IPB

Welcome Guest ( Log In | Register )

7 Pages V < 1 2 3 4 > »   
Reply to this topicStart new topic
> RCBot2 For TF2 Alpha Test (Not working with Scout Update)
Coldplayer
post Jan 8 2009, 01:07 PM
Post #21


Member
**

Group: Members
Posts: 13
Joined: 3-January 09
Member No.: 1,443



nice work...umm when do you think you'll fix medic/pyro. And how come with spy either disguised or cloak they detect you right away and start shooting. And is it possible for the medics to uber charge you?

Anyway great work. Keep it up

oh and you said you updated it on jan 4th...but on site it still says 31st of december?
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Cheeseh
post Jan 8 2009, 05:40 PM
Post #22


Admin
*****

Group: Admin
Posts: 3,066
Joined: 11-September 03
From: uk
Member No.: 1



QUOTE(Coldplayer @ Jan 8 2009, 01:07 PM) *

nice work...umm when do you think you'll fix medic/pyro. And how come with spy either disguised or cloak they detect you right away and start shooting. And is it possible for the medics to uber charge you?

Anyway great work. Keep it up

oh and you said you updated it on jan 4th...but on site it still says 31st of december?

did you use the mirror link? It fixes the spy thing. if it doesn't work try here: https://sourceforge.net/project/platformdow...group_id=248612

I don't know whats up with the pyro/medics. Even if it do a "bot mimic" of them they still don't work. I will have a look at it sometime of course.

I've got bots to use teleporters now and dispensers, but I haven't released it yet tongue.gif I want to get them build teleporters too
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Buck
post Jan 8 2009, 07:37 PM
Post #23


Newbie
*

Group: Members
Posts: 9
Joined: 4-January 09
Member No.: 1,444



Bit out of topic but why was your site down for so long ?

also, omega bots cant be released because he is using some still unreleased tf2 engine versions or something yeah ?
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Cheeseh
post Jan 9 2009, 01:27 AM
Post #24


Admin
*****

Group: Admin
Posts: 3,066
Joined: 11-September 03
From: uk
Member No.: 1



1) I dont know its a bots-united server issue
2) yes tongue.gif (omnibot tho) not omega!
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Buck
post Jan 9 2009, 04:25 PM
Post #25


Newbie
*

Group: Members
Posts: 9
Joined: 4-January 09
Member No.: 1,444



QUOTE(Cheeseh @ Jan 9 2009, 01:27 AM) *

1) I dont know its a bots-united server issue
2) yes tongue.gif (omnibot tho) not omega!


ooops, was reminding myself to visit omega drivers website to see if he is still making custom drivers before posting it so i mixed up some names biggrin.gif
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Coldplayer
post Jan 10 2009, 02:59 PM
Post #26


Member
**

Group: Members
Posts: 13
Joined: 3-January 09
Member No.: 1,443



nice...a couple more waypoints for maps and pyro/medic thing fixed and its a fully functioning working bot..

User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Cheeseh
post Jan 12 2009, 11:27 PM
Post #27


Admin
*****

Group: Admin
Posts: 3,066
Joined: 11-September 03
From: uk
Member No.: 1



I made a new 0.3 alpha version

TF2 updates

- Bots use waypoints for sniper/sentry facing positions (use 'rcbot waypoint drawtype 1' command to see them)
- bug fixes with enemy conditions
- bug fixes with moving to a waypoint
- rocket jump improvements
- bot task improvements
- sniper improvements
- Spies cloak and disguise
- Spies try to backstab
- engineer building improvements
- melee weapon fixes
- scouts and bots with flag don't follow enemies
- fixed custom MOD directories for ini file
- using mersenne twiser randomiser / seeds when loaded
- fixes only soldiers joining tf2 bug
- engineers build up to level 3 sentry and also level 1 dispenser near sentry
- bots use teleporters (they don't build them yet)
- new pathwaypoint commands 'rcbot pathwaypoint deletefrom' and 'rcbot pathwaypoint deleteto'
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Coldplayer
post Jan 13 2009, 02:34 AM
Post #28


Member
**

Group: Members
Posts: 13
Joined: 3-January 09
Member No.: 1,443



umm with the latest versions the snipers have been dumbed down...like i know snipers dont go running around killing but these just stand in one spot and like hardly fire unless you run up close to them..
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Cheeseh
post Jan 13 2009, 11:26 AM
Post #29


Admin
*****

Group: Admin
Posts: 3,066
Joined: 11-September 03
From: uk
Member No.: 1



QUOTE(Coldplayer @ Jan 13 2009, 02:34 AM) *

umm with the latest versions the snipers have been dumbed down...like i know snipers dont go running around killing but these just stand in one spot and like hardly fire unless you run up close to them..

