Tremulous Forum

Mods => Mod Releases => Gameplay Changing => Topic started by: Celestial_Rage on March 14, 2011, 02:35:21 am

Title: Pbot GPP
Post by: Celestial_Rage on March 14, 2011, 02:35:21 am
QVM+Patch: http://www.mediafire.com/?xdqnrbj43txhnpq (http://www.mediafire.com/?xdqnrbj43txhnpq)
Paths: http://tremulous.net/forum/index.php?topic=11791.0 (http://tremulous.net/forum/index.php?topic=11791.0) Thanks Bauer.

Installation: Put the qvm in your gpp/vm directory and the paths in base/paths.

This is just a working model. Right now, the bots fairly suck and I haven't gotten skill to work on them. If enough interest is shown on these, I'll improve them further, otherwise, just use the other bots.
Title: Re: Pbot GPP
Post by: DraZiLoX on March 14, 2011, 10:28:06 am
Awesome!

eDIT: http://dl.dtrem.com/QVMs/gpp/PBot_GPP/ (http://dl.dtrem.com/QVMs/gpp/PBot_GPP/)
dTrem mirrors will never die!
Title: Re: Pbot GPP
Post by: ULTRA Random ViruS on March 18, 2011, 01:48:47 pm
Awesome!

eDIT: http://dl.dtrem.com/QVMs/gpp/PBot_GPP/ (http://dl.dtrem.com/QVMs/gpp/PBot_GPP/)
dTrem mirrors will die! [signed provider of [W]]

Title: Re: Pbot GPP
Post by: Teapot on March 18, 2011, 02:55:49 pm
How appropriate that I was talking about children kicking and screaming only moments ago *looks at Virus*
Title: Re: Pbot GPP
Post by: DraZiLoX on March 18, 2011, 08:36:29 pm
Virus, just shut the fuck up and go fuck yourself, please.
Title: Re: Pbot GPP
Post by: Sleepman on March 19, 2011, 03:32:10 pm
i tested this bots but how can i change their behavior?
they do the same as the other :(
Title: Re: Pbot GPP
Post by: DraZiLoX on March 19, 2011, 03:33:38 pm
i tested this bots but how can i change their behavior?
they do the same as the other :(
What do you want them to do? If you want them to move in the map, check paths!
Title: Re: Pbot GPP
Post by: Sleepman on March 19, 2011, 07:45:34 pm
what i have to do with paths?
im a noob in this
Title: Re: Pbot GPP
Post by: Celestial_Rage on March 19, 2011, 08:14:07 pm
It's all in the thread... You just have to read it. You put them in base/paths
Title: Re: Pbot GPP
Post by: Sleepman on March 19, 2011, 08:37:31 pm
sry i should read more  :-[
Title: Re: Pbot GPP
Post by: swamp-cecil on March 24, 2011, 09:56:14 pm
Still getting that mismatch thing...i suck at this :S
so, i have a folder called GPPbots, which i have a data-gpp1.pk3 unmodified in, and a vms-gpp1.pk3 with the game.qvm switched with the bots.qvm
then i have the bot.patch and bot.c laying un.pk3ed in my mod folder, and a vm folder in my mod folder with the game.qvm un.pk3ed
and i have an exact copy of that in gpp/vm
ANNNNNND.... client/server game mismatch: base/
I aslo made a .pk3 with the exact contents of vms-gpp1.pk3 exept the game.qvm (which was changed for the bots.qvm thingy) in the gpp/ direectory. Any help?
Title: Re: Pbot GPP
Post by: Celestial_Rage on March 25, 2011, 01:46:46 am
Ah. Try this setup swamp:

You don't need to run it in a mod folder, running it from GPP works fine.

Navigate to
Code: [Select]
%APPDATA%/Tremulous/GPP/
and made a vm/ directory. Put the bot game.qvm in there.

Next, move all the vms-rgpp####.pk3 (The latest dl'd from US1 Official) to C:\Program Files\Tremulous\gpp (or where ever you have trem installed).

