FerBotz (new AI, XCGE release 20)

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Wises
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Re: FerBotz (new AI, global release 18)

Post by Wises » Fri Jul 03, 2015 11:28 pm

shame that ferbotz still has compatibility issues with popular mods namely;

Smart(Scoreboards) SmartCTF/SmartDM/Other.
XserverQuery , XBrowser.

there appears to be no easy remedy for such cases.

re: Smart(Scoreboards) , due to poorly designed and implemented player/pawn checks.
breaks compatibility with non player pawns and such ie; Invisible Ferbotz, monsters and such appearing in SBoards.

problem here as discussed numerous times is some simple? code adjustments and recompilation of said mods (opensourced)
noone appears to have time for such tweaks and hence incompatibility remains.
only remedy in this case would be for Higor (or other coding guru) to edit and recompile SmartDM/CTF sources and release patched version ;)

Re: Xserver Query , I Agree with Abomination ... Due to the nature of the Ferbotz ServerQuery it restricts the use of another popular server query mod which is in itself an awesome system for identifying and manipulation of masterserver queries in a highly detailed and well presented fashion.

alot of reputable admins (reasonable percentage of these) use XserverQuery on their servers and even more clients run the XServerBrowser Mod.

soo.. not being able to run Serverside XserverQuery restricts Admins from communicating to clients using XserverBrowser effectively when 'forced' to use another QuerySystem for a mod which is actually not directly reliant on said protocol.
being an A.I based mod rather then a Masterserver Query Service.

although good (more so a necessity if we wish to have Elite Botz) unfortunately it lacks the 'Bells and Whistles' we have come to be accustomed to using XSQ :/

possible solution to this could be .. to allow Ferbotz to work normally without the need of the QuerySystem implemented into Ferbotz.. or providing this as an option rather then a neccessity?!?

The ideal solution here OBVIOUSLY would be for both devs Higor & (G)0tt to collaborate and build a 100% fully functional Universal Query system to end these drama's..

however it is unlikely to eventuate because UT has an extensive history of 'Single Player' Coding morals.. and working in Teams (funnily enough even in online CTF) matches results in UTPG styled outcomes which is where we are at in this instance.

@Higor
i read that XSQ has some exploit issues.. would be good and responsible if these issues were detailed and forwarded to (G)0tt for immediate rectification.

Please detail these issues here: viewtopic.php?f=34&t=6061

as IAM sure that (G)0tt would highly priortise such issues and remedy A.S.A.P (although currently busy with school)

Also the next version promises even more functionality including ability to search for servers (by name/IP).
As we all know it is a fkn nightmare given only a server name to find it in an unorganized biased array of ASCII characters :P

Perhaps a small patch directed at these exploits which does not need to be a subsystem of ferbotz.
probably because ferbotz + vulnerability patches are 2 separate systems entirely and should be in essence two separate entities.

:)?

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Re: FerBotz (new AI, global release 18)

Post by Chamberly » Sat Jul 04, 2015 5:12 am

I don't think ferbotz have compatibility issue with xbrowser (none that I know of, everything seem to be looking fine on my end). Not even XServerQuery if I had it running.
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Re: FerBotz (new AI, global release 18)

Post by sektor2111 » Sat Jul 04, 2015 6:53 am

Wises wrote:Invisible Ferbotz, monsters and such appearing in SBoards.
THIS IS a problem which has to be addressed point to point as long as we have "players": Titans, TeamCannons (aka Troopers), Monsters a la MonsterMadnes (is dumbness not madness). Of course, UTDMT exist even in XConsole listed but I'm not sure if this pawn will vote maps or will have a real NetConnection. So to speak I won't do anything in any MH related to this chapter as long as people want "pawns" because will require a lot of checks and slopes to prevent troubles and I'm not sure if is truly doable - or let me know if we might have a trick.

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Re: FerBotz (new AI, global release 18)

Post by sektor2111 » Sat Aug 15, 2015 12:20 pm

Function ClearOrders(Pawn Leaving) or something like this, else...

