|
|
 |
 |
 |
 |
|
 |
 |
|
 |
 |
|
 |
|
Development::Bots Forum for bots. |
 |
|
 |

05-14-2007, 11:52 AM
|
Demi-God
|
|
Join Date: Jul 2006
Posts: 1,552
|
|
I don't know if you've put any effort into the linux/makefiles, but I thought I'd post for you an error I am getting compiling the source under FC4, with gcc 4.0.2:
Code:
npc.o(.text+0x9d1): In function `NPC::Process()':
/home/eqemu/build/EQEmu-EQOffline/zone/npc.cpp:563: undefined reference to `Mob::BOT_Process()'
npc.o(.text+0xa0d):/home/eqemu/build/EQEmu-EQOffline/zone/npc.cpp:565: undefined reference to `Mob::PET_Process()'
npc.o(.gnu.linkonce.r._ZTV3NPC[vtable for NPC]+0x16c): undefined reference to `NPC::Bot_AI_IdleCastCheck()'
npc.o(.gnu.linkonce.r._ZTV3NPC[vtable for NPC]+0x170): undefined reference to `NPC::Bot_AI_EngagedCastCheck()'
pets.o(.gnu.linkonce.r._ZTV3Pet[vtable for Pet]+0x16c): undefined reference to `NPC::Bot_AI_IdleCastCheck()'
pets.o(.gnu.linkonce.r._ZTV3Pet[vtable for Pet]+0x170): undefined reference to `NPC::Bot_AI_EngagedCastCheck()'
horse.o(.gnu.linkonce.r._ZTV5Horse[vtable for Horse]+0x16c): undefined reference to `NPC::Bot_AI_IdleCastCheck()'
horse.o(.gnu.linkonce.r._ZTV5Horse[vtable for Horse]+0x170): undefined reference to `NPC::Bot_AI_EngagedCastCheck()'
collect2: ld returned 1 exit status
make[1]: *** [zone] Error 1
make[1]: Leaving directory `/home/eqemu/build/EQEmu-EQOffline/zone'
make: *** [all] Error 2
I don't know enough C to read what this means, except that something appears to be missing. Like a dependency on the new .cpp file(s) maybe? If you can advise, I'd love to check this out. No hurries. My vacation is over, back to work F/T+ for me! sigh...
|
 |
|
 |

05-14-2007, 05:35 PM
|
Discordant
|
|
Join Date: Jun 2003
Posts: 345
|
|
tranquiltwist> You have to launch worlddebug.exe then zonedebug.exe
John Adams> I didn't try to compile the code under Linux but it seems that you need to add botAI.cpp and petAI.cpp to your project.
Mag
|

05-15-2007, 01:45 AM
|
 |
The PEQ Dude
|
|
Join Date: Apr 2003
Location: -
Posts: 1,988
|
|
This is an excellent project, and I can even see a very good use for it in the normal EQ code. One of the biggest problems PEQ has is the players have to multi box to get to the higher content (some players multi box 6 clients at once... how they do it is my question) This code could help with that problem a bit. I have a couple of questions though.
1. Could you tie this system into the rules system so the server op can control how many bots a player can have at once? By level (1-15, 16-35, 36-55, 56-75, just examples) would be wonderful.
2. Could you diff your changes so they can be integrated into the ever changing EQEmu code easily?
Great work, I am impressed with how fast this project became a reality.
|

05-15-2007, 07:45 AM
|
Fire Beetle
|
|
Join Date: Apr 2006
Posts: 28
|
|
on top of the original world and zone exes? or... alone?
if I run JUST worlddebug and zonedebug I can't zone once i get into the game... and if I run them on top worlddebug.exe crashes.
sorta confused :(
[it says "this zone is not ready to receive visitors yet.. please try again in a few moments."]
I've tried any combo of them... i either get bots and can't zone or i get to zone and no bots. o_O
Last edited by tranquiltwist; 05-15-2007 at 03:48 PM..
|

