As a pontential solution to the bots not leaving problem, try compliling and
running the following small bit of code:
#include <stdio.h>
int main () {
char localHostName[80];
gethostname(localHostName, 80);
printf("%s\n", localHostName);
}
compile and run with: gcc test.c; ./a.out
or however you really want to do it.
Set ROBOTHOST in your .sysdef = whatever gets output. This should make the
application aware of what player is actually a bot. If David or James could
verify that this either does or does not solve the problem I'd really
appreciate it.
Thanks,
Nick
David Watson writes:
>
> I believe that PreT is always 4v4 so there is a limit (not sure why it is
> needed) On a working preT server you do see the teams greyed out before a
> bot quits leaving a slot open for you to join. once you reach the minimum
> for T then preT ends and you can progress up to a full game...
>
> Certainly the bots are not quitting out at any time, either when a human
> wants in or after preT times out with no players. To my uneducated eye it
> looks like the bots slot is freed in order to get it out? Its the pret bot
> that manages this (robots/pret.c) and the function given below
>
> static void stop_a_robot(void)
> {
> int i;
> struct player *j;
> int teamToStop;
>
> if(debugTarget != -1 && debugLevel == 3) {
> messOne(255, roboname, debugTarget, "#1(%d): %d #2(%d): %d",
> team1, num_humans(team1), team2, num_humans(team2));
> }
> if(num_humans(team1) < num_humans(team2))
> teamToStop = team1;
> else
> teamToStop = team2;
>
> if(debugTarget != -1 && debugLevel == 3) {
> messOne(255, roboname, debugTarget, "Stopping from %d", teamToStop);
> }
> /* Nuke robot from the team with the fewest humans. */
> for (i = 0, j = players; i < MAXPLAYER; i++, j++) {
> if (j->p_status == PFREE)
> continue;
> if (j->p_flags & PFROBOT)
> continue;
>
> /* If he's at the MOTD we'll get him next time. */
> if (j->p_team == teamToStop && j->p_status == PALIVE &&
> rprog(j->p_login, j->p_full_hostname)) {
> stop_this_bot(j);
> return;
> }
> }
> }
>
>
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