Code: Select all

ScriptWarning: Botz MH-Godz-Last-Chance{UM}.Botz2 (State FerBotz.Botz.Following:003C) Accessed None
ScriptWarning: Botz MH-Godz-Last-Chance{UM}.Botz3 (State FerBotz.Botz.Following:003C) Accessed None
ScriptWarning: Botz MH-Godz-Last-Chance{UM}.Botz4 (State FerBotz.Botz.Following:003C) Accessed None
ScriptWarning: Botz MH-Godz-Last-Chance{UM}.Botz5 (State FerBotz.Botz.Following:003C) Accessed None

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Re: FerBotz (new AI, global release 18)

Post by RocketJedi » Mon Aug 17, 2015 7:55 pm

is this a ferbotz issue, xc engine, or am i not loading something right?

Log: Bound to FerBotz.dll
Critical: appError called:
Critical: Can't find 'intABotz_PathLoaderexecclearArray' in 'FerBotz.dll'
Exit: Executing UObject::StaticShutdownAfterError
Critical: UPackage::GetDllExport
Critical: UFunction::Bind
Critical: UField::PostLoad
Critical: UStruct::PostLoad
Critical: UFunction::PostLoad
Critical: UObject::ConditionalPostLoad
Critical: (Function FerBotz.Botz_PathLoader.clearArray)
Critical: PostLoadObjects
Critical: UObject::EndLoad
Critical: UObject::StaticLoadObject
Critical: (Core.Class FerBotz.BotzMutator NULL)
Critical: UObject::ProcessEvent
Critical: (CTFGame CTF-Eagles-Jets.CTFGame0, Function Botpack.CTFGame.InitGame)
Critical: BeginPlay
Critical: UGameEngine::LoadMap
Critical: UXC_GameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: UGameEngine::Init
Critical: UXC_GameEngine::Init
Critical: UServerCommandlet::Main
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 08/17/15 14:49:44
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Re: FerBotz (new AI, global release 18)

Post by Chamberly » Mon Aug 17, 2015 9:31 pm

I never had this problem before, even with XC_GE. Hmm...
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Re: FerBotz (new AI, global release 18)

Post by Higor » Tue Aug 18, 2015 2:22 am

Try this DLL:
FerBotz_18_dll_symbolfix.7z

Code: Select all

void ABotz_PathLoader::execClearArray(FFrame &Stack, RESULT_DECL)
{
	P_FINISH;
	NavArray.Empty();
}
IMPLEMENT_RENAMED_FUNCTION(ABotz_PathLoader,-1,execClearArray,execclearArray);
The above IMPLEMENT_RENAMED_FUNCTION should generate a symbol for the lower case 'clearArray'
This happens because some other mod is generating the name 'clearArray' instead of 'ClearArray' before FerBotz is bound.

If the dll works I'll include that fix on next build.
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Re: FerBotz (new AI, global release 18)

Post by RocketJedi » Tue Aug 18, 2015 4:59 pm

tried it. server is now just boot looping. I cant seem to grab a log fast enough. i tried adding ferbotz as a command line start as well as mapvote. ill try the original dll again not using the command line start and try it using mapvote to load it see if that works. edit: no luck :(

weird that both dll files are exact ins size
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Re: FerBotz (new AI, global release 18)

Post by Higor » Tue Aug 18, 2015 6:19 pm

My VC++ 6.0 creates dll's in 4-by-4 kb lol.
You need some sort of log rotation though.

What I was thinking to do is a FOutputDevice wrapper that catches any log calls before they're printed onto the actual log.
So... whatever I'll explain this in XC_Engine.
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Re: FerBotz (new AI, global release 18)

Post by sektor2111 » Tue Aug 18, 2015 7:58 pm

Higor wrote:My VC++ 6.0 creates dll's in 4-by-4 kb lol.
You need some sort of log rotation though.
I would like to know small things about dealing with that VC++...

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Re: FerBotz (new AI, global release 18)

Post by Higor » Wed Aug 19, 2015 1:29 am

You can grab any MSVC, thing is, depending on your MSVC version you'll have to edit the UT public headers a bit...
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Re: FerBotz (new AI, global release 18)

Post by [rev]rato.skt » Fri Aug 28, 2015 4:24 am

I look FerBotz_18_dll_symbolfix.7z Sory, I have some bugs when the bots die are frozen...

