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> RCBot 0.85 release
Cheeseh
post Apr 24 2014, 01:01 PM
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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)
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Fillmore
post Apr 25 2014, 12:52 PM
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Does that cap point detection mean that the bots can play Hydro (and maybe DeGroot Keep)?
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Cheeseh
post Apr 25 2014, 01:53 PM
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QUOTE(Fillmore @ Apr 25 2014, 01:52 PM) *

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
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Cheeseh
post Apr 25 2014, 03:31 PM
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QUOTE(Cheeseh @ Apr 25 2014, 02:53 PM) *

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
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SPYderman
post Apr 26 2014, 05:53 AM
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QUOTE(Cheeseh @ Apr 25 2014, 03:31 PM) *

just noticed a crash bug when bots kill themselves with worldspawn, doh, let me know if you want a fix

I think that's the cause of the crash for PL/PLR maps. YES PLEASE OMG
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Cheeseh
post Apr 26 2014, 02:03 PM
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QUOTE(SPYderman @ Apr 26 2014, 06:53 AM) *

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
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SPYderman
post Apr 27 2014, 07:16 AM
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QUOTE(Cheeseh @ Apr 26 2014, 02:03 PM) *

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.
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Cheeseh
post Apr 27 2014, 09:05 AM
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QUOTE(SPYderman @ Apr 27 2014, 08:16 AM) *

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.


okay when I get back I'll test on that map and find the problem, thanks!
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SPYderman
post Apr 27 2014, 07:24 PM
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QUOTE(Cheeseh @ Apr 27 2014, 09:05 AM) *

okay when I get back I'll test on that map and find the problem, thanks!

Cool, thanks!
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Cheeseh
post Apr 28 2014, 02:18 AM
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QUOTE(SPYderman @ Apr 27 2014, 08:24 PM) *

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
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SPYderman
post Apr 30 2014, 01:45 AM
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QUOTE(Cheeseh @ Apr 28 2014, 02:18 AM) *

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

Hey Cheeseh, do you think you could help me out with this? I'm not sure if it's possible to install Rcbot on a non-home server or not.
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Cheeseh
post Apr 30 2014, 03:31 PM
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QUOTE(SPYderman @ Apr 30 2014, 02:45 AM) *

Hey Cheeseh, do you think you could help me out with this? I'm not sure if it's possible to install Rcbot on a non-home server or not.


You'll need to use the HPB_Bot2o.dll but I haven't updated that one to fix the crashes. I'll make another release soon with lots more goodies.

The HPB_Bot2o.dll uses the normal location for rcbot2 folder which is one level above the mod, e.g. you have in one folder

all in same folder (...steam/steamapps/common)
CODE

Team Fortress 2/
Day of Defeat Source/
Half-Life 2 Deathmatch/
rcbot2/


if you can find this folder with all the mods in your ftp its a case of putting that in there. If that still doesn't work I'll need to make another config file just like I did for rcbot1
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YuriFR
post May 1 2014, 04:45 PM
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[I using google translator, sorry]

I'll be brief.

I take the following statement (from mr. Cheeseh; in bold), to explain why I make this present post, now. [I would not do it anytime soon, if not for these announcement of yet another new Rcbot2-update]:

QUOTE(Cheeseh @ Apr 30 2014, 01:31 PM) *

You'll need to use the HPB_Bot2o.dll but I haven't updated that one to fix the crashes. I'll make another release soon with lots more goodies.


" Changelog 0.85

[1] 'all: fixed player speed':
I suggest adding a "control variable" with the goal of providing the player's control over the speed of bots (on battle). Very fast (or too slow) matches may displease some players and please others. Somehow interfere on this variable would be very welcome, I think ...