Then, if you run tremded-gpp, it should work.
Title: Re: Pbot GPP
Post by: swamp-cecil on March 25, 2011, 03:21:09 am
Run tremded? I wasnt running that. Is that maybe the problem? I was running tremulous-gpp.exe in my desktop/tremulous directory.
Anyways, I added the update QVMs to the vm/ folder. games still load, its just when i run adminhelp for the bot commands, i dont see any, so i assume it isnt working.
and did the same for the mod folder. still the mismatch thing. I added all the other crapvms i haave from FSW and stuff. Still doesnt work.

A neat fact: Did you know if you use ^1colours^8 in your mod folder name, it will turn up colourful?
Title: Re: Pbot GPP
Post by: Celestial_Rage on March 25, 2011, 04:19:42 am
Did you move all the pk3s to Program files and have only the vm folder with the game.qvm from the zip file in %APPDATA%/Tremulous/gpp? If you don't see the bot commands, that means that Tremulous is loading the wrong QVM. Tremulous loads the QVMs in the pk3s before it loads the qvm in the vm/ folder if there are pk3s there.
Title: Re: Pbot GPP
Post by: swamp-cecil on March 26, 2011, 03:35:07 am
Did you move all the pk3s to Program files and have only the vm folder with the game.qvm from the zip file in %APPDATA%/Tremulous/gpp? If you don't see the bot commands, that means that Tremulous is loading the wrong QVM. Tremulous loads the QVMs in the pk3s before it loads the qvm in the vm/ folder if there are pk3s there.
hrm...and the fact that its loading FSW commands means that it is reading the wrong QVM...ill check it out soon.
Title: Re: Pbot GPP
Post by: Celestial_Rage on April 07, 2011, 07:40:04 am
Updated link in the OP. Should work with latest data paks.
Title: Re: Pbot GPP
Post by: GeneralScott on April 07, 2011, 01:00:41 pm
Where does the path go? Like, which base folder? I'll just put it in both...

UPDATE: Never mind, I should have tried it first. Homepath base.

This is great. The fact they actually go into the ATCs hall and attack you is a HUGE plus. Love it!

There's only a little problem, and that's that you're still "coaxing" them to attack you. It seems like their main objective is to go to whereever they're trying to go, and you are just an obsticle they're trying to get past. When they see you, they'll attack, but a good dodge will bring you out of their range and they'll keep on their path, just like you were never there. For more of a "training mode" they should follow the path UNTIL they see you, and then lock on to you and never let go.
Title: Re: Pbot GPP
Post by: GeneralScott on April 07, 2011, 02:16:28 pm
I think that arises from these originally being 1.1 bots, and there was no way to get out of range. Now, we have dodge. Increase the "sensor" range of the aliens to compensate.
Title: Re: Pbot GPP
Post by: Celestial_Rage on April 07, 2011, 08:30:53 pm
Yeah, and that's the main reason why I feel the other bots are better than Pbot. The other bots attack you more fluidly.
Title: Re: Pbot GPP
Post by: swamp-cecil on April 07, 2011, 09:35:09 pm
For that problem, heres a solution:
Each bot has a sepearate Int, String or Array dpending on which works. Once a bot sees an enemy, his Int/String/Array will change to that targets GUID/IP, or if its another bot, the bots personal number, and attack the target until the bot or the target dies, which then makes the int go back to 0, or another number indicating they have no target. Like this:
Sorry for my fail coding and use of TAB:
Of course a LOT more code is needed, but here are some basics. I also included a part to prevent a bot from TKing if putteamed and found a target.
Code: [Select]
Int/Array/String bot1 = 0
{
 If (botnumber1 SeeEnemyTarget)
  {
  if EnemyTarget = bot
  {
  bot1 = EnemyBotNumber;
    }
  if EnemyTarget = player
    {
Bot1 = EnemyPlayerGUID;
}
}
if (bot1 != 0) //The whole following process was mainly to reduce Teamkilling when putteamed
{
SearchGuid
{
If (SearchGuid = False) /*If it doesn’t find the GUID/*
{
SearchBotNumber
{
If (SearchBotNumber = True) /* does find the bot with this number*/
{
If Bot1 = Teammate/*Putteamed?*/
{
Bot1 = 0;
}
If BotNumber = Enemy
{
EngageBotNumber;
}
}
If (SearchBotNumber = False) /* doesn’t find the bot with this number*/
{
Bot1 = 0
}
If (SearchGuid = True) /*Found a matching GUID*/
{
If Bot1 = Teammate
{
Bot1 = 0;
}
 If Bot1 = Teammate
{
EngageGUID
}
}
If (Botnumber1 = died)
{
Bot1 = 0;
}
If (Bot1Target = died)
{
Bot1 = 0;
}

