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> RCBot 1.4 BETA, For NS 3.0 + other stuff (GET IT :P)
wump
post Jun 12 2006, 04:02 AM
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RR99i
post Jun 12 2006, 07:03 AM
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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 RCBot Files. 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.
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Cheeseh
post Jun 12 2006, 03:41 PM
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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probably dont have the latest waypoints, the waypoints in the filebase.bots-united.com from the rcbot files link are outdated.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

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anonym001
post Jun 13 2006, 09:52 AM
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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
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Cheeseh
post Jun 13 2006, 02:44 PM
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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.
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RR99i
post Jun 14 2006, 06:06 AM
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Thanks for the reply Cheeseh. smile.gif I'm downloading the waypoints and will try them out.
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IHQ-Reima[DWMH]
post Jun 14 2006, 12:21 PM
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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
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anonym001
post Jun 14 2006, 02:52 PM
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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
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Cheeseh
post Jun 14 2006, 04:26 PM
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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
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anonym001
post Jun 14 2006, 06:23 PM
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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
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Cheeseh
post Jun 14 2006, 06:38 PM
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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)
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anonym001
post Jun 14 2006, 06:49 PM
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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
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Cheeseh
post Jun 14 2006, 06:59 PM
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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
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anonym001
post Jun 14 2006, 07:02 PM
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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
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Cheeseh
post Jun 14 2006, 07:08 PM
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i'd like to see if its working biggrin.gif I can upload it somewhere for anyone who cant compile it on linux
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RR99i
post Jun 17 2006, 03:42 AM
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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.
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MarD
post Jun 17 2006, 04:40 AM
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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
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RR99i
post Jun 18 2006, 09:03 PM
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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.
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Cheeseh
post Jun 19 2006, 10:32 AM
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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.
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anonym001
post Jun 28 2006, 07:37 PM
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i just tested my rcbot-linux built, and it works !!!!



--Ano
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