Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Bots

Development::Bots Forum for bots.

Reply
 
Thread Tools Display Modes
  #1  
Old 01-13-2009, 02:13 PM
cubber
Discordant
 
Join Date: Apr 2006
Posts: 374
Default EQOffline:BotCount issue I think

I just compiled and installed SVN rev 270 and peq 265

I did the necessary bot updates from utils/sql/svn and added the

EQOffline:BotCount rule to my rules_values table with a id of 1 and a setting of 5. So it is set up in my default ruleset.

However when I go to spawn and add bots to my group in game I can spawn and group 1 bot, but when I spawn another bot and try to add it I get a message that my group is full.

I tried to set the rule setting to 1 to see if it was backwards and had the same issue. I then disabled the rule all together and had the same issue. So currently I am only able to add a single bot to my group no matter what I set that at or even it it is in the rule_values table or not.

Did I miss a db entry or a compile option?
Reply With Quote
  #2  
Old 01-13-2009, 03:58 PM
leslamarch
Discordant
 
Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
Default

Quote:
Originally Posted by cubber View Post
I just compiled and installed SVN rev 270 and peq 265

I did the necessary bot updates from utils/sql/svn and added the

EQOffline:BotCount rule to my rules_values table with a id of 1 and a setting of 5. So it is set up in my default ruleset.

However when I go to spawn and add bots to my group in game I can spawn and group 1 bot, but when I spawn another bot and try to add it I get a message that my group is full.

I tried to set the rule setting to 1 to see if it was backwards and had the same issue. I then disabled the rule all together and had the same issue. So currently I am only able to add a single bot to my group no matter what I set that at or even it it is in the rule_values table or not.

Did I miss a db entry or a compile option?
I would just like to point out that if you do not add the Preprocessor Definitions EQBOTS to world you will have problems. By default it is added to Zone only and not world.
Reply With Quote
  #3  
Old 01-13-2009, 04:25 PM
cubber
Discordant
 
Join Date: Apr 2006
Posts: 374
Default

When you say that I take it you mean the -DEQBOTS flag?

I never add -DEQBOTS to world only to zone/makefile and then the updates to zone/makefile.common

I have never had an issue up until now, and this seems to deal exclusivly with the new EQOffline:BotCount rule.
Reply With Quote
  #4  
Old 01-13-2009, 04:37 PM
leslamarch
Discordant
 
Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
Default

Quote:
Originally Posted by cubber View Post
When you say that I take it you mean the -DEQBOTS flag?

I never add -DEQBOTS to world only to zone/makefile and then the updates to zone/makefile.common

I have never had an issue up until now, and this seems to deal exclusivly with the new EQOffline:BotCount rule.
For the Rules to work properly you will need to add to world also, or in my case i needed too! So I thought i would just toss the idea out there in case that was what you are seeing, since i did that the rules work perfect.
Reply With Quote
  #5  
Old 01-13-2009, 04:41 PM
cubber
Discordant
 
Join Date: Apr 2006
Posts: 374
Default

Ahh ok thank you I will give it a shot. So just add -DEQBOTS to the world makefile like I do with zone?
Reply With Quote
  #6  
Old 01-13-2009, 04:54 PM
leslamarch
Discordant
 
Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
Default

Quote:
Originally Posted by cubber View Post
Ahh ok thank you I will give it a shot. So just add -DEQBOTS to the world makefile like I do with zone?
That should do the trick.
Reply With Quote
  #7  
Old 01-13-2009, 05:00 PM
cubber
Discordant
 
Join Date: Apr 2006
Posts: 374
Default

I recompiled world with

-DEQBOTS added to the world/makefile at the end of the DFLAGS= line.

and it did not fix the issue.

I don't need to add anything to world/makefile.common right?
Reply With Quote
  #8  
Old 01-13-2009, 05:44 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Quote:
Originally Posted by cubber View Post
EQOffline:BotCount rule to my rules_values table with a id of 1 and a setting of 5. So it is set up in my default ruleset.
AX Classic is id of 0, maybe it's id of 0?

EDIT;
Just got home and looked, I think your ruleset_id needs to be set to 0

Last edited by Angelox; 01-14-2009 at 03:16 AM..
Reply With Quote
  #9  
Old 01-13-2009, 07:33 PM
cubber
Discordant
 
Join Date: Apr 2006
Posts: 374
Default

Nope ruleset in PEQ is defaulted to 1, all my other rules use 1 for an ID. The way I disabled it to test was to set the 1 to a 0 so that it was not in my default ruleset.

here is a copy of my ruleset_id table from phpmyadmin:
Code:
ruleset_id 	name
1 	default
Reply With Quote
  #10  
Old 01-14-2009, 07:09 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

If anything, it should fall back to 5, as the default is 5 - I tested this under windows and Linux, I even just disabled the rule, and it still defaults to 5.
"Group is full' is the wrong message - it should say "There is no more room in your group."?

I still have 266, haven't had a chance to put 270 in, but I don't see where that would change anything
Reply With Quote
  #11  
Old 01-14-2009, 09:25 AM
cubber
Discordant
 
Join Date: Apr 2006
Posts: 374
Default

Yah the correct message is "There is no more room in your group."

No matter what I do I can only group one bot. I can spawn all the bots I want but whenever I try to add another one beyond the first I get that message and the bot is killed.

here is my setting currently: (phpmyadmin copy)

Code:
1  	EQOffline:BotCount  	5
and here are some other rules so you can see how they are set up:

Code:
1  	Mail:ExpireTrash  	0
1 	Mail:ExpireRead 	31536000
1 	Mail:ExpireUnread 	31536000
1 	Channels:RequiredStatusAdmin 	251
1 	Channels:RequiredStatusListAll 	251
1 	Channels:DeleteTimer 	1440
Reply With Quote
  #12  
Old 01-14-2009, 10:16 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

I tried 270 out and it works fine too - what are you using for compile? windows or Linix? and if windows , what version VC?
Reply With Quote
  #13  
Old 01-14-2009, 10:36 AM
cubber
Discordant
 
Join Date: Apr 2006
Posts: 374
Default

I don't own a windows box, all linux here. I will try pulling down clean sources and recompiling. I did a make clean before recompiling this version. Then when I found I should recompile world with -DEQBOTS in the makefile I just did a make clean in the world directory and recompiled that. Then copied world to my server directory.
Reply With Quote
  #14  
Old 01-14-2009, 11:11 AM
cubber
Discordant
 
Join Date: Apr 2006
Posts: 374
Default

I just re-ran make clean on my svn sources then did a make and rebuilt everything. This did the trick. Seems you can't just change something in the world makefile and remake just world, need to do it all.

So problem was between the seat and keyboard sorry guys!
Reply With Quote
  #15  
Old 01-14-2009, 11:39 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

It's not actually your fault, it is a problem with the makefiles.

Both the makefile.common for world and zone specify ../common/rulesys.o in the SF= line.

../common/rulesys.o gets compiled for world first, then, when zone gets compiled, it sees that ../common/rulesys.o is newer than ../common/rulesys.cpp and so it knows it doesn't need to recompile it.

Normally, this is not a problem, however in the case of code bracketed in #ifdef/#endif, where different defines are used between world and zone, it causes problems.

Instead of ../common/rulesys.o, the world and zone makefile.common should specify .obj/rulesys.o

This tells the makefile to compile it's own private version using it's own set of -D flags.

I'll update the makefiles.

The EQOffline:BotCount rule should really be a RULE_INT (integer) rather than a RULE_REAL (floating point).
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 12:30 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3