}
Title: Re: Pbot GPP
Post by: GeneralScott on April 07, 2011, 09:39:38 pm
Riiight.... Can you make the other bot work with the paths? Probably not...
Title: Re: Pbot GPP
Post by: GeneralScott on April 07, 2011, 09:48:59 pm
It seems to me that it would be fairly easy to make it follow the path ONLY until it sights somebody, when it will fight until either it or the player dies, before resuming the path.
Title: Re: Pbot GPP
Post by: swamp-cecil on April 07, 2011, 10:51:58 pm
It seems to me that it would be fairly easy to make it follow the path ONLY until it sights somebody, when it will fight until either it or the player dies, before resuming the path.
Thats what my code does.
Title: Re: Pbot GPP
Post by: Celestial_Rage on April 08, 2011, 12:54:57 am
The current code follows someone until you get out of range. I'll try to improve them now since some degree of interest has been shown. By the way, there is a command to show the paths (dnodes or something).
Title: Re: Pbot GPP
Post by: Celestial_Rage on April 11, 2011, 06:44:01 am
I tried editing these again and no dice. Other than roaming around the map (the other bots can do the same, just more clumsily) I can't see any reason to use this. I probably won't work on improving these and focus on the other ones.
Title: Re: Pbot GPP
Post by: zoomer on June 06, 2011, 05:00:54 pm
when i try join human it say

"There is no overmind. an overmind must be built to control structure you tried to place"
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 06, 2011, 09:57:59 pm
Sorry, I need to update it.
Title: Re: Pbot GPP
Post by: zoomer on June 07, 2011, 07:51:47 pm
Fairly weak at programming if you could help with a few questions that be great

how do you add gbot.c functions to compiled game.qvm

example "G_DeleteBots( void )" to the server console

via g_svcmd.c, g_local.h?
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 07, 2011, 08:29:58 pm
Actually, all you need to do is (assuming you're using Linux):

Code: [Select]
svn co svn://svn.icculus.org/tremulous/branches/gpp
cd gpp
<extract contents of the zip into the directory>
mv g_bot.c src/game
patch -p0 < <name of patch file>
make

I'll get around to doing it myself in a few days though, if you can wait.
Title: Re: Pbot GPP
Post by: zoomer on June 07, 2011, 09:06:06 pm
using winxp

>patch -p0 g_bot.c
>patch **** Only garbage found in the patch input.

Thanks alot for help dont mind waiting for update just wanted to play about with the code 
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 07, 2011, 09:23:05 pm
Updated it. Link fixed in OP.

Here is the new link: http://www.filedropper.com/pbot (http://www.filedropper.com/pbot)
Title: Re: Pbot GPP
Post by: zoomer on June 08, 2011, 06:31:48 pm
Thanks for update will give this a try had to download via me phone took a while lol
Title: Re: Pbot GPP
Post by: zoomer on June 09, 2011, 06:35:12 pm
The patch file worked fine, dont know if you worked on the .qvm or not but still cant join the human team, removed nearly all ref to human team in g_bot.c & compiled, still got the om error
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 09, 2011, 07:16:43 pm
You have to replace the game.qvm. The patch file and g_bot.c file is only there if you wish to change stuff and compile from source yourself. Just put the game.qvm in
Code: [Select]
%APPDATA%/Tremulous/gpp/vm
Title: Re: Pbot GPP
Post by: zoomer on June 09, 2011, 07:28:21 pm
allready have the server setup correctly with the pbot game.qvm file, when i try to join humans it comes up with overmind error it allows you to join aliens

all other game.qvm work perfectly with the setup i have

i've pached the trem source code /ggp and successfully compiled the new game.qvm,  editing the code to try and figure out why it wont let me join humans







