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Posted: Sun Jun 29, 2003 12:55 pm
by mohaa_rox
sure, post it anywhere!

Posted: Sun Jun 29, 2003 12:58 pm
by Daniel_NAD
Will do
hopefully you should get some more people....hopefully
http://www.gamingforums.com/showthread. ... adid=79958
Posted: Mon Jun 30, 2003 12:40 am
by dpresdperson
wow! is that a Grease Gun in the background of the first screenshot? where did you get that?
Posted: Mon Jun 30, 2003 7:42 am
by mohaa_rox
yes, it's my grease gun.
Posted: Mon Jun 30, 2003 9:10 am
by martijn_NL
Why is the fps so low with the bots?
Posted: Mon Jun 30, 2003 9:31 am
by jv_map
martijn_NL wrote:Why is the fps so low with the bots?
Well I'm not completely sure myself but I know some reasons:
- 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.
Posted: Tue Jul 01, 2003 5:52 am
by small_sumo
When will we get it? Will it be in jv_bot02?
Looks great.
Bye
Posted: Tue Jul 01, 2003 5:54 am
by jv_map
Yeah I suppose

Posted: Thu Jul 03, 2003 4:29 am
by small_sumo
Can we add the scoreboard to our levels already or is it still in development?
Thanks.
Posted: Thu Jul 03, 2003 6:01 am
by jv_map
It's still in development. Currently the scores assigned are random

Posted: Thu Jul 03, 2003 3:46 pm
by jv_map
Yay now with the actual scores

. Yet you can see how good I really am

Posted: Thu Jul 03, 2003 6:02 pm
by nihilo
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?
Posted: Thu Jul 03, 2003 6:35 pm
by jv_map
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?
Yes.
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.
Posted: Fri Jul 04, 2003 10:28 pm
by Daniel_NAD
Hey jv
it dont really matter if they're random, sure it would be good with them proper, but random score's add a bit of realism
Good work

Oh no
Posted: Wed Aug 06, 2003 3:04 pm
by jv_map
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
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?
