RCBot 0.85 release |
RCBot 0.85 release |
Cheeseh |
Apr 24 2014, 01:01 PM
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#1
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
TF2 update!
Main thing is the player speed is fixed in TF2 and probably DOD:S too! Also engineers now turn their sentry in a better angle. Changelog 0.85 all: fixed player speed all: improved aiming all: fixed aiming for head when enemy was crouched all: new debug commands "rcbot_debug_notasks" and "rcbot_debug_dont_shoot" all: fixed random waypoint selection if on new map all: you can now force a bot to go to a waypoint id with bot_goto command all: added more cost for visible waypoints to an enemy in some situations all: fixed printing on console jumbled up tf2: fixed engineers sentry orientation tf2: engineers place entrance when they spawn tf2: medics don't run for cover from flag carriers now , they chase them tf2: engineers try not to place sentries next to each other tf2: fixed spy checking for too long tf2: fixed bots shouting "spy" at spawn tf2: fixed demomen not piping sentries tf2: improved demomen mortar tf2: fixed spy crash tf2: fixed another crash when bots want to change classes tf2: engineers dont attack an enemy if their sentry is attacking the same enemy tf2: bots dont hear spy knives as often tf2: added sentry attacking and hiding from a distance tf2: engineers dont spy check if their building is sapped tf2: bots change class after round tf2: automatic capture point detection if no script (e.g. tc_hydro) tf2: engineers refrain from reusing same sentry point they tried to build last time tf2: engineers have better chance building nearby others and in other locations tf2: spies now sap dispensers tf2: engineers dont investigate sounds unless they have a sentry up and they aren't carrying anything tf2: engineers upgrade buildings if they have enough metal instead of trying to get full metal tf2: demoman pipe/spam task added - untested tf2: bots don't try to use teleporters or disps if they are sapped tf2: fixed bots forgetting the last sentry that killed them tf2: bots don't investigate sounds unless they haven't seen an enemy for a while tf2: ubered bots don't go back to resupply for ammo tf2: snipers and sentries have higher enemy factor dod:s - bots run from friendly fire grenades dod:s - improved escaping from grenades dod:s - bots say "cease fire" if under friendly fire Download Hot Fix DLL http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw tf2: fixed crashes in payload and navigation tf2: fixed several possible crashes tf2: bots don't investigate sounds when they are attacking the point or payload bomb tf2: engineer stops what they are doing to repair sentry if they have enough metal tf2: fixed engineer building teleport entrance at enemy spawn tf2: fixed red engineers moving their buildings in attack defend maps after capture tf2: spies try to avoid line of sight of enemies (1) |
SPYderman |
Apr 24 2014, 08:23 PM
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#2
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Advanced Member Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 |
Thank you, the speed fix will make games much more fun on TF2 now.
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Cheeseh |
Apr 25 2014, 01:54 AM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
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SPYderman |
Apr 25 2014, 03:33 AM
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#4
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Advanced Member Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 |
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Cheeseh |
Apr 25 2014, 03:49 AM
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#5
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
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SPYderman |
Apr 25 2014, 04:50 AM
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#6
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Advanced Member Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 |
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Fillmore |
Apr 25 2014, 12:52 PM
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#7
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RCBot Guru Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 |
Does that cap point detection mean that the bots can play Hydro (and maybe DeGroot Keep)?
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Cheeseh |
Apr 25 2014, 01:53 PM
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#8
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Does that cap point detection mean that the bots can play Hydro (and maybe DeGroot Keep)? they can play hydro with the waypoints included although not brilliantly yet, they probably wont build any sentries or teleporters properly yet. I'm going to work on a better detection without needing scripts |
Cheeseh |
Apr 25 2014, 03:31 PM
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#9
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
they can play hydro with the waypoints included although not brilliantly yet, they probably wont build any sentries or teleporters properly yet. I'm going to work on a better detection without needing scripts just noticed a crash bug when bots kill themselves with worldspawn, doh, let me know if you want a fix |
madmax2 |
Apr 25 2014, 07:20 PM
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#10
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Nice... ... downloading...
