Printable Version of Topic

Click here to view this topic in its original format

RCBot Forums _ RCbot2 _ RCBot Beta 0.51

Posted by: Cheeseh Jul 25 2009, 11:23 PM

please see,

https://sourceforge.net/projects/rcbot2/files/rcbot2/RCBot2%200.51%20beta/RCBot2_051_Beta.zip/download

I basically need people to try this, and work with new waypoints and make scripts for their waypoints.

See http://rcbot.bots-united.com/forums/index.php?showtopic=1235 about scripting.


Basically need MORE waypointers, scripters etc before it can be really useful, and a lot of feedback.

QUOTE

0.51
- supports latest classless update
- supports capturing on KOTH maps
- supports capturing on ARENA maps


0.5
- readded an 'altered' bot belief waypoint system
- fixed a general crash
- fixed an engineer building crash
- rcbot waypoint cut
- rcbot waypoint copy
- rcbot waypoint paste
- performance command rcbot_visrevs (default 8, 8 maybe good enough) *REDUCED VALUE*
- performance command rcbot_pathrevs (default 40, 20 maybe good enough) *REDUCED VALUE*
- new "areaonly" waypoint type
- new rcbot waypoint drawtype 2
- added scripting for CP/PL maps (currently supported: cp_dustbowl/granary/badlands)
- PLR support
- added profiling for developers (rcbot debug profile)
- Reduced Bot FOV to more realistic value
- changed attacking code. attack code is now non-task based and runs simultaneously with bot tasks
- changed spy attack code
- added better bot choice of enemy, e.g. flag carriers have higher priority/ and spies/medics

issues:
engineers can't select wrench sometimes
spy attack still not perfect


please download from sourceforge.net

https://sourceforge.net/projects/rcbot2/files/rcbot2/RCBot2%200.51%20beta/RCBot2_051_Beta.zip/download

Posted by: Frenzy Jul 26 2009, 01:35 AM

Thanks! GJ!

Posted by: Geralt Jul 26 2009, 02:07 AM

I've still got the following maps remaining to waypoint:
cp_dustbowl
pl_badwater
pl_hoodoo
plr_pipeline

I've done about 50% of dustbowl, and about 25% of all the others. It hopefully won't be too long before I'm finished, I've just been very busy lately.

Posted by: MacinSam Jul 26 2009, 01:19 PM

Congrats!

Posted by: MiroslavR Jul 26 2009, 02:25 PM

- Disguised/cloaked spies should not try to capture point, because they cannot
- Bots are sometimes stuck on ONE waypoint (also happened on other waypoints) and even if there is a path, they will start dancing around that waypoint (happened on cp_badlands; should not be bug of waypoints - checked with pathwaypoint)

Btw. nice scripting system; it works perfectly and is very easy and effective!

You deserve a medal, Cheeseh! biggrin.gif

Posted by: Fillmore Jul 26 2009, 03:07 PM

Almost died from joy, seeing this thread and Rcbots now in beta stage biggrin.gif

Oh yeah,when I get back on my actual PC, I'll upload my Steel, Gravelpit and Junction waypoints.

And start a CP Mappack thread.
Oh yeah, quick question. does 'areaonly' fix the stage problem on multistage CP/PL maps?
If it does,I'll update my Hoodoo waypoints.
And my Goldrush waypoints,if it works how I think it'll work.

Posted by: MacinSam Jul 26 2009, 04:16 PM

What does "readded an 'altered' bot belief waypoint system" mean, though? It sounds rather vague...


Posted by: Cheeseh Jul 26 2009, 04:51 PM

QUOTE(MacinSam @ Jul 26 2009, 05:16 PM) *

What does "readded an 'altered' bot belief waypoint system" mean, though? It sounds rather vague...

whenever a bot dies he marks the waypoint as danger, so next time he might choose another route, but might take many times.

the bots standing on the spot may be a result of the reduction of the "rcbot_path_revs" value, try increasing it

QUOTE(Fillmore @ Jul 26 2009, 04:07 PM) *


Oh yeah, quick question. does 'areaonly' fix the stage problem on multistage CP/PL maps?
If it does,I'll update my Hoodoo waypoints.
And my Goldrush waypoints,if it works how I think it'll work.


All waypoints with areas help. But "Area only" waypoints mean that bots can never pass through them if it is not a specific area, so theese waypoints should be placed in between connecting areas (stages) so bots know they can't go through them. But they should only be used sparingly at these points.

They also need to be given an area ID of course, and a script needs to be made for it

Posted by: Fillmore Jul 26 2009, 09:58 PM

QUOTE(Cheeseh @ Jul 26 2009, 04:51 PM) *

whenever a bot dies he marks the waypoint as danger, so next time he might choose another route, but might take many times.

the bots standing on the spot may be a result of the reduction of the "rcbot_path_revs" value, try increasing it
All waypoints with areas help. But "Area only" waypoints mean that bots can never pass through them if it is not a specific area, so theese waypoints should be placed in between connecting areas (stages) so bots know they can't go through them. But they should only be used sparingly at these points.

