jswigart / omni-bot Goto Github PK
View Code? Open in Web Editor NEWOmni-bot is a first person shooter bot frameworkfor AI controlled multiplayer opponents in several popular FPS games and engines
Home Page: http://www.omni-bot.com
Omni-bot is a first person shooter bot frameworkfor AI controlled multiplayer opponents in several popular FPS games and engines
Home Page: http://www.omni-bot.com
Manjaro Linux x86_64 latest stable
Self compile using BOOST systemlib 1.76.0-2
The affected callstack shows from the weapon_defaults.gm (the first executed file usually?) but it also happens if you execute anything from the console command script run as well.
Has anyone experienced problems like this in the gmex dep source before?
I try to build omni-bot on 64-bit linux. Unfortunately there isn't any README,
INSTALL file exists, nor there are any documentation in the wiki.
I've tried executing the 'bjam' executable from the root folder, but it fails :
$ ./bjam
Unable to load Boost.Build: could not find "boost-build.jam"
---------------------------------------------------------------
Attempted search from /opt/projects/omnibot-src/Omnibot up to the root
and in these directories from BOOST_BUILD_PATH and BOOST_ROOT:
/usr/share/boost-build.
Please consult the documentation at 'http://www.boost.org'.
What are the prerequisites? What should be compiled and linked together to form
the shared library ?
Original issue reported on code.google.com by [email protected]
on 16 Mar 2011 at 1:56
Sorry if this is a bad place to ask this. I've been trying to figure this out for a long time. How do I add a bot that uses a particular weapon every time for Wolfenstein: Enemy Territory?
-When I add bots via /bot addbot 1 1, I sometimes get names not defined in et_botnames_ext like "Omnibot[1]" and they don't follow the weapons I set in et_botnames_ext. Sometimes it adds bots with names defined in et_botnames_ext but for another class, so as a solider they use a random weapon.
-Is there a way manually add a specific bot using a specific bot weapon profile? I want to /bot addbot 1 1 Tanz and always get a soldier with flamethrower and /bot addbot 1 1 Grob and always get a solider with MG42, etc instead of leaving it to chance whether I get Tanz or Grob when adding bots without specifying a name.
adlerhorst_te, add 20 bots and it should crash within a minute. if not,
map_restart.
callstack:
> omnibot_et.dll!Wm3::Vector3<float>::operator=(const Wm3::Vector3<float> &
rkV={...}) Line 58 + 0x6 bytes C++
omnibot_et.dll!Path::PathPoint::operator=(const Path::PathPoint & __that={...}) + 0x1a bytes C++
omnibot_et.dll!Path::GetCurrentPt(Path::PathPoint & _pt={...}) Line 78 C++
omnibot_et.dll!AiState::FollowPath::Update(float fDt=32.549999) Line 1439 C++
omnibot_et.dll!StateChild::UpdateState(float fDt=32.549999) Line 1216 + 0x16 bytes C++
omnibot_et.dll!State::InternalUpdateState() Line 383 + 0x16 bytes C++
omnibot_et.dll!StateSimultaneous::UpdateState(float fDt=0.050000001) Line 928 + 0x8 bytes C++
omnibot_et.dll!State::InternalUpdateState() Line 383 + 0x16 bytes C++
omnibot_et.dll!StateSimultaneous::UpdateState(float fDt=0.050000001) Line 928 + 0x8 bytes C++
omnibot_et.dll!State::InternalUpdateState() Line 383 + 0x16 bytes C++
omnibot_et.dll!StateSimultaneous::UpdateState(float fDt=0.050000001) Line 928 + 0x8 bytes C++
omnibot_et.dll!State::InternalUpdateState() Line 383 + 0x16 bytes C++
omnibot_et.dll!StateFirstAvailable::UpdateState(float fDt=0.050000001) Line 1010 + 0xe bytes C++
omnibot_et.dll!State::InternalUpdateState() Line 383 + 0x16 bytes C++
omnibot_et.dll!State::RootUpdate() Line 317 C++
omnibot_et.dll!Client::Update() Line 149 C++
omnibot_et.dll!IGame::UpdateGame() Line 662 + 0x49 bytes C++
omnibot_et.dll!IGameManager::UpdateGame() Line 251 + 0x15 bytes C++
omnibot_et.dll!BotUpdate() Line 88 C++
and the function:
//----------------------------------------------------------------------------
template <class Real>
Vector3<Real>& Vector3<Real>::operator= (const Vector3& rkV)
{
x = rkV.x; <------------- here. rkV is null
y = rkV.y;
z = rkV.z;
return *this;
}
Original issue reported on code.google.com by [email protected]
on 12 Oct 2010 at 3:59
I would like to eventually create cmake build scripts for omni-bot to more easily target a variety of windows compiler platforms and linux ones as well.
