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> RCBot 1.4 BETA, For NS 3.0 + other stuff (GET IT :P)
Seph31
post Jun 2 2005, 12:43 AM
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d/l new beta and still crashing
I was just running it on Sven and NS.
Crashes when adding bots. Havent noticed it crashing anywhere else since I cant get past adding a few bots in the first place.

Just playing regular ns_ or HL1 campaign maps for Sven. Everything worked with no crash bugs until I downloaded the new beta a few days ago.
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Cheeseh
post Jun 2 2005, 02:22 PM
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Fixed the bug. I can be really silly sometimes, stupid MSVCs fault though for not giving me any warnings!!!

I've re-uploaded the beta dlls for win32 metamod + non-metamod

hopefully they will work now, it was a silly mistake in the code that messed up some data structures, returning the wrong size of the structure causing problems with the visibles because thast uses a list of entities, and if there are invalid entities the game will crash.

note: this is a problem in the current source code AND also rcbot 2 source code (uses the same structures)

in class dataUnconstArray, there is

inline Size (void)
{
array.size();
}

it should be

inline int Size (void)
{
return array.size();
}

(duh) why did i do that? blink.gif

I've uploaded the new source for rcbot1

I'll do the same for rcbot 2 soon although I've got to do a few things to it first
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DarthSailor
post Jun 2 2005, 02:53 PM
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Woohoo!!!! It's working!!!!

Thanks Cheeseh.
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Cheeseh
post Jun 3 2005, 11:16 AM
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note the the latest version has :

mines support for marines
leap/charge support for aliens (attacking only)

commands:

rcbot debug_bot facing
--debugs the bot you are looking at

rcbot util projectile_rep
-- toggles 'ye old projectile repel on/off same as old rcbot command for RC1

rcbot util teleport_ent
-- teleports facing entity to your set location

rcbot util buildcomm
-- hehe biggrin.gif (useful if the marine bots are crap and lose their CC at the start)

notice there is a bug which stops megaHAL from pre-training the common_hal.trn files which I have fixed but haven't uploaded yet, I'll add some more stuff first
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Sandman[SA]
post Jun 4 2005, 01:22 AM
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I just tested this build last night on a MvM map and I was plesently suprized to see the bots randomly planting mines and at least "priming" hand grenades. Yes, I mowed down a few rcbot's holding hand grenades! blink.gif I didn't see them through any though. dry.gif They appeared very skittish about attacking the enemies but did so when in plain site. Also, they didn't readdly move out and put any pressure on their enemies. It looked like both teams wanted to camp in base for a while before they felt bold enough to venture out.

I'm hoping maybe skichy can help me tweek them up a bit so they can be more aggressive.
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LordSkitch
post Jun 4 2005, 05:48 AM
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Wacha need? I'll throw whatever info I can your way tongue.gif
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mkl
post Jun 4 2005, 09:13 PM
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is there a way to make the bots use the phase gate? biggrin.gif, even if not by themselves.
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LordSkitch
post Jun 4 2005, 09:16 PM
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They don't use phasegates but they can use hard-wired teleporters like in co_daimos and such..
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Sandman[SA]
post Jun 5 2005, 04:02 AM
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QUOTE (LordSkitch @ Jun 4 2005, 05:48 AM)
Wacha need? I'll throw whatever info I can your way tongue.gif

Greatly need to improve aiming efficiency. It's taking them way to long to lock onto a close/fast moving target. The aiming once locked on seems very human like at about a 50/50 hit/miss ratio which is fine but could use just a little improvement.
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Cheeseh
post Jun 5 2005, 12:48 PM
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One of the next improvements is to think about how I could get bots to use phase gates. This requires an intelligent searching to find the destination through the best phasegate(s), which may take a lot longer than normal waypoint searching.

btw improvements in the curent beta are:

leaping
mines
more chance of going onos smile.gif
more commands

If you want to try the grenades maybe try changing the "babbler gun" (lol memories) in the bot_weapons.ini to something like

# weapon id 28 (marine grenade)
[weapon_id=28]
primaryfire=1
primary_min_range=100
primary_max_range=600
is_melee=0
priority=1
[/weapon]
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LordSkitch
post Jun 5 2005, 07:08 PM
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For Sandy and everyone else..

