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madmax2
post Dec 22 2012, 11:40 PM
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QUOTE(Cheeseh @ Dec 13 2012, 07:31 PM) *

well I;m almost done with the changes to hl2dm, just some tf2 tweaks to do. I also thought I'd add some proper DOD:S support for the bots, but DOD:S has gone and mucked up all bot support via VMF plugins as they have their own zombie bots, and they just take over rcbots when they are added, which means they just go crazy....


I agree with genmac, if dod:s support can be added that would be awesome. I used to play a lot of dod with sturmbots (& waypoint), an excellent dod bot. It will give me another reason to move up to RCbot2 smile.gif . I'm still hooked on RCbot1, now if I could only find the time. rolleyes.gif
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Cheeseh
post Dec 24 2012, 02:00 AM
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Ive got them working in dod:s with many features already added. They can capture flags. Attack and defend, snipe, machine gun, use and understand some radio commands, change classes, throw grenades, know about smoke grens , go prone etc

I just need to add bomb map support and fix a few things and it should be ready
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genmac
post Dec 24 2012, 11:29 AM
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wow that's awesome news for dods! tnc you very much Chesseh! ...and Merry Christmas hehe!
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Cheeseh
post Jan 2 2013, 02:56 PM
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QUOTE(genmac @ Dec 24 2012, 12:29 PM) *

wow that's awesome news for dods! tnc you very much Chesseh! ...and Merry Christmas hehe!


here's a video so far , nearing completion

http://www.youtube.com/watch?v=Kp7P3WKYfFM

waypoints:
http://www.youtube.com/embed/HWwG3VUJR4o
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genmac
post Jan 3 2013, 03:37 AM
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very nice!
so that's how the waypoiting system for dods only or will it be or for all mods as well?
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Fillmore
post Jan 3 2013, 01:16 PM
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QUOTE(genmac @ Jan 3 2013, 03:37 AM) *

very nice!
so that's how the waypoiting system for dods only or will it be or for all mods as well?

It looks like the usual RCbot2 waypoints that all have been given a radius, so that waypointing system already exists tongue.gif
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genmac
post Jan 4 2013, 12:12 AM
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hehe well the boxes on dods looks new to me. when i made wpts for hl2dm they didn't looked like that.

anyway fired up dods and this simple orange map with rcbot2 0.63 and for some reason or may be dods rescent update kinda made them move better, and they sprinted a lot and do not jump that much, I had fun lol! Hope the new version will be release soon.
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Cheeseh
post Jan 11 2013, 04:32 PM
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QUOTE(genmac @ Jan 4 2013, 01:12 AM) *

hehe well the boxes on dods looks new to me. when i made wpts for hl2dm they didn't looked like that.

anyway fired up dods and this simple orange map with rcbot2 0.63 and for some reason or may be dods rescent update kinda made them move better, and they sprinted a lot and do not jump that much, I had fun lol! Hope the new version will be release soon.


the waypoint system is the exact same except there are some new waypoint types, you can see them in the waypoint guide... here : http://rcbot.bots-united.com/wptguide/RCBo...ing%20Guide.htm

by the way another video of them in dod_anzio
http://www.youtube.com/watch?v=G22xXanG2iA
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genmac
post Jan 12 2013, 02:42 AM
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I check this thread like a hunndred times a day lol hoping to get some updates and once there is it feels like it's xmas again hehe. awesome work there cheeseh!
any estimate when will you release the new version?
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Cheeseh
post Jan 12 2013, 09:24 AM
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QUOTE(genmac @ Jan 12 2013, 03:42 AM) *

I check this thread like a hunndred times a day lol hoping to get some updates and once there is it feels like it's xmas again hehe. awesome work there cheeseh!
any estimate when will you release the new version?


