FerBotz (new AI, XCGE release 20)

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Dr.Flay
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Re: FerBotz (new AI, release 13)

Post by Dr.Flay »

Higor, could you possibly have a look at JaFO's Botmanager and see if it can be used with FerbotZ please ?
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Re: FerBotz (new AI, release 13)

Post by RPro »

Higor, I was curious about the MultiLineCheck bug that was fixed in Unreal 227.

Do you know if this patch for UT99 would solve the problem?

http://www.unrealadmin.org/forums/archi ... 27899.html
Description:
This package provides a fix for servers that are hosting maps with teleporters. The default teleporters provided by the Unreal Engine suffer from a nasty bug that could cause a server to crash on collision checks. The most common crash found in the logs begins with 'Critical: FCollisionHash::ActorLineCheck', but several other variants can also be found. This package fixes the issue by replacing the default teleporters with a custom version that prevents this bug from occurring. Credit should go to Casy Campbell who came up with the idea for the workaround implemented in this package.
Author: Defrost
The download link in that thread is dead, but I found another here:

http://utslv.freeforums.org/teleporterfix-1-03-t39.html
Higor
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Re: FerBotz (new AI, release 13)

Post by Higor »

I could have sworn I had responded to the above post... did the server problems cause some posts to be lost forever?


Regarding the above post: the collision checks that crash Ferbotz's don't precisely happen during teleportation, but rather in normal native movement and there's absolutely no workaround for that, said crashes are random and the seldom happen with Ferbotz due to the high amount of pawns moving around like crazy (unlike monsters).

Some test changes (to be up in dev server later).
- NATIVE: The NavigationActors iterator has had the trace check implemented for next release, code sample posted below.
- NATIVE: The path creation routine now does the free reachspec slot check on each new node at c++ level (faster), and can reserve free reachspec slots for Botz_NavigBase points (like Siege teleporter points, so they can connect to each other).
- NATIVE: Removed some bugs in path pruning, should help mostly Siege gametypes.
- Botz's behave better in low grav games when chasing players or navigating through Botz_NavigBase points at altitudes that require jumping over a wall (DM-Morpheus with Botz pathing is a commonly seen case).

Code: Select all

//native final function iterator NavigationActors( class<NavigationPoint> NavClass, out NavigationPoint P, optional float Distance, optional vector VOrigin, optional bool bVisible);
void ABotz::execNavigationActors(FFrame &Stack, RESULT_DECL)
{
	guard(ABotz::execNavigationActors);
	P_GET_CLASS(BaseClass);
	P_GET_NAVIG_REF(N);
	P_GET_FLOAT_OPTX(dist,0.0);
	P_GET_VECTOR_OPTX(aVec,this->Location);
	P_GET_UBOOL_OPTX(bTrace,false);
	P_FINISH;

	BaseClass = BaseClass ? BaseClass : ANavigationPoint::StaticClass();
	ANavigationPoint *NN = Level->NavigationPointList;
	dist = dist * dist;
	FCheckResult Hit;

	PRE_ITERATOR;
		*N = NULL;
		while( NN && *N == NULL )
		{
			if ( NN->IsA(BaseClass) )
			{
				if ( dist <= 0.0 || FVector(NN->Location - aVec).SizeSquared() < dist )
				{
					if ( !bTrace || XLevel->SingleLineCheck( Hit, NULL, aVec, NN->Location, TRACE_Level, FVector(0,0,0)) )
						*N = (ANavigationPoint*)NN;
				}
			}
			NN = NN->nextNavigationPoint;
		}
		
		if ( *N == NULL )
		{
			Stack.Code = &Stack.Node->Script(wEndOffset + 1);
			break;
		}
	POST_ITERATOR;

	unguard;
}
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[rev]rato.skt
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Re: FerBotz (new AI, release 13)

Post by [rev]rato.skt »

appError called:
FBotInfo CTF-'uK-HillFortsV5.FBotInfo0 (Function FerBotz.FBotInfo.InitNewPRI:011F) Runaway loop detected (over 10000000 iterations)
Executing UObject::StaticShutdownAfterError
FFrame::Serialize
Signal: SIGIOT [iot trap]
Aborting.
Exiting.
Name subsystem shut down