Title: Re: Pbot GPP
Post by: Celestial_Rage on June 09, 2011, 10:53:27 pm
The code isn't the issue. It's the datar####-gpp.pk3. Make sure you have the latest one.
Title: Re: Pbot GPP
Post by: zoomer on June 10, 2011, 06:02:20 pm
Thanks i was missing the vms-gppr2203.pk3 from c:\program files\server
Title: Re: Pbot GPP
Post by: zoomer on June 10, 2011, 09:37:21 pm
Ran a net/wan server atcs/niveus with path files for a few hours

Issues
Sometimes the human bots would not leave the spawns and shout come on
bots had problem with walking past target following along path and no attack
could not figure out how to get bots to connect if a server password was added
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 10, 2011, 09:56:12 pm
Yeah, I actually prefer the other bots to these bots. Although, the other bots cannot navigate the map as readily, it's more fun fighting them. As for adding bots on a passworded server... I'll look into that.
Title: Re: Pbot GPP
Post by: zoomer on June 13, 2011, 09:49:14 am
hows about adding both the bots to 1 qvm ?
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 13, 2011, 09:50:22 am
Yeah, but it won't be fun to combine them (coding-wise).
Title: Re: Pbot GPP
Post by: zoomer on June 13, 2011, 09:53:32 am
Could you not just search replace all the functions with bot2 add for example then combine the code
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 13, 2011, 07:16:27 pm
Yes, and rename the conflicting functions and all instances of them. I'm sure you can do it with search and replace, but I'm a bit too lazy for that.
Title: Re: Pbot GPP
Post by: zoomer on June 16, 2011, 05:16:31 pm
http://www.megafileupload.com/en/file/316787/g-bot2-c.html

Renamed all cases of bot to bot2 (bot,Bot,BOT) I realise this is not all that needed to change in the code and that the end result will be quite alot of duplicated code.

Also played with the patchfile which i dont really understand much about and tried to patch it after the pbot code was added i it was about 40% successful patch allready applied errors

Title: Re: Pbot GPP
Post by: Celestial_Rage on June 16, 2011, 08:50:01 pm
You actually only need to rename certain cases of bot to bot2. I'll try to do this today.
Title: Re: Pbot GPP
Post by: zoomer on June 17, 2011, 03:17:06 pm
Excellent, going to work on some maps and path files then

found this might be usefull to people

g_level1_range 1100
g_level1UPG_range 1200
g_level2_range 1300
g_level2UPG_range 1400
g_level3_range 1500
g_level3UPG_range 2000
g_level4_range 300
g_human_range 3000
g_bot_evolve 1 (allow/deny evolving)
g_bot_mgun 1(allow/deny weapons)
g_bot_shotgun 1
g_bot_psaw 1
g_bot_lasgun 1
g_bot_mdriver 1
g_bot_chaingun 1
g_bot_prifle 1
g_bot_flamer 1
g_bot_lcannon 1

Title: Re: Pbot GPP
Post by: Celestial_Rage on June 19, 2011, 05:00:23 am
Okay, I didn't quite combine them, but made them not follow paths while an enemy is near (in essence, making them act like the pathless bots), which means that they don't run away from the enemy and instead follow it for a bit. If no enemy is found, it'll look for the nearest path and continue patrolling.

