Game Development Community

GuideBot Beta 0.8

by Yuri Dobronravin · in Game Mechanics Kit · 02/11/2010 (10:57 am) · 151 replies

www.logicking.com/images/guideBot/guideBotLogoSmall.png
In this thread you can ask any questions about GuideBot Beta 0.8, which is due to be released on February, 12.

Read more at OUR BLOG.


GuideBot is still under active development so all your bug reports, comments, suggestions are highly appreciated.
#61
03/10/2010 (8:04 am)
Yuri. While we're on the subject of issues/bugs with GI-Bot, can you tell me why it lags relatively much when i spawn more than 1 bot. And why when i spawn two bots of different teams, only one of the bot shoots the other.
#62
03/10/2010 (8:10 am)
> GI-Bot, can you tell me why it lags relatively much when i spawn more
> than 1 bot. And why when i spawn two bots of different teams, only one
> of the bot shoots the other.

If it does so it's a bug. Will recheck it. Thanks for posting.

If you know other issues please post here. This is Beta and some bugs are inevitable. 0.8.1 version will be out in days, so we will fix as many as we can.
#63
03/14/2010 (9:33 pm)
I bought it. :)
I do like GMK so GB looked like a no-brain-er.
But... is there a TGEA build yet? not impatient, just excited.
#64
03/15/2010 (1:59 pm)
> I bought it. :)

Thanks, mate!

>But... is there a TGEA build yet? not impatient, just excited.

We will try to port it to TGEA in a month, if everything goes smoothly.
#65
03/25/2010 (5:19 am)
I dont know how the LOS is determined with the AI yet.
But it would be AWSOME to be able to specify a node for their Line Of Sight!
the way bots just spin in place looks awful, but if you could use their Eye node for LOS then I could animate the AI doing his looking around and work good too.
for example:
the AI: patrol to waypoint A Play "lookaround" animation (which would actually change his LOS instead of him spining to random directions) then resume patrol to waypoint B.

let the eye node animation drive LOS instead of the players bounding box. or at least let it be an editable field so we can change it!
Please :)

Just a thought i had when diggin up some old TGE projects I did, man did the AI in that look funny when they were scanning the area.
#66
03/29/2010 (11:55 am)
@Alaric
GI-Bot actually uses "Eye-node" to determine LOS. And when he do Look around anim it actually doing looking around.
But when Bot see the enemy it has no turn round animation, so it just spins toward the target.

But we have turn around anims in our plans :)
#67
04/04/2010 (9:53 am)
gmk w/guidebot crashing in release build. debug build runs fine but when I run the release build I get a crash when I click the play guide bot demo button in the main menu. also crashes when exit is pushed.
anyone else experiencing this?

clean build of T3D1.1Beta with GMK 1.2.8 and GuideBot 0.81
both release and debug of GMK worked fine before adding GuideBot.

also getting 7 errors when running guidebot demo in debug.
3 on load
scripts/server/weapon.cs (104): Unable to find object: '' attempting to call function 'RefreshWeaponHud'

scripts/client/logickingMechanics/init.cs (58): Unable to find object: 'GameScoreText' attempting to call function 'setText'

scripts/client/logickingMechanics/init.cs (58): Unable to find object: 'GameScoreText' attempting to call function 'setText'

and 4 on exit
tools/worldEditor/scripts/editor.ed.cs (174): Unable to find object: 'Editor' attempting to call function 'isEditorEnabled'

tools/worldEditor/scripts/editor.ed.cs (177): Unable to find object: 'Editor' attempting to call function 'close'

CDROP: 9027 local
*** ENDING MISSION
Exporting server prefs...
tools/worldEditor/scripts/editor.ed.cs (174): Unable to find object: 'Editor' attempting to call function 'isEditorEnabled'

tools/worldEditor/scripts/editor.ed.cs (177): Unable to find object: 'Editor' attempting to call function 'close'


If I try and run from the supplied guideBot.exe I get this at launch

Unable to load game library: C:Torque1.1bT3D1.1 Beta1_GMK_BGMy ProjectsGMK_GBgameguidebot.dll. Please make sure it exists and the latest DirectX is installed
#68
04/04/2010 (11:23 am)
here is the consolelog from attempting to run from my compiled .exe
//-------------------------- 4/4/2010 -- 14:18:09 -----
Processor Init:
   AMD (unknown), ~2.61 Ghz
   FPU detected
   MMX detected
   3DNow detected
   SSE detected
   SSE2 detected
   HT detected
   MP detected [1 cores, 4 logical, 1 physical]
 
Math Init:
   Installing Standard C extensions
   Installing Assembly extensions
   Installing FPU extensions
   Installing MMX extensions
   Installing 3DNow extensions
   Installing SSE extensions
 
Initializing platform...
Input Init:
   keyboard0 input device created.
   mouse0 input device created.
   DirectInput enabled.