[2] 'dod:s - bots run from friendly fire grenades' and 'dod:s - improved escaping from grenades':
I have not noticed in the tests I did with version 0.85 significant differences, more than in previous versions of Rcbot2 to "escape-behaviors [of grenades]". I suggest you read the following post, in its entirety (I do not know if you, mr. Cheeseh, came to see the post before start work to version 0.85, or after completing the version 0.85... or even if you have not read yet ...):

[Direct-link] http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1878&view=findpost&p=12745

In this post I put links to YouTube videos that show the escape-behavior of grenades, with two kind of examples: real life examples and behavior of real-life reconstituted in virtual games (Dod:Classic and MoW). Also contains link to video on YouTube that illustrates the standard-procedure for launching the grenades (hand-grenades), and a link to attached file (host: 'mediafire'), with material that illustrates the argument (explanation) related to the ideas and assumptions of the "engagement 'off -route' "

[3] 'dod:s - bots say 'cease fire!' if under friendly fire':
Not been possible for me verify if the bots hit by "friendly-fire" only shout "cease fire!", or if in addition to scream, are also able to reorganize themselves on the space not to re-hit a team-member. I also could not testify whether the cry "cease fire!" is only linked to the gunshot that hits a colleague, or if is linked also to the event "tracer bullets passing very close of the friendly- troops" (to remember: this was a suggestion that was added to the event "gunshot hitting a team-member", to trigger the event "scream 'cease fire!' " and to trigger the effects on the whole friendly-troop: "firestop"/"re-organize on the space to avoid hit the team-members")
"


Thanks for attention !
wink.gif


[I using google translator, sorry]
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Cheeseh
post May 3 2014, 11:10 AM
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QUOTE(YuriFR @ May 1 2014, 05:45 PM) *

[I using google translator, sorry]
[3] 'dod:s - bots say 'cease fire!' if under friendly fire':
Not been possible for me verify if the bots hit by "friendly-fire" only shout "cease fire!", or if in addition to scream, are also able to reorganize themselves on the space not to re-hit a team-member. I also could not testify whether the cry "cease fire!" is only linked to the gunshot that hits a colleague, or if is linked also to the event "tracer bullets passing very close of the friendly- troops" (to remember: this was a suggestion that was added to the event "gunshot hitting a team-member", to trigger the event "scream 'cease fire!' " and to trigger the effects on the whole friendly-troop: "firestop"/"re-organize on the space to avoid hit the team-members")
"
Thanks for attention !
wink.gif
[I using google translator, sorry]


This has mainly been a TF2 update to address the big gap with the official bots.

As for DOD:S, I simply "improved" escaping from grenades
QUOTE
dod:s - improved escaping from grenades
, so when the grenade explodes, the bots run back, and they notice grenades better.

However looking away and running in the opposite direction then jumping and proning is not something easily done in DOD:S (as in animation and speed, they can't jump then prone so quickly -- the grenade would have exploded already anyway) and is more suited to another game such as COD. Remember that DOD:S is a multiplayer game and bots are to emulate that, I don't think you'll see real players on servers doing what those people do in real life situation when someone throws a grenade at them in DOD:S, they'd simply run for cover.

QUOTE(madmax2 @ May 1 2014, 07:06 AM) *

Hi Cheeseh,

Feel free to add these dods rcw's to your next full release. They are the same as the posted rcw's but are in the new waypoint format and include screen credit. I saw credit to me in the rcbot2 readme txt, so I thought you might want to include these rcws, thanks smile.gif ... You don't need to include my readme or txt files, they are just included for this pack.

Will your next release be just dll's, or a full release?

Later,
max

madmax2_dods_wpts_pack1.zip (temporary link, 30 days)
http://www25.zippyshare.com/v/79635146/file.html