New link in OP and here.

http://www.mediafire.com/?xdqnrbj43txhnpq (http://www.mediafire.com/?xdqnrbj43txhnpq)
Title: Re: Pbot GPP
Post by: zoomer on June 20, 2011, 04:23:24 pm
That sounds spot on aliens were retarded will give this ago
Title: Re: Pbot GPP
Post by: zoomer on June 22, 2011, 06:29:06 pm
the aliens get stuck quite abit however it was alot more fair scores wise
Title: Re: Pbot GPP
Post by: kharnov on June 22, 2011, 07:26:58 pm
So I decided to have the bots scrim each other.

Local server. Two teams of bots, 3 members each, confined to the outside area of Ingar's ATCS HD.

The alien base:

(http://i.imgur.com/AUK2ol.jpg)

The human base:

(http://i.imgur.com/udlM6l.jpg)

The human bots had a distinct advantage. They had auto-aim, and thus completely ignored the dodging inherent to the alien team. Thus, the human bots were the first to gain heavy weapons.

(http://i.imgur.com/UMCMYl.jpg)

As you can see, naked humans with lucifer cannons. And they were winning.

(http://i.imgur.com/tAvKTl.jpg)

Happy mara.

(http://i.imgur.com/SIvFUl.jpg)

About 20 minutes in, I turned gravity off.

(http://i.imgur.com/qY2dul.jpg)

Tyrant is happy because he is no longer constrained by his enormous bulk.

(http://i.imgur.com/2o07el.jpg)

Poor tyrant. Those humans took him down.

(http://i.imgur.com/iaXxdl.jpg)

Conclusion: bot vs bot scrims are completely hilarious and should be tried by everyone. If you've already downloaded the Brindus mod, you have them available. Just switch to the Brindus mod via the main Trem screen, type /devmap whatever, and set sv_privateclients to the number of bots you want. Build their bases, add the bots, watch them go.

Thanks go to Ingar (for ATCS HD) and Celestial_Rage for the bots.
Title: Re: Pbot GPP
Post by: F50 on June 22, 2011, 07:36:20 pm
One problem kharnov: Those aren't pbots. Those are actually these (http://tremulous.net/forum/index.php?topic=15100.0) bots.
Title: Re: Pbot GPP
Post by: kharnov on June 22, 2011, 07:37:20 pm
I thought we were using these bots on Brindus?

Oh, crap.

Well, regardless. The other bots were still added/ported by Celestial, so the credits aren't any different.  :P

Would a moderator mind moving that post with the screenshots to this thread? http://tremulous.net/forum/index.php?topic=15100.0
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 22, 2011, 08:58:18 pm
If you want to make it more fair, give the humans a skill of 50 or so, so their aim isn't quite so aimbot like.
Title: Re: Pbot GPP
Post by: ziplocpeople on June 23, 2011, 01:32:07 am
If you want to make it more fair, give the humans a skill of 50 or so, so their aim isn't quite so medistation like.
Oh, you. Complementing me behind my back and all that. I really don't know what to say.
Title: Re: Pbot GPP
Post by: zoomer on June 23, 2011, 03:57:57 pm
hey,

If its not to much greef whats the command to create the patch file

example "diff -u g_bot.c"

many thanks ?
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 23, 2011, 04:52:36 pm
Yeah. It's
Code: [Select]
diff -u [oldfile] [newfile] > patchfile
Title: Re: Pbot GPP
Post by: zoomer on June 23, 2011, 05:20:20 pm
http://www.sendspace.com/file/mrqzgp

Removed not used // /* code & cleaned up slightly 
Removed bot friend
Decreased bot enemy range
* aliens can now win
* aliens dont get stuck as much

Title: Re: Pbot GPP
Post by: ULTRA Random ViruS on June 24, 2011, 06:10:48 pm
I can't get the actual game to detect the qvm... I put it in library/app support/tremulous/gpp/vm (mac OS) and i can't seem to finds a tremded-gpp for mac... help?

