Ok, I compiled plugin for Source SDK Base 2007, and imprecise move problem
dissapeared.

2012/9/7 Borzh <borz...@gmail.com>

> Hi all,
>
> There seems to be several problems in bot movement (Half Life 2
> Deathmatch mod from Source SDK Base 2006).
> When I just add bot from server plugin, it moves very precisely and fast,
> not stucking around.
> After running some time on the map, bot starts to pass waypoints by, you
> know, making a curve, instead of precise movement.
> I uploaded both videos (precise and imprecise movement) on youtube:
>
> http://www.youtube.com/watch?v=JDr0s5X0Olo
> http://www.youtube.com/watch?v=C2O49vnq0vQ
>
> I think the problem can be in imprecise bot position on map, like engine
> has its bot's coords and mod it's own coords and they differ a little bit.
> I appreciate if anyone could help me with this.
>
> Cheers,
> Borzh.
>
>
> 2012/8/12 Borzh <borz...@gmail.com>
>
>> Hi guys,
>>
>> Another thing about bots, is that when they are created from plugin, such
>> as RCBot2, the engine doesn't always run their commands. When you create
>> listen server in a window and then bring some other window to front,
>> apparently, bots are trying to move, but they are stucked. I am developing
>> bots for my thesis, and noticed this strange behaviour.  When bots are
>> created within server.dll (say with bot console command) this doesn't
>> happens.
>> Just wanted you to know.
>>
>> Cheers,
>> Borzh.
>>
>>
>> 2012/7/30 Saul Rennison <saul.renni...@gmail.com>
>>
>>> Thanks for the information, Neico, much appreciated.
>>>
>>>
>>> Kind regards,
>>> *Saul Rennison*
>>>
>>>
>>>
>>> On 30 July 2012 22:38, Neico <ad...@neic0.de> wrote:
>>>
>>>>  Alfred was referring to the Dedicated Server installation which would
>>>> mean to put those files mentioned into <HLServer>/orangebox/bin
>>>> Listen Server's can't be fixed that way unless you've got Steamworks
>>>> access which allows you to overwrite those for your mod (as things such as
>>>> dll's are being force overwritten by steam on Game launch).
>>>>
>>>>
>>>> On 30.07.2012 23:24, Saul Rennison wrote:
>>>>
>>>> No it wouldn't. The engine links to the steamclient.dll in <your
>>>> user>/source sdk base 2007/bin, it has nothing to do with your mod.
>>>>
>>>> On Monday, July 30, 2012, Michael Kramer wrote:
>>>>
>>>>> That would be the sourcemods/yourmod/bin/ directory
>>>>>
>>>>> On Mon, Jul 30, 2012 at 2:34 PM, Saul Rennison <
>>>>> saul.renni...@gmail.com> wrote:
>>>>>
>>>>>> "to your mods install"?
>>>>>>
>>>>>>
>>>>>>  Kind regards,
>>>>>> *Saul Rennison*
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 30 July 2012 21:22, Alfred Reynolds <alf...@valvesoftware.com>wrote:
>>>>>>
>>>>>>> We will look into this, in the mean time you could try copying
>>>>>>> steamclient.dll, tier0_s.dll, vstdlib_s.dll and steam.dll from a TF2
>>>>>>> dedicated server install over to your mods install. That may fix the 
>>>>>>> issue
>>>>>>> in the interim.
>>>>>>>
>>>>>>> - Alfred
>>>>>>>
>>>>>>> -----Original Message-----
>>>>>>> From: hlcoders-boun...@list.valvesoftware.com [mailto:
>>>>>>> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan White
>>>>>>> Sent: Monday, July 30, 2012 9:46 AM
>>>>>>> To: hlcoders@list.valvesoftware.com
>>>>>>> Subject: [hlcoders] ATTN Valve: Server browser player count
>>>>>>> fluctuates/fails with bots
>>>>>>>
>>>>>>> Valve,
>>>>>>>
>>>>>>> There is a bug with the way the SDK version of the engine reports the
>>>>>>> amount of players in a server to the server browser and clients
>>>>>>> attempting to connect. When bots (fake clients) are created using the
>>>>>>> following command:
>>>>>>>
>>>>>>> edict_t *pEdict = engine->CreateFakeClient( "bot" );
>>>>>>>
>>>>>>> and subsequently removed with
>>>>>>>
>>>>>>> engine->ServerCommand( UTIL_VarArgs( "kickid %d\n",
>>>>>>> pBot->GetUserID() ) );
>>>>>>>
>>>>>>> the instance of the bot still exists in the server browser game info
>>>>>>> display.... but the bot is properly removed! I verified removal by
>>>>>>> tracing through the disconnect sequence and saw the edict being
>>>>>>> freed.
>>>>>>>
>>>>>>> This issue seems to have had affected TF2 servers in the past:
>>>>>>>
>>>>>>> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg65375.html
>>>>>>> It was also posted on this board as well:
>>>>>>>
>>>>>>> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg02321.html
>>>>>>>
>>>>>>> What ends of happening is that if you add enough bots over the course
>>>>>>> of the server being active, you will fill your server even though no
>>>>>>> one is playing in it currently. The server actively refuses
>>>>>>> connections to incoming clients with the Game Info display showing
>>>>>>> some ridiculous number like 24/16 players with the list dominated by
>>>>>>> the names of bots that have been removed from the server long ago.
>>>>>>>
>>>>>>> I believe porting your fix from the TF2 engine to the SDK engine will
>>>>>>> fix this issue quite easily. Right now, it is impacting our mod
>>>>>>> significantly since we are debuting bots :'(
>>>>>>>
>>>>>>> Thanks,
>>>>>>> Jonathan White
>>>>>>> GoldenEye: Source
>>>>>>>
>>>>>>> _______________________________________________
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>>>>>>>
>>>>>>>
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>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
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>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>>  --
>>>>> *Michael Kramer, Software Engineer & SEO Expert*
>>>>> http://www.siosphere.com | kra...@siosphere.com
>>>>>  *[c] 801-530-9454*
>>>>> *
>>>>> *
>>>>> *
>>>>> *
>>>>>
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>>>>
>>>>
>>>> --
>>>>
>>>>
>>>>  Kind regards,
>>>> *Saul Rennison*
>>>>
>>>>
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>>>>
>>>>
>>>>
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>>>>
>>>>
>>>
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>>
>
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