My erro
[CMV] Loading settings:
[CMV] ===> MaxSpectators=12
[CMV] ===> MaxPlayers=16
[CMV] ===> bMultiWeaponStay=True
[CMV] ===> bTournament=False
[CMV] ===> FragLimit=15
[CMV] ===> GoalTeamScore=15
[CMV] ===> TimeLimit=25
[CMV] Spawning Mutators
[CMV] ===> AAAHitToneV2.AAAHitToneV2
Searching for Smart Scoreboard...
SUCCESS - A Smart Scoreboard is found
SmartDM 1.0.5 will use SmartDMScoreBoard105.SmartDMScoreBoard as its Scoreboard
Original Scoreboard determined as Botpack.TournamentScoreBoard
SmartDM 1.0.5 loaded successfully.
[CMV] ===> SmartDM105.SmartDM
appError called:
Can't find 'intABotz_PathLoaderexecclearArray' in 'FerBotz.dll'
Executing UObject::StaticShutdownAfterError
UPackage::GetDllExport
UFunction::Bind
UField::PostLoad
UStruct::PostLoad
UFunction::PostLoad
UObject::ConditionalPostLoad
(Function FerBotz.Botz_PathLoader.clearArray)
PostLoadObjects
UObject::EndLoad
UObject::StaticLoadObject
(Core.Class FerBotz.BotzMutator NULL)
UObject::ProcessEvent
(CacusMapVote DM-Deck16][.CacusMapVote0, Function CacusMapVote.CacusMapVote.PostBeginPlay)
ULevel::SpawnActor
(CacusMapVote)
UObject::ProcessEvent
(DeathMatchPlus DM-Deck16][.DeathMatchPlus0, Function Botpack.DeathMatchPlus.InitGame)
BeginPlay
UGameEngine::LoadMap
UXC_GameEngine::LoadMap
LocalMapURL
UGameEngine::Browse
UGameEngine::Init
UXC_GameEngine::Init
UServerCommandlet::Main
Can't find 'intABotz_PathLoaderexecclearArray' in 'FerBotz.dll'

History: UPackage::GetDllExport <- UFunction::Bind <- UField::PostLoad <- UStruct::PostLoad <- UFunction::PostLoad <- UObject::ConditionalPostLoad <- (Function FerBotz.Botz_PathLoader.clearArray) <- PostLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Core.Class FerBotz.BotzMutator NULL) <- UObject::ProcessEvent <- (CacusMapVote DM-Deck16][.CacusMapVote0, Function CacusMapVote.CacusMapVote.PostBeginPlay) <- ULevel::SpawnActor <- (CacusMapVote) <- UObject::ProcessEvent <- (DeathMatchPlus DM-Deck16][.DeathMatchPlus0, Function Botpack.DeathMatchPlus.InitGame) <- BeginPlay <- UGameEngine::LoadMap <- UXC_GameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- UGameEngine::Init <- UXC_GameEngine::Init <- UServerCommandlet::Main

Exiting due to error
Exiting.
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Re: FerBotz (new AI, global release 18)

Post by (G)ott » Thu Oct 08, 2015 5:52 pm

Wises wrote:@Higor
i read that XSQ has some exploit issues.. would be good and responsible if these issues were detailed and forwarded to (G)0tt for immediate rectification.

Please detail these issues here: viewtopic.php?f=34&t=6061
agree with it ;)

I know nothing about exploits.

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Re: FerBotz (new AI, global release 18)

Post by ShaiHulud » Wed Nov 04, 2015 12:38 am

While awake during a period of disrupted sleep last night, I had a strange only-semi-lucid thought about Ferbotz and BT that probably doesn't make sense.

I don't know anything about botpathing on maps. But might there be some way of recording the co-ordinates and actions of a player as they move through a map - sort of like recording a key sequence macro? If so, then maybe this could be "replayed" by a bot to mimic a BT player on a successful run. Maybe you could even introduce some randomness to the movments - jumping too early, dodging too late, shooting off-target - sometimes to make it seem less mechanical. Even a self-deprecating taunt from time-to-time when the bot fell to its death.

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Re: FerBotz (new AI, global release 18)

Post by Chamberly » Wed Nov 04, 2015 6:47 am

I have a demo somewhere one of the ferbotz doing bt on a MH map with a rainbow shock rifle... I don't remember the name of that map but if anyone can tell me I'll dig that up and record it for youtube. :mrgreen:
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