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 >>>>>>> >>>>>>> _______________________________________________ >>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>> archives, please visit: >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>> archives, please visit: >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>> >>>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>> archives, please visit: >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>> >>>>>> >>>>>> >>>>> >>>>> >>>>> -- >>>>> *Michael Kramer, Software Engineer & SEO Expert* >>>>> http://www.siosphere.com | kra...@siosphere.com >>>>> *[c] 801-530-9454* >>>>> * >>>>> * >>>>> * >>>>> * >>>>> >>>>> -------------------------------------------------------------------------------------------------------- >>>>> This email and any files transmitted with it are confidential and >>>>> intended solely for the use of the individual or entity to whom they are >>>>> addressed. If you have received this email in error please notify the >>>>> system manager. This message contains confidential information and is >>>>> intended only for the individual named. If you are not the named addressee >>>>> you should not disseminate, distribute or copy this e-mail. Please notify >>>>> the sender immediately by e-mail if you have received this e-mail by >>>>> mistake and delete this e-mail from your system. If you are not the >>>>> intended recipient you are notified that disclosing, copying, distributing >>>>> or taking any action in reliance on the contents of this information is >>>>> strictly prohibited. >>>>> >>>> >>>> >>>> -- >>>> >>>> >>>> Kind regards, >>>> *Saul Rennison* >>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please >>>> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>> >>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> >
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders