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> RCBot2 0.7, here it is
Cheeseh
post Jan 24 2013, 12:11 PM
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http://sourceforge.net/projects/rcbot2/fil...07.zip/download

Public release!

Note that this release is much bigger in size than the previous due to more documentation and installer programs etc to help novice users.

Also note that this release hooks to the engine to work properly. This solves many problems that the past rcbot had, but it may create problems in the future, for example TF2 updates may change the engine. For that reasons, if the bot crashes, keep up to date with the website at:
http://www.sourcemodplugins.org/vtableoffsets
and keep the rcbot_runplayer_cmd updated to the latest PlayerRunCommand offset number for windows (the linux offset is added automatically in the bot if the windows offset is correct) At this time of speaking, the offset is 416 for tf2 and DOD:s

As for DOD:S only dod_anzio, dod_colmar, dod_jagd and dod_avalanche are waypointed. Waypointers should try to look at the waypointed maps and the waypoit guide to ge familiar and provide some waypoints for other maps smile.gif

0.7

General

---------
- fixed waypoint visibility table
- bot belief (danger) changes
- learned bot belief is saved across maps
- opens later waypoint now works
- bug with finding enemies fixed
- getprop system updated
- CPU optimizations (requires increasing vis revs - see individual bot profiles)


DOD:S
-----
- support for DOD:S
- support for capture flag maps / bomb maps
- comes with dod_anzio, dod_colmar, dod_avalanche and dod_jagd waypoints
- requires qaypoints for other maps to work for them
- bots support attacking and defending
- sniping
- machine gunning
- radio commands
- automatic class changing
- smart capturing decisions
- grenade throwing
- understand smoke grenades
- bots can go prone
- bots run for cover when reloading and when they see a grenade
- bots can climb up and down ladders if waypointed properly



HL2DM
---------
- normal weapon switching depending on ammo/distance
- bots picking up objects with grav gun and shooting enemies
- ladder climbing
- sprinting
- bots jumping over obstacles
- bots using chargers (armor/health)

TF2
---
- hooks player move function so all the pyro/gravity/rocket jump/double jump/hw guy bugs are fixed
- waypoints for some event maps and others (thanks community)
- medic improvements
- bots fight halloween bosses (added cvar rcbot_bossattackfactor)
- bots shout activate uber when being healed and can be ubered if they want to be ubered
- spies choose diguise classes better
- engineers place dispensers more reliably
- general optimizations
- rewritten getprop code
- spies cloaking/decloaking better when they see an enemy
- a nested move+look priority system
- bots push on overtime and when nearby players say go go go or move up
- spy changes
- bots only shoot when nearly looking at enemy (added cvar rcbot_enemyshootfov)
- bots dont listen to medics using medi guns or engineers using wrench
- bots aim jitter in tf2
- engineer on blue team (attack map) bug fixed when wanting to place teleports
- bots no longer pick up health if they are being healed by a medic

and much more !

more TF2 fixes include...
- defending team taking more care defending the point when under attack
- bots say 'sentry ahead' or 'incoming' at appropriate moments
- bots looking around better (You can use unreachable waypoints to help) - see ctf_2fort and dod:s waypoints as examples
- demomen pipe jumping
- demomen pipe attack while in cover

Installing
You can use the RCBot2 Installer.exe to install and run the RCBot2 Launcher, from there everything is easy. However if you run in to problems you can install manually

Manual Installation
Copy the rcbot2 folder from ‘files/’ into your steam folder / steamapps / <account name> folder ; where account name is the name of your steam account

Running
You can use the RCBot2 Launcher to run RCBot2 automatically however once you have loaded the game with the launcher you need to create a server to create a game

This version of RCBot 2 uses a hook into the game engine to make bots move properly in TF2 and DOD:S. To do thid, the bot needs to know, in memory, where to hook

This is held in the variable rcbot_runplayer_cmd

The rcbot_runplayer_cmd value must be the same as the latest version of the mod, found here: http://www.sourcemodplugins.org/vtableoffsets

If you experience crashes try changing rcbot_runplayer_hookonce to 0 or 1 or vice versa

Manual running
If you want to run RCBot2 manually, just enter the command line in the modification of your choice in Steam

-insecure +plugin_load “..\bin\HPB_Bot”

Then create a server

QUOTE
Warning! If loading manually, make sure you don’t already have a VDF file with rcbot2 automatically loading. Otherwise RCBot2 will be loaded twice and strange things might happen!

Adding bots
Rcbot addbot <class> <team> <name>

If you want to add a random bot by using a bot profile, just type

Rcbot addbot

If you want to add a bot with a specific class and an automatic team type

Rcbot addbot 1 for scout in TF2, or support in DOD:S

For TF2 scout or DOD:S Support class , see the list of class numbers below:

Team Fortress 2

CODE
Class numbers
1 = scout
2 = sniper
3 = soldier
4 = demoman
5 = medic ( Bugs )
6 = hwguy
7 = pyro ( Bugs )
8 = Spy
9 = Engineer

Team Numbers:
2 = red
3 = blue


DOD:Source
CODE
Class numbers
0 = Rifleman
1 = Support
2 = Assault
3 = Sniper
4 = Machine Gunner
5 = Rocket



Team Numbers:
2 = Allies
3 = Axis
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hangphyr
post Jan 24 2013, 04:50 PM
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Sweet cool.gif
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hangphyr
post Jan 24 2013, 05:17 PM
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Already from a few minutes of playing, I notice that the bots walk slightly too slow?
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DAAS
post Jan 24 2013, 07:37 PM
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Gracias,

If anybody have a Argentan or Donner route for the bots ready. Please post it here. smile.gif

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Cheeseh
post Jan 24 2013, 09:36 PM
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QUOTE(hangphyr @ Jan 24 2013, 06:17 PM) *

Already from a few minutes of playing, I notice that the bots walk slightly too slow?