They also need to be given an area ID of course, and a script needs to be made for it

like 1 for stage 1,2 for stage 2 and so on?

Posted by: Cheeseh Jul 26 2009, 10:01 PM

QUOTE(Fillmore @ Jul 26 2009, 10:58 PM) *

like 1 for stage 1,2 for stage 2 and so on?

yep.

areas with 0, means the bots ignore it

Posted by: naMelesS Jul 27 2009, 10:11 AM

Hmm i still get the memory error crash problem. Im using orange box tf2 btw.

Posted by: Fillmore Jul 27 2009, 05:57 PM

The bots only cap points on Dustbowl.
They roam around their base on other maps.

Posted by: Fusionhead Jul 27 2009, 06:10 PM

Hi Cheeseh, glad to see that you are active again. I haven't checked back here in awhile. I've run rcbot2 on my hl2dm servers for a long time. I'm running an old version that works fine. I love the mod. thank you! biggrin.gif

I'm about to download and check out the new version. Is the directory structure the same as before? Because there was so much confusion regarding where to put the rcbot profile directory, I created the following image to help out other admins. Is this still valid? I'm actually hoping that I can move the directory inside the "Source Dedicated Server" directory in the following example. The reason I want to do this is that hosted sites won't let you install a folder that is a peer to the application directory.

IPB Image

I've always run my own hardware so this file structure was never a problem for me before, but I just leased a hosted site where they have limitations on where you can create directories.

Thanks,

Fusionhead



Attached thumbnail(s)
Attached Image

Posted by: Cheeseh Jul 27 2009, 06:50 PM

yes the directory structure is the same, except there will be team fortress 2 folders, because it is for TF2 only.

Posted by: Fusionhead Jul 27 2009, 07:53 PM

QUOTE(Cheeseh @ Jul 27 2009, 06:50 PM) *

yes the directory structure is the same, except there will be team fortress 2 folders, because it is for TF2 only.


Ahh, OK. thank you. So this mod does not support hl2dm anymore? I thought that you were expanding it to include TF2 rather than excluded HL2DM or cstrike.

You may think about changing where the rcbot2 directory is located for the reasons I gave above. When you pay for hosting, you normally do not have permissions to create a directory there for rcbot2 profiles. Perhaps you could create a cfg file where you read the directory location? I'm surprised that you haven't run into this problem. Are you running all of your own hardware? Why not change the location to the addons directory where mani, eventscripts, etc. keep them?

I know that I'm asking a lot with this request, but is there any chance that you could recompile the old rcbot2 for hl2dm with the rcbot2 directory inside the "Source Dedicated Server" directory?

In any case, thank you very much. biggrin.gif

Fusionhead

Posted by: Fusionhead Jul 27 2009, 09:07 PM

QUOTE(Cheeseh @ Jul 27 2009, 06:50 PM) *

yes the directory structure is the same, except there will be team fortress 2 folders, because it is for TF2 only.


Here is the screen shot of what I'm talking about. This is on my paid hosting server. To create a rcbot2 dir, I go to root "/" and try to mkdir rcbot2. Result: access denied. If the rcbot2 directory was inside the application directory, in this case, inside the directory of 67.201.15.143_port_27015, I would be able to create the rcbot2 directory. Do you see the problem? Most if not all hosting companies will not let you outside of your home directory (your personal root level) with any sort of write (or read for that matter) privileges. This is going to be the case for TF2 as well.

IPB Image


And lastly, in a hosted situation, you couldn't simply nest the folders deeper in the tree because the hosting companies manage how you start, stop, reset, etc, the server. It expects to see the application folders as shown or it won't work.

So what this means to your mod is, only admins who own their own servers and have full read/write permissions can install RCBOT2 on their servers.

Cheers biggrin.gif

Fusionhead

Posted by: mehdichallenger Jul 28 2009, 09:38 AM

does this version work with cp_gravelpit ?
i can't create script for cp_gravelpit mad.gif

Posted by: Fillmore Jul 28 2009, 12:36 PM

QUOTE(mehdichallenger @ Jul 28 2009, 09:38 AM) *

does this version work with cp_gravelpit ?
i can't create script for cp_gravelpit mad.gif

Yes, it works with gravelpit.
You just need a script.

Posted by: mehdichallenger Jul 28 2009, 12:41 PM

QUOTE(Fillmore @ Jul 28 2009, 12:36 PM) *

Yes, it works with gravelpit.
You just need a script.

can you help me with this script?

Posted by: Cheeseh Jul 28 2009, 02:23 PM

QUOTE(mehdichallenger @ Jul 28 2009, 01:41 PM) *

can you help me with this script?

