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Cheeseh
post Apr 2 2014, 02:37 PM
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Well it's been a long time waiting for a proper release, I've been proper busy then in and out of hospital and I'm back, better give you this while I have the time to do it.

The main changes here is that the bots don't need to use sv_cheats anymore, it kinda hacks its way around.

Two Files in this release:

HPB_Bot2.dll for files in home folder
HPB_Bot2o.dll for files in parent folder of mod folder (for dedicated servers mainly)

Changes

CODE

0.80
===
all: bots don't need sv_cheats!
all: deleted rcbot_sv_cheats_warning command and other cheat related commands as they are not needed now
all: waypoint version now 4 : Waypoints made in this version won't work in older versions!
all: added rcbot welcome message (tool tip)
all: waypoint author and modifier info saved in new waypoint
all: added welcome message showing author and modifier of waypoints, author is only saved once
all: fixed far away squad members stopping when leader stops moving
all: new cvar to allow tooltips
all: tooltips for waypoints
all: new squad cvar to increase/reduce frequency of bot squads
all: player joining crash fix (teds suggestion)
all: added 'rcbot util teleport' command
all: added 'rcbot util set_teleport' command
all: added 'rcbot util god' command
all: added 'rcbot util noclip' command
all: added waypoint type 'teleport' (cheat) makes bots teleport from the teleport waypoint to the next waypoint
all: rcbot waypoint drawtype 4 will show automatically generated danger (red = dangerous) waypoints of a bots team, rcbot debug nav 1 and rcbot debug bot  must be used first.
dod:s added timeout for snipers and machine gunners if they cant deploy or zoom
dod:s allow bots to crouch when reloading at crouch or machinegun waypoints
dod:s All bot classes can snipe or deploy mg if they pickup an mg or sniper rifles
dod:s bots respond to need mg voice command
dod:s bots try to use secondary melee weapon in dod:s
dod:s MGs move up after 'move up mg' voice command
dod:s MGs move up when they see friendly killed
dod:s bots shoot breakables only if not seen enemy for a short time
tf2: hwguys don't rev minigun if they have the flag
tf2: bots don't investigate sounds in tf2 if they have the flag
tf2: bots can't hear spies attacking with knife behind them unless they know there are spies nearby
tf2: bots listen to footsteps and investigate teammates attacking
tf2: fixed bots spychecking observers
tf2: engineers less probability of changing class when they die if they have many buildings
tf2: spies try more alternative routes
tf2: engineers are more successful at building nearby teammates buildings
tf2: fixed some soldiers not rocket jumping


Please Test

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YuriFR
post Apr 4 2014, 04:12 AM
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QUOTE(Cheeseh @ Apr 2 2014, 12:37 PM) *

Well it's been a long time waiting for a proper release, I've been proper busy then in and out of hospital and I'm back, better give you this while I have the time to do it.


Hello , mr . Cheeseh !
It's very nice to find you again! I sincerely hope you are well, and it's nothing serious.
I wish your all family (and baby) are also doing well! smile.gif

As I commonly do, I'll post some feedbacks (comments, and highlight some suggestions) on this latest version, Rcbot2 v0.8.

I ask you, (only when you have more free time), to respond the questions set in this link:

http://rcbot.bots-united.com/forums/index....ost&p=12670
Mr. madmax2 tried to answer some questions, but other details and questions remained unanswered... and the answers maybe of interest to the community


I also ask you mr. Cheeseh: refer back again to that list of suggestions for future versions of Rcbot2; aiming to "refresh his memory", in:
http://rcbot.bots-united.com/forums/index....ost&p=12557
It is possible that some suggestions, made there, now serve for the next version of Rcbot2! smile.gif


---


About this last version 0.8 - (only to DoD:Source):

A) The improvements that version 0.8 are remarkable! In fact, I think that the Rcbot2 is developing nicely! CONGRATULATIONS !!

B.) A NOTE: the frequency of throwing smoke bombs, against Mg-guns and Sniper, WAS GREATLY REDUCED, from version 0.76 to version 0.8 ... I don't know if this happens to anyone else, so I don't know what happen to me game, or what I did ... Simply: I almost no longer see the bots throw smoke grenades ...!
Is there any command that controls the frequency of use of smoke bombs ?