This is the console, me trying to do the server commands... There's no bot command!
Quote
]bot
unknown command: bot
]!help   
unknown command: !help
]adminhelp
adjustban   adminhelp   admintest   alienint    allowbuild  allready   
ban         builder     buildlog    cancelvote  changemap   denybuild   
humanint    kick        listadmins  listlayouts listplayers lock       
mute        namelog     nextmap     passvote    pause       putteam     
readconfig  rename      restart     revert      setlevel    showbans   
spec999     specint     time        unban       unlock      unmute     
adminhelp: 36 available commands
run adminhelp [command] for adminhelp with a specific command.
And this is the path: Library/Application Support/Tremulous/gpp/vm/game.qvm

Anyone knows what happened?
Title: Re: Pbot GPP
Post by: zoomer on June 27, 2011, 05:45:56 pm
maybe this will help but it might be diffrent for mac

library/app support/tremulous/yourserver folder/vm

tremded-gpp.exe +set fs_game  +exec "yourserver folder" server.cfg
Title: Re: Pbot GPP
Post by: Celestial_Rage on June 27, 2011, 06:53:15 pm
You put the qvm in the wrong place. Type fs_homepath in console and put the qvm there/gpp/vm.
Title: Re: Pbot GPP
Post by: ULTRA Random ViruS on July 03, 2011, 05:15:11 pm
You put the qvm in the wrong place. Type fs_homepath in console and put the qvm there/gpp/vm.
It says:
Opening IP socket: 0.0.0.0:30720
fs_homepath
"fs_homepath" is:"/Users/zdrytchx/Library/Application Support/Tremulous^7", the default

maybe this will help but it might be diffrent for mac

library/app support/tremulous/yourserver folder/vm

tremded-gpp.exe +set fs_game  +exec "yourserver folder" server.cfg
If the one on the bottom is the cmd prompt, .exe can't be run on a mac without a special program. It is .ub... Also, i type this in the terminal (cmd prompt for mac):

[me]:~ [user]$ cd desktop
[me]:desktop [user]$ Tremded.un +set fs_game + set dedicated 2
-bash: Tremded.un: command not found

Also, if i type 'exec Tremded.ub' it says 'file not found'.

Anyone here knows how to open the .ub file without dragging directly into the terminal or usind 'open with'?
Title: Re: Pbot GPP
Post by: Celestial_Rage on July 03, 2011, 09:34:26 pm
You have to open a terminal, navigate to the directory with the tremded executable and type
Code: [Select]
./tremded.ub +set dedicated 2 +exec server.cfg
Title: Re: Pbot GPP
Post by: zoomer on July 05, 2011, 02:20:25 pm
http://www.sendspace.com/file/khtd1s (http://www.sendspace.com/file/khtd1s)

more improved range
Title: Re: Pbot GPP
Post by: ULTRA Random ViruS on July 12, 2011, 02:50:35 am
http://www.sendspace.com/file/khtd1s (http://www.sendspace.com/file/khtd1s)

more improved range
What do you mean by that? As in setting the default range from 300 to 1000 or something?
Title: Re: Pbot GPP
Post by: Chomps123 on October 20, 2011, 04:59:04 pm
Can somone pls post a newer version of this bot mod for me
Title: Re: Pbot GPP
Post by: zoomer on November 03, 2011, 05:33:13 pm
Quote
What do you mean by that? As in setting the default range from 300 to 1000 or something?

Split Human attack range so not equal to alien attack range

- Aliens dont try and kill humans rooms away and get stuck
- Humans need to see futher away then aliens to shoot em

  example
   Range = 1100;
   } else < if alien
   {
   Range = 200;
   }

Quote
Can somone pls post a newer version of this bot mod for me

pbot.zip - 0.20MB (http://www.zshare.net/download/95548451657d642c/)

here ya go

 


 



Title: Re: Pbot GPP
Post by: Chomps123 on February 25, 2012, 07:08:52 am
Can you repost it pls.

thanks
Title: Re: Pbot GPP
Post by: Chomps123 on March 02, 2012, 09:08:51 pm
HELLO!!!
Can you repost it pls.

thanks
link is dead
Title: Re: Pbot GPP
Post by: zoomer on May 08, 2015, 03:55:40 pm
will look for copy not sure if still have