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vertigo
Joined: 17 Nov 2005 Posts: 9
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Posted: Sun Dec 11, 2005 10:39 am Post subject: |
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| I play phrantic, blip-tourney etc fine |
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crashtest
Joined: 03 Dec 2005 Posts: 11
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Posted: Sun Dec 11, 2005 10:44 am Post subject: |
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Ok, I was able to get them working fine on TMP2 Lost Feelt, Phrantic, etc.
It looks good. Finally I got it working!
Thanks for the help. |
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Guest
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Posted: Sun Dec 11, 2005 5:36 pm Post subject: sabota8 crash report |
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Upon game launch, as in mid-init:
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ERROR: Error: file pak000.pk4/scripts/bot_sabot_events.script, line 10: Unknown event 'setState'
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Happens both upon launch by ./quake4 +set fs_game "sabot" or choosing the mod from the in-game menu.
Linux 2.6.14, Quake 4 1.0.5[/code] |
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tIKi_mAn
Joined: 11 Dec 2005 Posts: 3 Location: Indiana, USA
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Posted: Sun Dec 11, 2005 5:37 pm Post subject: |
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| Gah, thought I was logged in. Above Guest was me. |
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Guest
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Posted: Sun Dec 11, 2005 6:16 pm Post subject: |
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| Unfortunately I haven't included a linux game binary. |
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tIKi_mAn
Joined: 11 Dec 2005 Posts: 3 Location: Indiana, USA
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Posted: Sun Dec 11, 2005 7:29 pm Post subject: |
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Yesh, see that is the thing. You should not really need one, the game binary is the executable supplied by Q4. The mods should be multiplatform. The mod should not even know It is on another OS.
I will pop this on my Windows box to see what happens.
[edit] I see, you compiled as a DLL and not a VM. I take it Q4 does not quite mod Q3 Style since that is what Raven has done too in q4base. _________________ - tIKi_mAn |
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PrOxY
Joined: 20 Nov 2005 Posts: 7
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Posted: Sun Dec 11, 2005 10:16 pm Post subject: |
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| TinMan wrote: | Heh, you can tell I didn't do any final testing on this bit.
For the moment the best solution is to run the server in non pure mode, which allows files out side of pk4 files to be used, far from optimal.
This is probably due to the bot code generating a botaas32 file on each map load. On intial tests it seems you can run it non pure once, then it will run fine in pure.
When creating a server choose Server Pure - No under the Advanced Options.
I've updated the readme again:
http://oakbots.co.uk/forums/viewtopic.php?p=143 |
Hi and many thanks TinMan,
I would like to launch this (test this) on my dedicated server (rented through MammothGames). Have you tested the bot on dedicated servers that are not launched from within the game? If so, can you let me know how the scripting should be? I am having mass trouble so I figure I will start from scratch. I am looking for something similar to my Quake 3 scripts like.........
[server.cfg executes maplist.cfg]
maplist.cfg.....
set d1 "map q3dm17 ; kick allbots ; set g_gravity 750 ; set timelimit 7 ; exec bot.cfg ; set nextmap vstr d2"
set d2 "map....."....and so on....
[maplist executes bot.cfg]
bot.cfg......
bot_minplayers 5 ; kick allbots ; addbot orbb 2 blue 300 ^4Visine ; addbot sarge 2 blue 300 ;.......and so on....
So is this currently possible with the SABot? Im the first to admit I haven't a clue what Im doing but I would be happy to be the first to get em running in a dedicated box.....lol. _________________ PrOxY
Quake3Servers |
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Guest
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Posted: Sun Dec 11, 2005 10:38 pm Post subject: |
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| Is there any possibility to play this bot with X-battle mod? |
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jhan
Joined: 20 Nov 2005 Posts: 35 Location: Mississippi De La Norde
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Posted: Sun Dec 11, 2005 11:53 pm Post subject: |
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Hey ...I just tried out Sabot and I must say this is a nice start.Brings back memories of those great old quake2 bots
Thanks! |
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Guest
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Posted: Mon Dec 12, 2005 2:20 am Post subject: Re: sabota8 crash report |
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| Anonymous wrote: | Upon game launch, as in mid-init:
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ERROR: Error: file pak000.pk4/scripts/bot_sabot_events.script, line 10: Unknown event 'setState'
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Happens both upon launch by ./quake4 +set fs_game "sabot" or choosing the mod from the in-game menu.
Linux 2.6.14, Quake 4 1.0.5[/code] |
If it helps any, I get the same error in Linux as well.
Q4: 1.0.5
linux: 2.6.10-5-386 |
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Guest
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Posted: Mon Dec 12, 2005 4:31 am Post subject: |
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i tested your bot on "the lost fleet" and "fraggin ...." and the bot runs fine.
i have many problems with q4 like crashes etc but your bot works fine for me, well he has some movement bugs :p.
thx for your impressive and hard work with bots its 100% more fun for me to play =). |
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Guest
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Posted: Mon Dec 12, 2005 5:18 am Post subject: |
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I ran your bot on a couple of custom maps and it really runs well.
Bliptourney1 was a nice map for this bot.It never got stuck and used the whole area and kicked my ass too.
Swq4dm1 is an awesome map and your bots did really well on it,just stopping to reflect on their lives in the two small slime pools from time to time.But since slime was not in the original game the bots can't really be blamed for that.
I am very happy that these bots run fast on my middle of the road system.I was kinda worried that any bot programs would show a noticeable slowdown but yours really doesn't.I kinda hope you continue working on the sabot or at least contribute to the oak project for the sake of us high pingers ;p
Great job!! |
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CatPhone Guest
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Posted: Mon Dec 12, 2005 6:00 am Post subject: |
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| Anonymous wrote: | | Is there any possibility to play this bot with X-battle mod? |
put all of x-battle files in sabot folder,q4max or other mods do the same,it works fine
great job,TinMan |
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TinMan Site Admin
Joined: 23 Nov 2005 Posts: 51
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Posted: Mon Dec 12, 2005 7:09 am Post subject: |
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Thanks for all the feedback guys.
Re: Other mods
As catphone mentioned it currently works with other mods, however only if no files conflict.
Again it helps to understand how the engine handles files and mods.
Fortunatly I'm completely awesome (my mum says so) and wrote up a description here:
http://www.doom3world.org/phpbb2/viewtopic.php?p=114876
The major conflict will happen if the mod uses a modified game binary (ie compiled game code).
Re: Performance
I'm quite happy with the performance too, while of course some of this would be sucked up by a more complex bot, things at least run a lot better than Doom3 mp (and the expansion was worse).
Re: Linux
Again, sorry I didn't include support.
Re: Dedicated servers, I didn't test it myself, but you guys are reporting it's ok?
The network side of it is really rough, bot's will use a bit more bandwidth, there are transmitting their usrcmds each frame, and it hasn't been optimised to only send those that are in the clients pvs. |
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Guest
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Posted: Mon Dec 12, 2005 2:25 pm Post subject: Re: sabota8 crash report |
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| Could you create Linux version ? please.... |
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