Help - Search - Members - Calendar
Full Version: Bugs found so far ...
RCBot Forums > RCBot > Bug Report
Pages: 1, 2, 3
Cheeseh
bug:

Bots standing still and not shooting when they see an enemy that they can't shoot with their current weapon, this mainly affects NS Aliens.
*FIXED* 1.01
------------------------------------------------------------------------------------------------
bug:

Bots might attempt to drop a weapon before attacking, if it can't drop it it will not shoot. This is a conflict with Svencoops minigun, so this doesnt affect svencoop, but other mods.
*FIXED* 1.01
Sandman[SA]
Here is a bug for ya cheeseh. What is this coming from?
billcat
I started getting these as well, I assumed it was because I was running steam and the WON id function call wasn't returning anything valid for the bot to create a REPID from. Once I start getting these they seem to continue.
Cheeseh
Rep id's are not and cannot be created from WON ids

Try deleteing player_ids.ini in rcbot folder and all .rcr files in the botprofiles folder
Sandman[SA]
QUOTE (Cheeseh @ Oct 29 2003, 11:17 PM)
Try deleteing player_ids.ini in rcbot folder and all .rcr files in the botprofiles folder

That seems to have cured the problem for the time being. Thx cheeseh. Is there any way to help prevent this from happening again in the future?
Cheeseh
dont update player_ids.ini
dont player_ids.ini without deleting all .rcr files
dont add new .rcr files that havent been generated by your own machine
d31iRi0u5
Bugs:

-Marine Bots sometimes jump ontop of a chamber and knife at it forever while standing up.
-Marine Bots jumping over/ontop of two or more buildings close together sometimes tend to get themselves and other bots stuck.
-Bots get stuck in doors and don't die... like in ns_phobia_rc3.
-----------------------------------------------------------------------------------------
Maybe bugs?

-Are bots supposed to call for meds and ammo anymore? Cuz they never do.
-Is there a dedicated server command for kicking a bot? (other than kick "name")
-Aliens hardly ever attack RTs anymore, even when they're NOT electrified.
-Marines seem to have a hard time of finding and using the armory, even when it's right in front of the IP... Sometimes, I give them a waypoint and they walk past the armory and keep looking at it, but wont get ammo unless they go RIGHT NEXT to it.
Cheeseh
I don't get most of these problems. Not with the latest beta anyway that will be the next version.
Botp
Hello,

I have been playing with the bots alot in conjuction with WB bots, and found some bugs or problems:

Bot(s) can shoot when stunned (stomped by Onos)
Bot(s) can actually see trough cloack and still shoot you even if you don't move.
and they seem to be getting piled up together in the air, almost touching the ceiling tongue.gif . That happens either once or twice

Don't know if it's a bug but they don't seem to weld things nomore?, i remember they used to do it. Also when attacking the hive, they should concentrate firing the hive down instead of knifing the possible RT or chambers first :]

Thats about all for now. btw, in Steam version of HL i seem them performing slightly better like walking around the map, not getting stuck so often on each other or in objects, even ladders are no problem.
Cheeseh
most have been fixed since tongue.gif
[ASA]ODEN
QUOTE (Cheeseh @ Jan 13 2004, 04:16 PM)
most have been fixed since tongue.gif

Regarding Stomped and see-through cloaking, I have players reporting that with "1.3"..

not seen with my own eyes but ..
Cheeseh
cloaking is sorted. They still see you but just not as far away, only closer up.

Why would bots just ignore anything that is slightly cloaked? When would they want to see them? That would make them too easy to kill.
|2usty
Just one issue really, and it's only on the combat maps: the marine bots didn't seem to be upgrading at all even after reaching level ten, i can't be 100% sure as i don't know if they had just upgraded weps and armour to full, but i saw no heavy armour shotguns etc...the aliens did upgrade to gorge and fade, i haven't yet seen an onos.
Other than that it's a total improvement on the last version Cheese, the bots are following orders and moving through waypoints alot better now.
Keep up the good work and thanks for getting this version out in time for ns 3.0 biggrin.gif
Cheeseh
I said in one post when about to release the bot that they won't upgrade or anything yet and I will bring out another version quite soon to support more NS 3 features and fix bugs like in battlegrounds since the bot is on new territory.
Meat_Popsicle
the rcbot 1.3 menu in steam is quite mental tbh rolleyes.gif
Cheeseh
QUOTE (Meat_Popsicle @ Feb 5 2004, 12:02 AM)
the rcbot 1.3 menu in steam is quite mental tbh rolleyes.gif

ive said it before and ill say it again, its an NS bug biggrin.gif
Gruuunt
Whats this mean please?

BUG: GetClientRep(): Bad pClient recieved (NULL)
Cheeseh
nothing tongue.gif i should remove it tbh

it can happen if something went seriously wrong but i doubt it if it happens a lot, especially if the first bot is added, that seems to happen then.
coLera
Yeah, Hi Cheeseh... I have a bug to report in BG, the bots dont seem to move atall just jump still and shoot if in range.

