WORKING WITH LATEST TF2
Hi everyone, I've made a workaround for RCBot with the latest (legal) TF2
please try it out, with any comments.
http://filebase.bots-united.com/index.php?act=view&id=450
Also has anyone got my latest waypoints ? I lost them. (The waypoints with the areas + tele entrance waypoints/defend waypoints)
Notes:
Sounds good mate - I'll give it a try now.
Also, could you please make it so you can't earn achievements or stats from bots? It's basically cheating. Or at least add someway to turn it off or on - or does sv_cheats already stop it from working?
Hi,
Just downloaded RCbot with the .dll updated to work with Scout Update. Now, i could load the plugin properly and play it on ctf_2fort but when I type rcbot addbot the bot spawn but do nothing.
I think this is a waypoint issue but why it don't load the waypoint. I install everything properly as in readme. Any solution?
btw, I'm using {psy} since this is my second computer and I only fight bot.
This appear in in console:
Loaded plugin "../bin/hpb_bot2"
maxplayers set to 24
Adding master server 72.165.61.189:27011
Adding master server 69.28.151.162:27011
maxplayers set to 24
Network: IP 127.0.0.1, mode MP, dedicated No, ports 27015 SV / 27005 CL
Level "ctf_2fort" has been loaded
exec: couldn't exec skill1.cfg
Executing listen server config file
clientMax is 24
[RCBot] Making an accessclients.ini file for you... Edit it in ..\rcbot2\config\accessclients.ini
exec: couldn't exec listenserver.cfg
exec: couldn't exec ctf_2fort.cfg
VAC secure mode is activated.
Before trying to add the bots, you need to open up the console and type:
sv_cheats 1
Cheeseh,
I've been playing around with the bots, and is it possible, if you get the time, to fix/do the following;
- Scouts Double Jump too early - they do their first jump, then do their mid-air jump too quick. You would need to add a delay between the first and second jump. (The bots can't make it from the battlements to the top of the bridge on 2Fort, for example.)
- Make Engineers get rid of Sappers from their sentry, dispenser and teleporter if the engineer is within a certain radius (quite large) of the gear getting sapped.
- Make soldiers rocket jump a bit higher, if possible.
- Make it is if a 1 bot is already waiting for the enemy intelligence to re-appear, then no other bots will wait there. Or make it so they don't wait for the intel to appear at all.
They're just a few of the annoying this I found with the bots.
I put 'HPB_Bot2.dll' in C:\Program Files\Team Fortress 2\bin while 'rcbot2' in C:\Program Files\Team Fortress 2
The name of each bot is 'RCBot' so I suspect the profile can't be recognized. Do I need to modify the bot_mods.ini?
Also for the latest version to work properly, you must have enough bot profiles and have them stored in the correct place, i.e. in steam/steamapps/<email>/rcbot2/botprofiles
or add a bot like this
rcbot addbot <class> <team> <name>
and make sure no bots have the same name
Finally working with the Scout Update, great to hear. Nice work, Cheeseh.
I think the AI is smart enough but will bot can play in pl_goldrush?
Only CTF maps for the time being.
Well I have been cleaning and 'fixing' the ctf_2fort waypoints over the last couple of days, when I get the time. They are looking quite good so far. The Scouts can't double jump on top of the bridge until Cheeseh fixes the scouts double jumping. So basically - my waypoints will make it 'easier' for the bots to move around on, and it shouldn't require as much CPU power.
The bots work good (:
Haven't tested them for more than 15 minutes. I noticed that the sniper bots sometimes just stand in scope mode, and look at the wall (2 bots were looking at the same spot). A medic bot was shooting? with the needle gun, but there weren't any needles coming out (he had ammo, just the weapon was shaking).
Didn't see a bug in speed (am i right, or you fixed it).
Was offline for a while, and can't find out what has changed since the last time i tested the bots (version before the scout update/cmd's added etc.).
Tested with legal and with non-steam
So Geralt, it sound good. So when release it? Can't wait for it! and KeReMiD4O, the sniper stuff hapen to me too!
