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RCBot Forums _ RCbot2 _ nightly build DLL

Posted by: Cheeseh Nov 14 2015, 02:25 PM

You can always get the very latest DLL here

release dll http://sourceforge.net/p/rcbot2/code/HEAD/tree/utils/RCBot2_meta/Release/rcbot2meta.dll?format=raw

if you are experiencing crashing use this DLL below. it might print some debug information when it crashes but it will run slower than the above DLL
debug dll http://sourceforge.net/p/rcbot2/code/HEAD/tree/utils/RCBot2_meta/Debug/rcbot2meta.dll?format=raw

changes between 1.00 and latest

CODE

version update
reading rcbot path twice fix
remove player item hook to metamod
tf2 update default offsets updated
tf2: fixed medic heal crash
tf2: demomen can now detonate pipe traps if they were interrupted
dods: fixed bots not completing objectives
dods: fixed bots not forming squads
tf2: fixed engineer moving sentry between rounds
tf2: fixed MVM engineer bug not building dispenser
tf2: fixed MVM engineer bug not building entrance when spawned
tf2: customloadouts fix for latest tf2 update
tf2: bots now only move between capute and TANK or FLAG whichever is closest
tf2: reduce crashes regarding weapons
tf2: fixed bug where some bots think they are the wrong class
tf2: medics try to revive on MVM
tf2: allow all weapon IDs for custom loadouts
tf2: fixed some avoid code for enemies
tf2: fixed weapon crashes
tf2: allow all weapon ids
all: fixed bots statistics method
all: updated version


http://sourceforge.net/p/rcbot2/code/HEAD/tree/utils/RCBot2_meta/Debug/rcbot2meta.dll?format=raw

Posted by: genmac Nov 16 2015, 11:37 AM

CooL! Love those nightly, daily builds hehe!

Posted by: Navton Nov 16 2015, 07:04 PM

Sometimes, DOD crashing, if i use this build.
Original 1.00 work perfect.

Posted by: genmac Nov 18 2015, 04:53 AM

@NAvton...try verify your game cache just to be sure your dods client is fully updated so rcbot nightly build won't crash it.

Posted by: Cheeseh Nov 21 2015, 09:04 AM

update for TF2



tf2: fixed medic heal crash
tf2: demomen can now detonate pipe traps if they were interrupted

http://sourceforge.net/p/rcbot2/code/481/tree//utils/RCBot2_meta/Release/rcbot2meta.dll?format=raw

This is the release nightly build full of optimizations for speed and stuff

Posted by: xenon Nov 28 2015, 07:28 PM

Is the custom loadouts completely random? If not, how can I set it? It's good to see the bot profile settings through console, but I noticed the Aim skill is always stuck at 0.5000 even though it's different inside the file?

Also, I think Pyro bot should start using Airblasts. Right now it only reflects rockets and grenades (and not other projectiles from what I could see). Instead of just simply flaming, a good alternative would be:
1) Airblast enemy away
2) While enemy in air, switch to secondary and shoot
3) Repeat

I think the default TF2 bot does it already, and there's cvars that control the range.

Posted by: Cheeseh Nov 29 2015, 02:46 PM

QUOTE(xenon @ Nov 28 2015, 07:28 PM) *

Is the custom loadouts completely random? If not, how can I set it? It's good to see the bot profile settings through console, but I noticed the Aim skill is always stuck at 0.5000 even though it's different inside the file?

Also, I think Pyro bot should start using Airblasts. Right now it only reflects rockets and grenades (and not other projectiles from what I could see). Instead of just simply flaming, a good alternative would be:
1) Airblast enemy away
2) While enemy in air, switch to secondary and shoot
3) Repeat

I think the default TF2 bot does it already, and there's cvars that control the range.


they do use airblasts, particulary only with players on the capture point, with a flag or on MVM, but perhaps they don't with some custom weapons

the custom weapon loadsouts are random, yes, perhaps I'll add a way to customize it sometime soon

Posted by: xenon Dec 2 2015, 03:31 PM

QUOTE(Cheeseh @ Nov 29 2015, 02:46 PM) *

they do use airblasts, particulary only with players on the capture point, with a flag or on MVM, but perhaps they don't with some custom weapons

the custom weapon loadsouts are random, yes, perhaps I'll add a way to customize it sometime soon


Actually I modified your code slightly to include burning players as well, and it worked.
Problem is that I cannot find the logic behind the flamethrower use, because it keeps running forward while blasting which isn't that good. Painfully obvious when you're in a small room and it keeps blasting you against the wall.

the other issue i noticed is that bots barely pick up health or ammo

Posted by: Cheeseh Dec 3 2015, 09:11 PM

QUOTE(xenon @ Dec 2 2015, 03:31 PM) *

Problem is that I cannot find the logic behind the flamethrower use, because it keeps running forward while blasting which isn't that good. Painfully obvious when you're in a small room and it keeps blasting you against the wall.


It's probably in handleAttack , and the weapon probably has the flag isSpecial() = true which makes it handle like a melee weapon so that means they'll always run towards the enemy. You could make them blast only when they are facing a particular direction.

Posted by: xenon Dec 13 2015, 11:48 PM

i can't find it in either bot_weapon.cpp or bot_fortress.cpp?

Posted by: Cheeseh Dec 17 2015, 04:44 PM

QUOTE(xenon @ Dec 13 2015, 11:48 PM) *

i can't find it in either bot_weapon.cpp or bot_fortress.cpp?


It's in CBot::handleAttack ( CBotWeapon *pWeapon, edict_t *pEnemy )

CODE

    if ( pWeapon )
    {
        clearFailedWeaponSelect();

        if ( pWeapon->isMelee() )
            setMoveTo(CBotGlobals::entityOrigin(pEnemy));


the problem is that the flamethrower is set as a melee weapon (you can change this in "bot_weapons.ini" in the latest version). The bot will always simply run towards the enemy

Posted by: xenon Dec 19 2015, 06:08 PM

thanks, im trying it out now but thanks to valve I ctd

Posted by: DreadedGhoul575 Jan 15 2016, 01:59 PM

SourceForge has error 404; it's down I think.