The scripting at the moment isnt perfect, because with gravelpit there are two CPS that blue can attack

you can either make the cps at the start have the same area, or give them different areas and make blue attack and red defend one out of the 2 available CP points at the start of the map

:on_reset:
blue_attack:1
blue_defend:0
red_defend:1
red_attack:0

you will need to get the CP names to do the rest and write

:on_blue_cap:<CP NAME>
# do other stuff here

get the CP Name from using rcbot debug gameevent 1 and capture the point yourself



QUOTE(Fusionhead @ Jul 27 2009, 10:07 PM) *

Here is the screen shot of what I'm talking about. This is on my paid hosting server. To create a rcbot2 dir, I go to root "/" and try to mkdir rcbot2. Result: access denied. If the rcbot2 directory was inside the application directory, in this case, inside the directory of 67.201.15.143_port_27015, I would be able to create the rcbot2 directory. Do you see the problem? Most if not all hosting companies will not let you outside of your home directory (your personal root level) with any sort of write (or read for that matter) privileges. This is going to be the case for TF2 as well.

IPB Image
And lastly, in a hosted situation, you couldn't simply nest the folders deeper in the tree because the hosting companies manage how you start, stop, reset, etc, the server. It expects to see the application folders as shown or it won't work.

So what this means to your mod is, only admins who own their own servers and have full read/write permissions can install RCBOT2 on their servers.

Cheers biggrin.gif

Fusionhead


yes well you need access to the root folder where the MOD folders are e.g. where "team fortress 2" folder exists. So yes you need access to your own server to do this unfortunately.

Also this version is for Orange Box, so thats why I guess it wont work for HL2DM, unless Hl2DM is converted to orange box

Posted by: mehdichallenger Jul 28 2009, 02:25 PM

thanks,mate smile.gif

Posted by: mehdichallenger Jul 28 2009, 07:13 PM

can bots use melee in "melee only games" on this version?
can use scripts?

Posted by: Fillmore Jul 29 2009, 01:31 AM

QUOTE(mehdichallenger @ Jul 28 2009, 07:13 PM) *

can bots use melee in "melee only games" on this version?
can use scripts?

I once tried to play a zombie fortress game with them.

RED(the zombies) aren't allowed to wield weapons and can only use melee.

all RED bots were civilians.

So I think that stripping them of their weapons will turn your melee match into civilian brawl biggrin.gif

Posted by: mehdichallenger Jul 29 2009, 02:25 PM

does this version work with Dedicated Server?

Posted by: Vazh3r Jul 29 2009, 04:55 PM

Hmm... I placed the new files where they go and started the game then loaded the dll "plugin_load ..\bin\HPB_Bot2". Start a server and try "rcbot addbot" and I got "You do not have access to this command". What am I doing wrong?

Posted by: NifesNforks Jul 29 2009, 05:53 PM

QUOTE(Vazh3r @ Jul 29 2009, 06:55 PM) *

Hmm... I placed the new files where they go and started the game then loaded the dll "plugin_load ..\bin\HPB_Bot2". Start a server and try "rcbot addbot" and I got "You do not have access to this command". What am I doing wrong?

Read http://rcbot.bots-united.com/forums/index.php?showtopic=1266

Posted by: Fusionhead Jul 30 2009, 02:41 AM

Well, I finally got my hosting company to come up with a solution for me. This solution is relavent for TF2 as well! We ended up nesting the whole game application (steam_root/hl2dm) another layer deeper so that the rcbot2 folder could be located in my personal root where I had read/write permissions. This was a royal pain in the butt getting them to see things my way but it finally happened. In the end, lowpings.net came through for me as a hosting provider. I should also point out that using the above approach, is difficult and auto updates cannot be made. I will have to maintain an exact copy on a test server, do all my updates there and simply FTP the whole image up when I want to do a steam update. To facilitated hosted server, Cheeseh I think will entertain changing his mod to allow other locations for rcbot2 and alternate game server directory naming convention. If can make the change for hl2dm versions, I'll do it and post it here.

I almost forgot that the other requirement is that your game server directory must be named "source dedicated server" otherwise the bots are there with their names but do not move or shoot (zombies). I'm not sure if this is still a requirement with the new version but just in case someone runs into zombie bots. See the above directory tree that I posted for a visual of what I'm describing.

Anyone wanting to check out a hl2dm rc2bot server in action, check out steam://connect/67.201.15.143:27015 (HalfLife2 Deathmatch)

Cheers, biggrin.gif

-Fusionhead

Posted by: Cheeseh Jul 30 2009, 09:43 AM

QUOTE(Fusionhead @ Jul 30 2009, 03:41 AM) *

I almost forgot that the other requirement is that your game server directory must be named "source dedicated server"


This is the point of the bot_mods.ini file, you need to enter your mod / server folder location, there are a few examples in other threads

Posted by: Frenzy Jul 31 2009, 06:22 AM

When I play cp_badlands they don't go for the middle point they try to capture the other teams main point but they can't without the one in the middle captured.
Also on 2fort the scout's and spy's keep looking at the ceiling and spining around.

Re-Downloaded 2fort waypoints... and fixed the scout/spy thing? whatever it worked.

Posted by: NifesNforks Jul 31 2009, 10:02 AM

QUOTE(Frenzy @ Jul 31 2009, 08:22 AM) *

When I play cp_badlands they don't go for the middle point they try to capture the other teams main point but they can't without the one in the middle captured.

I only tried badlands once, but that happened to me as well.