Resolution can go up only to 1600*1200, and also command fix for broken fov is not working :
/cg_fixedaspect 2. In iortcw mp, this command works fine until I launch this mod, when I do that, game reverts to broken fov and when I type command in console and restart, nothing changes.
Hey guys,
I've been trying to make this work but I'm hopeless now, I need some help.
In my ET:Wolf server I have some maps in panza mode. The problem is that when those maps ends the bots don't change class during the next map warmup. This cause that at the start of the map all bots are soldier and it's not good.
I've been searching through the bots file and found out this on the goal_classmanager.gm file:
// cs: let them /kill in warmup so transitions from snipe or panzer maps wont take forever for correct classes to be used
if ( !this.OnlyWhileDead || GetGameState() != "Playing" ) {
this.CheckForClassChange();
}
This is exactly what I need. Too bad that it does not work :'(
I'm running ET 3.00 with Jaymod 2.2.0, EnhMod V1.0.9e and omni-bots 0.87.
Can someone help me?
Thanks, Totten.
Hello
Is it possible that support for the Tremulous is added inside Omnibots?
I know that on the old forum there was topic and that someone asked this question before.
I would like to ask it again :)
Thanks
hey,
i tried to compile the code on a rpi, but i get following error
[root@alarmpi linux]# ./buildrtcw.sh
/home/mezo/boost_1_44_0/tools/build/v2/build/project.jam:266: unbalanced parentheses
^[[Awarn: Unable to construct ./dl_lib
warn: Unable to construct cgame/boost_datetime
warn: Unable to construct cgame/boost_datetime
warn: Unable to construct cgame/boost_datetime
warn: Unable to construct cgame/cgame.mp.i386.so
warn: Unable to construct ./dl_lib
warn: Unable to construct game/qagame.mp.i386.so
warn: Unable to construct ui/ui.mp.i386.so
...found 1 target...
Been trying to find omnibot waypoints for these maps if anyone can help would be great
some of the maps dont have waypoints at the mpment so please dont pick these maps _M4CHiN3
blitz_final
adlernest_desert
CaptureTheBox_R1
ea_base2
ctf_poola
complex_b3
osiris_final
mario_b3 works
fp_jaden
kta_massacre
king_of_the_hill
London goldrush
Could ARM architecture be officially supported to be able to install omnibot on RPI?
Hi all,
I'm using the latest x64 version of iortcw 1.51c dated 16/03/19. This port comes with new cvars 'cg_fixedaspect' and 'cg_fixedaspectfov' so you can run the game in widescreen resolutions while maintaining the game's native aspect ratio so the weapon models aren't cut off.
However when I run iortcw with omnibot this features does not work, the game still acknowledges the commands are set correctly but they don't take effect, what's weird is normally in iortcw you can set resolutions with different aspect ratios (4:3, 16:9 and 16:10) in the menu, however when running omnibot these aren't available and it reverts back to vanilla RTCW resolution choices.
It looks to me like the 64bit patch (omni-bot_0_87_RTCW_64bit.zip) needs updating to correspond with the latest changes in the iortcw release. I've duplicated the settings in the config files for both native iortcw and iortcw with omnibot and it still doesn't work.
