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> RCBot 0.56 Beta, new public beta release
Cheeseh
post May 20 2010, 11:09 PM
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0.56
- engineers favour building sentries up to level 2 before
building a teleporter exit (attacking engineers don't worry)
- bots detect uncloaking spies
- spies use sappers
- snipers fixed
- spies backstabbing improved
- engineers remove sappers from sentries & dispensers
- default rcbot_anglespeed value reduced to 8
- spy notice time reduced significantly
- spies plan to backstab from afar
- fixed memory leak
- medics try to heal more often
- demomen place & detonate stickies
- new command "rcbot waypoint show " (shows a line to a waypoint ID)
- fixed cp_steel and pl_goldrush waypoints
- new config.ini for setting up bot cvars
-medics try to heal players who call for medic
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MiroslavR
post May 22 2010, 02:04 AM
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Wow, so many new features, though I haven't been on the forums for a while. Sounds awesome anyway! smile.gif
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Fillmore
post May 22 2010, 09:54 AM
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QUOTE(Cheeseh @ May 20 2010, 11:09 PM) *

0.56
- engineers favour building sentries up to level 2 before
building a teleporter exit (attacking engineers don't worry)
- bots detect uncloaking spies
- spies use sappers
- snipers fixed
- spies backstabbing improved
- engineers remove sappers from sentries & dispensers
- default rcbot_anglespeed value reduced to 8
- spy notice time reduced significantly
- spies plan to backstab from afar
- fixed memory leak
- medics try to heal more often
- demomen place & detonate stickies
- new command "rcbot waypoint show " (shows a line to a waypoint ID)
- fixed cp_steel and pl_goldrush waypoints
- new config.ini for setting up bot cvars
-medics try to heal players who call for medic

Holy crap, that's one list of updates. About the demoman part, however: Do they have a givetype waypoint or do they just 'plan' the spots like the spies plan a backstab? Another question, why don't the spies sap the dispenser and teleporter (not shown on preview) only the sentry? And I just had to leave somewhere when something epic happens. Can anyone give a video preview of the demomen and their stickies? I wanna see bots get blown to bits biggrin.gif
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Cheeseh
post May 23 2010, 12:21 AM
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QUOTE(Fillmore @ May 22 2010, 10:54 AM) *

Holy crap, that's one list of updates. About the demoman part, however: Do they have a givetype waypoint or do they just 'plan' the spots like the spies plan a backstab? Another question, why don't the spies sap the dispenser and teleporter (not shown on preview) only the sentry? And I just had to leave somewhere when something epic happens. Can anyone give a video preview of the demomen and their stickies? I wanna see bots get blown to bits biggrin.gif


They don't use sticky waypoints at the moment, they just drop stickies at the point or flag or the last place they saw an enemy. If they place stickies near a point or flag, they will detonate when the flag is taken or the capture point is under attack. They will also detonate if they ever see eenemies near the stickies.

I recorded a demo but I missed the point when the scout got blown up when he picked up the flag smile.gif Although i have another demo when the demomen place stickies and blow them up when they see the scout going into the flag room, but they don't manage to blow him up smile.gif

at the moment they just sap the sentries as I thought it is the most useulf firsgt, sometimes they sap dispensers if they are close to sentries though tongue.gif But at the moment I thought sentries are most important to destroy for bots to get past a point. Well, see how it goes.

also i encourage any one to make videos
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Fillmore
post May 23 2010, 07:25 AM
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QUOTE(Cheeseh @ May 23 2010, 12:21 AM) *

They don't use sticky waypoints at the moment, they just drop stickies at the point or flag or the last place they saw an enemy. If they place stickies near a point or flag, they will detonate when the flag is taken or the capture point is under attack. They will also detonate if they ever see eenemies near the stickies.

That's pretty good, actually. They put the stickys in a useful way. They block the plate, the intel, and the route that they saw an enemy. Will they just shoot them on the floor, or will they stick the stickies on walls?