Posted by: Cheeseh Jul 31 2009, 12:19 PM

QUOTE(Frenzy @ Jul 31 2009, 07:22 AM) *

When I play cp_badlands they don't go for the middle point they try to capture the other teams main point but they can't without the one in the middle captured.
Also on 2fort the scout's and spy's keep looking at the ceiling and spining around.

Re-Downloaded 2fort waypoints... and fixed the scout/spy thing? whatever it worked.

what cp_badlands waypoints are you using?

Posted by: Sjru Aug 1 2009, 01:33 AM

The ones that you provided in the release as example waypoints, i have this issue too.
By the way, im waypointing a simple capture point map (1 point) with this:

:on_reset:
blue_attack:1
blue_defend:0
red_attack:1
red_defend:0
areas:1

I've put the capture point waypoint with area 1 and flagged it as capture, but still, the bots don't try to capture it, just they ignore the point.
Can you help me?
Thanks.

Posted by: Frenzy Aug 1 2009, 05:18 AM

Im using the ones you provided in the waypoint examples.

Posted by: naMelesS Aug 1 2009, 10:11 AM

Does RCBOT2 Beta 0.5 works on dedicated server via Hldsupdatetool.?

Posted by: Fillmore Aug 1 2009, 11:01 AM

QUOTE(naMelesS @ Aug 1 2009, 10:11 AM) *

Does RCBOT2 Beta 0.5 works on dedicated server via Hldsupdatetool.?

It does. You just need to know how to install it.
I sure as hell dont smile.gif

Posted by: naMelesS Aug 1 2009, 11:55 AM

QUOTE(Fillmore @ Aug 1 2009, 07:01 PM) *

It does. You just need to know how to install it.
I sure as hell dont smile.gif


Thanks buddy.

Posted by: Fillmore Aug 2 2009, 12:13 PM

QUOTE(Sjru @ Aug 1 2009, 01:33 AM) *

The ones that you provided in the release as example waypoints, i have this issue too.
By the way, im waypointing a simple capture point map (1 point) with this:

:on_reset:
blue_attack:1
blue_defend:0
red_attack:1
red_defend:0
areas:1

I've put the capture point waypoint with area 1 and flagged it as capture, but still, the bots don't try to capture it, just they ignore the point.
Can you help me?
Thanks.

Why does this sound like a king of the hill map?
If it is one, just rename the map to: cp_koth_mapnamehere.bsp
that tag should tell the bots whats the aim of the game.

Posted by: geingzta Aug 3 2009, 10:13 PM

Well um, i really wanna download this but i kinda dot know where to put the RCbot2 folder :S, soo is there anyone who can help me?

EDIT: and well i dont have hl2, only tf2, so is it still possible to use RCBot
and i cant seem to find where the commands for the RCBot is, if someone could answer it would be great

Posted by: Frenzy Aug 3 2009, 11:09 PM

put the rcbot folder above the root team fortress 2 folder like mine is

Steam/

Rcbot2
Team Fortress 2

Your Root Team Fortress 2 Folder Is The One Containing The .exe



Posted by: KOKUO Aug 4 2009, 01:44 AM

You might want to tell us if you bought the CD/DVD or have "Steam" installed as your Game Launcher. Then someone can help you too install it in the right directory.

Posted by: Sjru Aug 6 2009, 01:01 AM

QUOTE(Fillmore @ Aug 2 2009, 09:13 AM) *

Why does this sound like a king of the hill map?
If it is one, just rename the map to: cp_koth_mapnamehere.bsp
that tag should tell the bots whats the aim of the game.


I did what you said, however when I changed the map name and the waypoint name, Rcbot don't longer recognise the waypoint, saying it is a diferent map (but it is in fact the same).
I've tried editing the waypoint with notepad, but since the waypoints are encrypted I can't do anything.
There is a way, to change the waypoint so I can use it with another map?, because I don't have time to waypoint that larger map again.
Thanks!

Posted by: Fillmore Aug 6 2009, 11:44 PM

QUOTE(Sjru @ Aug 6 2009, 01:01 AM) *

I did what you said, however when I changed the map name and the waypoint name, Rcbot don't longer recognise the waypoint, saying it is a diferent map (but it is in fact the same).
I've tried editing the waypoint with notepad, but since the waypoints are encrypted I can't do anything.
There is a way, to change the waypoint so I can use it with another map?, because I don't have time to waypoint that larger map again.
Thanks!

errm, the waypoints autosave the maps name there supposed to work on.
adding the cp_ tag means those waypoints won't work anymore.
either rewaypoint(I hate it when that happens,especially on big maps) or remove the cp_ tag.

Posted by: sKyLiNe_DgG Aug 14 2009, 12:04 AM

dude my tf2 just got the classless update.
but when i went to add a bot it said in my console
"unknown command 'rcbot' "
i dont know if its just me or if some1 else is havin the same problem.

Posted by: sKyLiNe_DgG Aug 14 2009, 12:29 AM

sorry scratch that last post
i forgot to add the
plugin_load ..\bin\HPB_Bot2
into the console but after i started a server and entered "rcbot addbot"
it crashes, i tried 3 more times afterwards but it still crashes.

