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Cheeseh |
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#271
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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
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LordSkitch |
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#272
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![]() I cuddle with my bots. ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 ![]() |
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. |
Cheeseh |
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#273
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
hurray!
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LordSkitch |
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#274
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![]() I cuddle with my bots. ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 ![]() |
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() |
Sandman[SA] |
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#275
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![]() RCBot Waypointer ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 ![]() |
So what version of rcb works with ns 3.2? I still have 1.441_B Will that work?
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Cheeseh |
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#276
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 |
LordSkitch |
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#277
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![]() I cuddle with my bots. ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 ![]() |
next time it crashes ill try that
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LordSkitch |
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#278
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![]() I cuddle with my bots. ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 ![]() |
!!!!!!!!!
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? |
Cheeseh |
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#279
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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.
![]() 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. |
LordSkitch |
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#280
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![]() I cuddle with my bots. ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 ![]() |
oh theres that many waypoints... ns_machina is a BITCH.
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Cheeseh |
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#281
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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LordSkitch |
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#282
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![]() I cuddle with my bots. ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 ![]() |
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 |
Cheeseh |
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#283
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 ![]() |
micx1 |
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#284
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Newbie ![]() Group: Members Posts: 7 Joined: 1-May 05 Member No.: 554 ![]() |
Manage Your Attachments You have used 1.11mb of 512k gimme more space on here and ill upload em here ![]() 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. ![]() the link is down... ![]() 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 |
LordSkitch |
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#285
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![]() I cuddle with my bots. ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 ![]() |
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.
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micx1 |
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#286
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Newbie ![]() Group: Members Posts: 7 Joined: 1-May 05 Member No.: 554 ![]() |
hmm bots don't use phasegates...
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Sandman[SA] |
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#287
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![]() RCBot Waypointer ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 ![]() |
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Venom |
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#288
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 82 Joined: 24-July 06 Member No.: 807 ![]() |
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... |
LordSkitch |
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#289
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![]() I cuddle with my bots. ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 ![]() |
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. |
Venom |
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#290
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 82 Joined: 24-July 06 Member No.: 807 ![]() |
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 ![]() 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 ![]() Venom |
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Lo-Fi Version | Time is now: 22nd June 2025 - 10:05 AM |