QUOTE(Cheeseh @ May 23 2010, 12:21 AM) *

at the moment they just sap the sentries as I thought it is the most useulf firsgt, sometimes they sap dispensers if they are close to sentries though tongue.gif But at the moment I thought sentries are most important to destroy for bots to get past a point. Well, see how it goes.

Got to agree with that, usually spies sap everything, but spybots sap the dangerous stuff at the moments. How about teleporters? Do they sap those?
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Cheeseh
post May 23 2010, 10:56 AM
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QUOTE(Fillmore @ May 23 2010, 08:25 AM) *

That's pretty good, actually. They put the stickys in a useful way. They block the plate, the intel, and the route that they saw an enemy. Will they just shoot them on the floor, or will they stick the stickies on walls?
Got to agree with that, usually spies sap everything, but spybots sap the dangerous stuff at the moments. How about teleporters? Do they sap those?

they don't sap teleporters at the moment because I wanted to get the engineers to know how to remove teleport saps first, because after the engineer updates in the code, both teleporters get sapped when an entrance or exit is sapped, which means an engi bot must first choose the best teleporter to remove the sapper from frist, which is just a bit of extra work. Anyway it will all be implemented eventually but I just thought of releasing this version so you can have fun with spy bots just now hehe:)
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Fillmore
post May 24 2010, 02:13 PM
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QUOTE(Cheeseh @ May 23 2010, 10:56 AM) *

they don't sap teleporters at the moment because I wanted to get the engineers to know how to remove teleport saps first, because after the engineer updates in the code, both teleporters get sapped when an entrance or exit is sapped, which means an engi bot must first choose the best teleporter to remove the sapper from frist, which is just a bit of extra work. Anyway it will all be implemented eventually but I just thought of releasing this version so you can have fun with spy bots just now hehe:)

I can now say some feedback on the spybots.

Pros:

- They can sap sentries, reducing losses by a somewhat huge amount.
- Backstabbing works properly now.
- They can fool you into thinking they left, but they come back when you go get that health pack/ ammo.
- They can destroy an bunch of bots pretty easily now.

Cons:

- They should have sapping as a higher priority, not stabbing.
- They only sap sentries (for now)
- They try to push the cart, when that should be for the other classes.

Other than those, the bots play superbly, especially the spies.
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Fillmore
post May 24 2010, 04:00 PM
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QUOTE(Cheeseh @ May 23 2010, 10:56 AM) *

they don't sap teleporters at the moment because I wanted to get the engineers to know how to remove teleport saps first, because after the engineer updates in the code, both teleporters get sapped when an entrance or exit is sapped, which means an engi bot must first choose the best teleporter to remove the sapper from frist, which is just a bit of extra work. Anyway it will all be implemented eventually but I just thought of releasing this version so you can have fun with spy bots just now hehe:)

I can now say some feedback on the spybots.

Pros:

- They can sap sentries, reducing losses by a somewhat huge amount.
- Backstabbing works properly now.
- They can fool you into thinking they left, but they come back when you go get that health pack/ ammo.
- They can destroy an bunch of bots pretty easily now.

Cons:

- They should have sapping as a higher priority, not stabbing.
- They only sap sentries (for now)
- They try to push the cart, when that should be for the other classes.

Other than those, the bots play superbly, especially the spies.
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Sjru
post May 24 2010, 04:53 PM
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Cool pal, when I have time I would test it out and give feedback.
Keep doing the hard work! wink.gif
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Cheeseh
post May 28 2010, 03:41 PM
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I'm adding some things for next version now.