Posted by: chann Aug 14 2009, 01:13 AM

I can confirm this, the game instantly crashes on "rcbot addbot" with the latest update. I was able to do some waypointing though, so it might just be that command that's broken.

Posted by: YouLoseAndIWin Aug 14 2009, 01:16 AM

Man, someone fix this. I wanted to add waypoints for the new control point map. sad.gif

Posted by: sKyLiNe_DgG Aug 14 2009, 01:46 AM

aw damnit :"(

Posted by: Geralt Aug 14 2009, 02:20 AM

Cheeseh can probably go back to the original addbot method. After the Scout update Valve changed something which caused a similar issue - maybe they changed it back?

Posted by: Fillmore Aug 14 2009, 08:29 AM

QUOTE(Geralt @ Aug 14 2009, 02:20 AM) *

Cheeseh can probably go back to the original addbot method. After the Scout update Valve changed something which caused a similar issue - maybe they changed it back?

Or maybe it's the "Added response caching for some server queries to help reduce the CPU load from DOS attacks" part of the update.
Or not,but I'm rather disappointed,seeing a map that I can waypoint,but can't waypoint because of the crash issue.

Posted by: Speed12 Aug 22 2009, 04:32 PM

It crash sometimes by "ctf_turbine".

On other maps not.

(i'm from germany)

Posted by: Frenzy Aug 22 2009, 06:01 PM

I just used the windows fix, now everything is back to normal no crashes.

Posted by: wyn10 Aug 25 2009, 12:44 PM

This version crashes the server on fastlane adding a bot.

Posted by: Cheeseh Aug 25 2009, 12:48 PM

Do they work on other maps? I fixed the first link on my first post, maybe you downloaded the wrong version, (I still had it pointing to the old one)

Posted by: MarD Aug 27 2009, 05:06 AM

Heyyo,

Cheeseh! good work updating it.. before I emailed ya to let me know when you update so I could waypoint for ya again! tongue.gif

I see you do have waypoints for all the stock maps which is good, I do see that pl_goldrush does need a bit of work, mainly with the "openslater/area" flag cause I see bots bumping into the gates a lot, and for the upper catwalk above the defender's spawn is completely unwaypointed for part one... do you need me to do work or is there already a diff waypointer doing up the levels? lemme know man.

[EDIT1]
Oh, and lemme know if there's a way to addbots without nocheat.. if so I will add them to my dedicated server.. IP for it is 69.12.98.88:27015

http://screenshot.xfire.com/screenshot/natural/0fb92009c56a1b96296f7e78ec23a2d008ace798.png

[EDIT2]
LOL!!!! so I got them working on the server.. yeah thus far I do need to use sv_cheats which sucks... but oh well... do you know if there's a way to stop sv_cheats from echoing to clients? because of this I can't leave on min_bots and max_bots.. otherwise people will catch on that sv_cheats is on.. it'll allow bots to be kicked with it off, but wont' auto-add with it off. sad.gif

Btw, heads up Cheeseh, for dedicated servers? the waypoint folder is now "rcbot2\waypoints\orangebox\tf" instead of "rcbot2\waypoints\teamfortress 2\tf" I dropped the rcbot2 folder right into the root folder of my dedicated server alongside the "hl2" and the "orangebox" folders (dll of course the bin folder inside orangebox), and it's working flawlessly!! (well, minus the 2xspeed and gravity, and the sv_cheats to addbot) my only suggestion is to eliminate the need to have an orangebox folder and just have it all the same maybe? if not then to package your bots for use with dedicated servers you'd have to make a separate copy of the waypoints to lower confusion. I also added the plugin_load command into the start of my server.cfg folder, seems to work ok. I also did have to setup the "accessclients.ini" just as if it were right off my pc.

One thing I found interesting is to use the rcbot commands? I did it locally, not via rcon, lol.. still worked all the same though. tongue.gif

Also, there seems to be a severe speedhax prob with the bots on both listen-server and dedicated-server, and they also suffer from double the gravity.


[EDIT3]
Ok after more testing more feedback.. engineer bots and snipers seem to be broken in the latest build, on a few types of maps I'll see snipers and engies just bouncing around in spawn (seems mainly engies in PL maps). Snipers seem to have problems sniping again, they stand on the sniper points and stare and not shoot.

Heavy weapons bots seem to have problems trying to walk while shooting, and they do waste bullets when no enemies in sight for a few seconds instead of just revving the minigun.

Btw, odd bug with the pyro, can't see his flame when it's on a listen-server.. but it appears in dedicated-servers.. very very odd.

I tried cp_gravelpit and attacking team does not seem to know what points to cap.


Unsure if that stuff was reported, just figure I'd add onto this post. tongue.gif

Posted by: Fillmore Aug 27 2009, 10:41 AM

QUOTE(MarD @ Aug 27 2009, 05:06 AM) *

Heyyo,

Cheeseh! good work updating it.. before I emailed ya to let me know when you update so I could waypoint for ya again! tongue.gif

I see you do have waypoints for all the stock maps which is good, I do see that pl_goldrush does need a bit of work, mainly with the "openslater/area" flag cause I see bots bumping into the gates a lot, and for the upper catwalk above the defender's spawn is completely unwaypointed for part one... do you need me to do work or is there already a diff waypointer doing up the levels? lemme know man.

