Whichbot

1235»

Comments

  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Clam
    I love the Whichbot
    Works well for an AI
    they have come a really long way since you started this!
    Keep it up!

    Be proud of all your hard work, its paid off 10 fold! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RoCkIn_RiCkYRoCkIn_RiCkY Join Date: 2003-08-28 Member: 20306Members
    I would support your software if you had marine bots!
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Version 0.7 is now available.

    This build includes some significant AI and performance upgrades as well as a few bugfixes. However, there's still at least one more bug that causes the server to crash in there somewhere - we're making every effort to track it down.

    Changelog:
    <ul><li>Added FleeStrategy - bots now get "scared" when damaged enough and will try to run away to heal at a hive or defense chambers.
    <li>Major upgrade to the combat navigation algorithm for Fades and Onos which should improve their ability to get to marines who insist on standing in places where just running towards them won't work.
    <li>Significantly improved performance to cut down on CPU lag spikes.
    <li>Parasited marines are now hunted down. And eaten.
    <li>Bot names are now configurable from the config file.
    <li>Tweaked waypoints for ns_tanith, ns_lost and ns_eclipse to fix some broken paths and cut down on gorges getting stuck on resource nozzles.
    <li>Fixed yet another bug that was causing bots not to attack when they spawned near a marine sometimes.
    <li>Fixed a bug in the auto-balancer which caused it to get confused sometimes and not add enough bots.
    <li>Removed the dummy marine players, since they're not needed any more for NS2.0.
    <li>Fixed a bug which caused oodles of movement chambers to get built.
    <li>Fixed a bug which caused the configuration file not to get parsed on Linux. The symptom was that bots wouldn't attack.
    <li>Enabled stomp attack for Onos.
    <li>Disabled leap and blink for now till the handling of them is better.
    <li>Pick celerity over adrenaline for Onos.</ul>

    Enjoy!
  • WerewolfWerewolf Join Date: 2003-08-17 Member: 19864Members, Constellation
    Go alien-bots, go go go! <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

    That's great news, you saved my holidays. Too bad there's no update for RCBot yet, that makes fighting off your buggers real hard.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    A quick word of warning for anyone who downloaded the latest release (v0.7). Seems like some, but not all, of the SourceForge mirrors were acting up and serving up the old version.

    I updated the file release so that the file name includes the version # to avoid this problem in future.

    If you're not sure what version of WhichBot you're running, type "whichbot_version" in the server console.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin--clamatius+Sep 10 2003, 09:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (clamatius @ Sep 10 2003, 09:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Version 0.7 is now available.

    This build includes some significant AI and performance upgrades as well as a few bugfixes. However, there's still at least one more bug that causes the server to crash in there somewhere - we're making every effort to track it down.

    Changelog:
    <ul><li><b>Added FleeStrategy - bots now get "scared" when damaged enough and will try to run away to heal at a hive or defense chambers.</b>
    <li>Major upgrade to the combat navigation algorithm for Fades and Onos which should improve their ability to get to marines who insist on standing in places where just running towards them won't work.
    <li><b>Significantly improved performance to cut down on CPU lag spikes.
    <li>Parasited marines are now hunted down. And eaten.</b>
    <li>Bot names are now configurable from the config file.
    <li>Tweaked waypoints for ns_tanith, ns_lost and ns_eclipse to fix some broken paths and cut down on gorges getting stuck on resource nozzles.
    <li>Fixed yet another bug that was causing bots not to attack when they spawned near a marine sometimes.
    <li>Fixed a bug in the auto-balancer which caused it to get confused sometimes and not add enough bots.
    <li>Removed the dummy marine players, since they're not needed any more for NS2.0.
    <li><b>Fixed a bug which caused oodles of movement chambers to get built.</b>
    <li>Fixed a bug which caused the configuration file not to get parsed on Linux. The symptom was that bots wouldn't attack.
    <li><b>Enabled stomp attack for Onos.</b>
    <li>Disabled leap and blink for now till the handling of them is better.
    <li><b>Pick celerity over adrenaline for Onos.</b></ul>

    Enjoy! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    YAY for the ones bolded,now I can finally enjoy being stomped and gored by a bot!
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    Does the bot supporT other 2.0 moves?
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    Hows about that evil elevator WP bug?
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Hmm, let's see. The answer is yes... and no, on the 2.0 weapons front.

    <ul><li>Gorges use their new bilebomb.
    <li>Stomp should be working now. I have got stomped a couple of times now. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    <li>Devour doesn't seem worth it for now because it's still too easy for players to kill bot Onos.
    <li>Metabolize is worth it but I haven't got round to it. The fades will go back to heal at hives and defense chambers but they don't heal themselves along the way.
    <li>New fade blink isn't being used right now. I turned it off because they were just using energy they could be using to swipe people and not moving fast enough.</ul>

    Which ones have I forgotten about?

