WOOT! Working Bot Scores!!!
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- Daniel_NAD
- Sergeant
- Posts: 51
- Joined: Sat Jun 28, 2003 4:25 pm
- Location: UK
- Contact:
Will do 
hopefully you should get some more people....hopefully
http://www.gamingforums.com/showthread. ... adid=79958
hopefully you should get some more people....hopefully
http://www.gamingforums.com/showthread. ... adid=79958
If a job is worth doing then it's worth doing well!


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dpresdperson
- Private
- Posts: 1
- Joined: Mon Jun 30, 2003 12:32 am
- martijn_NL
- Map Reviewer
- Posts: 156
- Joined: Mon Apr 14, 2003 5:33 pm
- Location: The Netherlands
- Contact:
Well I'm not completely sure myself but I know some reasons:martijn_NL wrote:Why is the fps so low with the bots?
- Bot pathfinding: the server continuously has to calculate routes for about 16 bots
- Bot AI: in game code regularly does sighttraces so the bot is aware of threats.
- Animation scripts: all bot animations are called from .scr files in the anim folder. Scripts are much slower than game code.
- Bot scripts: bots check for tasks every 0.4 seconds. These checks involve a lot of distance calculations.
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
wow, looks excellent. That was a problem I really didn't see a solution to, but seems like you guys found it. Now, if I understand correctly, that is not the actual scoreboard, right? Instead you made another scoreboard that looks identical to the original that you can bring up by pushing a button other than tab. Correct?
Yes.nihilo wrote:wow, looks excellent. That was a problem I really didn't see a solution to, but seems like you guys found it. Now, if I understand correctly, that is not the actual scoreboard, right? Instead you made another scoreboard that looks identical to the original that you can bring up by pushing a button other than tab. Correct?
Too bad the score are not completely accurate. It's not recorded when a bot kills a player, so all you see on the scoreboard are 'bot kills', i.e. kills in which a bot was killed.
- Daniel_NAD
- Sergeant
- Posts: 51
- Joined: Sat Jun 28, 2003 4:25 pm
- Location: UK
- Contact:
Oh no
I'm having a very annoying problem with the botscores
It's due to a bug or an 'intended uglyness' in the mohaa dedicated server code. This code automatically spawns a fake player in the map, even if no clients have connected. My bot script tries to send the score information from the server to this 'fake' client, which results in a load of errors and finally in a 'division by zero' crash
Anyone who knows a solution?
It's due to a bug or an 'intended uglyness' in the mohaa dedicated server code. This code automatically spawns a fake player in the map, even if no clients have connected. My bot script tries to send the score information from the server to this 'fake' client, which results in a load of errors and finally in a 'division by zero' crash
cqonsole.log wrote:===== pending server commands =====
cmd 1: stopwatch 0 0
cmd 2: stufftext "set jvbot_ui_axis_score_8 0"
cmd 3: stufftext "set jvbot_ui_axis_name_8 0"
cmd 4: stufftext "set jvbot_ui_axis_score_7 0"
(...)
cmd 510: stufftext "set jvbot_ui_axis_score_7 0"
cmd 511: stufftext "set jvbot_ui_axis_score_7 0"
cmd 512: stufftext "set jvbot_ui_axis_name_8 0"
cmd 513: stopwatch 0 0
cmd 514: stufftext "set jvbot_ui_axis_name_8 0"
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
(...)
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
NET_CompareAdr: bad address type
broadcast: print " Server command overflow\n"
Going to CS_ZOMBIE for
Anyone who knows a solution?