[EDIT1]
Oh, and lemme know if there's a way to addbots without nocheat.. if so I will add them to my dedicated server.. IP for it is 69.12.98.88:27015

http://screenshot.xfire.com/screenshot/natural/0fb92009c56a1b96296f7e78ec23a2d008ace798.png

[EDIT2]
LOL!!!! so I got them working on the server.. yeah thus far I do need to use sv_cheats which sucks... but oh well... do you know if there's a way to stop sv_cheats from echoing to clients? because of this I can't leave on min_bots and max_bots.. otherwise people will catch on that sv_cheats is on.. it'll allow bots to be kicked with it off, but wont' auto-add with it off. sad.gif

Btw, heads up Cheeseh, for dedicated servers? the waypoint folder is now "rcbot2\waypoints\orangebox\tf" instead of "rcbot2\waypoints\teamfortress 2\tf" I dropped the rcbot2 folder right into the root folder of my dedicated server alongside the "hl2" and the "orangebox" folders (dll of course the bin folder inside orangebox), and it's working flawlessly!! (well, minus the 2xspeed and gravity, and the sv_cheats to addbot) my only suggestion is to eliminate the need to have an orangebox folder and just have it all the same maybe? if not then to package your bots for use with dedicated servers you'd have to make a separate copy of the waypoints to lower confusion. I also added the plugin_load command into the start of my server.cfg folder, seems to work ok. I also did have to setup the "accessclients.ini" just as if it were right off my pc.

One thing I found interesting is to use the rcbot commands? I did it locally, not via rcon, lol.. still worked all the same though. tongue.gif

Also, there seems to be a severe speedhax prob with the bots on both listen-server and dedicated-server, and they also suffer from double the gravity.
[EDIT3]
Ok after more testing more feedback.. engineer bots and snipers seem to be broken in the latest build, on a few types of maps I'll see snipers and engies just bouncing around in spawn (seems mainly engies in PL maps). Snipers seem to have problems sniping again, they stand on the sniper points and stare and not shoot.

Heavy weapons bots seem to have problems trying to walk while shooting, and they do waste bullets when no enemies in sight for a few seconds instead of just revving the minigun.

Btw, odd bug with the pyro, can't see his flame when it's on a listen-server.. but it appears in dedicated-servers.. very very odd.

I tried cp_gravelpit and attacking team does not seem to know what points to cap.
Unsure if that stuff was reported, just figure I'd add onto this post. tongue.gif

Are they my waypoints? If they are,I may have forgotten to publish the updated version for Gravelpit.
With defend points, and other stuff.

Posted by: (NW)Shane O' D Aug 27 2009, 12:52 PM

I tried to use this with my dedicated server...it allows me to create one rcbot but when i make another one the server crashes.please help sad.gif

Posted by: bir3yk Aug 27 2009, 01:05 PM

wrote that when the crash?

Posted by: W()RMŠ Aug 28 2009, 01:55 PM

Why does the bots run at 2X speed and falls faster then normal players?

Posted by: Cheeseh Aug 28 2009, 03:05 PM

QUOTE(W()RMŠ @ Aug 28 2009, 02:55 PM) *

Why does the bots run at 2X speed and falls faster then normal players?

because of incompatibilities with TF2 , which cannot be fixed because they are hard coded into TF2 code. In other terms, its because TF2 also tries to control the bots, which means every time the bots makes another unwanted "move" which means they move 2x Faster,

Posted by: MarD Aug 29 2009, 01:58 AM

Heyyo,

QUOTE(Cheeseh @ Aug 28 2009, 07:05 AM) *

because of incompatibilities with TF2 , which cannot be fixed because they are hard coded into TF2 code. In other terms, its because TF2 also tries to control the bots, which means every time the bots makes another unwanted "move" which means they move 2x Faster,

Damn, that sucks... is there a way to force bot speeds via config files? I remember there was stuff like that for podbot before..

Posted by: MrSaturn Aug 30 2009, 05:03 PM

To those of you who are complaining about speed problems, heres what helped me

if you are running off of a dedicated server, do not include the plugin_load command into any of your serverside cfgs. You have to manually load it from rcon or using hlsw. I dont know why that is, but it was the only way i could make the bots move normally. They still fall faster, but they walk just like everyone else.

Bonk is also useless against them. They appear to be bonked but can still walk and attack regardless. Hope it gets fixed. This mod is great.

If you want to visit my server, the plugin auto loads 6 bots on certain maps that I have the waypoints for.

207.210.253.40:27015

I wish they would attack sentries a lil better. Other then that, they are pretty cool.

Posted by: (NW)Shane O' D Aug 30 2009, 05:41 PM

QUOTE(bir3yk @ Aug 27 2009, 02:05 PM) *

wrote that when the crash?

yes.somehow re-downloading 0.51 fixed it though

Posted by: dege13 Sep 1 2009, 03:21 AM

Using RCBot2 0.51 with TF2 for a dedicated server on Windows, without Steam is painful.

