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  1. #121
    HansW's Avatar Active Member
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    New DLL Version 0.9 for Client .461 available.

    Please read about the changes in the first post

    Warextdll release
  2. #122
    s4lly's Avatar Member
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    With the new DLL the bot wont work for me.. It cant target new monster, and does only attack with one spell one time, if i target the mob myself...

  3. #123
    HansW's Avatar Active Member
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    Originally Posted by s4lly View Post
    With the new DLL the bot wont work for me.. It cant target new monster, and does only attack with one spell one time, if i target the mob myself...
    The dll will be updated again this weekend and everything should be ok again.

  4. #124
    s4lly's Avatar Member
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    as usual youre my hero

  5. #125
    HansW's Avatar Active Member
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    Originally Posted by mcManiac View Post
    Thanks for the update. This extension has gotten me wanting to learn LUA, i'm just wondering why this little bit of code doesn't work, it's dumping the object but it's not facing the entity...

    Code:
    function FaceTarget.Face()
        FaceEntity(sd(GetTarget(1).GUID))
    end
    sd - shelldump does not pass anything back as a return value. Just remove the sd() from the call. like this FaceEntity(GetTarget(1).GUID) - thats to face the friendly target. Use FaceEntity(GetTarget(0).GUID) for the hostile target.

  6. #126
    HansW's Avatar Active Member
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    Version 0.91 ready for download.

    i fixed some bugs in this release. Due to the changes in the way i access the lua stack, botpoc may still not work. I'am a bit short on time, so i've done no real testrun. There may still be functions in the dll that do not work as intended.
    If you plan to post feedback, please try to find the function that is causing the problem. Don't just post that xxx is not working. I will have more time over the next week to address the open issues.
    Last edited by HansW; 05-02-2009 at 09:54 AM.

  7. #127
    cap0n3's Avatar Member
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    before posting some constructive feedback, i shall tell you: "thanks !!" from my bank-account for bringing the Loot() function back

    as always, nice work Hans

  8. #128
    s4lly's Avatar Member
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    Ive tested the new dll, and finds that the bot works with this, but only until it gets to the loot part, then it crashes immediatly.. but as you said, it might not work with the bot... ill try typing the loot command on and enemy corpse in a few minutes

  9. #129
    HansW's Avatar Active Member
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    uncomment the lines after Loot() should fix the crash. Make it look like this.

    O("Stopping To Loot")
    Stop()
    O("Looting")
    Loot()
    O("Next Target")
    --TargetNearest()
    --CombatTarget = GetTarget(0)
    --KillList[CombatTarget.GUID] = BotPocGlobal.TS

  10. #130
    s4lly's Avatar Member
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    ok i will give it a try
    Last edited by s4lly; 05-03-2009 at 05:10 AM.

  11. #131
    s4lly's Avatar Member
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    It still crashes, nothing with loot this time.. This time it had something to do with spellcast.. It stopped casting spells, and crashed

  12. #132
    Da_Teach's Avatar Active Member
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    HansW how are you getting along with pathing code?

    Is there any chance you can share some of the info about the map & object structure (e.g. how the objects / maps are stored, etc). Are you reading them from the myps or from memory?

    Just wondering about this as I might be able to help out.

  13. #133
    HansW's Avatar Active Member
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    Originally Posted by Da_Teach View Post
    HansW how are you getting along with pathing code?

    Is there any chance you can share some of the info about the map & object structure (e.g. how the objects / maps are stored, etc). Are you reading them from the myps or from memory?

    Just wondering about this as I might be able to help out.
    Sure. I'am using the irrlich engine at the moment to visualize my result. I read everything from the myp archives , nothing from memory so far ( although i'am hunting down the movement obstruction check functions in the client to be able to check for obstructions between 2 points in realtime).

    I've done the following things so far:

    - extracted the zone files from the myp's
    - extracted the .nif object files from the myp's
    - handconverted a bunch of .nifs to .obj files
    - converted the .pcx heightmap files ( terrain and offset ) to a raw float heightmap.

    irrlicht is able to read .obj files and has a nice terrain class. So i use the irrlich terrain class to load the raw heightmap ( which is very accurate , i checked several positions i retrieved from the running client ). There are simple text (.csv) files for each zone that store the nif usage information. I simply read that list and read the according .obj file.
    The 3d objects have to be rotated a bit because of a diffrent up-vector.

    When all objects are loaded i can save the whole scene as one .obj file ( rather big) . So the whole level geometry ( without static objects, they need to be checked for in the running client ) is there in one piece. The next step is to build a navmesh from this.

    I plan to use some method from "AI Game Programming Wisdom 4" to have it autogenerated, but i don't know how far that will get me.

    I've been stalled a bit , because there seems to be no batch converter for .nif files to .obj files. I've been using nifscope for the ones i've handconverted.

    Last thing i was working on was a batch converstion function for nifscope ( thank god its Opensource). It needs the QT to compile and building it is real pain in the ass.

    If you want to help out, you could try to do this. Or build a .nif importer for the irrlich engine. In theoriy one does not even need a game engine to build those files, but i need to see what i do. Also maybe its easier to use the niflib ( a c++ lib ) for the conversion and only rip the save as .obj part from nifscope.

    Anyway, as i'am busy on the job atm i would be thankfull for any help i could get.


    Last edited by HansW; 05-05-2009 at 05:33 PM.

  14. #134
    s4lly's Avatar Member
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    Blender should have a nif import plugin... and it can also export to obj

  15. #135
    HansW's Avatar Active Member
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    Originally Posted by s4lly View Post
    Blender should have a nif import plugin... and it can also export to obj
    thanx, i know, but i'am not sure if it can do batch conversions. nifscope opens .nif files just fine and does also export .obj. Also i had some trouble getting blender to import .nif files. If you know blender well enough and can provide a batch conversion script, i'd be happy to use it. i got 2.8 gig nif files to convert.

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