Done
SFXFMODProvider - Could not locate 'fmodex.dll' or 'fmodexp.dll' - FMOD  not available.
GFX Init:
   Direct 3D (version 9.x) device found
   Direct 3D (version 9.x) device found
   Null device found

--------- Loading DIRS ---------

--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA GeForce GTS 250 (D3D9)
Device created, setting adapter and enumerating modes
   Cur. D3DDevice ref count=1
   Pix version detected: 3.000000
   Vert version detected: 3.000000
   Maximum number of simultaneous samplers: 16
   Number of simultaneous render targets: 4
   Hardware occlusion query detected: Yes
   Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
   o Chipset : 'GeForce GTS 250'
   o Card    : 'GeForce GTS 250'
   o Version : '8.17.0011.9713'
   - Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
   - Loading card profiles...
      - Loaded card profile core/profile/D3D9.cs
      - No card profile core/profile/D3D9.GeForceGTS250.cs exists
      - No card profile core/profile/D3D9.GeForceGTS250.GeForceGTS250.cs exists
      - No card profile core/profile/D3D9.GeForceGTS250.GeForceGTS250.81700119713.cs exists
 % - Initialized Core

--------- Initializing Directory: scripts ---------
sfxStartup...
SFXSystem::createDevice - created OpenAL device 'Generic Software'
   Provider: OpenAL
   Device: Generic Software
   Hardware: No
   Buffers: 16

--------- Initializing GMK_GB: Server Scripts ---------

--------- Initializing GMK_GB: Client Scripts ---------

--------- Initializing Lighting Systems ---------
Using Advanced Lighting
#69
04/04/2010 (11:24 am)
--------------
Attempting to set resolution to "1024 768 false 32 60 0"
Accepted Mode: 
--Resolution : 1024 768
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level 0
--------------
Illegal CodeBlock path detected (no mod directory): main.cs
Illegal CodeBlock path detected (no mod directory): main.cs
6: Cannot re-declare object [GunMetal].
Binding server port to default IP
UDP initialized on port 0
 % - Initializing Tools
 % - Initializing Tools Base
 % - Initializing Base Editor
 % - Initializing World Editor
 % - Initializing Sketch Tool
 - Initializing Datablock Editor
 % - Initializing Debugger
 % - Initializing Decal Editor
 % - Initializing Forest Editor
 % - Initializing Gui Editor
 % - Initializing Material Editor
 % - Initializing Mesh Road Editor
Failed to load profile bitmap (tools/meshRoadEditor/textEdit)
 % - Initializing Particle Editor
 % - Initializing Physics Tools
 % - Initializing River Editor
 - Initializing Road and Path Editor
 % - Initializing Shape Editor
Missing file: tools/shapeEditor/gui/shapeEdMountWindow.ed.gui!
Missing file: tools/shapeEditor/gui/shapeEdThreadWindow.ed.gui!
Engine initialized...
Window focus status changed: focus: 1
Exporting server prefs...
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
ArrayObject Listing:
Index   Key       Value
0    []    =>    8874
1    [bots]    =>    8875
2    [Players]    =>    8876
Object 'RocketExplosionFireEmitter' is not a member of the 'ParticleEmitterData' data block class
Object 'RocketExplosionSmokeEmitter' is not a member of the 'ParticleEmitterData' data block class
Object 'RocketExplosionSparkEmitter' is not a member of the 'ParticleEmitterData' data block class
Object 'RocketExplosionSpark2Emitter' is not a member of the 'ParticleEmitterData' data block class
Object 'RocketSubExplosion1' is not a member of the 'ExplosionData' data block class
Object 'RocketSubExplosion2' is not a member of the 'ExplosionData' data block class
Validation required for shape: art/shapes/actors/SpaceOrc/SpaceOrc.dts
Validation required for shape: art/shapes/actors/SpaceOrc/SpaceOrc.dts
Validation required for shape: art/shapes/actors/Elf/Elf.dts
Validation required for shape: art/shapes/actors/Elf/Elf.dts
Object 'RocketLauncherShell' is not a member of the 'DebrisData' data block class
Namespace::unlinkClass - cannot unlink namespace parent linkage for WeaponImage for ShapeBaseImageData.
#70
04/08/2010 (10:21 am)
@Donald Teal
We have such problem in the previous version of Guide Bot, but I thought we have fixed it in the 0.8.1 version.

Are you sure you use latest version, not the 0.8.0?
#71
04/08/2010 (2:25 pm)
guideBot_t3d_beta081_gmk.zip is what I am using with t3d1.1beta and gmk 1.2.8
#72
04/09/2010 (5:33 pm)
I can confirm this to. I'm using both guideBot_t3d_beta081_gmk.zip and t3d1.1beta and gmk 1.2.8. The game crashes when I press the play button.
#73
04/10/2010 (6:06 pm)
Same here.
#74
04/11/2010 (5:48 am)
The possible problem is that guideBot.lib file from the package was built with VC2005.

One of our users - Kaj Wikman suggested the solution to make sure you're recompiling guideBot.lib by your own compiler.

To do this you have to recheck dependencies of the project:

Check name of file created while compiling you Guide Bot project.
It maybe something like this libGuideBot.lib, but not guideBot.lib - the default name in the package.


Remove dependency lib folder from linker and the "guideBot.lib" file and replace it instead with "libGuideBot"

We will recheck the issue but probably it's the source of a problem.

#75
04/11/2010 (1:19 pm)
So in Project Dependencies, I checked "libGuideBot" and removed the 2 lib files that came with the pack. And in the Additional Dependencies, I changed the guideBot.lib to libGuideBot.lib and recompiled.

Basically did what Yuri said and the game doesn't crashed when I press the play button.

I think I found a bug with the GMK editor. I added a SoftSphere to the mission and then went to try adding another object and the Object Templates List isn't displaying anything.
#77
04/11/2010 (7:02 pm)
Sweet! That fixed the Template List. Thanks Donald!
#78
04/11/2010 (7:04 pm)
and the fix above for the release build
all I ended up doing was changing the additional dependencies from
guideBot.lib to libGuideBot.lib and recompiled.

fixed it for me without all the other changes.
#79
05/10/2010 (3:45 am)
is the TGEA port in sight? hopefully? :)
#80
05/10/2010 (3:50 am)
>is the TGEA port in sight? hopefully? :)
Yes.
I have working version on TGEA already, but it need some fixes to TGEA animations to support all features of GI-Bot. I planned to released it couple of weeks ago but switched to other work I have to finished.