Although I'm pretty sure they were worse.. they couldnt snipe! But thats the point in them just now.. its just alpha remember.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Ryusho
post Jan 13 2009, 08:58 PM
Post #30


Member
**

Group: Members
Posts: 37
Joined: 25-December 08
Member No.: 1,436



Allright, the bugs I noticed with the current alpha, *Since I can't really help fix it for svencoop 4.0 right now*

I ran a long match on 2fort all last night while I slept, the bots seem capable of doing okay,

Heavies seem to sometimes shoot things...randomly, I had one twitch and shoot a wall nearby randomly from out front of his base, the wire fence, Also had them shooting walls around 45 degrees or so before they turned and shot the enemy they wanted to shoot, though I have seen them do suppression fire on the doors before, in case someone came out, but I don't know if that was a glitch or not.

Scouts seem to miss the jump to the roof of the bridge, and stutter for a second on the actual path before they correct themselves, not too bad but still just for the note, One important thing is I saw one have the intelligence, and he had gotten back to his base via the sewer route, and was near dead...He went to the health and Waited on it to respawn so he could heal, THEN returned the intelligence, I believe the ones with the flag/intelligence should prioritize returning it over waiting to get HP from the medkits

Snipers sometimes shoot without scoping, when trying to snipe, have also seen them shoot the wrong direction, kind of like heavies do.

Engineers have..a tendency to place the turret semi correctly, right place, but not necessarily the right direction to shoot as soon as it can, so it takes time for it to turn to fire.

I removed the spies, because I have seen them cloak..well..in plain sight, of the enemy, I had two spies trying to back stab eachother, they both cloaked in plain sight, and then ran into each others faces repeatedly trying to get behind eachother, they eventually gave up and shot eachother though....was kinda weird but whatever.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
MiroslavR
post Jan 17 2009, 11:19 AM
Post #31


Member
**

Group: Members
Posts: 34
Joined: 5-March 08
Member No.: 1,321



Too bad I don't have TF2. I would really like to test these bots and also make waypoints. But I am pretty sure they rule (even in alpha stage). I wish you good luck on next releases! wink.gif

Sincerely, MiroslavR.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
NifesNforks
post Jan 17 2009, 11:21 AM
Post #32


Advanced Member
***

Group: Members
Posts: 69
Joined: 17-January 09
From: Stockholm, Sweden
Member No.: 1,450



First of all, I love you now Cheesah.

On-Topic: Ive noticed that medics try to heal, they gain the übercharge thingy, but the medics target isnt getting healed.

User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Coldplayer
post Jan 17 2009, 01:13 PM
Post #33


Member
**

Group: Members
Posts: 13
Joined: 3-January 09
Member No.: 1,443



pyro's work now...medics can shoot with syringe gun and get ubercharged but they cant seem to heal me. Wondering if you can make them heal or this might be hard but when someone uses the medic command they can come to the person.
Also any new waypoints coming soon?

Thanks and great work
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Cheeseh
post Jan 17 2009, 05:26 PM
Post #34


Admin
*****

Group: Admin
Posts: 3,066
Joined: 11-September 03
From: uk
Member No.: 1



QUOTE(Coldplayer @ Jan 17 2009, 01:13 PM) *

pyro's work now...medics can shoot with syringe gun and get ubercharged but they cant seem to heal me. Wondering if you can make them heal or this might be hard but when someone uses the medic command they can come to the person.
Also any new waypoints coming soon?

