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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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Emotional |
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#2
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RCBot Fan ![]() ![]() ![]() ![]() Group: Members Posts: 101 Joined: 5-March 13 Member No.: 2,260 ![]() |
Hmmm, 0.8 seemed more good, than 0.85.. Bots is so fast for me
![]() ![]() apdonato Glad to see you here! Thanks for the advanced Combat Trainng! Genmac and glad to see you too. We have more unwaypointed maps, lol! ![]() |
YuriFR |
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#3
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 7-January 14 Member No.: 2,318 ![]() |
Hmmm, 0.8 seemed more good, than 0.85.. Bots is so fast for me ![]() ![]() I also felt / noticed the same thing ... you're not exaggerating, mr. Emotional! So much so that I left a suggestion for mr. Cheeseh (see previous posts above), maybe able to "please 'Greeks' and 'Trojans' ": "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 ..." X--------------------------------------------- [Update Review/Comment (5/6/2014):] [recently I thought on a suggestion to mr. Cheeseh, although I know it will involve efforts: to create 2 styles of "escape-behavior of grenades", switchable by a "control variable", according to the personal taste of each player: (1) to "emulate multiplayer game", the bot only runs away; (2) and for fans of the style "combat behavior based on reality", the bots behave as shown in YouTube videos (examples based on: real life, Dod: Classic with Sturmbot, Men Of War) This option "choose between 2 styles of behaviors: one for 'emulate multiplayer game' and other for 'combat behavior based on reality', through a 'control variable' ", is a solution that can be applied whenever there impasses in the future development of the Rcbot2, ie: dilemma between "simulate multiplayer game" and "simulate realistic behavior on combat situations". This idea is valid, keeping in mind the development of Rcbot2 in MEDIUM TO LONG TERM !] X--------------------------------------------- Now [after the mr. 'Emotional' post], I felt even more secure about my comments, after noting that other community members also share - with some frequency - the same point of view. I think I can take the liberty to risk more, when I express my opinions and suggestions, hereafter. Thanks! ![]() [I using google translator, sorry] |
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