Am I missing something or does something need updating on your end? Without the widescreen fix their is no point in playing Omnibot with iortcw for the time being.
Hi,
I have an issue with a random bot becoming immune to damage. As far as I know, this only occurs intermittently on the map 'mp_rocket' and only on the Allied team every couple of rounds. The Allied bot in question will either move normally with seemingly no hit-box or slide across the floor as a corpse, again, immune to damage. I've witnessed the second example occur after a bot is revived by a medic. As I stated, this seems to occur at random, ranging from 1 or 2 minutes into a match, or in the last 4 minutes every other round or so.
I've tried a re-install to no avail.
I'm running a Windows 10 64bit system, 8GB RAM, INTEL HD graphics, Vanilla RTCW 1.4mp, and the omni-bot_0_87_RTCW.zip file download.
Hello. I have decided to return to Return to Castle Wolfenstein (ha!), but have been unsuccessful in finding the installation and usage procedures of the Omni-Bot. When I found this repository, one of the first things I tried was open the wiki, however I had little success.
Following my intuition has helped me load the Omni-Bots from the Mods menu (under Options, in the main menu), however they never spawn, even after setting CVars like bot_enable 1
and bot_minplayers 20
. Do I need to open a map with \devmap
specifically? If so, is there a way to spawn the bots whilst still opening the listen server from the standard Multiplayer menu?
Tip: if you simply fear that writing the wiki now could make it invalid and misleading for future releases, it can help writing a changelog, and adding "wiki update" milestones (in the Issues tab) for each version released. Better yet maybe, make a summary of what specific changes may be needed to the wiki in said changelog, pruning more technical details that would go better in the auto-generated documentation you already have.
Alternatively, put the documentation in the repository itself instead, and ditch the wiki (or link to said docs in the GitHub Pages website). It can be as simple as using a Markdown renderer (e.g. MkDocs) to generate necessary HTML in the gh-pages branch (through a git hook script or some other sort of update script), while keeping the original Markdown documentation in master so it can be viewed properly from GitHub's code browser.
Cheers! :)
The omnibot download for the compiled version of omni bot was lost when the website was changed, anyone have a download or can someone compile it for me?
the goal should retain its current functionality plus add support for optional
facings / aim positions.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 6:50
i downloaded omnibot version 0.90 and you forgot to edit this img. i get this msg when a map is loading.
other curious thing is this after a round is finished.
g_unlockWeapons
Unlock all weapons for all classes
default 0, 1 to unlock weapons
with this cmd medic, engies shouldn't drop their weapon right? but is not working if u can check.
ET: Legacy does separate between install and user files. The OB config file isn't updated in game when the user hasn't got priviledges to write into install path (fs_basepath).
ET: L basic install structure:
fs_basepath = programm files\ETL
fs_homepath= user documents folder
This is extremely annoying when a common user starts a listen server and wants to change the bot config via UI or console.
hello,
i was looking though source and i found that it should be implemented,
but doing v31 ingame (Follow me!) doesn't seem to work, meanwhile v21 and v22 (Need medic/ammo) work
does it have to be explicitly implemented in game mod?
Regards
Kimi|AHK
Most of the boost usage can be removed in favor or C++11 / C++14. MSVC 2013 and 2015 should support everything needed. FS obviously needs to stay (IDK about ENABLE_DOWLOAD stuff) and/or interprocess if that is still being used, dynamic_bitset seems to be the only thing not replaceable.
Probably don't need for interface code at all.
boost::shared_array can be a unique_ptr<char[]>
hash_map has long since been deprecated, unordered_map<> is the preferred container.
from N!TROX:
On windows servers, if you use /bot kickall, server randomly crashes (most of
the time when there are more than 20 bots).
I started running stresstest and it caused crashes too.
suggested repro is:
/bot maxbots 40
/bot stresstest
Original issue reported on code.google.com by [email protected]
on 2 Sep 2010 at 6:54
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