginStart() { map_idle_time = CreateConVar("sm_autochangemap_rc_bots_idlechange","5","When last Player leaves after this time server changes the map", FCVAR_PLUGIN) status = 0 } public OnMapStart() { timer = CreateTimer(240.0, sprawdz ,0, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE) status = 0 } public OnClientDisconnect(client) { timer = CreateTimer(5.0, sprawdz ,0, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE) status = 0 } public Action:sprawdz(Handle:Timer) { new ccount new NOfClients = GetClientCount(true) LogMessage("Autochangemap CHECK!") for (new i = 1; i <= NOfClients; i++) if (IsClientInGame(i) && !IsFakeClient(i)) { ccount++ } if( ccount > 0 || status) return Plugin_Handled KillTimer(timer) timer = INVALID_HANDLE timer = CreateTimer(GetConVarFloat(map_idle_time), sprawdz2) return Plugin_Handled } public Action:sprawdz2(Handle:Timer) { new ccount; new NOfClients = GetClientCount(true) KillTimer(timer) for (new i = 1; i <= NOfClients; i++) if (IsClientInGame(i) && !IsFakeClient(i)) { ccount++; } if( ccount > 0 ) { timer = INVALID_HANDLE; timer = CreateTimer(5.0, sprawdz ,0, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE) return Plugin_Handled } else { g_nextmap = FindConVar("sm_nextmap") decl String:snextmap[32]; GetConVarString(g_nextmap, snextmap, sizeof(snextmap)) ServerCommand("changelevel %s",snextmap) LogMessage("Autochangemap Change Map to %s", snextmap) status = 1 } return Plugin_Handled } |
Cheeseh |
Jul 29 2013, 01:59 PM
Post
#16
|
Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
I don't think rcbot2 will work well with sourcemod cos it has to hook the PlayerRunCmd function and so does sourcemod, so there are bound to be problems
|
botskiller16 |
Aug 4 2013, 11:09 AM
Post
#17
|
Member Group: Members Posts: 28 Joined: 22-February 09 Member No.: 1,483 |
Hello all, i am new here, and i have one question.
This rcbot2 mod work on DoDS dedicated server? If i order a server, not "home server". |
darkranger |
Aug 4 2013, 01:19 PM
Post
#18
|
Advanced Member Group: Members Posts: 51 Joined: 3-February 13 From: Austria Member No.: 2,254 |
Hello all, i am new here, and i have one question. This rcbot2 mod work on DoDS dedicated server? If i order a server, not "home server". it works, but i think you need a WINDOWS root server cos you have to modifiy files in the home folder and in the start options of the server. i dont know if linux BIN files work properly! |
botskiller16 |
Aug 4 2013, 04:23 PM
Post
#19
|
Member Group: Members Posts: 28 Joined: 22-February 09 Member No.: 1,483 |
|
Lo-Fi Version | Time is now: 18th April 2024 - 11:42 AM |