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This page attempts to capture items about a bot teleport glitch that is reported on Linux dedicated servers running RCBot2.
This will be a work in progress article and may change rapidly.
Please contact me if you have something to add.
Latest change:
| Basic description | Basic description of the glitch. Test videos | 
| Common factors in the incidents | What is common in testing and what is different | 
| Map origin locations- where are they? | Images of the dod:s map origin location | 
| A download of incidents captured | Files that may help others. | 
| SourceMod plugins could help? | Perhaps a plugin could help? Details, tests. | 
| dod_kalt incident | First incident on dod_kalt | 
| Make a new version of dod_avalanche and test. | |
| dod_colmar has this too | 4 incidents in under 7 minutes. | 
| dod_anzio also has this issue | |
| Dev Zones plugin may help. | A set of two plugins, config files to help. | 
| Test 18 - V Physics issues - grenades and bazookas | A set of tests to rule out more items. | 
| Test 19 - rcbot_tele_glitch.smx | A plugin that gave some weird and good results | 
| A further plugin that really helps. | Refined plugin that works after more tests. | 
| Test - 22 dod_avalanche captured bots | Using a plugin SourceTV - what bots do on teleport. | 
| Conclusion (so far) | Rule in and rule out items after testing. | 
You can call this a "RCBot2 bot teleport glitch". This will only happen with bots (RCBot2) and so far, only noticed on a Linux dedicated server running the latest Linux files. Windows and Listenservers have no reports of this glitch... so far.
The most common report is a complaint that a allied bot is under the map ground on dod_avalanche near the center cap zone, from there you can only see a shadow of the bot and the bot can shoot you from there.
However, as more incidents came in it shows it can also be a Axis bot too and can also be above the ground near the center capture zone.
Also, this can be seen on dod_jagd, near the AA gun Detonation capture area.
This glitch can be best viewed on YouTube. I captured the glitch in 4 videos The "teleport incidents" happen so fast I had to make a special demo file with SourceTV so I could look at the source location where the bot disappears and the destination location.
Video incident 1 - Allied bot, [RCB]w00tman teleports from waypoint 82 and goes to the map origin.
Video incident 2 - Allied bot, StuckPipe teleports from waypoint 52 and goes to the map origin.
Video incident 3 - Axis bot, teleports from the allied second flag and goes to the map origin.
Video incident 4 - Axis bot, CowBoy teleports from the archway down from the Axis first and goes to the map origin.
The randomness of this makes fault finding very time consuming, the more incidents captured the better.
Nothing in the server logs indicates a common issue when the bots teleport.
The only common factors in the 4 incidents I have managed to record in a .dem file and have seen (another 4 but the .dem file was broken) is...
That is it for now. No other common items have been noticed.
Here are some assumptions I had in testing so others can learn from my tests.
Seeing one of the known common denominators is the bot (as far as i know) always goes to the map origin, it helps to know where they are so you can monitor them.
I opened up Hammer and got each one.
Update May 1st 2025: likely all maps have this glitch.
During my captures I tried to document all I could.
Assembled a download 40MB of .dem files, notes and server logs.
First up... making a plugin to fix a glitch is a band-aid over something that needs surgery.
However, sometimes finding out what stops the glitch can lead to why the glitch occurs.
Listing ones I looked at...
None of theses helped uncover what the bots do when they glitch. In a lot of incidents it is clear the bots are having issues with deciding what to do while on a pathway (between waypoints) and some do some strange things like go forward, then backwards then... they teleport.
What "buttons" is the bot pressing and how they glitch to the map origin is similar to a glitch patched in CS2 a while back (use of binds and forward and back commands)
RCBot2 map teleport incident # 13
Bot is “[RCB]Cheesehhhh” in this incident. Bot is an allied rifleman.
This one is interesting as this is the first teleport to a map origin on maps other than dod_avalanche or dod_jagd.
This map is dod_kalt.
The map origin is outside the map area and in between the map and the skybox. (see above image in the Map origin locations- where are they? section)
I found [RCB]Cheesehhhh in spectator view it was black. I put that on the bot’s view and this is what I got…
So it isn't just dod_avalanche and dod_jagd. This could happen on any map including the ones like dod_kalt where the map origin is actually outside the map area.
Now that is weird.
I haven't mapped in 10 years, however I did make a version of dod_avalanche, changed a few things around the map origin...
I tested it after it complied. Made waypoints. The teleport incident happens like before.
Just by knowing where the map origins are, you can sit there for a few minutes in spec' and if the (Linux) server is faulting on dod_avalanche it's likely other maps are doing this too.
