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Cheeseh
post Feb 3 2013, 02:01 AM
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red = released. blue = unreleased (in SVN), green = to do

dod:s : sprint/prone waypoints
dod:s snipers/defenders/gunners crouch/prone depending on waypoint type at defend/sniper/machine gun point


Revision 269
Modified Thu Jan 31 12:31:43 2013 UTC (2 days, 12 hours ago)

dods: bot choose to plant bombs in less dangerous capture points
dods: bots can plant bombs that block paths
dods: new waypoint 'bombtoopen'

all: added waypoint add <type> <area> e.g. rcbot waypoint add sniper 3 (adds sniper waypoint at area 3)
all: fixed bug - bots not listening to other players (improves combat)
all: mods: fixed divide by zero error with bot's movement

Revision 267
Modified Sun Jan 27 12:40:11 2013 UTC (6 days, 12 hours ago) by rcbotcheeseh

all: fixed random crash to do with weapons
all: fixed 'you do not have access to command' after map change
dod:s bot's step back from bombs before they explode better
dod:s fixed a class bug where bots just stood still and did nothing



Revision 264
Modified Thu Jan 24 11:09:37 2013 UTC (9 days, 14 hours ago) by rcbotcheeseh

dod:s ladder fix
tf2: fix bots not going to point to defend so much when under attack

Revision 263
Modified Thu Jan 24 08:48:40 2013 UTC (9 days, 16 hours ago) by rcbotcheeseh

messaround crash bug with voice commands

Revision 262
Modified Thu Jan 24 07:47:57 2013 UTC (9 days, 17 hours ago) by rcbotcheeseh

tf2: bots don't taunt when on fire or holding flag
tf2: demoman pipe bombing / pipe jumping
tf2: bots can say 'sentry ahead' and 'incoming'
tf2: some crash bugs
all: movement jerk bugs





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YuriFR
post Jan 7 2014, 11:39 PM
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QUOTE(Cheeseh @ Feb 3 2013, 12:01 AM) *

red = released. blue = unreleased (in SVN), green = to do

dod:s : sprint/prone waypoints
dod:s snipers/defenders/gunners crouch/prone depending on waypoint type at defend/sniper/machine gun point


Revision 269
Modified Thu Jan 31 12:31:43 2013 UTC (2 days, 12 hours ago)

dods: bot choose to plant bombs in less dangerous capture points
dods: bots can plant bombs that block paths
dods: new waypoint 'bombtoopen'

all: added waypoint add <type> <area> e.g. rcbot waypoint add sniper 3 (adds sniper waypoint at area 3)
all: fixed bug - bots not listening to other players (improves combat)
all: mods: fixed divide by zero error with bot's movement

Revision 267
Modified Sun Jan 27 12:40:11 2013 UTC (6 days, 12 hours ago) by rcbotcheeseh

all: fixed random crash to do with weapons
all: fixed 'you do not have access to command' after map change
dod:s bot's step back from bombs before they explode better
dod:s fixed a class bug where bots just stood still and did nothing

Revision 264
Modified Thu Jan 24 11:09:37 2013 UTC (9 days, 14 hours ago) by rcbotcheeseh

dod:s ladder fix
tf2: fix bots not going to point to defend so much when under attack

Revision 263
Modified Thu Jan 24 08:48:40 2013 UTC (9 days, 16 hours ago) by rcbotcheeseh

messaround crash bug with voice commands

Revision 262
Modified Thu Jan 24 07:47:57 2013 UTC (9 days, 17 hours ago) by rcbotcheeseh

tf2: bots don't taunt when on fire or holding flag
tf2: demoman pipe bombing / pipe jumping
tf2: bots can say 'sentry ahead' and 'incoming'
tf2: some crash bugs
all: movement jerk bugs




A long time i trying to contact you, mr. Cheeseh, or someone who develope any Bots system for Dod:Source. The reason is that I am a BIG FAN of Dod Classic with bots (old system "Sturmbot" for Dod - Half-Life1) since beta 3.1 version (around the years 2001/2002). However, with the death of the Sturmbot developer "Johan 'Jowo' Linde" (Tsunami-2005), the project "Sturmbot" was interrupted (in version 1.7).
I understand that may no longer be possible to reactivate it in Dod:S, but my opinion is that a system of bots for Dod:Source should follow roughly the same path trodden by "Jowo".

I EXPLAIN:

One of the greatest qualities of old Sturmbot is the ability of the AI ​​to interact as a squad-team, in which the soldier was emit voice and gestures commands, one to each other. The Sturmbot wore almost all commands animations and commands voices, existing as standard in the game. Consequently, the soldiers could be decide to obey or not to obey the order of the voice command (and gesture). This characteristic made the atmosphere of game much more dramatic (like a thriller movie, similar to the famous "Saving private Ryan"), because the human player could be hear (and see) the commands of his own team and the screams (and gestures) of the enemy, when they were approaching. All this causing a feeling of being in a real war (as in game "Medal of Honor: Alied Assault - MOH:AA").

I tried to recreate the same game experience of Dod classic with bots in Dod:S, but in the currents Systems of bots for Dod:S there are no equal resources as in the old Sturmbot system. I am not able to program bots, but many people would like to get the same experience of playing Dod:S like the old and good Sturmbot system.

With this suggestion i also put a link to the changelog (all history of changes) of old Sturmbot sistem. My expectation is that someone (for example: you, or/and yours partners) considers this as a positive opinion, and based on this changelog, implement new scripts that produce the same desired effects.

The results will be probably very fantastic !!!

THE LINK FOR CHANGELOG HISTORY:
http://jasonwilliams400com.startlogic.com/...ion_History.txt


If you do not know the old Sturmbot, I suggest you search for "Sturmbot" on YouTube. But even better is to install an old version of Day of Defeat (HL1 mod), download the version of the corresponding Sturmbot, and experience it firsthand.



Thank you so much for considering this message!

[[my apologies: using google translator...]]
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