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V2 bot addon test ?

Posted: Tue Apr 06, 2004 12:12 pm
by Cheech
hi all
i build a v2 bot addon and it is finished.
it works fine, but now on our testserver we have some trouble with all botmaps, the bots spawn at his position and then do nothing. they do not attack the player or other bots, i can kill them and they respawn and stand stand stand

i think i need another public moh server to make the last test before i release it

if there are one or more people who can run a testserver, please contact me at info@steinhuder-meer.ws
then i send you the files

thx
Cheech

Posted: Tue Apr 06, 2004 4:09 pm
by M&M
well,im not a public server .i have a lan made up of 8 pcs . i could try it for u if its less than 3 mbs (i have a 56kbs :cry: )

Posted: Tue Apr 06, 2004 5:35 pm
by M&M
kickass man .this mod is great
it worked fine and i didnt even need another pc .i ran it up my pc and all the bots were moving and firing and they even managed to blow the control room (was rather easy) .it was much more harder to hit the v2 though (i did it).i liked it and kept playing a while and forgot to reply :lol:

when i tried axis we also lost the control room (very hard to defend) but i managed to snipe of any threat to the v2 ,however i got draw after time ran out ,not victory :( .

what i noticed was
1-there isnt any noticable fog (in the readme u say there is)
2-bots seem rather easy or dumb .they fire grenades while standing 2-3 feet away from u instead of using their weapons .
3-its very easy to take out the control room .
4-bot smg and mg guns have deadly accuracy (i guess its the jv_bots ,not sure) while strafing managed to fool the snipers :twisted:
5-this mod is great :wink:

if it was possible to increase thier skill then it would be better imho .cause the control room was destroyed in like 30 secs :? while i spent 3 mins trying to get the v2 .they threw grenades at me while i was down there (the bastarts)

anyways ,the summary is that they worked fine ,prolly it was a vustom pk3 clashing with the jv bot script .plz inform me when u do any other mod for any other map .i would like to help in the testing :D ,and any other thing but my scripting abilities are primitive :wink:

there were a few console errors as well as alot of localization errors
i made a log file halfway thru the game so u can check them out .
i will upload it soon and post a link ,but i forgot the username of my free walagata account :oops:

edit:it turned out that the password was wrong
anyways here is the qconsole file that has all those errors i talked about
there is a (what seems to be serious) error at the end of the game so dont forget to check the end of the file :wink:

Posted: Tue Apr 06, 2004 7:47 pm
by Cheech
thank you M&M
:lol:

i found the error why they are not running, it comes with the server slot 1, if there is no player given slot 1 the bots not running, i reconnect and reconnect, then i get the 1 and the bots run over the map (same problem with other botmaps)

hm, its a new error, in my tests all works fine with the objectives and wintimer.
the fog is very small so you can see it a little bit, and the map looks a little bit brown.
yes, the bots are a little bit stupid, because its not a map compiled with the bots.
i have tried some things to get it harder at the control room, but if i spawn there more axis bots, they will block the other bots at the doors, and there are more pathfinding errors.
the accuracy comes with the botscripts, i haven?t make any changes to it.

yes the logfile , hehe :lol:
there are always a lot of errors at botmaps, but the pathnode mesh have 0 errors, pathfinding errors come with the divide of the rooms i think, and with the error of the target.
the other errors are the same as other botmaps from me or other people build as usual compiled maps.
but the last error i haven?t seen it before ? what is it ?
tomorrow i make a test for this again and release it if its successfull.
thank you very much for the big report

Posted: Tue Apr 06, 2004 10:39 pm
by blue60007
How did you add pathnodes? Would adding them through a script work?

Posted: Wed Apr 07, 2004 2:23 am
by Krane
To your map?

right-click on the 2D window and select info>pathnodes

To a stock map?

There's now way to do it...

Posted: Wed Apr 07, 2004 2:25 am
by blue60007
well I knew that, but what's this new way to adding to stock maps? I tried decompiling, then adding pathnodes and compile then go into that new bsp, copy the pathnodes into the stock bsp, but I got a version error. :(

Posted: Wed Apr 07, 2004 2:40 am
by Krane
How do you add pathnodes to the bsp? Just inserting via text?

If yes, forget. Changing the bsp is a very delicate process, you cannot change the size of the file.

Posted: Wed Apr 07, 2004 3:28 am
by small_sumo
Krane wrote:How do you add pathnodes to the bsp? Just inserting via text?

If yes, forget. Changing the bsp is a very delicate process, you cannot change the size of the file.
Thats what I was wondering?

Posted: Wed Apr 07, 2004 8:44 am
by Cheech
:wink:

no not in the bsp. there are only to files to get it workable with bots, a pathfile and a new mapscript, thats all. (_precache too)

there are some differences between usual build botmaps:
- weight option does not work correct by setting up at the tests
- the bots not follow the players, they say that they will follow me, but at 10 meteres they can?t follow me, so i have to disable it with level.jvbot_tasks_priority[follow] = 0

at the beginnig the ladders not work, but now they work fine

i post here the download link if i?m ready today with the last test with M&M?s error

:? sry my english

Posted: Wed Apr 07, 2004 2:18 pm
by M&M
glad i could help :wink:
i know usually bot maps display erros like these but i though it might be useful to log them 4 u just incas ,and when i tried to checked them out i thought that the last error was a bit serious .i dont know what it is ,try posting it here or in the scripting forum .
also ,wouldnt making a new localization file fix alot of those errors ? although u can get used to them they are really annoying.

Code: Select all

level.clockside = axis // set to axis, allies, kills, or draw
i got this from the original .scr for the map ,so axis should win when the time runs out right?y did i get a draw ?because i lost the control room?
and as i said b4 its very easy to hit the control room ,but the game was very fun with the axis side .the allies won very quickly and it wasnt that much fun :(

anyways ,full steam ahead ,ur work is great and i hope u mod other stock maps also :D [/code]

Posted: Wed Apr 07, 2004 2:26 pm
by Cheech
i have tested it and tested it, but don?t get any errors like yours M&M
i think it must be an error with your server settings

here is the download of the files:
V2 BOT addon Serverfiles
screenshots
download

BOT addon Playerfiles
download

Posted: Wed Apr 07, 2004 2:33 pm
by M&M
well,i made a non dedicated server and i didnt join any of the other computers while playing .actually i did join one pc but i was to busy on my pc with the action that i forgot about it until it was autokicked :lol:
perhaps these could be causes?

did u fix the draw when time runs out thingy?

also could u name the player files its original name (jv_bot01.pk3) cause its really confusing

Posted: Wed Apr 07, 2004 2:36 pm
by Cheech
ups
i write down my post and at the time you post next :lol:

yes i have setup the level.clockside, in the new mapscript you can see it

hmm, i can?t find the error at my server and the others i tested it

today i was thinking about that what you wrote, and i contact you now :?

Posted: Wed Apr 07, 2004 2:40 pm
by Cheech
isn?t it right with the name jv_bot01.zip
it is the same as all other files from jv_map

i name it Player-files for no mappers, that have no knowledge about botmaps