Bots 2 Beta Released!

.map news

Moderator: Moderators

jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

I've seen people with the same problem using v1.11 too :(

M&M, I'll send you a file shortly which will hopefully resolve this issue :)

btw cheers for the error report :) really valuable info for me...
Image
Yarik
General
Posts: 1031
Joined: Thu Jan 09, 2003 7:12 pm
Contact:

Post by Yarik »

Maybe you have to remove the old bot maps and bot packs before trying this one? Well it is worth a shot.
Skype: Yarik_usa
www.skype.com <---free pc2pc phone
Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

I've seen people with the same problem using v1.11 too
hmm!!! :?
Maybe you have to remove the old bot maps and bot packs before trying this one? Well it is worth a shot.
well,after this crash ,i did rmeove the jv_bots01.pk3 from the main but it still didnt work !!!
however i dont think removing the botmaps would do any good (i only have one 3 ,one of them is cheech's addon )
Image
Twig Masters *MBC*
Lance Corporal
Posts: 22
Joined: Tue Jun 03, 2003 6:41 pm

Post by Twig Masters *MBC* »

Thats the exact same error I received when running it on my server.

I had already played it localy on the pc I play on. When I put it on my server....thats the same thing I saw.

Somthing needs to be done to fix it.

Oh and Im not running an old version of MOHAA either so thats not what causes it.
Twig Masters *MBC*
Twigs-mbc.com

[img]http://twigs_mbc.tripod.com/sigs/twig_sig.gif[/img]
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

well,i wasnt running it on a server .it was just my computer (without connecting other lan pcs)

but im waiting 4 the "patch" jv is gonna make
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Here you go

Post by jv_map »

http://home.student.utwente.nl/a.b.vrij ... ta_p02.pk3

Try putting this together with the regular bots2beta pk3 in your main folder :)
Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

alright ,1st time i tried it my comp stopped for a long time ,thinking that it froze i pushed ctrl+alt+del ,but while i was doing that it worked (but it was too late)
however instead of displaying the task manager ,it just froze (this time it froze)

anyways ,i restarted the comp and loaded it up again and it loaded finally

still lags (5 sec lag) at the beggining (but i didnt push any buttons) ,but the bots were going and everything was fine for 5 secs then i got allies won !!!!(i joined the allies)

this time i tried the axis and same thing happened but i got axis won !!! so i think this patch did more damage than fix .
also ,there were no bot numbers like the ones in v1.1 (i didnt know how much bots were playing)

also,the oly change i saw in the script of the map was a

Code: Select all

wait 5
is that a fix ,or is the fix somewhere else and i didnt look closely :?
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Errm ops shame on me :oops: this shall teach me to test what I distribute :oops:

The 'wait 5' is supposed to be a line up, right here:

Code: Select all

	level.bomb = $flak88_weapon1_explosive
	$flak88_weapon1_trigger waitthread flak88_random_setup $flak88_weapon1_explosive $flak88_weapon1 $flak88_target1 $flak88_base1 4

	wait 5

	waitexec global/bots2/init.scr
The patch download link is updated with the improved file, but you can also make this small change yourself if you prefer :)

http://home.student.utwente.nl/a.b.vrij ... ta_p02.pk3

btw yes the 'wait' is indeed intended as a 'fix'... maybe it's more of a hack to make it work but I think it will do it for you :)
Image
User avatar
Mj
Map Reviewer
Posts: 1394
Joined: Sun Apr 25, 2004 3:36 pm
Location: England

Post by Mj »

Are bots2 going to be easy to insert into custom maps? just curious,

Mj
ImageImage
Twig Masters *MBC*
Lance Corporal
Posts: 22
Joined: Tue Jun 03, 2003 6:41 pm

Post by Twig Masters *MBC* »

Well that didnt fix the problem I am having. :?

I downloaded the new file and put it on my server....still get the same error.

If you thought you fixed it? Sorry....but ya didnt. :cry:
Twig Masters *MBC*
Twigs-mbc.com

[img]http://twigs_mbc.tripod.com/sigs/twig_sig.gif[/img]
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

any new patches coming soon?
or will we have to wait for the final bots 2 release ? :(
Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

what about it ?has this project moved to the idle list?
Image
cassidy
Colour Sergeant
Posts: 89
Joined: Fri Apr 30, 2004 7:56 pm

Post by cassidy »

Well i certainly hope not!

Anyway, is there something wrong with the speed the bots are moving? I always outrun them, no matter what weapon i carry, even a bar.
And i think they strafe a lot faster than a human player. It gives them an extra edge though. It would be nice if you could turn that on/off.

On a sidenote, which file do i have to edit in order to make them less accurate?
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

cassidy wrote:On a sidenote, which file do i have to edit in order to make them less accurate?
global/bots2/ai.scr wrote: // add inaccuracy
local.yawoffset += 0.25 * (randomfloat 2.0 - 1) * (randomfloat 1.0) * self.inaccuracyfact
local.pitch += (randomfloat 2.0 - 1) * self.inaccuracyfact
:wink:
Image
cassidy
Colour Sergeant
Posts: 89
Joined: Fri Apr 30, 2004 7:56 pm

Post by cassidy »

The code you mentioned is from the aimat thread.
What does this thread do and which thread actually calls it?
What is the local.yawoffset and local.pitch parameter and what are sensible values for them? They seem to depend on the self.inaccuracyfact

In the viewkicks thread there's

Code: Select all

self.accuracy = local.maxaccuracy / (1.0 + 0.2 * self.viewkick)
			local.selfvel = 0.00004 * self.velocity * self.velocity
			local.envel = 0.00002 * self.botenemy.velocity * self.botenemy.velocity
			local.vk = 2.0 * self.viewkick
			self.inaccuracyfact = local.selfvel + local.envel + local.vk
So, if i want to decrease their accuracy while they're moving, i should change the local.selfvel and if i want to decrease accuracy depending on how fast their enemy moves, i should change the local.envel.
Have i got it right so far?
What is the self.viewkick parameter?

The main thing i want to avoid, is the instant headshots that they do when they strafe around a corner. What do you think i should change first? And btw, what are they aiming at? Are they always aiming for the head?


All in all, great work jv! I didn't expect the aiming system to be so versatile!


PS: snipers have the worst aiming of all, why is that? when a player doesn't use the scope, the bullets never go where you're aiming at, could this be the problem? the shotgunners have no problem making headshots, so i guess that's not it
Post Reply