Got suggestion although I think the bot interaction is already quite solid now. I know cheeseh is very busy but hopefully some will be fix in a couple of release so everyone could enjoy it:)
Suggestion:
General Bot Issue
-Play in cp_gravelpit but bot won't capture point. Any update to make it work on cp anytime soon?
-Bot in ctf_turbine will try to get a health pill near the briefcase entrance despite can't double jump
-Bot should not taunt in fire fight area
-Bot especially pyro should check for presence of Spy like firing when someone enter/leave enter Intel room
-Bot say Spy! when saw Spy use electro-sapper
-Each round in ctf should last longer with bot more ruthless. For example in online, engineer concentrate on sentry and it is quite a surprise to win the round in 30 minute. With bot, it only take 10 minute to win the round.
-Bot will automatically change class if the class they pick not work very well (maybe change after 3 death unless it is a Engineer or Medic which change less frequent)
-Sometimes bot will fire at wall for no apparent reason and kill themselves like Soldier/Demoman
-Bot shoot at the door (which can open/close) even when it is close as in ctf_turbine
Specific Class Issue
-Engineer should cooperate with one another rather than blindly attacking enemy (minimize firefight for engineer). Engineer should blow up their sentry if it got no kill after 8-10 minute and place it elsewhere.
-Medic should not follow-heal another medic unless to their health go down. Medic also should not enter firefight but concentrate on healing other
-Make Demoman use sticky bomb effectively
-Scout should become a 'pest' like shoot-and-run rather than direct shooting
-Sniper should fire more accurately(headshot) and faster (in ctf_2fort, they should act like in online play when it's hard to go in te open when they in the roof)
-Soldier should not fire rocket close to them
-Spy should use electro-sapper
Btw, why RCBot is not promoting this particular bot? It’s very enjoyable but no one seem to notice yet.I only know RCBot when Dr.Evil said about this RCBot beat his Omni-Bot (he got PCGamer review even before completion). I think you should send a link to some TF2 website so everyone could try it.
I'm thinking posting this bot in some forum which I'm active in.
I'm not sure when my new waypoints will come out, mate. I get pretty busy and don't really have that much free time, and when I do, I like to play a bit instead of waypointing - hopefully I can finish it by Monday or Tuesday if the Sniper/Spy update doesn't break the mod again. They are good suggestions too, hopefully Cheeseh can find some time to do some of that. Also, about promoting the mod, I have posted a topic about it on the Official Steam Forums - I'm sure a lot of people do know about the mod, and do use it; but many people would just play online instead. (I play online and against bots, which is why I am so interested and 'involved' with RCBot)
Hopefully Valve will soon release the bot interface, so Dr Evil can release Omni-Bot and/or Cheeseh has more flexibility in creating RCBot. Also, if you know of any top quality custom CTF maps, feel free to PM me links to them and I'll waypoint them for the first waypoint pack - if I get the time, of course.
I think cheeseh has a lot of work, and doesn't want to promote the bots, because they are in alpha status.
I made a topic in the steampowered forums, and i think that was enough for now.
Had a little more play with the bots.
(before the scout update, i saw somewhere in this forum, pictures of new nav system. (can't remember where) Is this nav system implemented?)
Also engi bot upgrades sentry until his metal runs out (dispenser behind him...). So he has 200 metal, upgrades to lvl2, instead of waiting from the dispenser and upgrading, the bots sits for a few seconds (gets around 7 metal), and then goes to spawn to get metal.
Heavys shoot from a big distance with machine gun, instead of shotgun (or get away from the fight).
The medic uses needle gun more often than medigun (combat medic ). And if he shoots with it, he doesn't try to aim a bit higher to compensate the distance, instead the crosshair is on the enemy and the needles fall down on the ground before the enemy. (aiming a little higher calculating the distance and angle to hit it should work).
Can anyone confirm if these work with the new Spy/Sniper update?
Yes, they do work (: I have tested it.
Yeah it DO work. By the way gerault, I check on Steam and there a thread but many still don't know it work with Scout update again. I think someone should update that thread
--------------------------------
Btw, I know now why I always win after 10 minute. Rather than randomly spawning bot, I decided to spawn one from each class (18 bot) and another 11 bot including 3 engineer to each side to prevent quick winning.This is for a 15 vs 15 fight.