05-15-2007, 12:32 PM
|
 |
Sarnak
|
|
Join Date: Nov 2005
Posts: 62
|
|
Quote:
Originally Posted by tranquiltwist
on top of the original world and zone exes? or... alone?
if I run JUST worlddebug and zonedebug I can't zone once i get into the game... and if I run them on top worlddebug.exe crashes.
sorta confused :(
[it says "this zone is not ready to receive visitors yet.. please try again in a few moments."]
I've tried any combo of them... i either get bots and can't zone or i get to zone and no bots. o_O
|
Just double click on zonedebugperl.exe again, each window = a second, third..ect. available zone.
__________________
"Cherish your family and friends for you are truly poor without them. With them, you can merge to form Devastator."
"There's no place like 127.0.0.1"
|
 |
|
 |

05-15-2007, 01:17 PM
|
Fire Beetle
|
|
Join Date: Dec 2005
Posts: 8
|
|
I am having a problem with zonedebugperl.exe. I get this error after i select a character.
HTML Code:
AppName: zonedebugperl.exe AppVer: 0.0.0.0 ModName: zonedebugperl.exe
ModVer: 0.0.0.0 Offset: 0002034e
I am using
# Fresh Titanium install
# MySQL 4.0.23.
# ActiveState Perl 5.8
# EQEmulator Map Files
# cavedude's ServerPack 3.6
# MySQLCC
-- I added Magoth's exe's to my eq directory... and added those queries from the readme.
My eqemu server works normally. I start with minilogin.exe, then world.exe, then zone.exe. But when I use Magoth's exe's i cant get past the character select screen. I even tried using minilogin.exe with worlddebug.exe and the ZONE.exe and it worked. I tried using minilogin.exe, world.exe and zonedebugperl.exe but zonedebugperl.exe crashed.
>I did not know what logs to include in this post, but if you need more information or logs i will gladly supply them.
Last edited by dudeman123; 05-15-2007 at 09:20 PM..
|
 |
|
 |
 |
|
 |

05-15-2007, 03:06 PM
|
 |
Sarnak
|
|
Join Date: Nov 2005
Posts: 62
|
|
Quote:
Originally Posted by dudeman123
I am having a problem with zonedebugperl.exe. I get this error after i select a character.
HTML Code:
AppName: zonedebugperl.exe AppVer: 0.0.0.0 ModName: zonedebugperl.exe
ModVer: 0.0.0.0 Offset: 0002034e
I am using
# Fresh Titanium install
# MySQL 4.0.23.
# ActiveState Perl 5.8
# EQEmulator Map Files
# cavedude's ServerPack 3.6
# MySQLCC
-- I added Magoth's exe's to my eq directory... and added those queries from the readme.
My eqemu server works normally. I start with minilogin.exe, then world.exe, then zone.exe. But when I use Magoth's exe's i cant get past the character select screen. I even tried using minilogin.exe with worlddebug.exe and the ZONE.exe and it worked. I tried using minilogin.exe, world.exe and zonedebugperl.exe but zonedebugperl.exe crashed.
>I did not know what logs to include in this post, but if you need more information or logs i will gladly supply them.
|
Try Minilogin.exe, worlddebug.exe,zonedebugperl.exe...I use zonedebugperl.exe twice so that I can move from one zone to another.
__________________
"Cherish your family and friends for you are truly poor without them. With them, you can merge to form Devastator."
"There's no place like 127.0.0.1"
|
 |
|
 |
 |
|
 |