Its just that the speed this happens at, blink and you miss it, dod_avalanche and dod_jagd are more noticeable as the bots are teleporting to the map origin and maintaining the height, in the case of dod_avalanche the allied bots coming from lower on the hill are seen under the map, axis drop down over the map origin as they come from a higher part of the hill.
Same on dod_jagd, the map origin is the highest part, most other areas are below that.
Here is a PDF report on those 4 incidents over 7 minutes on dod_colmar.
I would not be surprised if all maps running on a Linux dedicated server with RCBot2 are doing this, nor would I be surprised if TF2 Linux is doing this, or HL2:DM too.
That mod HL2:DM has Valve bots, I may look at that next, know where the map origins are, sit there are wait I suppose.
I found a bot (2 actually) doing this on dod_anzio.
I would say this is all maps now... 5 or so minutes at a map origin with a video recording, you will see one eventually pop out of thin air.
It may be time to look at TF2 and HL2:DM as they have RCBot2 but also Valve bots.
Catching a Valve bot doing this in TF2 Linux Dedicated server would be very interesting.
I assembled a set of plugins that at least help on dod_avalanche , Kalt and jagd. You can download that here, it has a readme.
Update: May 1st 2025... seeing all maps are now likely to do this, a plugin like the above that can filter bots and not humans and also their teams would be a good idea...
That is complex solution! However seeing we don't know how bots are doing this it may be the only way for now.
Or we just...put up with it.
In this test I noted during some teleports I was seeing this error...
Ignoring unreasonable position (100.826164,-1522.819946,-94629.656250) from vphysics! (entity class C_PhysPropClientside)
Basically a entity like a prop_physics_multiplayer model (like a gun) maybe outside of the map and will not be spawn-able again or it can be some error with a map that a model without physics has been incorrectly set as one that does like prop_physics_multiplayer on a model that is really a prop_static (no physics).
If you go to that coordinate in Hammer editor on dod_avalanche you end up down in the very outer edges of Hammer… due to the Z axis value -94629.656250
Now if we edit the Z axis only to 0.0 and go to the X and Y …. 100.826164,-1522.819946,0.0 we get a position near the allied second flag. Some other locations are the lowest point of the allied spawn... outside the map by about 300 or so units.
Are there any map errors those areas? Yes, all sorts of displacements, func_detail, and models around the allied and axis spawns outside of the map not inside a skybox or “world geometry” with a nodraw texture.
But they are not the cause of teleports.
Perhaps it's a weapon attached to a bot as they teleport, either on joining the game and going to the map origin, then getting a team and class and finally ending up on a team spawn point.
The other Physics experiment was a server setting. sv_turbophysics
Normally in all Source games the default is sv_turbophysics "0" (off). However on a VALVE WIKI page it says dod:s is the only game where this is a default of "1".
So I checked my Linux dedicated server as I have not changed that command, it was sv_turbophysics "1" (on).
OK...turned that off "0". Did the teleports stop?
NO difference.
In the end that test didn't show anything that stopped the teleports.
Maybe it's grenades or bazookas?
You can tell the bots via a command to just use knives, this will stop the use of grenades and bazookas.
It made no difference.
I started a plugin to do this...
What happened next I wasn't expecting. More weirdness but it did help. I have a download of what I found and a PDF report describing what I saw as I captured a video.
Not going info the depth of the PDF report, but basically the plugin altered this glitch...
(Read first... map origin is XYZ 0.0,0.0,0.0 Looking down on a map X and Y is what you see, looking sideways you see the height Z)
Old behavior - the destination after the glitch: The bots used to go to the map origin X and Y coordinates (0.0, 0.0) and the Z axis (height) was ALWAYS matching where they came FROM.
New behavior - the destination after the glitch: The bots are interrupted going to "0.0, 0.0, <height they came from>" and are denied access to coordinates 0.0,0.0,0.0 (map origin) there seems to be a collision with the trigger and after that the...
| Allied bots end up here... always if the plugin is active | Axis bots end up here... always if the plugin is active | 
That is strange and in tests was repeated multiple times. These "push away" from the origin coordinates are perhaps the games collision rules, pushing away (bouncing off) other entities, like a gun or other props with phyisics, it rebounds.
In the plugin I tried to make a second teleport to pick up the allied team "bouncing off" the first teleport trigger... it made no difference, the second teleport doesn't get them back to spawn.
However, no bots can escape this "trap", they cannot end up at the map origin anymore, their rules in flight during the glitch have changed as now the map origin has something there to collide with.
Can you or a bot be teleported by this trigger?
No... it only affects bots teleporting glitching, I did record one incident where a bot was close to the map origin and therefore possibly affected by it. However, the bot jumped away from it, teleported to the origin. No incidents where a non glitching bot have been seen so far.
Is that ideal as a fix?