Hey genmac, i'm always hoping it will be by next week , all I need to do is create a little install program. I'm guessing though within the next two weeks, hopefully less
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genmac
post Jan 13 2013, 01:44 AM
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QUOTE(Cheeseh @ Jan 12 2013, 09:24 AM) *

Hey genmac, i'm always hoping it will be by next week , all I need to do is create a little install program. I'm guessing though within the next two weeks, hopefully less

cool!
btw is there a sprint waypoint now? or an option to make bots to sprint always?
making them sprint always will kinda emulate human aggressive players i think.
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madmax2
post Jan 13 2013, 07:37 AM
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Great news Cheeseh cool.gif . Now I'm going to have to buy dod:s. Not sure my old PC can handle it though. I just play HL1 stuff. I took a quick look at the waypointing guide, and it looks very similar to rcbot1. I'll read though it later this week, but I think I could get up to speed fairly quickly? Just getting new (old) games installed is what takes me forever laugh.gif ...
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Cheeseh
post Jan 13 2013, 08:42 AM
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QUOTE(genmac @ Jan 13 2013, 02:44 AM) *

cool!
btw is there a sprint waypoint now? or an option to make bots to sprint always?
making them sprint always will kinda emulate human aggressive players i think.


they sprint by their own choice. although there is a bug with sprinting in dod:s atm i need to work out

so no sprint waypoint - as for waypoints I'll leave some maps without waypoints to give opporunities for waypointers to practise
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hangphyr
post Jan 17 2013, 07:24 PM
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I see the changelog update, but can you elaborate on whats improved with the TF2 medic bots? They previously had a lot of problems like using the needlegun way too often, not ubering, and very glitchy healing rates.

Also one thing I noticed from playing today, engineer bots have the habit of trying to upgrade mini sentries.
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Fillmore
post Jan 17 2013, 07:37 PM
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QUOTE(hangphyr @ Jan 17 2013, 07:24 PM) *

I see the changelog update, but can you elaborate on whats improved with the TF2 medic bots? They previously had a lot of problems like using the needlegun way too often, not ubering, and very glitchy healing rates.

Also one thing I noticed from playing today, engineer bots have the habit of trying to upgrade mini sentries.

Well, Engiebots haven't been coded to properly use the minisentries, so they'll just tank them like the regular sentries biggrin.gif
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Cheeseh
post Jan 18 2013, 04:22 AM
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QUOTE(Fillmore @ Jan 17 2013, 08:37 PM) *

Well, Engiebots haven't been coded to properly use the minisentries, so they'll just tank them like the regular sentries biggrin.gif


yeah they don't know the difference between mini and normal sentries yet cos they are extra weapons. I will need to have a look at that in the future.

As for medics, yes, they heal more often, their goal is to stick next to a player, if not, find a player to stick next to by going to spawn or a defend waypoint, if they have no player and an enemy they will use their combat weapon. They will uber properly now too and the healing is mainly fixed thanks to the run player hook which is new. However due to the run player hook it might crash between maps ocassionally, that will be a future concern though as the main thing is to get the bots working in the game for a few maps.

I'm nearly ready to release the next update but I've noticed when playing with them it is pretty difficult, especially in DOD:S , their aiming seems far too good even though I've reduced it considerably...
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hangphyr
post Jan 18 2013, 05:16 AM
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Overly skilled aim only really matters with snipers in TF2, and I'd live with that, sniper bots are generally not aiming well enough as is compared to humans. Can't comment on DOD:S since I haven't played DOD since HL1.
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Cheeseh
post Jan 18 2013, 08:52 AM
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Yeah, working on it, in that case I won't mind too much with the snipers, especially when they are looknig through the scope

by the way with the new version you won't need to pause the rcbot plugin to add an official TF2 bot, jus type tf_bot_add while rcbot is runninng and it won't crash smile.gif
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hangphyr
post Jan 18 2013, 01:04 PM
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I've never had to pause the rcbot plugin to add tf2 bots before, actually.

sv_cheats 1
rcbot addbot (for half the players)
sv_cheats 0
tf_bot_quota 24

No crashes from that ever. Unless setting cheats back to zero counts as pausing..?
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Fillmore
post Jan 20 2013, 06:53 PM
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QUOTE(hangphyr @ Jan 18 2013, 01:04 PM) *

I've never had to pause the rcbot plugin to add tf2 bots before, actually.

sv_cheats 1
rcbot addbot (for half the players)
sv_cheats 0
tf_bot_quota 24

No crashes from that ever. Unless setting cheats back to zero counts as pausing..?

I have an idea going on that TF2 did something to the bot adding code on the MvM Update that fixed the crash, but I haven't really tested this on any map other than the MvM maps themselves.
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