    As for the evil elevator bug, elevators still aren't done. It's on the plate of my evil minion, but he's been busy learning to fly (no, not as a lerk) or somesuch instead of coding like a good, evil minion.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    After a long quiet period, I'm pleased to announce that version 0.8 of WhichBot is now available.

    It incorporates a raft of bugfixes as well as some new features. Without further ado, here's the changelog:

    <ul><li> Renamed config file to whichbot.txt (instead of whichbot.pot) to cut down on user confusion.
    <li> Added new console command: wb remove. Removes one whichbot.
    <li> Added new global say commands. You can now say "/wb add", "/wb remove" and "/wb balance <N>" in global chat to control the # of bots on the server. Admins, if llamas are abusing this feature, you can turn it off in whichbot.txt.
    <li> If server cheats are enabled, bots now cheat like total weasels to get more res.
    <li> Re-enabled blink and leap, although they still don't work as well as I'd like yet. In particular, Fades only use blink to close very short distances in combat and don't use it at any other time.
    <li> Moved standard build order back to DMS.
    <li> Onos and Fade now pick Regen as their defence upgrade (instead of Redemption).
    <li> Gorges now target and try to heal wounded aliens.
    <li> Added a bunch of internal stuff on weapon selection which should fix some minor weapon usage bugs. It should also mean that bots choose cheaper attacks over more expensive ones if they're out of adrenaline.
    <li> Added a new melee intercept calculation which should improve close-up combat for skulks. Circle-strafing shouldn't be quite so effective against them as it used to be.
    <li> Finally fixed the bug which caused the HL engine to go into an infinite loop on Windows. This should significantly improve stability for Windows users.
    <li> Fixed a bug which caused fleeing bots to try to heal up at empty hives.
    <li> Fixed a bug which caused sensory chambers to get built too close together.
    <li> Fixed a bug which caused gorges to never build RTs, just place them.
    <li> Fixed a bug where the bot names item name was incorrect in the config file.
    <li> Fixed a couple of dodgy waypoints on Tanith.
    <li> Fixed a couple of dodgy waypoints on Eclipse.
    <li> Fixed a bug which caused pack bots to pause to wait for the leader or followers even when they're running away.
    <li> Fixed a bug which caused gorges to give up hope and sulk in the hive if they wanted to build a res node but all the nodes on the map were capped.
    <li> Added a consgreet which gives the bot version number.
    <li> Fixed the hive cost for NS2.01.
    <li> If a newly spawned bot has enough res to build a hive and we only have 1, let's have it go gorge to build it.
    <li> Onos and Fade now aren't as excited about scouting around as skulks.
    <li> If we're a skulk, ignore electrified buildings as much as possible, they're just going to fry us.
    <li> Parasited marines are now more exciting in terms of working out where we want to go.
    <li> Choose a new target if an equally exciting target comes within range. This should remove an exploit where you could easily kite Onos through groups of marines.
    <li> Fixed a bug which caused res nodes to sometimes show up as unoccupied in the HiveMind when they're actually occupied. This should fix the bug where gorges sometimes tried to re-build occupied res nodes.
    <li> Fixed a bug which would occasionally cause a crash when entities were destroyed.
    <li> Fixed a bug where Fades were attacking mines even if they didn't have acid rocket.
    <li> Finally got round to fixing all the warnings in the Linux build.
    <li> Fixed a bug where the item key for unbuilt_hive_reward was incorrect.
    <li> Fixed a bug where some resource values weren't being read from the config file properly.
    <li> Enormous internal code tidy-up (affected maybe 90% of the code).</ul>

    Many thanks to the guys in my clan, No Chumps (see <a href='http://nochumps.com' target='_blank'>nochumps.com</a> for clan details) for their patience in testing the bot.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin--clamatius+Oct 28 2003, 11:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (clamatius @ Oct 28 2003, 11:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->After a long quiet period, I'm pleased to announce that version 0.8 of WhichBot is now available.

    It incorporates a raft of bugfixes as well as some new features.  Without further ado, here's the changelog:

    Many thanks to the guys in my clan, No Chumps (see <a href='http://nochumps.com' target='_blank'>nochumps.com</a> for clan details) for their patience in testing the bot.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Whichbot version 0.8 will not work on Win32 (the plugin simply fails to load, then prevents the server from starting). I suggest re-compiling it, and testing further on Windows servers (mine for instance) 66.177.40.168:27014 Depot's Nutz NS 2.01 Dominant Species TG
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Sadly, you are indeed correct. Luckily the fix was trivial and v0.81 now replaces v0.8.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin--clamatius+Oct 28 2003, 10:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (clamatius @ Oct 28 2003, 10:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <li> Fixed a bug which caused gorges to give up hope and sulk in the hive if they wanted to build a res node but all the nodes on the map were capped. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Poor <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • juhojuho Join Date: 2003-02-01 Member: 12965Members
    Hi. I'm wondering if I can use WhichBots in a LAN game?