Crash in my server :( in siege

CustomGame[5]=(bEnabled=True,GameName="Capture the Flag",RuleName="Siege",GameClass="SiegeIV_0014.SiegeGI",FilterCode="sgx",VotePriority=0.800000,MutatorList="AAAHitToneV2.AAAHitToneV2,FerBotz.BotzMutator",Settings="MaxSpectators=4,MaxPlayers=12,,bTournament=False",Packages="")
Brazilian Server:
Alma Negra - 34.95.189.187:7777
Classic - madruga.utbr.cf:7777
Duel - x1.utbr.cf:6666
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Re: FerBotz (new AI, release 13)

Post by papercoffee »

Higor wrote:I could have sworn I had responded to the above post... did the server problems cause some posts to be lost forever?
Only when the post was never posted because of the issue we had lately month ago with our forum.
This happened sometimes. But now it shouldn't ...everything is stable.
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Re: FerBotz (new AI, release 13)

Post by Higor »

Server's missing the FerBotz.int file, causing the name-picking function to crash.
That was bad coding on my part but also signals that installation wasn't correct, as the INT file is also needed for other purposes.
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Re: FerBotz (new AI, release 14)

Post by Higor »

Updated first post

- Changes from this version
Botz avoiding danger spots works 100%, some danger points are shared among teammates.
Botz's behave better in low grav games when chasing players or navigating through Botz_NavigBase points at altitudes that require jumping over a wall.
Completely reworked movement during navigation code.
Botz can now tell when they reach a path mid air and assess what to do next.
Fixed bug causing bots to decelerate if fall destination was further than reachable.
Fixed bots pausing after exiting a water zone (DM-Pyramid playable).
Path shortening now works again.
Bots now have acquisition delay before firing, said delay is higher if enemy is invisible.
CHARGE combat state will no longer force primary fire regardless of what the profile says.
Improved weapon profiles for Rocket Launcher, Piston and Bio Rifle.
Weapon profiles now work with basic modificatios of original weapons.
Reduced debug log count.
Reduced UT_Eightball related log warnings.
Fixed log spam before game starts (Tick).
================= NATIVE ONLY:
Fixed bug with DirectLink Transloc Piston launch.
Fixed bug with DirectLink Transloc point.
The NavigationActors iterator has had the trace check implemented.
The path creation routine now does the free reachspec slot check on each new node at c++ level (faster), and can reserve free reachspec slots for Botz_NavigBase points.
Removed some bugs in path pruning, should help mostly Siege gametypes.


Note, the navigation code went through a massive rewrite/simplification and some plugins may have been broken during the process, hopefully nothing will crash.
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Dr.Flay
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Re: FerBotz (new AI, release 14)

Post by Dr.Flay »

Oh nice.
I keep forgetting about features like danger and fear.
There is a bible shop in a city map I edited, and I put fear-spots in front of it, so none of the monsters will go near it.
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Wises
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Re: FerBotz (new AI, release 14)

Post by Wises »

Assuming this now works with SmartCTF/DM ?

..or still glitchy , invisible bots and other weird happenings?

If it does work with SmartCTF / DM perhaps its version speciffic ?

Sounds good.
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Re: FerBotz (new AI, release 14)

Post by Chamberly »

Um, it has been working with smartctf afaik? ;)
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Re: FerBotz (new AI, release 14)

Post by Wises »

Latest versions ? ..

4D+ ¿ •

SmartDM any version?

^preferrably

I'll have to check one day lol and see how she goes.. last I tried it didn't work with either.

At least on a server environment.. you have ferbotz + SCTF / SDM on dev server Chambaz?
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Re: FerBotz (new AI, release 14)

Post by Chamberly »

I just don't have SmartDM yet.
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Higor
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Re: FerBotz (new AI, release 14)

Post by Higor »

If SmartDM doesn't pick up Botz in the scoreboard, it's because it's inheriting a player detection flaw from SmartCTF.
I only did this around SmartCTF because it is discontinued and unfortunately widely spread and used.

Default scoreboards display the info of PRI actors regardless of what owns them.
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Wises
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Re: FerBotz (new AI, release 14)

Post by Wises »

http://www.proasm.com/ut/smartdm.html

^Theres SmartDM 105 , its Opensource licence .. and was developed by 3 of us.

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if you could make a small hack/patch for it , would be greatly appreciated.

:gj:
ta.
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Re: FerBotz (new AI, release 14)

Post by Higor »

Nope, fix the detection flaw instead.
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