I play for 20 minute without a score since it is heavily guarded by sentries!! I also saw clever placement of turrent in sewer in 2fort. The only solution for me is to use Spy and place electro-sapper to win!
Hopefully, the electro-sapper problem could be fix as I think bots could be near-unbeatable if they identify Spy correctly! Also, the heavy use of teleporter like placing one in opposition sewer in ctf_2fort so the action are more tactical. I only saw teleporter used once in ctf_turbine which I think quite clever of the bot. Somehow I think the more the bot, the better!
P.S: there only 22 profile. how about making it to 30+ with bot name like cheesah, gerault etc. I already make a profile name of this!
http://forums.steampowered.com/forums/showthread.php?t=865439
That is the thread I created, and its up to date.
LOL, that's a quick 5 page after you post the update. I guess people post more on steampowered rather tha here.
Find another issue, in ctf_2fort, Heavy Gunner always sit on the balcony and fire from long distance regardless of its safety from sniper fire and soldier rocket.
If you already have Team Fortress 2 installed, then you should just download the update overnight. It will take more than one night on dial-up, but you could still download it.
Download the first night, and pause the download during the next day... then start the download before you go to bed, then pause it when you wake up, etc.
I think if you keep doing that, it won't take more than 5 days to complete the download - that, of course, depends on how many hours you sleep though.
could it be used for dods? any chance of a linux version? i can be beta tester if you need. kind regards.
Zeta
Another bug I found is a waypoint issue. In ctf_turbine, I place a exit teleporter in the opposition airduct tunnel but the waypoint is only for the front part not the part near the briefcase. Hence, bot only stay without moving.
So maybe placing waypoint in the tunnel so bot could move?
Another thing is spy sometimes reveal itself by shooting when waiting for a briefcase in enemy briefcase area even when enemy not in area(ctf_turbine)
Btw, I can't equip different item like changing the Sandman to a normal bat as the button won't respond. Can I change it through editing some files?
Yeah mate it works with the new update - I've tried it.
I'm not sure, if anyone else has noticed few things when playing with bots in offline:
- crash after few minutes of playing
(won't happen, if i spectate and let bots play against each other)
- bots move sometimes really fast. (even sentry had few times some problems, since bots moved too quickly.)
And yes, i'm using the latest version. (0.42)
Crashing has been discussed before - it's not the Sniper/Spy update that's causing it.
Really fast? Mine are just fine.
I just wanted to say:
Thanks very much for this bot!
I will be having to go without a net connection for a month or so and this will help me keep playing.
Hopefully the waypoint pack will be released soon
Thanks so much for your hard work guys!
Nice. I also be out for 2 week and replaced with dial up. SO Gerault any chance when waypoint for other ctf map like mach2 going to be release?
Really waiting for it to come by.
Not until at least a week for any waypoints, I'm afraid. Extremely busy right now.
Ah I understand. Everyone got to go to school, work, etc.. I for one going to a Police Academy next 2 week which the course can be from 6 month to 9 month. Damn, now I got lesser time to play Team Fortress 2
I've downloaded the TF2 update at my school and copied all the files onto my PC like I said, but TF2 won't launch. It says "Preparing to launch Team Fortress 2" and doesn't appear to do anything at all. I even left it like that overnight and in the morning it was frozen.
I checked my firewall for any internet activity and while it is stuck like that, it's constantly downloading 1.7-1.8 MBs of data, then restarting. I tried deleting the .blob files, which didn't help.
Try right clicking on TF2 in your Steam Game list, then click on the Local Files tab. Then do both "Verify integrity of game cache..." and "Defragment game files".
Well, because it didn't Verify correctly I'd say some of the files may be corrupt or missing, it may work after the update or you might have to try re-downloading the whole thing again.
I try to play on ctf_well but this pop-up and crash
'952/respawnroom_blue_2b - func_respawnroom: UTIL_SetModel : not precached: *143'
I try to re-install and even copy a .bsp from a working one from my other PC and it did'nt solve. This even happen when I'm not using RCBOT?
Does this scout update patch for rcbot include all the files? namely waypoints, configs and such?