    Me and two my friends are inside a closed network. All ports are blocked to outside word. There's only a HTTP proxy available.
    The guestion is that can I use WhichBots in a LAN game? I have wery little experience with hlds. I believe that the hlds could not get WON authentication because we are blocked from the outside. Can metamod be used in a lan game?

    Looking forward to beat the aliens in a small 3 human vs. WhichBots (lan?) -game =)

    - jtm
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    <!--QuoteBegin--juho+Oct 29 2003, 03:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (juho @ Oct 29 2003, 03:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hi. I'm wondering if I can use WhichBots in a LAN game?

    Me and two my friends are inside a closed network. All ports are blocked to outside word. There's only a HTTP proxy available.
    The guestion is that can I use WhichBots in a LAN game? I have wery little experience with hlds. I believe that the hlds could not get WON authentication because we are blocked from the outside. Can metamod be used in a lan game?

    Looking forward to beat the aliens in a small 3 human vs. WhichBots (lan?) -game =)

    - jtm <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You should be able to. Whichbots don't rely on any outside source (ie: over the internet) to operate, unless I've completely missed something in my offline tests done with whichbots.
  • LastLast Join Date: 2003-10-06 Member: 21463Members
    <!--QuoteBegin--clamatius+Oct 28 2003, 10:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (clamatius @ Oct 28 2003, 10:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <li> Finally fixed the bug which caused the HL engine to go into an infinite loop on Windows. This should significantly improve stability for Windows users.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Could this be what was causing my server to crash all the time? My server program doesn't actually exits, it just refuses to accept input and must be closed manually to work. I've always suspected it had to do w/ WB, will this fix it?
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Last: if you were using Windows, probably. The frequency that crash occurs is kinda random and was usually between 0-10 hours in.

    juho: the parameters to hlds you need to use when you start it up:

    -nomaster +sv_lan 1 +uplink 0

    With these settings, hlds should work on a LAN without being able to see the WON auth servers.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin--clamatius+Oct 29 2003, 02:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (clamatius @ Oct 29 2003, 02:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sadly, you are indeed correct. Luckily the fix was trivial and v0.81 now replaces v0.8. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Again, great job Clam! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    After testing .81 all day I must assess that it's very unstable on Windows. I have made no other changes to my server since installing .81 and it has crashed 8 times today. 70 version was MUCH more stable on Windows and I am reverting to it.
    You already have my server specs, but I'll re-post:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[15:37] <@|ds|-[CPT]-Depot> -- I am using a CyberPower Computer, equipped with Windows XP Professional, Service Pack 1 (5.1 - 2600)
    [15:37] <@|ds|-[CPT]-Depot> -- A Platinum Soyo Dragon Ultra KT333 MoBo and a GeForce-4 TI4600 128MB DDR Video Card
    [15:37] <@|ds|-[CPT]-Depot> -- My CPU is an ATHLON XP-2200+ 1-AMD , 1799MHz, 256KB (58% Load) running with a Memory of 317/1024MB (30.96%)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    Still is not webbed? BUMP
  • QwertyQwerty Join Date: 2003-06-30 Member: 17817Members
  • WarmasterWarmaster Join Date: 2003-02-18 Member: 13711Members, Constellation
    please make it stable <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • blackjackelblackjackel Join Date: 2002-11-01 Member: 2151Members, Constellation
    edited November 2003
    <a href='http://sourceforge.net/forum/forum.php?thread_id=974448&forum_id=262472' target='_blank'>http://sourceforge.net/forum/forum.php?thr...forum_id=262472</a>

    There dosent seem to be this feature.

    Basically i want to add 1 or 2 bots so that the first person to join the server has someone to play with untill more people join.

    As real people join, bots get kicked.

    So when there are 3 real people on the server, there should be 0 bots. When 2 real persons 1 bot, when 1 real person, 2 bots....

    When 0 real people 3 bots...


    This feature does not seem to be in the current releases, either that or its not well documented...

    Please either revise documentation, or implement this feature, thank you!
  • UKGamer123UKGamer123 Join Date: 2004-04-08 Member: 27792Members
    edited April 2004
    <!--QuoteBegin-Freak83+Jun 14 2003, 12:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Freak83 @ Jun 14 2003, 12:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh yeah... are there any whichbot servers out there?  I found a couple of RC Bot ones but nothing for whichbot... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    my server is UKGamers Noob Server <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> oh, and its a listen sever <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Check the date on the last post before you.
Sign In or Register to comment.