No, however this one small plugin requires just to be installed and it will work on any map, no maintenance like others needing teleports set for each map.
The teleporting bots not going under the map is a huge help, they also get a bot of damage from the fall and are in a terrible place to be noticed and shot by other bots.
Other observations. Bots after a death flashing around their death spot just before re-spawning.
You see this all the time on the minimap. A bot or bots die, the skull icon is displayed. Then you don't see then but just before the spawn the "flash" on for a split second at the place they died. RCBot2 has a weird behavior and its like when they join unconnected or unassigned they don't have a destination so they end up at the map origin.
You also see this at certain point in Valve bots like CS, in fact it was a base for a CS:GO glitch combined with a forwards and backwards special bind. See that video here about half way through a interview with a exploiter explains how his glitch was done
A friend helped get the spawn points located properly and also the plugin now reports (in chat only) messages that a bot has teleported.
The plugin can be downloaded here, it does have a cvar to turn on and off the messages but they are short and on average about 5 per a map occur but up 10 or so on dod_avalanche is possible.
Improvements, changes, bugs
For those that are interested, this is what happened after the test 19 above...
The plugin above in test 19 showed you can at least interrupt the bots on their way to the map origin and they seem to collide with it, then the...
So I looked at some videos and pinpointed the view from the side and top. Then in hammer put in three columns.
I saw they do indeed intersect the map origin at a 45-degree angle, the axis are pushed off a different amount.
| The columns - Side View | The columns - Top View | 
.What does that mean? Not much for the glitch, it's more to do with the plugin in test 19 success in picking up the bots at the map origin, not allowing access to it and then ... failing in its task to transport the bot back to a spawn point and also not delivering a message to chat or a log that a teleport had occurred.
It is interesting to see the game engine an what happens to different entities "colliding" with other entities in the map.
The plugin was adjusted and the result was a spawn point for either team identified, then the bot would spawn 150 units above that, that worked OK for most maps but on dod_agentan one bot spawned in the ceiling of the allied house and got stuck.
That was then adjusted so the spawn points found the bots destination is the same but moved forward 16 units.
In testing this was better, the plugin was delivering messages in chat like this... "[Bot Teleport] bRurnie has been relocated to spawn!"
The bots where going to their correct team spawn points and retests on maps with tight spawn points were looking good but its not perfect.
These incidents are rare and instead of going further the plugin should stop there... the intent was get rid of the "bots under the map" and the plugin does that close to 100% of the time...good enough.
I also noted the messages...
Ignoring unreasonable position (coordinates) from vphysics! (entity class C_PhysPropClientside)
...stopped when this plugin is active.
This is a series of tests to capture the bots in a first person view some 10 seconds or so before they teleport.
This was achieved with the help of a plugin from Ben.nav in a SourceMod forum topic where Ben.nav posted the plugin.
The plugin gives the last location just before the bot teleports to the center, using this data I made a few SourceTV .dem files.
With that file I could playback and lock on to a bot in first person view and observe with the bots actions are just before the teleport.
In YouTube you can run a video frame by frame, so when viewing the video just before a clip plays...
As the clip starts Press Pause,
Then use the "." full stop key to look at the bots moments frame by frame.
Note how the bots in most clips "lock on" to the map origin.
In some cases it's like the bot is already at the map origin but we are seeing this in about 0.5 seconds behind whats really going on in the server.
They seem to detach from the waypoints, get confused and go to the map origin... its all on dod_avalanche, map origin is the allied side of the center rubble mound.
You can also use the "," key to go back frame by frame.
Did I learn much from that? Not really but you can see in each incident the bot does seen to lock on the map origin.
Also, in some incidents, it looks like what we are seeing in the video made from a .dem file, the bot does some actions, like targeting another bot, and it looks like the bots actions are some 0.5 seconds ahead of what we are seeing in the video.
This one clip involving "SnaKe" is interesting, look at what the bot does just before he teleports to the map origin...
All that might mean is when viewing the videos (.dem file playback), be aware the bots animations could be in a delay of about 0.5 sec from the data on the server.
The next clip of interest is the "CowBoy" incident.
Note the confusion of the route and the "fixation" of the bot looking at the map origin?
Also the reload and ammo drop indicating the bot may be using multiple direction and other commands, reload, ammo drop, jump, crouch and direction keys maybe... all at the same time?
The big take away here is just before the glitch...
In my tests I only have these “common denominators” in every teleport incident…
Ruled assumptions out from my tests…
More testing required…
That is where I got to in tests, this is after hours of testing, normally the only way you can see these incidents is to have a Linux dedicated server, join it and sit in spec and watch the map origin.
I hope that helped the coders rule in and out what happens around the teleport incidents.
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