Ive realised it has something to do with the framerate . I noticed also by changing their speeds it didnt have much effect. It is most likely because of the run player command hook which i will look into more later
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Cheeseh
post Jan 25 2013, 02:23 AM
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QUOTE(Cheeseh @ Jan 24 2013, 10:36 PM) *

Ive realised it has something to do with the framerate . I noticed also by changing their speeds it didnt have much effect. It is most likely because of the run player command hook which i will look into more later

I made a hot fix to fix a bug that might frustrate some novice dod:s users so. Please Test the beta here, and let me know of any bugs (ie. redownload if you use dod:s)

http://sourceforge.net/projects/rcbot2/fil...07.zip/download

Bug fixed
1) Bots choose only Rifleman class when changing class (For now add bots in console manually if you want more classes and turn change classes cvar off)
2) Installer crash when deleting install files
3) rcbot_change_classes / rcbot_defrate commands not at correct defaults in launcher
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genmac
post Jan 25 2013, 07:02 AM
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Tnc you very much for the release!
Took me awhile to make it work though as the installer created a new vdf file for hl2dm on a new folder
which wasn't working so had to use the old one on the old addon folder located in the...
Steam\steamapps\username\half-life 2 deathmatch\hl2mp\addon
Also had to turn this on...rcbot_runplayer_hookonce 1.

Yeah the bots for both hl2dm and dods move a little slower but their combat is way better
than the sourcemod dods plugin bot.

Now time to try make some wpts for dods starting with these 2 dod_caen remakes.
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Cheeseh
post Jan 25 2013, 07:14 AM
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QUOTE(genmac @ Jan 25 2013, 08:02 AM) *

Tnc you very much for the release!
Took me awhile to make it work though as the installer created a new vdf file for hl2dm on a new folder
which wasn't working so had to use the old one.
Also had to turn this on...rcbot_runplayer_hookonce 1.

Yeah the bots for both hl2dm and dods move a little slower but their combat is way better
than the sourcemod dods plugin bot.

Now time to try make some wpts for dods starting with these 2 dod_caen remakes.

yeah at the moment i am hotfixing that bug with the launcher, as for the slow thing, thats not a priority at the moment

edit: fixed
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Cheeseh
post Jan 25 2013, 07:27 AM
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QUOTE(Cheeseh @ Jan 25 2013, 08:14 AM) *

yeah at the moment i am hotfixing that bug with the launcher, as for the slow thing, thats not a priority at the moment

edit: fixed

I like being quick with fixes tongue.gif also just like how after downloading, and running the installer you can be up an running in less than 1 min now, whereas previously you'd have to mess around with config files. I guess dedicated servers are still like that atm
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genmac
post Jan 25 2013, 07:49 AM
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the profiles seems a little new but for hl2dm can I still use the line
for example:
weapon = weapon_ar2
they tend to use the gravity gun too much I like them the old way spawning with weapons
forced/given to them via profile.
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Cheeseh
post Jan 25 2013, 08:12 AM
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QUOTE(genmac @ Jan 25 2013, 08:49 AM) *

the profiles seems a little new but for hl2dm can I still use the line
for example:
weapon = weapon_ar2
they tend to use the gravity gun too much I like them the old way spawning with weapons
forced/given to them via profile.


I removed that feature since bots can now pickup and use weapons.

I'll consider adding a cvar to reduce grav gun usage
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Fillmore
post Jan 25 2013, 10:34 AM
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I assume that the MvM support also got in.

But due to the gravity, rocket- and doublejump issue being fixed, the MvM maps are the least of my problems now biggrin.gif
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Cheeseh
post Jan 25 2013, 10:50 AM
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QUOTE(Fillmore @ Jan 25 2013, 11:34 AM) *

I assume that the MvM support also got in.

But due to the gravity, rocket- and doublejump issue being fixed, the MvM maps are the least of my problems now biggrin.gif


MvM seemed to work previously, although I have added the map type in the code, at the moment the bots will just run around randomly and shoot the robots. They don't defend as such yet
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Fillmore
post Jan 25 2013, 11:25 AM
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QUOTE(Cheeseh @ Jan 25 2013, 10:50 AM) *

MvM seemed to work previously, although I have added the map type in the code, at the moment the bots will just run around randomly and shoot the robots. They don't defend as such yet

Well, that's good to know. I can focus on the waypoint-updating (and releasing Frontier's waypoints, too)
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TesterYYY
post Jan 25 2013, 02:59 PM
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Hi, get this error today after second installation (because I've got ladders bug in DODs so I updated to latest release), when I run RCBot launcher:
CODE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseDecimal(String value, NumberStyles options, NumberFormatInfo numfmt)
   at System.Decimal.Parse(String s)
   at RCBotProfiles.Form1.Form1_Load(Object sender, EventArgs e)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

BTW: I see empty textboxes in some settings , something was not loaded...
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