?.??
- hwguys rev mini gun at dangerous locations
- spies no longer trie to shoot sentries/instead focus on sapping/attacking the engi
- added: rcbot_rocket_pred <value> command , a multiplier for
adding prediction to soldier rockets/demoman grenades. default: 0.45
- fixed: spies try not to uncloak when enemy is facing them
- to do: spies to avoid enemies if facing them
- bots use dispensers more
- bots change classes automatically (use rcbot_change_classes 1 command)
- bots no longer cry SPY when a player is disguised as their enemy team
- new waitopen waypoint type for arena/koth maps where waypoints can only be used once the point is open
must use :arena_point_time:<seconds> in script
-- + various spy tweaks
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Fillmore
post May 28 2010, 03:59 PM
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QUOTE(Cheeseh @ May 28 2010, 03:41 PM) *

I'm adding some things for next version now.

?.??
- hwguys rev mini gun at dangerous locations
- will they also move as fast as a heavy should?
- spies no longer trie to shoot sentries/instead focus on sapping/attacking the engi
This sounds quite logical, actually tongue.gif
- added: rcbot_rocket_pred <value> command , a multiplier for
adding prediction to soldier rockets/demoman grenades. default: 0.45
Demomen might become a problem on fighting, same on Soldiers, but how about demomen distance aiming?
- fixed: spies try not to uncloak when enemy is facing them
- to do: spies to avoid enemies if facing them
- Works for me, reinforces their skill level on Spy.
- bots use dispensers more
You found a way to get it to work, huh? biggrin.gif
- bots change classes automatically (use rcbot_change_classes 1 command)
Yay, my suggestion made it tongue.gif Also along with the gravity, that was the only reason to use bot manager.
- bots no longer cry SPY when a player is disguised as their enemy team
What? so, if I disguise as enemy bot, my team bots will scream spy?
- new waitopen waypoint type for arena/koth maps where waypoints can only be used once the point is open
Stops bots from committing suicide on nucleus and other maps, so it's thumbs up.
must use :arena_point_time:<seconds> in script
-- + various spy tweaks

And as a quick question,will Spybots sap dispensers and teleporters? (Will propably take longer, considering Engies need to know which tele to unsap.)
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Cheeseh
post May 28 2010, 04:38 PM
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QUOTE(Fillmore @ May 28 2010, 04:59 PM) *

And as a quick question,will Spybots sap dispensers and teleporters? (Will propably take longer, considering Engies need to know which tele to unsap.)

I'll focus on sapping dispensers & sentries just now,

the crying for "Spy" thing was a bug, if you disguise as a friendly , the enemy still shouts "spy", even though they won't know if you are a spy or not. So i;ve fixed that, that's what i meant wink.gif

QUOTE

- bots use dispensers more
You found a way to get it to work, huh?


well actually it already worked, but it works better now because of the sapping code changes, i can easily check for dispensers!
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Fillmore
post Jun 10 2010, 04:20 PM
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QUOTE(Cheeseh @ May 28 2010, 04:38 PM) *

I'll focus on sapping dispensers & sentries just now,

the crying for "Spy" thing was a bug, if you disguise as a friendly , the enemy still shouts "spy", even though they won't know if you are a spy or not. So i;ve fixed that, that's what i meant wink.gif
well actually it already worked, but it works better now because of the sapping code changes, i can easily check for dispensers!

Just decided to ask, how long until we get the next version? I'm curious about the release date (or deadline, you can call it that tongue.gif)
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Cheeseh
post Jun 11 2010, 08:19 AM
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QUOTE(Fillmore @ Jun 10 2010, 05:20 PM) *

Just decided to ask, how long until we get the next version? I'm curious about the release date (or deadline, you can call it that tongue.gif)


I can release it soon. I thought that I would get more done, but I've become more busy, so I might just release it with the latest waypoints etc later
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Cheeseh
post Jun 11 2010, 08:51 PM
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QUOTE(Cheeseh @ Jun 11 2010, 09:19 AM) *

I can release it soon. I thought that I would get more done, but I've become more busy, so I might just release it with the latest waypoints etc later

I've release this version as I've been quite busy and will be now for some time.... see the latest post on the forum
http://rcbot.bots-united.com/forums/index....c=1518&st=0
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