C) The suggestion of a community member (I can not remember who it was) can be created, from now, by you: add the "Displace!" command (running: bots-to-bots, humans-to-bots, or even bots-to-human). The command aims to remove the Mg-gunner from sandbags, windows etc. and the Sniper-bot from their fix-position (sights), forcing these (both) classes to advance positions (looking to implement more advanced sites).
I remembered this suggestion (coworker), because after a Mg-bot on my team implements its Mg-gun on a sandbag, I can not remove it from there (in case of my team, or myself, need fire support at an advanced map region). I tried to remove it with the command "we need an MG up here!" (also with the voice command by "Displace!" to test ), but not have any effect.

D) Did I mention these 2 points after. Again I mention because I think it is important to make improvements like that:

 d.1) Create an "appropriate escape grenades" (the idea that the bots should run away to far fetch covers, jump and throw, to escape the area-impact of the explosion and shrapnel). This suggestion must be accompanied by the "Fire in the hole!" command, when it is a case of a team member to throw a grenade nearby, (he must notify his team of the danger that implies the grenade thrown by him). In response, the bots on around should be stopped (stop walking) or hidden under cover until the explosion occurs, not to be affected [(check this behavior working in Sturmbot v1.7 for DoD - Classic)]

 d.2) Create a kind of "brief search/hunting, off course, for enemies that hide or make noises in the vicinity": yes, I know ... I had already talked about this ... I had also detailed a hypothesis about how to do this, on: http://rcbot.bots-united.com/forums/index....ost&p=12615 (I don't know if you read this, and whether it makes sense ... ). I'm repeating about it, because I think you have the ability to make this feature to work, and certainly 'll be good!

Another idea I had recently about this is: the bot, when see a menacing enemy off the original path (the bot ran via waypoints), this bot AI (based on that idea of ​​"weights and priorities": see the link above) must recalculate the route, trying to verify if there is (or not) a handy waypoint, near the point where is the threat, and soon after (based on this "reasoning"), the bot leaves the initial route and goes in search of the paths (and intermediate waypoints) to reach that particular waypoint, which is closest to the threat (which lies outside the initial route of the bot). After slaughtering the threat, and if there are no more other threats around, the bot will return in the same way (path and waypoints), taking the old route (original route) again.

When assessing the applicability of this suggestion, do not forget the possibility of bots also use grenades in such circumstances: hidden enemy in wall holes and enemies hidden behind windows.


MAYBE MORE FOR THE FUTURE:

E) The voice command "Cease fire!" can be implemented when a friend-bot is under accidental friendly fire, independently if the shots are hitting or not their colleagues (is sufficient the noise of the bullets passing within walking distance...).
The "exposure to friendly fire" have occurred very frequently, including death of team members. For example: when a bot or various bots are set ahead and another friend group of bots is further back, and both groups are forced to open fire on any target or enemy that suddenly appears in the visual field of both groups.
The command "Cease fire!" oblige the bots to stop gun-shootings, for a short time, forcing the (friendly) bots to quickly reposition in the space, avoiding hit their friends and restart the shooting against the enemy's position, now in better situation (free field of friendly troops).


F) Less relevant enhancement: you can include the voice command "Nice Shot!" to make Rcbot further more like human behavior in situations of war: dialogues among soldiers. This is only a working hypothesis, try this: when a Sniper, or other bot/human, hits the enemy in the head ("Head-Shots"), at long distance, some bot around (randomly) will praise the "precision shooting", saying "Nice Shot!".
[The same can be done with the voice command "Thanks!", when a bot gets ammo of a partner - it should say "Thanks". I do not remember if it was already implemented or not...]



Thanks again!

[I using google translator, sorry]
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Cheeseh
post Apr 5 2014, 12:58 AM
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-----------YuriFR-----------

QUOTE(YuriFR @ Apr 4 2014, 05:12 AM) *

B.) A NOTE: the frequency of throwing smoke bombs, against Mg-guns and Sniper, WAS GREATLY REDUCED, from version 0.76 to version 0.8 ... I don't know if this happens to anyone else, so I don't know what happen to me game, or what I did ... Simply: I almost no longer see the bots throw smoke grenades ...!
Is there any command that controls the frequency of use of smoke bombs ?