Is this still on developement or a code error cause of the huge collection of mods the bot handels tongue.gif . Well I hope u fix this.
Cheeseh
I can't fix it, its a BG problem in WON I don't know why.
[WS]Creditfaker
i got win98 1st edition, halflife 1.1.1.0 (no steam) and ns 3.0 beta5 (and rcbot, of course).

every game i start with rcbot crashes after some minutes, often exactly when a player or bot is attacked for the first time (in this particular game). in svencoop 3.0, rcbot does fine.

my classmate has the same problem, he got win xp sp1 an the same hl and ns versions. ns with rcbot on steam doesn't make any trouble, as no-steam-ns without rcbot does.

likely unimportant note: this error occured a short time after downloading that waypoint pack. before that, ns with rcbot was playable.
Sandman[SA]
Well, just so that you all are aware, NS 3.0 is NOT supported on HL 1.1.1.0, ( won ) even though it has been known to run on that platfom. NS 3.0 was ONLY ment to support HL 1.1.2.0. ( steam ) so some stability and/or performance issues that may appear with using rcbot 1.38 and NS 3.0 on HL 1.1.1.0 are beyond our control.
Gruuunt
Errr do you mean No-Steam as in the illegal cracked version of Steam? mad.gif
Sandman[SA]
QUOTE (Gruuunt @ Dec 27 2004, 11:48 AM)
Errr do you mean No-Steam as in the illegal cracked version of Steam?  mad.gif

No, he said HL 1.1.1.0 as in WONnet. As in the pre-steam ( far better imo ) version of HL.


Sorry [WS]Creditfaker. But you either need to down grade to NS 2.01 if you intend to stick with won or upgrade to steam if you want to play NS 3.0 beta5. And this is not a bug. This is ignorance to upgrade the HL platform to play an updated HL mod.
-=(AYB)=-FunkyMonkey
Ive got a bug, ive been trying to run a server on ns_siege007 using rcbot and HLServer. It works fine until the first alien bot turns into a fade, then the server crashes. I tried other maps but any time the alien pops out of the egg as a fade it crashes... whats going on? in the mean time ill just disable fades... but id like to know how to fix this.
Sandman[SA]
I haven't seen that happen before. What HLDS, Rcbot and NS versions are you running? Any other mods? Please list so we can attempt to reproduse it.
-=(AYB)=-FunkyMonkey
HLServer v. 4.1.1.1, adminmod v2.50.60, metamod 1.17.2, rcbot im not sure as you guys dont put a version on the dll but it says created on 1/17/05, NS 3.0b5. strange thing is, i disabled fades, and yet it still crashes... previously the last message in console was "[RC]whateverbot changed role to fade" and then it would crash.

one funny thing ive noticed is that the log never completes, its like it lags a few lines behind when the actual crash happens. i look at the logs and they are missing the last 10 lines or so compared to the console window so i dont think sending the logs would help but i could if you need.
Sandman[SA]
Your metamod version is outdated for NS 3.0b5. Try MM 1.17.2.1 or newer.
-=(AYB)=-FunkyMonkey
Thanks much, it worked biggrin.gif
Yukitan
Hello, I would like to report somes bugs about the bots when playing NS 3.0 Final...

[Marine]
* Whenever a Alien attack the Command Center, they come back to defend it. This is not a bug, but the problem is that they need around 10 or 20 seconds to see us "killing" the Command Center ... Sometimes they don't react at all even if they see us !

[Kharaa]
* Did not see much of thoses in Combat ... (I don't play "NS" often, since I hate to become the commander all the time.)

[Both Sides]
* RCBots OFTEN does not react when they are attacked ... Let's take a example: I'm a Skulk, I hide behind a Box and a Heavy Armor Marine come in and just walk, walk... He does not see me, I start to attack him but the bot does not react. I keep biting him until he die and he did not even try to fight back at all (I guess he did not even notice a skulk was biting him?)
* RCBots don't use their Combat Points all the time. They use it until they are level 9, then they don't use any points anymore ... (It's a bit annoying in normal combat and even more if you use a plug-in which allow players to get a higher level than 10.) //not sure about this one
* RCBots usually use any waypoint even if it's a "Alien" they will use the Marine's Waypoints.
Sandman[SA]
Well typicly, rcbots need to have a clear LOS to attack it's enemies. If there is a solid entity in the way, it will most likely hold it's fire untill it can get a clear shot. I have noticed that the marine bots start reloading there weapons at these very inopportune moments.

This would explain why, when your an alien attacking a marine bot, if the bot lost line of site contact with you, even for just a split second, it will instantly begin reloading which is why it's unable to fight back. It's not a bug per-say. More of a stupidity exploit. I would think the addition of the ability to quick change weapons to the knife if the target is to close would help rcbot marines greatly.

And last I noticed, rcbots will use all 10 upgrades but NEVER get scan or motion tracking. Hell, bot vs bot, they don't really need it but against humans, scan would be a wise upgrade if cloked aliens were detected. Rcbot and whichbot have both declared that they WILL NOT add support for other plugins, exspecially extralevels. Although rcbot aliens have been known to use the lerkspikes plugin but I assume that's completely coincidental.

