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> RCBot 0.85 release
Cheeseh
post Apr 24 2014, 01:01 PM
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TF2 update!

Main thing is the player speed is fixed in TF2 and probably DOD:S too! Also engineers now turn their sentry in a better angle.

Changelog 0.85

all: fixed player speed
all: improved aiming
all: fixed aiming for head when enemy was crouched
all: new debug commands "rcbot_debug_notasks" and "rcbot_debug_dont_shoot"
all: fixed random waypoint selection if on new map
all: you can now force a bot to go to a waypoint id with bot_goto command
all: added more cost for visible waypoints to an enemy in some situations
all: fixed printing on console jumbled up
tf2: fixed engineers sentry orientation
tf2: engineers place entrance when they spawn
tf2: medics don't run for cover from flag carriers now , they chase them
tf2: engineers try not to place sentries next to each other
tf2: fixed spy checking for too long
tf2: fixed bots shouting "spy" at spawn
tf2: fixed demomen not piping sentries
tf2: improved demomen mortar
tf2: fixed spy crash
tf2: fixed another crash when bots want to change classes
tf2: engineers dont attack an enemy if their sentry is attacking the same enemy
tf2: bots dont hear spy knives as often
tf2: added sentry attacking and hiding from a distance
tf2: engineers dont spy check if their building is sapped
tf2: bots change class after round
tf2: automatic capture point detection if no script (e.g. tc_hydro)
tf2: engineers refrain from reusing same sentry point they tried to build last time
tf2: engineers have better chance building nearby others and in other locations
tf2: spies now sap dispensers
tf2: engineers dont investigate sounds unless they have a sentry up and they aren't carrying anything
tf2: engineers upgrade buildings if they have enough metal instead of trying to get full metal
tf2: demoman pipe/spam task added - untested
tf2: bots don't try to use teleporters or disps if they are sapped
tf2: fixed bots forgetting the last sentry that killed them
tf2: bots don't investigate sounds unless they haven't seen an enemy for a while
tf2: ubered bots don't go back to resupply for ammo
tf2: snipers and sentries have higher enemy factor
dod:s - bots run from friendly fire grenades
dod:s - improved escaping from grenades
dod:s - bots say "cease fire" if under friendly fire

Download

Hot Fix DLL http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw

tf2: fixed crashes in payload and navigation
tf2: fixed several possible crashes
tf2: bots don't investigate sounds when they are attacking the point or payload bomb
tf2: engineer stops what they are doing to repair sentry if they have enough metal
tf2: fixed engineer building teleport entrance at enemy spawn
tf2: fixed red engineers moving their buildings in attack defend maps after capture
tf2: spies try to avoid line of sight of enemies (1)
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SPYderman
post Apr 24 2014, 08:23 PM
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Thank you, the speed fix will make games much more fun on TF2 now.
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Cheeseh
post Apr 25 2014, 01:54 AM
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QUOTE(SPYderman @ Apr 24 2014, 09:23 PM) *

Thank you, the speed fix will make games much more fun on TF2 now.


I've updated the link for a hotfix for engineer in tf2 and cp_dustbowl
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SPYderman
post Apr 25 2014, 03:33 AM
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QUOTE(Cheeseh @ Apr 25 2014, 01:54 AM) *

I've updated the link for a hotfix for engineer in tf2 and cp_dustbowl

Sweet.
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Cheeseh
post Apr 25 2014, 03:49 AM
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QUOTE(SPYderman @ Apr 25 2014, 04:33 AM) *

Sweet.


previously the engineer would build teleport entrances at the other teams spawn . thought that needed fixing tongue.gif
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SPYderman
post Apr 25 2014, 04:50 AM
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QUOTE(Cheeseh @ Apr 25 2014, 03:49 AM) *

previously the engineer would build teleport entrances at the other teams spawn . thought that needed fixing tongue.gif

LOL, pro strats.
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Fillmore
post Apr 25 2014, 12:52 PM
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Does that cap point detection mean that the bots can play Hydro (and maybe DeGroot Keep)?
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Cheeseh
post Apr 25 2014, 01:53 PM
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QUOTE(Fillmore @ Apr 25 2014, 01:52 PM) *

Does that cap point detection mean that the bots can play Hydro (and maybe DeGroot Keep)?


they can play hydro with the waypoints included although not brilliantly yet, they probably wont build any sentries or teleporters properly yet. I'm going to work on a better detection without needing scripts
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Cheeseh
post Apr 25 2014, 03:31 PM
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QUOTE(Cheeseh @ Apr 25 2014, 02:53 PM) *

they can play hydro with the waypoints included although not brilliantly yet, they probably wont build any sentries or teleporters properly yet. I'm going to work on a better detection without needing scripts

just noticed a crash bug when bots kill themselves with worldspawn, doh, let me know if you want a fix
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madmax2
post Apr 25 2014, 07:20 PM
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Nice... cool.gif ... downloading... smile.gif
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SPYderman
post Apr 26 2014, 05:53 AM
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QUOTE(Cheeseh @ Apr 25 2014, 03:31 PM) *

just noticed a crash bug when bots kill themselves with worldspawn, doh, let me know if you want a fix

I think that's the cause of the crash for PL/PLR maps. YES PLEASE OMG
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Cheeseh
post Apr 26 2014, 02:03 PM
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QUOTE(SPYderman @ Apr 26 2014, 06:53 AM) *

I think that's the cause of the crash for PL/PLR maps. YES PLEASE OMG



ok pls try http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw

let me know if the crashes disappear

I haven't tested. also there are more additions in this for tf2 I will write about later
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apdonato
post Apr 27 2014, 12:45 AM
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hey should this version 0.85 be compatible with older versions of TF2? I'm trying to run the mod on a version of TF2 from April 2011 ( v1.1.4.1 ) and when i type the command to load the plugin, the screen turns black, and after a few seconds the game crashes. This is a no steam version. I know you recently made support for Steam Pipe versions, does this mean that older versions of TF2 no longer work?

