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Cheeseh |
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#1
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 |
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#2
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![]() RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 ![]() |
Does that cap point detection mean that the bots can play Hydro (and maybe DeGroot Keep)?
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Cheeseh |
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#3
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 |
Cheeseh |
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#4
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 |
SPYderman |
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#5
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 ![]() |
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Cheeseh |
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#6
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 |
SPYderman |
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#7
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 ![]() |
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. |
Cheeseh |
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#8
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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SPYderman |
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#9
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 ![]() |
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Cheeseh |
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#10
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 |
SPYderman |
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#11
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 59 Joined: 10-August 13 Member No.: 2,299 ![]() |
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. |
Cheeseh |
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#12
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 |
YuriFR |
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#13
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
[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]: 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 ! ![]() [I using google translator, sorry] |
Cheeseh |
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#14
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
[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 ! ![]() [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. 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 ![]() 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! |
YuriFR |
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#15
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
[(...)] 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. It is with great regret that I read these pages above... ![]() ... because the "grenades-escape-behavior", such as was done by Johan Linde, in Sturmbot system was based on actual war-behaviors: actions recommended to the troops in cases of dangerous situations related to grenades. The way was made by Linde, met demands and pleased many fans of Dod with bots (I am not telling this just based on my personal taste, but based on perception/desires of that time) Only now (in this post) I realize that the premise for the development of Rcbot2 NOT be based on a "MIX" between "emulate multiplayer game" and "behaviors of realistic combat", but aims ONLY one "side of the coin": "emulate multiplayer game"... This is the reason for the feeling of " great regret " ... ![]() I apologize you for my misperception... ! I will further explain the reason of this feeling: I clearly notice that you have talent and ability, more than necessary (! even more than Johand Linde ... !), to perform the mix between "emulate multiplayer game" and adopt "combat behavior based on reality". And to do that it is NOT NECESSARY to abandon the commitment to the goal "emulate multiplayer game": just expand the scope of the policy (your premises) that guides the overall development of Rcbot2 ! This is my personal opinion on the matter (about the policy/premise), but I believe that other community members (users Rcbot2; to cite one: perhaps as mr. Madmax2) agree with the idea of a more equitable development between these two facets: "emulate multiplayer game" and "fighting behaviors based on reality". Apart from all that has been written above, there is an explanation that may strengthen a little more the argument for the adoption of a set of "realistic combat behavior" to Rcbot2: the game Dod:Source is already based on [(and naturally/originally founded on)] the premise of "multiplayer game" and just lacks some gameplay elements closer to reality - a gap that filled by J.Linde's Sturmbot (meeting demand of Dod:Classic offline-fans). These "elements of gameplay closer to reality" are NOT a very extensive set of missing features, and very difficult (or impossible) to implement, but on the contrary: there are few missing resources, and simple features that make much difference in terms of improvement of gameplay (such as the behavior of throwing and escape grenades, and also the "short 'engagement off Route' ". mentioned in the firsts posts I made). One thing that bothers on the Dod:S online-matches (between humans players) is precisely THIS GAPS! I quote some samples: players (humans) who jump and shoot at the same time (impossible thing to do, if carrying a heavy weapon), players who run all the time possible in the limit of "stamina" (in a war this event is unlikely, as well as very dangerous). Human players which exposes themselves to fire a banal and excessive manner, without the least "minimum of fear of dying" (because they know they will not die of truth). Players who exploit the flaws of the software architecture to take tactical advantage (without cheatings!): are players who found the implicit vices on Dod:Source and always walk the same way and do the same and the same things, to kill more (and get more scores...), leaving the game very boring and repetitive, etc etc. . Often the online gameplay is very tedious and very repetitive, and the worst: CLEARLY PREDICTABLE!, due to all these elements mentioned above... (and I even have not cited all them ...). I think the whole community, perhaps, do not expect the Rcbot2 reproduce these bad features of online-games of Valve-steam system, MUCH MORE ESPECIALLY the Dod:Source: because it is a GAME-BASED ON A REAL WAR, AN EVENT THAT ACTUALLY HAPPENED. However: TF2, CS, HL2: DM, Ricochet etc.. already are MORE UNREALISTIC BY NATURE ... and should therefore remain closer to an "uncompromising toy" (such as a kind of "toy for children"), but not the Dod:S, because he tends to cater to the taste of a (more) adult audience. This is my personal view on the comparison of these games - and its relations with the Rcbot2! Thanks for attention! ![]() [I using google translator, sorry] |
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Lo-Fi Version | Time is now: 20th June 2025 - 08:03 PM |