I don't quite understand that waypoint thing though. Can you be a little more spacific?
Cheeseh
The reason why bots sometimes don't turn round to face the enemy when shot is because it is now done properly instead of just saying "if random()... then face enemy", it's now using a more AI oriented approach that learns when to face the enemy depending on health taken and current health, they only learn this though each time they die so their behaviour won't change if you just keep hitting them and they are not dieing. The beauty of it is that bots will learn when to face the enemy depenging on their survival time and frags so if it finds out that it got more frags and lived longer when facing the enemy then it will do that more often, however, it may be that the bot is a very agile player class that can run away from danger and live longer so it might tend not to face the enemy and attack more often depending on how it does.
LordSkitch
Do they save what they've learned? Cause each time the map changes, they go back to Generation 1, and all the sexy gooey learning starts over...
Cheeseh
no they don't save, it starts all over again each time. It should save all the stuff for each map because each map is different.
LordSkitch
So.. they don't save? Or they do save each map? Or you have plans to make them save each map? blink.gif
Cheeseh
plans, plans
LordSkitch
Clever brit.
MarD
Heyyo,

Heh... err... you're gonna need to play around with that health for breakables cheesh. On Project Guilty, for those totems and ammo crates that have health higher than 1000 they don't attack. I've made a basic counter for this by adding throw nades flags... thank god I turned friendly fire off, or that would've sucked.. LMAO! every other second when there's no enemy's nearby and I'm at those flags? I hear bots "TAKE COVER!" *BLAM!* and up on the top left "*insert bot name* commited suicide" lol... tongue.gif

Needless to say, I'm gonna start using more throw grenade flags for kicks. happy.gif
Cheeseh
It's a bit tough to know whats reasonable to waste loads of time on attacking a breakable. I thought that 1000 breakable health would be reasonable, because the ones in "case closed" had like 70000 health or something like that, and it would have took them all day to eventually break the thing...

what's better is just to tell the author of each map to do their breakables properly and make their unbreakables .. unbreakable, instead of giving them loads of health. i.e. Just don't make them func_breakables at all.
MarD
Heyyo,

Yeah, but odds of the map makers to fix this are like... none. So you have to do work-arounds for their sloppyness I guess.. sad.gif

Hmm, hea's an idea Cheesh, maybe we could make it a variable you can change. You know? like how you can create .cfg's for specific maps? well then an easy fix for all would be then to just create .cfg's for each map n' set the max health for attacking breakables there. This way you won't have to tinker with the source n' just set some variables instead. Us waypointers could just release the waypoints with the .cfg's with the properly set variables ourselves then. I say we try leaving the default value at 5000. I doupt anyone would put their crate health's above that, or I'd be rediculous.
LordSkitch
You might be able to use ripent and get rid of the breakables, or swap em to func_walls.
MarD
Heyyo,

Ok, found a bug. For the SvenCoop campaign SC_Tetris, the bot's won't use the "spawn" buttons that open up later parts of the map, sure, a player could do it.. but there's always 2 spawn buttons that need to be pushed almost at the same time in order to open up more of the level.. so I need you to fix this problem before I can continue waypointing the SC_Tetris campaign cheesh.. pls? smile.gif
Liger_XT5
i got a prob that i started to recieve when bots start join my the server that i start for lan, myself only. for some reason, this happends randomly, even if there is none, and i tell one to join or if there is already 10 and i tell it to join another one.

HAL:HAL_Load tree 0 Unable to allocate subtree
Cheeseh
delete the hal files
Liger_XT5
what happpend to them then?
Cheeseh
probably corrupt, I don't think there is any file consistency checking. Try getting the latest BETA dll files from http://filebase.bots-united.com if you;ve not already got them.
Liger_XT5
that link that takes me to the rcbot files, all it has is last years files. i went to http://rcbot.bots-united.com but that shows may's rcbot that i do have.

i did delete the hal files but, i still get the error.
and this one some times COM_loadFile: not enough space for sound/sentences.txt

i have already check my hard drive space, i have 12 gig out of 37 free.
Cheeseh
maybe you dont have write permissions to the botprofiels folder.

and I dont know about that other erro, thats a HL error, probably the mod isnt installed properly or soemthing
Liger_XT5
i dont know, but i did redelte the hal files in the half-life\rcbot direcctory instead of the half-life\ns\addons\metamod\rcbot and so on, and i went and hosted a server for myself and i did up to 20 bots and kicked them and added more every so often and it works great, just i cant go over 12 bots without the ping reaching 120 blink.gif and it gets laggy.

if you understand the info about the amount of bots and what the ping reaches, good, maybe you could help me change some setting so that way i can have atleast 16 bots and still be able to have a fun game with them and have a few turrents here and there.
LordSkitch
The only reason your ping would go up after you've added bots on a listen server would be that your processor just can't take it. What kind of processor, and how much RAM do you have?
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2022 Invision Power Services, Inc.