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SPYderman |
Apr 26 2014, 05:53 AM
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#11
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Advanced Member Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 |
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Cheeseh |
Apr 26 2014, 02:03 PM
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#12
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
I think that's the cause of the crash for PL/PLR maps. YES PLEASE OMG ok pls try http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw let me know if the crashes disappear I haven't tested. also there are more additions in this for tf2 I will write about later |
apdonato |
Apr 27 2014, 12:45 AM
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#13
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Member Group: Members Posts: 10 Joined: 26-February 13 Member No.: 2,258 |
hey should this version 0.85 be compatible with older versions of TF2? I'm trying to run the mod on a version of TF2 from April 2011 ( v1.1.4.1 ) and when i type the command to load the plugin, the screen turns black, and after a few seconds the game crashes. This is a no steam version. I know you recently made support for Steam Pipe versions, does this mean that older versions of TF2 no longer work?
I placed the rcbot2 folder in the root directory of TF2 as well as just outside of the root directory and also placed another rcbot2 folder in the bin folder, and then i also placed the folder in this directory: C:/Program Files (x86)/Steam/steamapps/common/player/ I currently have the game installed in this directory: C:/Games/Team Fortress 2/ I placed the rcbot2 folder in all of these places because i assume that it crashes because it can't find where the configs were placed. Any advice for non-steam-old-version users would be much appreciated. Otherwise i won't be using this mod unfortunately. TF2 has gotten too large in size with newer versions and i feel since the game went free-to-play, recent versions lost the original TF2 identity. |
SPYderman |
Apr 27 2014, 07:16 AM
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#14
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Advanced Member Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 |
ok pls try http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw let me know if the crashes disappear I haven't tested. also there are more additions in this for tf2 I will write about later Crashes seem to be a lot more common now, I couldn't even complete 1 round of PLR_hightower. And sadly, there is so sign as far as I'm concerned that tells me what it could possibly be. |
Cheeseh |
Apr 27 2014, 09:05 AM
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#15
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
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Cheeseh |
Apr 27 2014, 09:35 AM
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#16
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
hey should this version 0.85 be compatible with older versions of TF2? I'm trying to run the mod on a version of TF2 from April 2011 ( v1.1.4.1 ) and when i type the command to load the plugin, the screen turns black, and after a few seconds the game crashes. This is a no steam version. I know you recently made support for Steam Pipe versions, does this mean that older versions of TF2 no longer work? I placed the rcbot2 folder in the root directory of TF2 as well as just outside of the root directory and also placed another rcbot2 folder in the bin folder, and then i also placed the folder in this directory: C:/Program Files (x86)/Steam/steamapps/common/player/ I currently have the game installed in this directory: C:/Games/Team Fortress 2/ I placed the rcbot2 folder in all of these places because i assume that it crashes because it can't find where the configs were placed. Any advice for non-steam-old-version users would be much appreciated. Otherwise i won't be using this mod unfortunately. TF2 has gotten too large in size with newer versions and i feel since the game went free-to-play, recent versions lost the original TF2 identity. The bot will work with older versions of TF2 but not so old, maybe only a few versions back. I think 2011 will be too old for the current rcbot, you can use an older version of rcbot that might work which was released about the same time. m,aybe one of these Rcbot 0.63 (TF2 Update fix) RCBot2 0.62 (TFC Update 24 July) RCBot2 0.61 RCBot2 0.6 pbeta http://sourceforge.net/projects/rcbot2/files/rcbot2/ |
apdonato |
Apr 27 2014, 04:49 PM
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#17
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Member Group: Members Posts: 10 Joined: 26-February 13 Member No.: 2,258 |
The bot will work with older versions of TF2 but not so old, maybe only a few versions back. I think 2011 will be too old for the current rcbot, you can use an older version of rcbot that might work which was released about the same time. m,aybe one of these Rcbot 0.63 (TF2 Update fix) RCBot2 0.62 (TFC Update 24 July) RCBot2 0.61 RCBot2 0.6 pbeta http://sourceforge.net/projects/rcbot2/files/rcbot2/ which version would you say is the most stable? crashing is a big turn off for me... and the last time i used rcbot2 it was crashing every 20 minutes... (which is why i stopped using it) |
SPYderman |
Apr 27 2014, 07:24 PM
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#18
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Advanced Member Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 |
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Cheeseh |
Apr 28 2014, 02:18 AM
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#19
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Cool, thanks! try the latest build http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw I found a crash bug when the payload explodes and also in navigation |
Fillmore |
Apr 28 2014, 12:06 PM
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#20
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RCBot Guru Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 |
try the latest build http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw I found a crash bug when the payload explodes and also in navigation Yep, this fixed it. PLR rounds no longer crash on RoundWin scenarios. |
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