Review time! Here's the low-down of the botses skills, and examples of what they do.

aim_skill= their erraticness while aiming (% they'll hit)
It's % / 100, so 100% = 1.0 50% = 0.5, 25% = 0.25

aim_time= seconds between reaquisition
0.0 = every frame, 0.1 = 10 times a sec, 1 = 1 time a sec

aim_speed= max degrees to turn / 10
18 = 180? 10 = 100? 4 = 40?


So, my best bot..
CODE
aim_skill=1.0
aim_time=0.0
aim_speed=18.0


it's always on target, it re-aims every frame, and it can turn 180? every frame to keep that target aligned, or find a new target.

A mid-range bot:
CODE
aim_skill=.75
aim_time=0.25
aim_speed=6


75% accuracy, it re-aims 4 times a sec, and it can turn a max of 60?

And, a low-end bot:
CODE
aim_skill=0.5
aim_time=0.5
aim_speed=4


50% accuracy, reaims twice a sec, and can turn a max of 40%



Now, thanks to Cheeseh's new structure for the stuff they see, config max_update_vision_revs is working better. Uses less CPU but more memory. It's the max stuff they can "see" so if you increase it, they'll see more and they're more likely to find targets. 200 is a base setting, bumping it up to 400 or 800 would improve their performance a lot, change it and watch your servers statistics, if it's too drastic of a change, bump it down till it's at a level you're comfortable with.


Thats the main part of their combat stuff you can fiddle with.. See if you can change up stuff and make em harder! biggrin.gif
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Cheeseh
post Jun 5 2005, 07:26 PM
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again its not how much they can see, they can see everything visible, the revs thing is just how many things it checks (in the list of everything) that may be visible every bot think time. Basically this is to spread the computation over a few frames instead of all at once in a whole frame degrading performance by increasing computation every frame.
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LordSkitch
post Jun 5 2005, 09:09 PM
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Well.. um.. unsure.gif its uh.. they can see it all.. sure, but, its what... of all the visibles it.. umm blink.gif

tongue.gif

It's the same effect, even if they can see it all, its extraneous data until they check it, so its effectively what they see!

::tries as hard as he can not to look like an idiot::
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Cheeseh
post Jun 6 2005, 10:40 AM
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effectively its how much they see instantaneuosly per frame, so its kinda like a reaction time as well.
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MarD
post Jun 6 2005, 03:23 PM
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Heyyo,

Cheesh, I've been meaning to ask this but I keep forgetting. tongue.gif

Is there any extra cvar's we can put into the bot_weapons.ini to make them realise the weapon's lobbed? cause bots don't seem to know how to use the rpg's attached to the mp5's on svencoop, I'm gonna guess it's coded in eh? np if not cause it is funny to watch the bots attempt to pwn with rpg's and just nuke eachother, lol.. dude, I draw too much pleasure from svencoop now, hahahaha! smile.gif
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Cheeseh
post Jun 6 2005, 04:10 PM
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not yet, mard.

maybe sometime in the future. Or ill get bots to learn it! biggrin.gif

news to skitchy:

I've came up with a way to save all the stuff learned between maps & server restarts. Saves all the stuff to many files though in the bot profiles folder. Each of them won't be more than 1KB though so not much space needed!

I've also noticed that there are some more memory leaks to discover they happen throughout the duration of the game, I don't know what will cause it yet, I'll have a look, if I can't find anything its going to be a "comment everything less and less until there is a memory leak" and see what I commented back in the code to check whether something there could be leaking some memory space.

in other NS related news tongue.gif

I've noticed the gorges were pretty crap, that because I just recently noticed that the code for determining whether hives were already built or not and func_resources have resource towers on them didn't work anymore. So I'll be fixing that soon too, hopefully the gorges will be back to their ol selves again.

update

i've improved the saving/loading of learned data and think i removed a big memory leak smile.gif
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Cheeseh
post Jun 7 2005, 03:28 PM
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Note: About the so called braindead bug. This happens because for some reason max_path_revs somehow becomes 0 after a few hours of play. To solve it, if it happens again just set it to something usefull like 150. I might introduce a monitoring code to set it to something like that if it becomes 0.
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LordSkitch
post Jun 7 2005, 08:20 PM
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It was worth stayin up till 7am to figure that one out biggrin.gif
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Cheeseh
post Jun 10 2005, 05:11 PM
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Just another note i've uploaded another dll (the latest) onto the filebase
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LordSkitch
post Jun 10 2005, 08:43 PM
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What was changed in this one?
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