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  #1  
Old 08-01-2009, 10:03 PM
Taurinus
Hill Giant
 
Join Date: Jul 2009
Location: Southern United States
Posts: 107
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WildcardX,

I have found a few rather nasty bugs.

When raiding Crushbone for a dragoon dirk, my bot group encountered the Fabled Ambassador DVinn. The fight of course happened on the spot where DVinn spawns. In order to position my cleric, druid, and enchanter bots to give them better LOS to DVinn I used #bot group summon. The first bug I encountered is that immediately upon the enchanter being summoned to my position, his pet immediately went crazy and basically killed DVinn in a matter of a couple of seconds. It performed about 50 melee rounds uninterrupted as though it were super-hasted.

The second bug is that the kill yielded no EXP and DVinn poofed.

The third bug is that #bot group summon appears to be able to instantly crash the entire zone. It does not always happen, but it is often.

Details:

Latest build from SVN as of this posting with latest PEQ database as of this posting (modded with Bots.sql from the same SVN update).

Thanks for all your hard work, and keep it up!
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  #2  
Old 08-01-2009, 10:17 PM
WildcardX
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Join Date: Apr 2003
Posts: 589
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I haven't been able to recreate any of these issues. Can anyone else replicate these bugs?
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  #3  
Old 08-03-2009, 07:26 PM
Taurinus
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Join Date: Jul 2009
Location: Southern United States
Posts: 107
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WildcardX,

The bug affecting bots with pets seems to be related to pathing. I cannot replicate the bug UNTIL the bot's pet ends up against a wall or other object. The little hut in Crushbone with the Orc Scoutsman is where I can get it to happen with great frequency. When the pet gets "hung" on the back wall, the endless attacks occur. Also it seems to happen most when the pet is positioned behind the mob.

Also I have an issue with 'bots' table in the database. I cannot remove bots from the table (via Empty or Truncate with NaviCat) due to foreign key constraints. This may be related to some ineptitude on my part, but I cannot get it to work.

Quick question: Do you plan to add GM bot editing commands since #npcedit will no longer apply to bots?

I think the work you are doing is great, WildcardX. Please keep it up!
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  #4  
Old 08-03-2009, 08:46 PM
leslamarch
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Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
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More testing...
Ok this time I used a Barb BL and for the bots I had Barb warrior, and DE cleric. I have screen shots to maybe help understand what I'm talking about. Everything is a fresh install, Eqemu rev 880 and PEQ Rev859.
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  #5  
Old 08-03-2009, 11:07 PM
Taurinus
Hill Giant
 
Join Date: Jul 2009
Location: Southern United States
Posts: 107
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WildcardX,

I've found a few more things that might need looking at.

Using '#bot spawnraid' can spawn the bots, but have them appear 'grayed-out' in the party window (as though they were clients in another zone).

There seems to be an aggro problem (a HUGE one) possibly related to leslamarch's problem. Take your bot group to Mistmoore and attack something. Soon you will have what appears to be the entire zone upon you. I couldn't confirm it was the whole zone, but it looked like what happens with #aggrozone.

Giving a bot a weapon with a proc that they cannot proc yet yields the message "Your pet's will is insufficient...".

There is a bug in that the client sends something like OP_FloatListThing (approximate name...not sure on that) and that results in the client getting disconnected.

Cancelling trade with a bot can make an item appear to *poof* (not visible in the client inventory or on the cursor). When you attempt to trade another item to the bot, it gets the item that poofed.

Bots appear to be running past the mob, in a straight line in the direction they are facing, but then warp back to their actual location (looks like classic lag effects between clients).

One of my human monk bots has a different face each time she shows up. lol
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  #6  
Old 08-03-2009, 11:39 PM
WildcardX
Developer
 
Join Date: Apr 2003
Posts: 589
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Nice screenshots I don't know why I can't get this to happen for me, though. If I could get it t work then i can debug it and fix the issue. I am sure its probably something small and overlooked.

As for your issues, Taurinus, the constraints in the tables are to enforce data intgerity. You'll find that if you first delete the bots records in other bot tables, like botinventory, then you can go ahead and delete your bots.

At this time, I do not plan on implementing any time of #botedit commands as I don't believe bots are going to be editable in the same sense you would edit a NPC.

I think the issue about the weapon not procing because the bot isnt sufficient level to use the proc is by design and not an issue.

I am aware of the issue with cancelling trade. its annoying that it happens but I am planning to overhaul how bots calculate their stats and their inventory before I get to an issue like this one. In the meantime, I guess just work around it

As for bots running past their target, what rev where you using when this occurred. I don't believe this happens in r880, but you tell me.

And your right, buts dont maintain their appearance at all. Again, its annoying, but I will get to fixing it after I merge back to trunk.

The bots code is far from perfect. There are many known issues, especially regarding how bots calculate their stats and how they access their inventory. I do plan to address all these issues and get them right, but I have to prioritize as I am only one man and I do have a day job I have to write code for. If I get some help with developing then maybe I can dibby up the work and we can perfect this system faster.

For now though, I am not aware of any critical or severe issues with the bots code. While it isn't perfect, neither was the system this is replacing. As i do not see any evidence of any critical issues like zone crashes or anything that is negatively impacting the normal, non-bots server logic, I am going to go ahead and merge this system to trunk and remove the EQBOTS code.
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  #7  
Old 08-04-2009, 01:04 AM
WildcardX
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Join Date: Apr 2003
Posts: 589
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Quote:
Using '#bot spawnraid' can spawn the bots, but have them appear 'grayed-out' in the party window (as though they were clients in another zone).
I believe I have this bug identified and fixed in r881. Go ahead and give this a try now.
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  #8  
Old 08-04-2009, 08:47 AM
laxative
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Join Date: Aug 2008
Location: NorthEast
Posts: 115
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I'm just about to start using this new code update. I do ALOT with Bots in many different zones I'll see what I can come up with.

Laxa
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  #9  
Old 08-04-2009, 08:50 AM
laxative
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Join Date: Aug 2008
Location: NorthEast
Posts: 115
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oh another quick question,

I'm reading through the changelog, does this mean I need to recreate all my bots?
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