If it was me I would wait till the bot is functioning properly with the latest updates on Dedicated servers before getting publicity, Because people will want to make servers with the bots.
First of all , a lot of those bugs are things I can't really fix, for example the Medic healing (which i got a workaround for but is still buggy), Pyro flame bug, Gravity problem, are all because of the interface problem between plugins and TF2, this is what Omni-bot tried to fix with the interface changes that haven't been released yet. Even the bot at the moment is a complete work around for the plugin interface problem, because it crashed when trying to add bots the normal way using the bot interface given to us by the Source SDK for orange box. This time, RCBot is just using in-built TF2 bots as things to control, it's not the safest way because theoretically RCBot can control humans, and at the moment I haven't put the code in to disable that! Also this makes the bot working with dedicated servers much less likely.
Anyway enough ranting, I'm not saying RCbot can't be improved or made smarter, on the contrary, but there is a lot more work than should be required. For example the sapper problem, in the game, sappers actually ALWAYS exist on a sentry, but they just aren't activated, its a silly way of TF2 to do it that way, but this makes work 10x more difficult. Because you need to find a way of telling when a sapper is activated. Sometimes a lot of things you just can't find from a plugin, even with the interface I am using, it's not perfect. I should stop ranting now.
I'm not really promoting the bot because I would still say it's at very early stages and not so intelligent, as people expect too much, and would be dissapointed, and it would get terrible "reviews".
(Also for me, I'm a bit busy at the moment I've got essays to be in at the end of the week and a bit panicky over it)
When I get the time to work on it I want to work more on getting the bots working with different game modes rather than improving intelligence at the moment. I got the bots nearly working with cp_granary, and they are capping the correct points... but still a little work to do. Also this will require a script for each map, but I haven't coded scripts yet, I've just hard-coded it at the moment
Well at least you the first one to release a proper bot before anyone else and thats nice! hopefully by the time SDK is release more update will be able to fix the problem.
Hopefully it will be able to support payload and others. Server will be lonely without RCBot.
I got it working! Hooray!
You should upload the source for this version.
Hello everybody. I have a linux dedicated server is crashing when the work load bots. He writes this is ...
VAC secure mode is activated.
rcbotd addbot
<2><BOT><>" connected, address "none"
*** [R] GetISteamGameServerItems
<2><BOT><>" entered the gamehph3ar
[RCBot] bot added
<2><BOT><Unassigned>" joined team "Red"
HandleCommand_JoinClass( undefined ) - invalid class name.
<2><BOT><Red>" changed role to "heavyweapons"
Segmentation fault (core dumped)
Cannot access memory at address 0xb7f8965c
/home/valera/hlds/orangebox/debug.cmds:3: Error in sourced command file:
Cannot access memory at address 0xb7f8965c
Please compile it HPB_bot_i486.so or prompt where to find the problem. Thanks in advance.
mehdichallenger
rcbot2tf2
tf2 map pack
2009-06-05 16:18:17
Click Here
i tried some of thoose, the cp looks pretty well, but in the pl bots don't push the cart.
the waypoints are awesome however ^^
When checking through some of Rcbot2:s commands, I saw one called setcp. How does the thing work?
hi, could it be used with dods? i've tried it and just the originals dumb ones join the game. could somebody compile to linux? kind regards.
Zeta
Zeta - I have got it working with DoDs, but bots won't shoot. They only run along the waypoints and do nothing else.
Zeta - I will compile 76 release under linux, now test for TF2;)
I can add waypoints without problems but they don't seem to follow them on DoDS. 'rcbot addbot' works just like 'bot' on console, they even have the same name as the valve's ones: Bot01, Bot02, etc and only join the Allies. What could I be doing wrong?
And yes, they work great for TF2
Thanks for the prompt replies and kind regards.
Zeta
Add your bot with:
rcbot addbot
Then type:
rcbot control Bot01
rcbot control Bot02
etc
Thanks Geralt, i've done it and now they follow waypoints and shoot from time to time.
Zeta
Am I the only one with crashing problems?
Whenever I play with the bots TF2 will always crash after 5 minutes of play.