I placed the rcbot2 folder in the root directory of TF2 as well as just outside of the root directory and also placed another rcbot2 folder in the bin folder, and then i also placed the folder in this directory:

C:/Program Files (x86)/Steam/steamapps/common/player/

I currently have the game installed in this directory:

C:/Games/Team Fortress 2/

I placed the rcbot2 folder in all of these places because i assume that it crashes because it can't find where the configs were placed.

Any advice for non-steam-old-version users would be much appreciated.

Otherwise i won't be using this mod unfortunately. TF2 has gotten too large in size with newer versions and i feel since the game went free-to-play, recent versions lost the original TF2 identity.
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SPYderman
post Apr 27 2014, 07:16 AM
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QUOTE(Cheeseh @ Apr 26 2014, 02:03 PM) *

ok pls try http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw

let me know if the crashes disappear

I haven't tested. also there are more additions in this for tf2 I will write about later

Crashes seem to be a lot more common now, I couldn't even complete 1 round of PLR_hightower. And sadly, there is so sign as far as I'm concerned that tells me what it could possibly be.
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Cheeseh
post Apr 27 2014, 09:05 AM
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QUOTE(SPYderman @ Apr 27 2014, 08:16 AM) *

Crashes seem to be a lot more common now, I couldn't even complete 1 round of PLR_hightower. And sadly, there is so sign as far as I'm concerned that tells me what it could possibly be.


okay when I get back I'll test on that map and find the problem, thanks!
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Cheeseh
post Apr 27 2014, 09:35 AM
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QUOTE(apdonato @ Apr 27 2014, 01:45 AM) *

hey should this version 0.85 be compatible with older versions of TF2? I'm trying to run the mod on a version of TF2 from April 2011 ( v1.1.4.1 ) and when i type the command to load the plugin, the screen turns black, and after a few seconds the game crashes. This is a no steam version. I know you recently made support for Steam Pipe versions, does this mean that older versions of TF2 no longer work?

I placed the rcbot2 folder in the root directory of TF2 as well as just outside of the root directory and also placed another rcbot2 folder in the bin folder, and then i also placed the folder in this directory:

C:/Program Files (x86)/Steam/steamapps/common/player/

I currently have the game installed in this directory:

C:/Games/Team Fortress 2/

I placed the rcbot2 folder in all of these places because i assume that it crashes because it can't find where the configs were placed.

Any advice for non-steam-old-version users would be much appreciated.

Otherwise i won't be using this mod unfortunately. TF2 has gotten too large in size with newer versions and i feel since the game went free-to-play, recent versions lost the original TF2 identity.


The bot will work with older versions of TF2 but not so old, maybe only a few versions back. I think 2011 will be too old for the current rcbot, you can use an older version of rcbot that might work which was released about the same time.

m,aybe one of these

Rcbot 0.63 (TF2 Update fix)
RCBot2 0.62 (TFC Update 24 July)
RCBot2 0.61
RCBot2 0.6 pbeta

http://sourceforge.net/projects/rcbot2/files/rcbot2/
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apdonato
post Apr 27 2014, 04:49 PM
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QUOTE(Cheeseh @ Apr 27 2014, 05:35 AM) *

The bot will work with older versions of TF2 but not so old, maybe only a few versions back. I think 2011 will be too old for the current rcbot, you can use an older version of rcbot that might work which was released about the same time.

m,aybe one of these

Rcbot 0.63 (TF2 Update fix)
RCBot2 0.62 (TFC Update 24 July)
RCBot2 0.61
RCBot2 0.6 pbeta

http://sourceforge.net/projects/rcbot2/files/rcbot2/

which version would you say is the most stable? crashing is a big turn off for me... and the last time i used rcbot2 it was crashing every 20 minutes... (which is why i stopped using it)
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SPYderman
post Apr 27 2014, 07:24 PM
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QUOTE(Cheeseh @ Apr 27 2014, 09:05 AM) *

okay when I get back I'll test on that map and find the problem, thanks!

Cool, thanks!
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Cheeseh
post Apr 28 2014, 02:18 AM
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QUOTE(SPYderman @ Apr 27 2014, 08:24 PM) *

Cool, thanks!


try the latest build

http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw

I found a crash bug when the payload explodes and also in navigation
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Fillmore
post Apr 28 2014, 12:06 PM
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QUOTE(Cheeseh @ Apr 28 2014, 02:18 AM) *

try the latest build

http://sourceforge.net/p/rcbot2/code/HEAD/....dll?format=raw

I found a crash bug when the payload explodes and also in navigation

Yep, this fixed it. PLR rounds no longer crash on RoundWin scenarios.
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