09-01-2007, 09:34 PM
|
Discordant
|
|
Join Date: Aug 2006
Posts: 394
|
|
Quote:
Originally Posted by cavedude
This is an excellent project, and I can even see a very good use for it in the normal EQ code. One of the biggest problems PEQ has is the players have to multi box to get to the higher content (some players multi box 6 clients at once... how they do it is my question) This code could help with that problem a bit. I have a couple of questions though.
1. Could you tie this system into the rules system so the server op can control how many bots a player can have at once? By level (1-15, 16-35, 36-55, 56-75, just examples) would be wonderful.
2. Could you diff your changes so they can be integrated into the ever changing EQEmu code easily?
Great work, I am impressed with how fast this project became a reality.
|
I could not agree more, and I believe that this is TOO good not to be folded into the regular emu source as an optional feature on live servers.
__________________
--
Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
|
 |
|
 |

09-02-2007, 07:09 AM
|
Discordant
|
|
Join Date: Jun 2003
Posts: 345
|
|
Thanks.
In the actual state, it would be really difficult to plug the eqoffline code into the last emu sources because of all the changes. And my code isn't clear.
That's why I'm actually rewriting everything related to bots, based on the last official emu sources. I want to make it a "separate" project that you just could add or not into the official sources easily, just like the Guildwars code.
That's not very hard to do but it takes a lot of time as a lot of functions need to be customized for bots.
Mag
|

09-02-2007, 02:17 PM
|
Demi-God
|
|
Join Date: Jul 2006
Posts: 1,552
|
|
Meh, not to blow my own horn, but I am not a c++ coder and I got the bots working in 1031 (I think) with little effort, just hours of time comparing things with windiff. =)
You never did get back to me that my port worked to your standards, but I understand you are re-writing anyway - so that's why I hadn't bothered you with it. I am very anxious to use Bots in a multi-player custom server. Hopefully that's the direction this is going.
|
 |
|
 |

09-02-2007, 10:00 PM
|
Discordant
|
|
Join Date: Aug 2006
Posts: 394
|
|
Quote:
Originally Posted by Magoth78
Thanks.
In the actual state, it would be really difficult to plug the eqoffline code into the last emu sources because of all the changes. And my code isn't clear.
That's why I'm actually rewriting everything related to bots, based on the last official emu sources. I want to make it a "separate" project that you just could add or not into the official sources easily, just like the Guildwars code.
That's not very hard to do but it takes a lot of time as a lot of functions need to be customized for bots.
Mag
|
I understand that completely, but at the same time, as this project picks up more and more steam, I would like to recommend folding it into the eqemu code (so that it can keep up with the main source tree more easily), as a long-term goal.
I would imagine that if it was planned properly and the eqemu dev community was on board, that it could be done using includes so as to not turn the main code base into spaghetti. Then perhaps a global environment variable can be added that will either compile in the bot code or not.
__________________
--
Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
|
 |
|
 |

09-03-2007, 03:37 AM
|
Discordant
|
|
Join Date: Jun 2003
Posts: 345
|
|
That's true but I can't believe that the EQEmu dev would accept to keep the actual bots code in the official tree and they would be right.
John> Great job on 1031 port but as I've mentionned everything can be done with diffs. The code just stays the same and modify a lot of things in the official tree.
Technically, what I'm actually doing is to make a public class called Bots that inherits the NPC class. This way I can code the virtual methods that are customized for the bots without modifying the official Entity>Mobs>NPC codes.
Everything related to bots (Stats, Equipment, Attacks, AIs, Orders) are coded in this new class.
The Raid class will stay the same but will have some improvments.
What will be left will be the group thing and that will be an issue. I'm actually wondering how I can make the group working for both players and bots with a minimum of official code modifications.
Mag
|
 |
|
 |

05-15-2007, 07:12 AM
|
Demi-God
|
|
Join Date: Jul 2006
Posts: 1,552
|
|
Quote:
Originally Posted by Magoth78
John Adams> I didn't try to compile the code under Linux but it seems that you need to add botAI.cpp and petAI.cpp to your project.
|
Thanks Mag, I'll check into it and let you know how Linux goes.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 12:17 PM.
|
|
 |
|
 |
|
|
|
 |
|
 |
|
 |