My first proposal is a big issue stated by all : the instability of bots in certain maps. So for my first proposal for the urban terror dev team is this: is there way to increase bots stability and performance in the maps that already support them (even the 3rd party maps) ?
During my tests i noticed that bots are more "smart" in a FFA game, after that comes TDM, CTF(in some maps), Bomb Mode(but they dont plant the bomb or try to defuse it).
My second proposal regards maps, especially maps that support bots, even 3rd party maps. As we know bots are supported (in a way or another) on the followings maps : Abbey, Algiers, Austria, Dressing room, Firing Range, Mandolin, Riyadh, Prague, Toxic, Uptown and on the following 3rd party maps during my tests : padgarden, padkitchen, padshop, runtfest, ut4_boxtrot_v1, ut4_orb, ut4_paradise, ut4_superman_b4, ut4_village, ut4_vypla, ut_berch, ut_forrest, ut_laneway and ut_laneway_2, ut_liquid, ut_nuclear, ut_once, ut_paese, ut_scottbase, ut_stone_ville . But as we all know 3rd party maps causes crashes if more than one 3rd party map is located in the q3ut4 folder, so my proposal is this : can the dev team find a way to merge the 3rd party maps that support bots with the existing map pack and thus eliminating crashes ?
If needed i offer my self as a volunteer as tester and i hope that my proposals don`t look to sci-fi for the dev team
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My proposals for the new version of urban terror : maps and bots
#2
Posted 18 June 2009 - 01:21 PM
that was the most polite request I've seen in some time.
but to tell you the truth bot support isn't a major priority for them at this current time. they are working their asses off on other things.
bo tsupport are on the dev teams "todo" list (its just one of the bottom few)
but to tell you the truth bot support isn't a major priority for them at this current time. they are working their asses off on other things.
bo tsupport are on the dev teams "todo" list (its just one of the bottom few)
#4
Posted 18 June 2009 - 04:35 PM
I would love to see smatter bots but there is just one huge massive problem. Programming bots is not your run of the mill type of conditional programming and falls under the heading of AI so we would need someone who could program in fuzzy logic to do it right.
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#6
Posted 18 June 2009 - 05:34 PM
Quote
I would love to see smatter bots but there is just one huge massive problem. Programming bots is not your run of the mill type of conditional programming and falls under the heading of AI so we would need someone who could program in fuzzy logic to do it right.
I understand... But what about a map pack that may include the 3rd party maps? and of course solving the issue with them crashing if, as i said on my first post, 2 or more 3rd party maps are in the same folder and there are bots on the map . Integrating them in the original pack of maps may offer a solution to the crash issue ?
#7
Posted 18 June 2009 - 07:51 PM
Well personally I don’t have a problem with bots crashing UrT. I’ve had as many as 10 going all at once and could have add more if I had changed the allowable number for the map I was on.
My solution was simply typing “seta com_hunkmegs "1024"” in the counsel. Granted this is on a 64 bit machine but I see no reason it could not work on a 32 bit system.
I’m not sure just how the mod handles files these days but in the past the Q3 engine first looks to the pk3 file if you have things set up as sv_pure 1 and will load in and will try to override any other assets in the main file. It’s kind of an anti-cheat to prevent anyone from adding content that has been modified if you have your pure setting set to 1.
To be able to access the information contained in the files fast at least the file naming has to be loaded into memory. In the good old days this was not a problem since we were dealing in the megabyte region but today we deal in gigabytes and much larger maps and assets.
Com_hunksmegs, and granted I’m no programmer, simply set aside an amount of memory that outside modifications can be stored. Since adding a bot is considered an outside resource the engine will attempt to load what is required to run them into the area of memory that was put aside to handle the inclusion. If you don’t put aside enough reserved memory the bot will still load in but the data will leak out of the reserved memory and cause the game to crash.
It’s been ages since I’ve done anything in the area of the Q3 engine and I’m assuming that the ioQuake engine still uses the base code but this is how we use to fix the problem old school wise.
Give it a shot and let me know if it solves the problem of crashing.
My solution was simply typing “seta com_hunkmegs "1024"” in the counsel. Granted this is on a 64 bit machine but I see no reason it could not work on a 32 bit system.
I’m not sure just how the mod handles files these days but in the past the Q3 engine first looks to the pk3 file if you have things set up as sv_pure 1 and will load in and will try to override any other assets in the main file. It’s kind of an anti-cheat to prevent anyone from adding content that has been modified if you have your pure setting set to 1.
To be able to access the information contained in the files fast at least the file naming has to be loaded into memory. In the good old days this was not a problem since we were dealing in the megabyte region but today we deal in gigabytes and much larger maps and assets.
Com_hunksmegs, and granted I’m no programmer, simply set aside an amount of memory that outside modifications can be stored. Since adding a bot is considered an outside resource the engine will attempt to load what is required to run them into the area of memory that was put aside to handle the inclusion. If you don’t put aside enough reserved memory the bot will still load in but the data will leak out of the reserved memory and cause the game to crash.
It’s been ages since I’ve done anything in the area of the Q3 engine and I’m assuming that the ioQuake engine still uses the base code but this is how we use to fix the problem old school wise.
Give it a shot and let me know if it solves the problem of crashing.
#8
Posted 18 June 2009 - 08:55 PM
I don`t have no problems with bots on the maps that support them(i`m talking about the urban terror map pack) but i will try to use that setting when playing a map just like ut4_casa or ut4_turnpike that for me ends with a crash after a few seconds .
My current seta com_hunkmegs is 256 , i will post back if 1024 makes a difference on those maps (casa and turnpike)
Later edit: no, it seems that it does not work for me the maps crash .
My current seta com_hunkmegs is 256 , i will post back if 1024 makes a difference on those maps (casa and turnpike)
Later edit: no, it seems that it does not work for me the maps crash .
#9
Posted 18 June 2009 - 09:05 PM
I would be satisfied with the bots just working on all the official maps, and not crashing servers. Like I'll add 6 bots on abbey and it crashes the map? And then there's other maps that don't support them. I'm not sure what the issue is, but having working bots like in previous versions would be really nice.
#10
Posted 18 June 2009 - 09:11 PM
Quote
I would love to see smatter bots but there is just one huge massive problem. Programming bots is not your run of the mill type of conditional programming and falls under the heading of AI so we would need someone who could program in fuzzy logic to do it right.
I'm curious, and have the credentials to actually be able to fix this. If this really is something FS is interested in doing, I'm happy to give it a shot. However, it should be noted that maps require correct AAS files so that bots aren't total morons (this is why on algiers CTF the blue bots sit in spawn)
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