ok I'll add them t the next package thanks!
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Posts in this topic
Cheeseh   RCBot 0.85 release   Apr 24 2014, 01:01 PM
SPYderman   Thank you, the speed fix will make games much more...   Apr 24 2014, 08:23 PM
Cheeseh   Thank you, the speed fix will make games much mor...   Apr 25 2014, 01:54 AM
SPYderman   I've updated the link for a hotfix for engine...   Apr 25 2014, 03:33 AM
Cheeseh   Sweet. previously the engineer would build tele...   Apr 25 2014, 03:49 AM
SPYderman   previously the engineer would build teleport entr...   Apr 25 2014, 04:50 AM
Fillmore   Does that cap point detection mean that the bots c...   Apr 25 2014, 12:52 PM
Cheeseh   Does that cap point detection mean that the bots ...   Apr 25 2014, 01:53 PM
Cheeseh   they can play hydro with the waypoints included a...   Apr 25 2014, 03:31 PM
SPYderman   just noticed a crash bug when bots kill themselve...   Apr 26 2014, 05:53 AM
Cheeseh   I think that's the cause of the crash for PL/...   Apr 26 2014, 02:03 PM
SPYderman   ok pls try http://sourceforge.net/p/rcbot2/code/H...   Apr 27 2014, 07:16 AM
Cheeseh   Crashes seem to be a lot more common now, I could...   Apr 27 2014, 09:05 AM
SPYderman   okay when I get back I'll test on that map an...   Apr 27 2014, 07:24 PM
Cheeseh   Cool, thanks! try the latest build http://...   Apr 28 2014, 02:18 AM
Fillmore   try the latest build http://sourceforge.net/p/rc...   Apr 28 2014, 12:06 PM
SPYderman   try the latest build http://sourceforge.net/p/rc...   Apr 28 2014, 09:34 PM
SPYderman   try the latest build [url=http://sourceforge.net...   Apr 30 2014, 01:45 AM
Cheeseh   Hey Cheeseh, do you think you could help me out w...   Apr 30 2014, 03:31 PM
SPYderman   You'll need to use the HPB_Bot2o.dll but I ha...   Apr 30 2014, 11:07 PM
Cheeseh   As far as I'm concerned, NFO only lets me acc...   May 1 2014, 01:28 AM
YuriFR   I'll be brief. I take the following statem...   May 1 2014, 04:45 PM
Cheeseh   [I using google translator, sorry] [color=#3333FF...   May 3 2014, 11:10 AM
YuriFR   and is more suited to another game such as COD....   May 3 2014, 04:25 PM
madmax2   Nice... B) ... downloading... :)   Apr 25 2014, 07:20 PM
apdonato   hey should this version 0.85 be compatible with ol...   Apr 27 2014, 12:45 AM
Cheeseh   hey should this version 0.85 be compatible with o...   Apr 27 2014, 09:35 AM
apdonato   The bot will work with older versions of TF2 but ...   Apr 27 2014, 04:49 PM
apdonato   ...so there is no stable release of robot2?   Apr 28 2014, 07:22 PM
madmax2   ...so there is no stable release of robot2? I wo...   Apr 28 2014, 10:04 PM
apdonato   I wouldn't exactly say that... :huh: If you...   Apr 30 2014, 10:30 PM
Fillmore   thanks. unfortunately rcbot2 in TF2 causes a lot ...   May 1 2014, 09:30 AM
apdonato   If I may ask, why don't you just get the legi...   May 1 2014, 04:31 PM
madmax2   Hi Cheeseh, Feel free to add these dods rcw's...   May 1 2014, 06:06 AM
genmac   Well well well! Very Nice activity here! ;...   May 3 2014, 03:14 PM
madmax2   Hey genmac, It's good to know you are still...   May 3 2014, 05:15 PM
genmac   Yeah Max plz do check out that more updated donner...   May 4 2014, 03:05 AM
Emotional   Hmmm, 0.8 seemed more good, than 0.85.. Bots is so...   May 4 2014, 06:52 PM
YuriFR   Hmmm, 0.8 seemed more good, than 0.85.. [color=#3...   May 5 2014, 02:37 PM
Emotional   in 0.85 I like next thing: very often around the c...   May 7 2014, 03:21 PM
madmax2   I finally got .85 installed, and I must say WOW, g...   May 7 2014, 08:45 PM
madmax2   Cheeseh, I added waypointer screen credits for th...   May 8 2014, 05:08 AM
Cheeseh   cheers I'll add these to next release. Okay p...   May 8 2014, 03:11 PM
YuriFR   Very cool !!! : "reduce speed cva...   May 8 2014, 04:57 PM
madmax2   Bots sometimes freeze up looking at breakables unt...   Jun 18 2014, 09:03 PM
Cheeseh   Bots sometimes freeze up looking at breakables un...   Jun 18 2014, 10:18 PM
madmax2   the higher rcbot_shoot_breakable_cos is the less ...   Jun 19 2014, 10:54 PM
YuriFR   I finally got a bot to do it again at the default...   Jun 20 2014, 02:01 PM
madmax2   Hi YuriFR, 1) Should be . not , (should be like...   Jun 20 2014, 06:42 PM
Cheeseh   hey madmax2, for bots freezing breakables is it a ...   Jun 26 2014, 12:36 AM
madmax2   hey madmax2, for bots freezing breakables is it a...   Jun 26 2014, 03:56 AM


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