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> RCBot2 0.73 Beta test
Cheeseh
post May 4 2013, 09:21 AM
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before release of the next version please test this dll

updated may 7th 2013

07 May 2013
-----------
all mods : changes for linux - linux filesystem fixes
tf2 : scouts jump around sometimes from waypoint to waypoint
tf2 : extra spy checking, bots might melee friendlies searching for spies
all mods : fixed bug when bots wouldn't change weapon when they were out of ammo
all mods : aiming system changes, better aiming, especially for stationary targets

http://rcbot.bots-united.com/downloads/RCB...73_2BetaDLL.zip

0.73
====
dod:s : fixes bots not seeing properly through windows
dod:s : fix bots not proning on sniper spots
dod:s : bots don't run away from smoke grenades
dod:s : bots aim for the head if visible (more deadly)
tf2 : spy detection changes, bots shouldn't be able to redetect the same spy if if has changed disguise
tf2 : simple spy checking - bots melee the air, pyros fire flamethrower
tf2 : update bot shooting fov
tf2 : bots don't listen to cloaked spies
tf2 : fixed sniper bug with snipers running on the spot
tf2 : changes to spy detection and engi building
tf2 : fixed engis not placing moved objects (esp. dispensers)
all mods : new waypoint type "fall" (fall damage)
all mods : fixed crash in debug hud with looktask string error
all mods : fixed bad memory allocation errors
all mods : reliability fix for cfindpath task
all mods : more debug hud info
all mods : debug crash fixes
all mods : changes for linux - linux filesystem fixes
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genmac
post May 7 2013, 07:51 AM
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Yeah the bot suddenly stop shooting when it called for support.
I did saw them change to pistol when their primary ran out of ammo.

"rcbot debug givetask snipe"...this will be very handy for faster testing.

I tested it again on dod_anzio church tower snipers.
Had to add some connected unreachables to make their shooting more effective
after that their much more better and more responsive near or far, both sides.
Will test the rest of the sniping spots for all stock maps.

Oh I can't upload the tweaked anzio wpt here ran out of space hehe.
Will try fileden as Max suggested.
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Cheeseh
post May 7 2013, 08:52 AM
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QUOTE(genmac @ May 7 2013, 08:51 AM) *

Yeah the bot suddenly stop shooting when it called for support.
I did saw them change to pistol when their primary ran out of ammo.

"rcbot debug givetask snipe"...this will be very handy for faster testing.

I tested it again on dod_anzio church tower snipers.
Had to add some connected unreachables to make their shooting more effective
after that their much more better and more responsive near or far, both sides.
Will test the rest of the sniping spots for all stock maps.

Oh I can't upload the tweaked anzio wpt here ran out of space hehe.
Will try fileden as Max suggested.


hmm okay I guess he was just out of ammo and just looked at you thinking his pistol wouldn't be very useful up there...

As for unreachables, they shouldn't really affect sniping, they should affect those people getting sniped though as they know where to run away from. You should connect normal waypoints to unreachables rather than the other way around which will let bots look at dangerous points.

Another thing for next release is to improve ladder climbing , I noticed they had trouble on dod_stug

what I've done is to use the ladder waypoint yaw to make sure bots always look in the right direction when climbing, so check your waypoints that the ladder waypoint yaws are facing the ladder. I've tried this out and the bots are climbing like pro's now
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genmac
post May 10 2013, 01:30 PM
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QUOTE(Cheeseh @ May 7 2013, 08:52 AM) *

As for unreachables, they shouldn't really affect sniping, they should affect those people getting sniped though as they know where to run away from. You should connect normal waypoints to unreachables rather than the other way around which will let bots look at dangerous points.

Nothing better to do so went testing the snipers again at anzio and ...
you're totally right master...snipers don't need unreachable as shooting guides.
But you gotta look for the sweep spot on placing the sniper wpts.
Once found, their shooting hehe...

Anyway here's some demos again...
http://www.4shared.com/rar/qAlHeIPR/anzio_snipers.html
If it doesn't work rename the map to dod_anzio_spr.bsp
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Cheeseh
post May 11 2013, 01:05 AM
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QUOTE(genmac @ May 10 2013, 02:30 PM) *

Nothing better to do so went testing the snipers again at anzio and ...
you're totally right master...snipers don't need unreachable as shooting guides.
But you gotta look for the sweep spot on placing the sniper wpts.
Once found, their shooting hehe...

Anyway here's some demos again...
http://www.4shared.com/rar/qAlHeIPR/anzio_snipers.html
If it doesn't work rename the map to dod_anzio_spr.bsp


cool. or u can use

rcbot waypoint load dod_anzio_spr
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genmac
post May 13 2013, 05:39 AM
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QUOTE(Cheeseh @ May 11 2013, 01:05 AM) *

cool. or u can use

rcbot waypoint load dod_anzio_spr


copy that Master! biggrin.gif

Btw can you add a CAMPER wpts so other classes aside mg's and snipers can camp out but allows only one bot to use a camp wpts with a configurable camping time per camp wpt.
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madmax2
post May 13 2013, 06:41 PM
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QUOTE(genmac @ May 12 2013, 10:39 PM) *

copy that Master! biggrin.gif

Btw can you add a CAMPER wpts so other classes aside mg's and snipers can camp out but allows only one bot to use a camp wpts with a configurable camping time per camp wpt.