You should manually create a .vdf, because if you use plugin_load, if resets the map to nothing.

Then you need to figure out the correct install folders, because all the install guides are for a Listening Server, or Dedicated Server in Steam.

Once you finally get it working, the bots do not follow waypoints. They do see you and shoot at you (through the spawn point wall), but they don't move.
(This link helps with both above problems, but these should be added to the documentation: http://rcbot.bots-united.com/forums/index.php?showtopic=1139)

The team and class in the addbot command are also not working for me. Everyone ends up as a Sniper on the RED team. Names do work correctly.
The bots don/t move/stand still and some turn around and back and around and back.

Any config, server or other info that would help you to help me with the issue?

This is my 'addbots.cfg' file that I run after the server has started to try ot figure this issue out:
sv_cheats 1
rcbotd addbot 3 0 [Bot]ChuckNorris
rcbotd addbot 3 1 [Bot]VinceOffer
rcbotd addbot 1 0 [Bot]LeeroyJenkins
rcbotd addbot 1 1 [Bot]KeyboardCat
rcbotd addbot 4 0 [Bot]StarWarsKid
rcbotd addbot 4 1 [Bot]MrT
rcbotd addbot 6 0 [Bot]GaryColeman
rcbotd addbot 6 1 [Bot]WilliamShatner
rcbotd addbot 9 0 [Bot]PedoBear
rcbotd addbot 9 1 [Bot]NumaNumaGuy
rcbotd addbot 8 0 [Bot]TubGirl
rcbotd addbot 8 1 [Bot]StrongBad
rcbotd addbot 2 0 [Bot]ChocolateRain
rcbotd addbot 2 1 [Bot]BertIsEvil
sv_cheats 0


Edit: Quick note, I also tried multiple maps and tried getting updated Waypoints fro mthe site. No change.
I tried to enable waypoint debugging, but it causes the server to crash.

Thanks,
Derek



***Update: Fixed my issue using Filemon smile.gif
Found out that the bot_mods.ini was pointing to the wrong waypoints folder. It was pointing to "rcbot2\waypoints\orangebox\tf", but all the new way points were in "rcbot2\waypoints\team fortress 2\tf".
So I moved them all to "rcbot2\waypoints\orangebox\tf", and the bots work.


Now to post feedback on the bots:
1. Enemy players should not see/shoot disguised eenmy spies all the time.
2. Would be nice if engineers upgraded things.

Posted by: DrPuffinKind Sep 1 2009, 05:27 PM

well, after many hours of screrwing around, i finally got this working on my dedicated server with most of the mods in tact... (It does not like extensions... in case anyone else has the same crash issues i had)... i am using the sourcemod plugin mentioned here to control bot numbers as my anticheat plugin wont let the bots activate cheats to log in without it, and it is working spendidly!!

my only complaint is that server crashes when the map changes... no matter what i do, it craqshes and restarts... not too big a deal, i just dedicated it to orange_x_3 and removed the map timelimit... now only crashes if a team wins the round... they learned quick enough to stop capping the last point... lol

would be nice to be able to rotate through a few maps though... any ideas?...

thanx for all ur hard work on this project... we needed these bots!! XD

Posted by: MrSaturn Sep 2 2009, 01:29 PM

QUOTE(dege13 @ Sep 1 2009, 03:21 AM) *

Using RCBot2 0.51 with TF2 for a dedicated server on Windows, without Steam is painful.

You should manually create a .vdf, because if you use plugin_load, if resets the map to nothing.

Then you need to figure out the correct install folders, because all the install guides are for a Listening Server, or Dedicated Server in Steam.

Once you finally get it working, the bots do not follow waypoints. They do see you and shoot at you (through the spawn point wall), but they don't move.
(This link helps with both above problems, but these should be added to the documentation: http://rcbot.bots-united.com/forums/index.php?showtopic=1139)

The team and class in the addbot command are also not working for me. Everyone ends up as a Sniper on the RED team. Names do work correctly.
The bots don/t move/stand still and some turn around and back and around and back.

Any config, server or other info that would help you to help me with the issue?

This is my 'addbots.cfg' file that I run after the server has started to try ot figure this issue out:
sv_cheats 1
rcbotd addbot 3 0 [Bot]ChuckNorris
rcbotd addbot 3 1 [Bot]VinceOffer
rcbotd addbot 1 0 [Bot]LeeroyJenkins
rcbotd addbot 1 1 [Bot]KeyboardCat
rcbotd addbot 4 0 [Bot]StarWarsKid
rcbotd addbot 4 1 [Bot]MrT
rcbotd addbot 6 0 [Bot]GaryColeman
rcbotd addbot 6 1 [Bot]WilliamShatner
rcbotd addbot 9 0 [Bot]PedoBear
rcbotd addbot 9 1 [Bot]NumaNumaGuy
rcbotd addbot 8 0 [Bot]TubGirl
rcbotd addbot 8 1 [Bot]StrongBad
rcbotd addbot 2 0 [Bot]ChocolateRain
rcbotd addbot 2 1 [Bot]BertIsEvil
sv_cheats 0
Edit: Quick note, I also tried multiple maps and tried getting updated Waypoints fro mthe site. No change.
I tried to enable waypoint debugging, but it causes the server to crash.