Thanks and great work

well they only really suppor tCTF atm. I'll try and get them to support PL maps / CP maps and then the fun will begin wink.gif

But the medics not heal;ing problem, I Think is not bot related problem... I tell them to hold fire and they do, thats all they need to do.. it seems liek an engine problem preventing bots to heal... :S I can maybe get a work around for it somehow
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
MiroslavR
post Jan 18 2009, 05:24 PM
Post #35


Member
**

Group: Members
Posts: 34
Joined: 5-March 08
Member No.: 1,321



Hey guys!
Now I have TF2! You did well, cheeseh. biggrin.gif The bots are very nice and support various things! Keep it up. Looking forward for the next release. rolleyes.gif
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Coldplayer
post Jan 19 2009, 09:14 AM
Post #36


Member
**

Group: Members
Posts: 13
Joined: 3-January 09
Member No.: 1,443



well atm the bots lets say one of them takes the intelligence.theres about another 5 who stand in the enemy base waiting for the intelligence to return. Is it possible to make them follow the bot/person carrying the intelligence instead.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Venom
post Jan 19 2009, 01:16 PM
Post #37


Advanced Member
***

Group: Members
Posts: 82
Joined: 24-July 06
Member No.: 807



I managed to try the bots out last night. I was very impressed to see what they can do. I would suggest focusing on the CTF maps Cheeseh instead of worrying about PL and CP as these maps will over complicate things atm. I would suggest focusing on getting the classes and bugs out before moving onto a different game types.

Once again, great work Cheeseh biggrin.gif
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
MrNiceGuy
post Jan 19 2009, 03:42 PM
Post #38


Newbie
*

Group: Members
Posts: 1
Joined: 19-January 09
Member No.: 1,452



I think that it is awesome that someone finally made bots for TF2. However I can't install them. I get an error when I type this into the console: plugin_load C:\Program Files (x86)\Steam\steamapps\xxxxxx\team fortress 2\bin\HPB_Bot2
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Venom
post Jan 19 2009, 03:49 PM
Post #39


Advanced Member
***

Group: Members
Posts: 82
Joined: 24-July 06
Member No.: 807



QUOTE(MrNiceGuy @ Jan 19 2009, 03:42 PM) *

I think that it is awesome that someone finally made bots for TF2. However I can't install them. I get an error when I type this into the console: plugin_load C:\Program Files (x86)\Steam\steamapps\xxxxxx\team fortress 2\bin\HPB_Bot2


You only need to type the following into console and not the full path: plugin_load "..\bin\HPB_Bot2"
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
KeReMiD4O
post Jan 19 2009, 03:49 PM
Post #40


Member
**

Group: Members
Posts: 28
Joined: 12-July 07
Member No.: 1,175



This is pure awesome! Dude good work!
biggrin.gif


I've been doing some playtesting, and i guess you know the bugs but (:
bots move faster than people a LOT faster i think it depends on the cpu dunno why /:
While taunting an engie was shooting at me laugh.gif
While shooting the heavy jumps
The medic fills up uber without healing
When a spy has the intel, it uses the knife (dunno why)
When a spy is near an object (no engi in sight) it doesn't sap it or do anything...
If a sniper bot sees a enemy he just shoots him with no scope (i let one kill me haha)
Random zooms for less then a sec and shoots.




Suggestion
I think it would be nice if the bot has a random factor of speech taunting if he kills an enemy.
The idea of taunting when the bot dominates someone is awesome ^^
It would be nice if they use the voice menus more
When i hit a spy disguised, and it is low on health, it screams for medic
Add special waypoint's for spy's (hide, ambush? dunno) the more waypoint flags the better (:
Rocket jumping (bots) on ctf_2fort battlements doesn't work. I never saw a bot do a single successful rjump
On ctf_turbine the scouts can't reach the medkits in the corridors :\
It would be a good idea to add flags for teleports and for dispensers (i didn't see them in the list i think)
Engis (or the pyros) could patrol hallways with a flag on the waypoint
The bots should look around more often, and if they see an enemy they should try to kill it.

Haven't tested ctf_well yet, tomorrow (:
This is all for ctf i wonder what will you come up with in the cp/pl mode biggrin.gif

Overall its pretty gooood for a alpha ^^
With my team we had a blast on ctf_turbine and ctf_2fort (:
All engis building on the containers adding like 26 bots as demos the door opens and you see a carpet of pipes coming down ^^


I'm here for any testing if you need it.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

7 Pages V < 1 2 3 4 > » 
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 



- Lo-Fi Version Time is now: 20th July 2025 - 02:28 AM