Re: [hlcoders] Source SDK Update Is Released
Hi Mike, It seems that there is no any update for the plugin support and the shared weapon information that we need by the mods to code 3rd party bots. Regards, The Storm Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Portal
If you look better at the trailer you will see that the same telepoting is done for the player object. In the first task when he must fin an exit he more via the portal and when he is half on the other side he see the still left part of his body to the other portal. :) Regards, The Storm Ben "amogan" K. wrote: As far as I can tell from what I saw in the trailer they've done the portals in a pretty simple way: First off they used rendertargets etc. on the portals. For (non-player) object going through the portals they just add a temp. copy of the object to the exiting portal and when the actual object is half-way through copy and original switch places and after the object fully exited the portal the temp. copy gets removed. However this doesn't work (or isn't implemented) for the player entity. As you can see in the trailer the player-model doesn't move through the portals seamlessly, it rather really only gets teleported from one location to the other. Of course I can't be 100% sure about this as I didn't have the chance to play the game or look at the code. ;) But that's definitely the way I'd go when coding such portals - and at least it really looks like that's how they've done it, once again watching the trailer. :> So far I guess the Portal team didn't have to modify the engine itself a lot. The hardest things to do IMO probably were making the player see his player model when looking through the portals, making entities not collied with the wall when going through portals and adjusting some viewangle stuff. - amogan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM bots
Yep, there is! :) Check out http://www.bots-united.com/ for HPBbot2 and RCBot2. They are for HL2DM and their source is public released. Regards, The Storm Robbie Groenewoudt wrote: -- [ Picked text/plain from multipart/alternative ] So far HL2DM hasn't got any working bots, though there are serverplugins that add bots to HL2DM. At the moment I can't really find an open-source plugin that does this but don't think porting the code from a plugin to modcode should be that hard? Does anyone know a good open-source HL2DM bots serverplugin? Robbie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL1: Bots get teleportated to vector 0,0,0 on Linux
Hi all, I again have problems with the bots. The bots are for CS 1.6, the problem happens only on Linux and is: When the first round over one or 2 bots get teleportated to vector 0,0,0 and stay there until the end of the round. Is there a way to resolve that problem... Regards, The Storm ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots that don't use client slots?
Jeffrey "botman" Broome wrote: THE STORM wrote: Is that NPC entites is possible for HL1 engine? Yes. In fact, it can even be a Metamod plugin for other existing mods (TFC, CS, DoD, etc.)... http://botman.planethalflife.gamespy.com/monster.shtml -- Jeffrey "botman" Broome Thanks I check it out right now. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL1 MOD crash when I try to kick bot.
I tried, Nothing. :) Later I found some FREE_PRIVATE() fix and it works now. :) Jeffrey "botman" Broome wrote: THE STORM wrote: So the Bot pointer is set to NULL and BotThink() for this Bot is not called anymore in StartFrame() but still when I kick him the game crash. What I'm supposed to do? Run it in the debugger? ;) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots that don't use client slots?
Jeffrey "botman" Broome wrote: Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] I thought I had read somewhere that someone (zombie horde mod?) has set up bots that don't use client slots. Is this true? Either way I was wondering if anyone knew if this could be done in such a way that doesn't deviate too much from how normal bots are implemented. I'm doing bots for a mod and the subject has come up to use non client bots in a certain game mode. Any info or suggestions is appreciated. Just make them NPC entites (like the normal AI enemies in the single player game). NPCs don't take up a client slot. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Is that NPC entites is possible for HL1 engine? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL1 MOD crash when I try to kick bot.
Hi all, I'm writing totaly new bot for HL1 MOD. Bot join in the game perfect, move correct and anything that I want from him. But when I try to kick him the game just crash. BotThink() is called in StartFrame() only for valid bots, i.e I make the needed check. In ClientDisconnect() I free the bot pointer that is used in StartFrame() so BotThink() is not called anymore for this bot edict. Here the code that I use to check the stuff out: void StartFrame( void ) { // call the think function for the bot... for (int i = 0; i < gpGlobals->maxClients; i++) { if (pBot[i]) pBot[i]->BotThink(); } // other code } void ClientDisconnect( edict_t *pEntity ) { CBasePlayer *pPlayer = ((CBasePlayer *)CBaseEntity::Instance( pEntity )); for (int i = 0; i < gpGlobals->maxClients; i++) { if (pBot[i] == pPlayer) { pBot[i] = NULL; } } // other stuff } So the Bot pointer is set to NULL and BotThink() for this Bot is not called anymore in StartFrame() but still when I kick him the game crash. What I'm supposed to do? Regards, The Storm ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How to get the msec value for the bots in the HL1 engine?
Jeffrey "botman" Broome wrote: THE STORM wrote: Hi all, I know that this question is a bit outdated but I want to ask how is the best way to get the msec value for the RunPlayerMove() call? I'm talking about the old HL1 engine. I tried with gpGlobals->frametime * 1000; Work good first 30 minutes and after that the bots start to be stucked in to the round spawn. I will be very happy if someone point me the best way to get that msec value. I used something like this (based on code Rich Whitehouse used for the Jumbot)... // adjust the millisecond delay based on the frame rate interval... if (msecdel <= gpGlobals->time) { msecdel = gpGlobals->time + 0.5; if (msecnum > 0) msecval = 450.0/msecnum; msecnum = 0; } else msecnum++; if (msecval < 1)// don't allow msec to be less than 1... msecval = 1; if (msecval > 100) // ...or greater than 100 msecval = 100; g_engfuncs.pfnRunPlayerMove( pEdict, pEdict->v.v_angle, 0.0, 0, 0, pEdict->v.button, 0, msecval); ...it does a pretty good job of averaging the msecval over many frames and clamps it to be within a fairly good range. Just make 'msecnum' be a local 'int' variable for the bot and make 'msecdel' and 'msecval' be local 'float' variables... int msecnum; float msecdel; float msecval; -- Jeffrey "botman" Broome Hi botman, I used the same algoritm before but its not work well on higher than 100fps. gpGlobals->frametime * 1000; work good on 255 fps but after some time the bots start to be stucked in to their spawn points. Do you know better way ( I wonder what the official CS bot use ). Thanks a lot anyway, I will back to the way that you posted if there is no other solution. The Storm ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] How to get the msec value for the bots in the HL1 engine?
Hi all, I know that this question is a bit outdated but I want to ask how is the best way to get the msec value for the RunPlayerMove() call? I'm talking about the old HL1 engine. I tried with gpGlobals->frametime * 1000; Work good first 30 minutes and after that the bots start to be stucked in to the round spawn. I will be very happy if someone point me the best way to get that msec value. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders