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> [Release] Murks Waypoint, Murks rcw for sc4.6/4.5 & sc4.7
madmax2
post Dec 30 2012, 08:08 AM
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Updated "Hotfix" rcw's for sc4.8/4.7, see post3 for details... smile.gif

Murks Release3 rcw's for sc4.8/4.7 (Hotfix) (for the newer RCbot dll's)
Attached File  murks_rcw3.zip ( 8.53k ) Number of downloads: 855

Murks Release2 rcw's for sc4.6/4.5 (4.7) (for older RCbot dll's, Feb 2013 and older)
Attached File  murks_rcw2.zip ( 8.5k ) Number of downloads: 894

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Original Post...
QUOTE
Hey Guys,

Here's a waypoint for the SvenCoop v4.6(4.7) map Murks. 3 or 4 bots can do the map on thier own, but I'd recommend 1 or 2 bots if you want to have fun biggrin.gif . The rcw works fairly well, but has a couple issues, see the readme for details...

Almost forgot, this rcw was made & tested on sc4.6, I haven't got sc4.7 downloaded yet (dialup sad.gif ), but soon.... I think it will work ok on sc4.7. If anyone runs it on sc4.7, i'd like to know if it works ok? For any of the other rcw's i've uploaded here, give me sc4.7 feedback too... wink.gif

Have Fun,
madmax2

[edit]New versions (rev2) uploaded Jan 10, 2013. Good for sc4.7 (& 4.6). smile.gif
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madmax2
post Jan 11 2013, 04:41 AM
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Here is in an update to the murks rcw (rev2). It's been reworked & tested in sc4.7, but should work with other svencoop versions, sc4.6 for sure. See first post. rolleyes.gif

I've included two rcw's this time. The default is for 2 or more bots, but I recommend 2 bots only, the map can be easily finished in 30 or 40 minutes with 2. The alternate rcw is for 1 bot games. This will give more difficult games. With the alternate rcw the player must open the turret room door, bots won't likely do it. It's actually easy for players to do...

After play testing the first release with 1 & 2 bots, I felt an update was needed. More bots/players in this map is overkill it seemed. Something needed to be done to reduce or eliminate the looping through the turret room so bots would get to the human tower waypoint quicker & more frequently. There are other fixes & tweaks too, see the readme for more info...

Friendly NPC's sometimes get in the way and block the bots, especially in narrow tight areas such as the floor grate area and at doors, sometimes scientists get in there, kill em ohmy.gif ... also sometimes bots try to heal friendly NPC's (robo grunts), kill em too...

These rcw's are an improvment over the first one. Try em out.... wink.gif

While working on these, I discovered something cool with the bots I had not noticed before. I was looking at a bot on the other side of a locked glass door, he was using the HEV station there, I banged on the glass door with the crowbar, he stopped using the HEV and looked at me, I banged again, he then came over & used the eye-scanner, opening the door for me, then he immediately went back to the HEV and resumed powering up. Even though bots will open this door on thier own, I thought that was awesome. cool.gif

Anyways, have a blast...
madmax2
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madmax2
post Apr 23 2014, 11:27 PM
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Another rcw "Hotfix" release for sc4.8. Again, 2 murks waypoints are included. The rcw's were tested on sc4.7 and work well for that too. The main purpose for the update was to fix the problem bots were having at the human tower to the vent near the end of the map. They could not get to the vent in sc4.8 with the last rcw's. So, the human tower (HT) wpts have been reworked and a pain/death wpt added to the steam there, which keeps the bots away from the steam, most of the time. It is likely a bot will be there now, when you get there, and you won't have to wait for a bot to show up. I had to add an extra jump wpt at the HT to get it working in sc4.8. So bots tend to bounce around under the vent some, it looks messy, but they will make it to the vent, sometimes quickly.

I also added a couple minor wpt fix's, and reworked wpts at the map ending door, so bots end the map randomly faster, but not always fast. See the included readme for more details...

Get Murks Release3 from the first post...

Have a blast... wink.gif
madmax2
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