Yeah, I like this idea too, & was thinking about the same thing, working on the sniper perch in flash. I really didn't like forcing axis bots to stay in there with a one way path on the stairs. It works ok most of the time, but sometimes to many axis will get trapped in there. With a two way path, they would stay & snipe sometimes, but it just doesn't seem long enough?

A camper tag/wpt would be a better solution. I would like to see this available for sniper & mg wpts as well as defend wpts. Where a minimum or maximum time could be set. I wouldn't want to do this at every sniper/mg/defend wpt, just some places. I'd still want the AI to handle most locations. So in flash, i'd set the sniper perch camps to some minimum time, and at the first flag mg/snipe camps i'd set some maximum time, because at some of those camps, bots will stay at far too long. They don't want to move forward when flags have been capped, maybe there is an AI solution for this???

I'd like to see the doubling up fixed too, where 2 of the same class will camp on same wpt, i've mostly seen it with snipers, not too much with mg's. It doe's seem less than previous rcbot2 versions, and it seems to happen mostly at the first available sniper or mg wpts in flash. Thats where i've seen it the most.. So I removed the sniper wpts near each teams first flag, for this reason...

Anyways, if some of this could be done, that would be cool... cool.gif
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Cheeseh
post May 20 2013, 02:00 PM
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the defend waypoints are basically camper waypoints for non snipers/mgs. They do exactly as you want. They will go there and wait basically for a certain time. Make sure you set the correct area and bots will go there to defend the correct flag point and that waypoint.

On dod_anzio I put one next to the bridge in the little ruined shack on the table, sometimes bots will go in there and wait for an opportune moment

you don't need to have defend flag on a sniper or mg point as sniper and mgs bots work that out themselves based on the area of the waypoint, and which flag they want to attack or defend
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Posts in this topic
Cheeseh   RCBot2 0.73 Beta test   May 4 2013, 09:21 AM
Fillmore   before release of the next version please test th...   May 4 2013, 01:41 PM
Cheeseh   As if espionage wasn't difficult enough, now ...   May 4 2013, 02:06 PM
Fillmore   sure it can. I will try to improve sniper aiming ...   May 4 2013, 02:29 PM
madmax2   before release of the next version please test th...   May 4 2013, 04:35 PM
genmac   Nice to know all snipers on dod_flash windows are ...   May 5 2013, 02:13 AM
Cheeseh   it may have something to do with their FOV when lo...   May 5 2013, 07:02 AM
genmac   Now we can't wait to test 0.73a or something h...   May 6 2013, 12:04 AM
madmax2   I think i'm still seeing this with .73beta......   May 6 2013, 04:52 AM
darkranger   i can confirm that this version is working again o...   May 6 2013, 07:07 PM
Cheeseh   I've updated thie first post with the new beta...   May 7 2013, 01:11 AM
genmac   Seems the aiming did improve. Tested it on dod_stu...   May 7 2013, 06:03 AM
Cheeseh   Seems the aiming did improve. Tested it on dod_st...   May 7 2013, 07:06 AM
genmac   Yeah the bot suddenly stop shooting when it called...   May 7 2013, 07:51 AM
Cheeseh   Yeah the bot suddenly stop shooting when it calle...   May 7 2013, 08:52 AM
genmac   As for unreachables, they shouldn't really af...   May 10 2013, 01:30 PM
Cheeseh   Nothing better to do so went testing the snipers ...   May 11 2013, 01:05 AM
genmac   cool. or u can use rcbot waypoint load dod_anzi...   May 13 2013, 05:39 AM
madmax2   copy that Master! :D Btw can you add a CAMP...   May 13 2013, 06:41 PM
Cheeseh   the defend waypoints are basically camper waypoint...   May 20 2013, 02:00 PM
genmac   I see...but somehow the unreachables helped the sn...   May 7 2013, 09:30 AM
madmax2   I see...but somehow the unreachables helped the s...   May 8 2013, 07:21 PM
genmac   the hopping bug has been happening way back 0.71 ...   May 9 2013, 04:57 AM
madmax2   genmac, With the first .73beta, i'm not seein...   May 9 2013, 05:05 AM
Cheeseh   genmac, With the first .73beta, i'm not seei...   May 9 2013, 07:03 AM
genmac   ok I found the bug, if you use rcbot debug hud 1 ...   May 9 2013, 10:47 AM
genmac   No I mean totally max out the snipers/mg profiles ...   May 9 2013, 05:17 AM
madmax2   Ok , i'll give the profiles a try, but it...   May 9 2013, 05:28 AM
genmac   You're right snipers don't hop around thie...   May 9 2013, 06:06 AM
madmax2   Cool Cheeseh, so snipers will prone now too, as we...   May 9 2013, 08:04 AM


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