There was no change to the smoke grenade code so perhaps its just the fact there weren't enough bots with smoke grenades at the right moment? You can use the voice command "use your grenades" or "smoke em" to increase frequency. Bots will more likely listen to you though in a squad.

QUOTE(YuriFR @ Apr 4 2014, 05:12 AM) *

C) The suggestion of a community member (I can not remember who it was) can be created, from now, by you: add the "Displace!" command (running: bots-to-bots, humans-to-bots, or even bots-to-human). The command aims to remove the Mg-gunner from sandbags, windows etc. and the Sniper-bot from their fix-position (sights), forcing these (both) classes to advance positions (looking to implement more advanced sites).
I remembered this suggestion (coworker), because after a Mg-bot on my team implements its Mg-gun on a sandbag, I can not remove it from there (in case of my team, or myself, need fire support at an advanced map region). I tried to remove it with the command "we need an MG up here!" (also with the voice command by "Displace!" to test ), but not have any effect.


Displace works although it doesn't make bots move away from MGs , all it does is make the everyone leave the squad if said by the squad leader. If you want the bot to stop MG use 'go go go'. The bot won't listen to you as much if you are not in a squad with them.


QUOTE(YuriFR @ Apr 4 2014, 05:12 AM) *

 d.1) Create an "appropriate escape grenades" (the idea that the bots should run away to far fetch covers, jump and throw, to escape the area-impact of the explosion and shrapnel). This suggestion must be accompanied by the "Fire in the hole!" command, when it is a case of a team member to throw a grenade nearby, (he must notify his team of the danger that implies the grenade thrown by him). In response, the bots on around should be stopped (stop walking) or hidden under cover until the explosion occurs, not to be affected [(check this behavior working in Sturmbot v1.7 for DoD - Classic)]


Not sure exactly what you mean by this one, you'll need to give another example

QUOTE(YuriFR @ Apr 4 2014, 05:12 AM) *

 d.2) Create a kind of "brief search/hunting, off course, for enemies that hide or make noises in the vicinity": yes, I know ... I had already talked about this ... I had also detailed a hypothesis about how to do this, on: http://rcbot.bots-united.com/forums/index....ost&p=12615 (I don't know if you read this, and whether it makes sense ... ). I'm repeating about it, because I think you have the ability to make this feature to work, and certainly 'll be good!


At the moment they only go off course if they hear noises (footsteps or gun shots) which I think is enough. You'll need to explain the 'hypothesis' a bit simpler so something like that could be implemented. The problem when coding this is WHEN a bot should do this and WHERE, something must TRIGGER the bot into a certain behavior.

QUOTE(YuriFR @ Apr 4 2014, 05:12 AM) *

Another idea I had recently about this is: the bot, when see a menacing enemy off the original path (the bot ran via waypoints), this bot AI (based on that idea of ​​"weights and priorities": see the link above) must recalculate the route, trying to verify if there is (or not) a handy waypoint, near the point where is the threat, and soon after (based on this "reasoning"), the bot leaves the initial route and goes in search of the paths (and intermediate waypoints) to reach that particular waypoint, which is closest to the threat (which lies outside the initial route of the bot). After slaughtering the threat, and if there are no more other threats around, the bot will return in the same way (path and waypoints), taking the old route (original route) again.


I think what you mean from above, if a bot is walking along a path which branches, have a quick look through the branches first before moving on?

