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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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madmax2
post Jan 10 2014, 04:23 AM
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Welcome YuriFR,

QUOTE
You know about old Sturmbot? Today it is rare to find someone who has played with classic Dod with Sturmbot... I do not have the latest version of Rcbot2.
The core of my idea is that Cheeseh can take a shortcut in developing Rcbot, from the changelod of Sturmbot 1.7, or from the study of the source-code of Sturmbot 1.7. In my opinion the Sturmbot has features that make the game very close to a war movie.


Yes, we are well aware of sturmbot (some of us are even fans smile.gif ), it's a great bot for dod classic. Thanks for your input & suggestion. RCbot2 is still beta, and getting better with each release. Cheeseh is the only coder working on RCbot2.

I still have dod/sturmbots (1.6 & 1.5) installed on a PC, so I loaded it up today to refresh my memory. Looks like there were a lot of improvements with sturmbot 1.7, but 1.6 & 1.5 was good too. I think Rcbot2 bots chat & yell out, about the same with the latest version (.76). But I'm not sure if they respond to as many voice commands as sturmbot did?

Sturmbots often responded to other bots or player voice commands. Some of what they said was:

point captured or objective secure
sector clear
enemy ahead
sniper
clear out/area clear
fire in the hole
grenade
use that so fine/yes sir

RCbots also yell most of these things too. But the game is different too, and it doesn't seem sound carries as far in dod:s as it did in dod classic. Background sounds seem muted in many dod:s maps. In many ways, dod:s just doesn't have the same atmosphere as the old dod classic, which seems more arcade, but was a blast to play wink.gif ... I think the gestures are a function of the game, not the bots/AI? RCbots do work in small teams at times, but maybe not the same as sturmbots, more independent of the players.

It doe's add atmosphere to the game... I would like to see RCbot2 take action on more voice commands, that would be cool. Perhaps, in time, this will happen?

btw, RCbot2 .76 is about revision 336, so a lot has changed since this thread was updated...

madmax2
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YuriFR
post Jan 10 2014, 03:44 PM
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QUOTE(madmax2 @ Jan 10 2014, 02:23 AM) *

Welcome YuriFR,
Yes, we are well aware of sturmbot (some of us are even fans :) ), it's a great bot for dod classic. Thanks for your input & suggestion. RCbot2 is still beta, and getting better with each release. Cheeseh is the only coder working on RCbot2.

I still have dod/sturmbots (1.6 & 1.5) installed on a PC, so I loaded it up today to refresh my memory. Looks like there were a lot of improvements with sturmbot 1.7, but 1.6 & 1.5 was good too. I think Rcbot2 bots chat & yell out, about the same with the latest version (.76). But I'm not sure if they respond to as many voice commands as sturmbot did?

Sturmbots often responded to other bots or player voice commands. Some of what they said was:
... ...
madmax2


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

First of all: I was VERY HAPPY with your posting. A ray of hope comes upon me when I still see players (DoD:S) that are fans of Sturmbot system for Dod - H.L.1.
I repeat to you, mr. madmax2, the request I made earlier: we need a "quorum" to support the idea that Sturmbot system should be considered throughout the development of Rcbot2 system.
The Rcbot NOT HAVE TO BE A COPY OF STURMBOT, that's not it!: the Rcbot can earn a lot and move forward, from the legacy of old Sturmbot system! The Sturmbot system can function as a stepping stone (a shortcut) for the Rcbot; able to enhance him - this is the core of idea.

I'm being repetitive, in a way, because I am anxious that mr. Cheeseh understand the EXACT DIMENSION of the implications (benefits and gains) of this idea. Mr. Cheeseh is currently the ONLY ONE ABLE to take this idea on behalf of the user community to bot for Dod:S. And maybe he does not know HOW GOOD WAS THE OLD SYSTEM STURMBOT (changelog: http://jasonwilliams400com.startlogic.com/...ion_History.txt ). I think Sturmbot was far more superior than, for example, Podbot and Shrikebot systems for Dod classic. There is no comparison, an example: there are no command voice / gestures system between bots (or bots to humans players).... He only was not more perfect because it was impossible: the developer "Jowo" died and no one was more skilled at good understanding the source-code of Sturmbot.When I learned of his death (2005), I swear: I was sad for more than 1 week, in mourning, as if someone my family had died !


As for voice commands and gestures, i make the following observations:

1 - You (madmax2) is correct: the gestures and voice commands have always been a feature of the game (Dod), and not of the AI (Sturmbot system).
However, and this is one of the commendable points!!!, the Sturmbot was able to activate voice commands and gestures (both pre-existing) producing in bots the same behavioral effects that could happen if the receivers (bots soldiers) were human soldiers (each behavioral effect on bots corresponding to each type of voice command and gesture.) This is one of the characteristics of Sturmbot who I (and many others...) would like to see on the Rcbot system!!

2 - [About form squads] I do not know the exact size of the squads formed in the beginning of each match. But i remember that a bot assumed the position of commander after issuing a voice command (with simultaneous gesture correspondent). A number of bots (maybe 3-5, I don't know) followed this commander, obeying (or not)** his orders. As the maximum possible players in a game was 16 vs. 16 (32 in all), i suppose that there were over 1 commander (and more than 1 squad) per match. Approximately: if we divide 16 by 4 (1 commander + 3 followers), we have the possibility of 4 squads per team (8 squads in all). Logically, the size of the squads were varied, then: most likely had less than 4 squads per team.

**Observation: soldiers within a squad usually obeys his commander. However, the condition of combat could range. So, some bots changed their behavioral response: taking a more autonomous stance (even to the extreme of denying an order of his commander; shouting: "No, sir!")

3 - You (madmax2) cited some commands (and gesture) activated by Sturmbot. I remembered a few more besides these:
- "MG enemy ahead!" (warning to knock down fixed enemy MGs, or take careful with them)
- "Move up to MG-gun/30.Cal!" (teams MGs/.30cal ordered to put his MGs in fixed point, such as barricades and/or sandbags)
- "Displace!" (Disperse the soldiers teams of fixed points: MGs and Snipers)
- "No sir!" / "yes sir!" (do not to obey or obey the commands voice and gestures (according to the battle situation))
- "Flank right!" / "Flank left!" (bots indicated flanks that he was under attack from the enemy)
- "Move out!" / "Go go go!" (Squads ordered to continue the progression under terrain)
- "Fall back!" (withdrawn, when enemy fire was too intense)
- "I need backup!" (Specific to call other bots or human player to support taking a point that requires 2 or more soldiers)
- "Squad, stick together!" (a particular bot assumed the position of commander and others followed him). There was an alternative command that listed the names of the bots (and human players) in order to follow the commander. I think it was something like: " 'Soldier X', follow me!", " 'Soldier Y', follow me!" ... etc, until the end of the list of members who will form the squad.

I do not remember, now, if there was more voice commands and gesture, i guess yes. If I remember that, I'll come back to post. I suggest those interested to consult the changelod of the Sturmbot (same link above), to know.


Thank you all!
[[my apologies: using google translator...]]
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