Thanks,
Derek
***Update: Fixed my issue using Filemon smile.gif
Found out that the bot_mods.ini was pointing to the wrong waypoints folder. It was pointing to "rcbot2\waypoints\orangebox\tf", but all the new way points were in "rcbot2\waypoints\team fortress 2\tf".
So I moved them all to "rcbot2\waypoints\orangebox\tf", and the bots work.
Now to post feedback on the bots:
1. Enemy players should not see/shoot disguised eenmy spies all the time.
2. Would be nice if engineers upgraded things.



You need to add a wait command in between the addbot commands, that is why all your bots are snipers.
This is a little explanation for you from my server motd info.

RCBots cannot attack sentries very well. If you want your bots to advance it is
up to you to take out the sentries that are killing your team's bots.
RCBots can indeed upgrade sentries.
RCBots can only detect spies~
- when they are cloaking
- if they are disguised as the RCBots themselves
- if a player screams Spy! and they are in the vicinity
RCBots cannot be bonked.
RCBots fall 2x times faster.

Posted by: Cheeseh Sep 2 2009, 02:48 PM

If using a dedicated server then the waypoints will be going into a diffeerent folder rather than the usual waypoints/team fortess 2/tf folder. Check your rcbot2/waypoints folder and look to see if rcbot2 automatically generated a folder for you (which isn't called teamfortress 2/tf) and move all the waypoints into it.

Posted by: MrSaturn Sep 4 2009, 12:08 AM

QUOTE(Cheeseh @ Sep 2 2009, 02:48 PM) *

If using a dedicated server then the waypoints will be going into a diffeerent folder rather than the usual waypoints/team fortess 2/tf folder. Check your rcbot2/waypoints folder and look to see if rcbot2 automatically generated a folder for you (which isn't called teamfortress 2/tf) and move all the waypoints into it.



When is the next update? biggrin.gif

Do you think you could do something like rcbot squad menu based on voice commands from real players?
Like, they will follow and help you attack if you say 'Go Go Go!' ?
Just like how the medics sort of heal you when you scream 'Medic!'
I think the medic should heal more often than he shoots right now. Is there a way to make healing a higher priority for them? =X
If you were to make an update would the waypointers have to redo all of their waypoints or is it possible to update the things like sentry+healing handling without effecting the waypointing?

Is it possible to use the megahal and skill profile options to make better/worst players in this version? (and to make them chat?)

I would like to donate....

Posted by: Fillmore Sep 4 2009, 05:49 PM

QUOTE(MrSaturn @ Sep 4 2009, 12:08 AM) *

When is the next update? biggrin.gif

Do you think you could do something like rcbot squad menu based on voice commands from real players?
Like, they will follow and help you attack if you say 'Go Go Go!' ?
Just like how the medics sort of heal you when you scream 'Medic!'
I think the medic should heal more often than he shoots right now. Is there a way to make healing a higher priority for them? =X
If you were to make an update would the waypointers have to redo all of their waypoints or is it possible to update the things like sentry+healing handling without effecting the waypointing?

Is it possible to use the megahal and skill profile options to make better/worst players in this version? (and to make them chat?)

I would like to donate....

waypoints dont have to be remade,they only have to be modded if the waypointed map is altered in a way that bugs the bots in that map.

Posted by: YouLie Sep 20 2009, 04:50 AM

QUOTE(Fillmore @ Jul 26 2009, 05:58 PM) *

QUOTE

QUOTE(Cheeseh @ Jul 26 2009, 04:51 PM) *

whenever a bot dies he marks the waypoint as danger, so next time he might choose another route, but might take many times.

the bots standing on the spot may be a result of the reduction of the "rcbot_path_revs" value, try increasing it
All waypoints with areas help. But "Area only" waypoints mean that bots can never pass through them if it is not a specific area, so theese waypoints should be placed in between connecting areas (stages) so bots know they can't go through them. But they should only be used sparingly at these points.

They also need to be given an area ID of course, and a script needs to be made for it

like 1 for stage 1,2 for stage 2 and so on?



How can I use this feature? Is it a waypoint flag? I haven't waypointed with rcbot, but have extensive xp in podbot waypointing.

Posted by: Fillmore Sep 20 2009, 08:24 AM

QUOTE(YouLie @ Sep 20 2009, 04:50 AM) *

like 1 for stage 1,2 for stage 2 and so on?
How can I use this feature? Is it a waypoint flag? I haven't waypointed with rcbot, but have extensive xp in podbot waypointing.

rcbot waypoint setarea <number> gives a waypoint an area ID.
the newly added rcbot waypoint givetype areaonly means that if the bots are standing/moving on waypoints with the area set to 1,they can't use any waypoints that have the area 2.
the bots work better with this system,if you script the map.