QUOTE(YuriFR @ Apr 4 2014, 05:12 AM) *

When assessing the applicability of this suggestion, do not forget the possibility of bots also use grenades in such circumstances: hidden enemy in wall holes and enemies hidden behind windows.
MAYBE MORE FOR THE FUTURE:


This could probably use a new waypoint type to make things easy

QUOTE(YuriFR @ Apr 4 2014, 05:12 AM) *

E) The voice command "Cease fire!" can be implemented when a friend-bot is under accidental friendly fire, independently if the shots are hitting or not their colleagues (is sufficient the noise of the bullets passing within walking distance...).
The "exposure to friendly fire" have occurred very frequently, including death of team members. For example: when a bot or various bots are set ahead and another friend group of bots is further back, and both groups are forced to open fire on any target or enemy that suddenly appears in the visual field of both groups.
The command "Cease fire!" oblige the bots to stop gun-shootings, for a short time, forcing the (friendly) bots to quickly reposition in the space, avoiding hit their friends and restart the shooting against the enemy's position, now in better situation (free field of friendly troops).


okay I can do this

QUOTE(YuriFR @ Apr 4 2014, 05:12 AM) *

F) Less relevant enhancement: you can include the voice command "Nice Shot!" to make Rcbot further more like human behavior in situations of war: dialogues among soldiers. This is only a working hypothesis, try this: when a Sniper, or other bot/human, hits the enemy in the head ("Head-Shots"), at long distance, some bot around (randomly) will praise the "precision shooting", saying "Nice Shot!".


Bots already say 'nice shot' when a friendly kills their enemy under low health

QUOTE(YuriFR @ Apr 4 2014, 05:12 AM) *

[The same can be done with the voice command "Thanks!", when a bot gets ammo of a partner - it should say "Thanks". I do not remember if it was already implemented or not...]
Thanks again!


Ok I can try to do this too

-----------madmax2-----------


QUOTE(madmax2 @ Apr 5 2014, 12:54 AM) *

I tried the new commands on DODs. You were right, 'rcbot util noclip' works and 'rcbot util god' doe's not work... Perhaps I miss understood about the teleport command? But I could not teleport a bot. When I type "rcbot util teleport <botname>", it just teleports me to the location! Maybe there is no need to teleport bots with the command in this game, not sure?


god works on TF2 but not on DOD:s, don't know why.

the teleport command is for you only (for now)

the teleport waypoint type is for the bots, did you try that?
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Posts in this topic
Cheeseh   RCBot 0.8 Release   Apr 2 2014, 02:37 PM
Emotional   but older wpts versions will be working in 0.8 ve...   Apr 2 2014, 04:06 PM
Fillmore   but older wpts versions will be working in 0.8 ve...   Apr 2 2014, 07:39 PM
madmax2   Cheeseh, Awesome, can't wait to try it out......   Apr 2 2014, 11:37 PM
Cheeseh   Cheeseh, Awesome, can't wait to try it out.....   Apr 3 2014, 04:02 AM
YuriFR   Well it's been a long time waiting for a prop...   Apr 4 2014, 04:12 AM
Cheeseh   -----------YuriFR----------- [b][color=#3333FF]B...   Apr 5 2014, 12:58 AM
YuriFR   "d.1) Create an "appropriate escape gre...   Apr 7 2014, 11:58 PM
Fillmore   I'd like to make a suggestion for later releas...   Apr 4 2014, 08:14 AM
Emotional   Hmmm, hmmm, I tested 0.8 on some maps, 1-2 round o...   Apr 4 2014, 06:21 PM
madmax2   Yes, I agree, there is a good amount of improvemen...   Apr 4 2014, 11:54 PM
madmax2   I just tried it, kinda cool... It works, but it ...   Apr 5 2014, 04:14 AM
madmax2   A few more observations on the teleport waypoint. ...   Apr 6 2014, 06:09 PM
madmax2   Hi YuriFR, I agree with this statement, but ther...   Apr 9 2014, 07:07 PM
doroemon   hello everyone,I have a question.... Does the ...   Apr 19 2014, 08:52 AM
Cheeseh   hello everyone,I have a question.... Does the ...   Apr 19 2014, 09:53 AM
doroemon   rcbotd in dedicated server , not rcbot oh Sorry....   Apr 19 2014, 05:12 PM
Cheeseh   oh Sorry....I forgot it... but "min_bots...   Apr 19 2014, 10:52 PM
doroemon   rcbot2 config max_bots It works~! Cheeseh Th...   Apr 20 2014, 01:30 PM
Fillmore   By the way, I've noticed that winning a round ...   Apr 19 2014, 03:48 PM


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