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RCBot Forums _ RCbot2 _ Working with Scout Update

Posted by: Cheeseh May 18 2009, 08:53 PM

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:


Posted by: Geralt May 19 2009, 03:50 AM

Sounds good mate - I'll give it a try now. smile.gif

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?

Posted by: Kramer May 19 2009, 08:35 AM

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.

Posted by: Geralt May 19 2009, 08:42 AM

Before trying to add the bots, you need to open up the console and type:
sv_cheats 1

Posted by: Geralt May 19 2009, 09:13 AM

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.

Posted by: Kramer May 19 2009, 01:30 PM

QUOTE(Geralt @ May 19 2009, 08:42 AM) *

Before trying to add the bots, you need to open up the console and type:
sv_cheats 1


Actually I did those but the bot don't move even a little bit. Kinda weird since they 'taunt' when the round started but do nothing afterward.

EDIT: Don't know if this anything but I got this when I type into console

] rcbot addbot 3
[RCBot] No bot profiles are free, creating a default bot...
[RCBot] bot added
(4)RCBot connected

I'm using RCBOT 4.2 Alpha btw.

Posted by: Kramer May 19 2009, 03:18 PM

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?

Posted by: Cheeseh May 19 2009, 05:46 PM

QUOTE(Kramer @ May 19 2009, 04:18 PM) *

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?


its obviously not in the corect folder as it said this ; [RCBot] Making an accessclients.ini file for you... Edit it in ..\rcbot2\config\accessclients.ini

rcbot2 folder should not be in the tf2 folder, it should be above it.

QUOTE(Geralt @ May 19 2009, 10:13 AM) *

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.


these were all troubling issues already that I know about , and it has something to do with the runplayermove function I believe which I have little control over, as this version, using this method to add bots, the function may occur more than once per frame because they are also being controlled by normal bot commands. You could try bot_dontmove 1 and see if that does anything to the performance, but I doubt it,

QUOTE(Kramer @ May 19 2009, 02:30 PM) *

Actually I did those but the bot don't move even a little bit. Kinda weird since they 'taunt' when the round started but do nothing afterward.

EDIT: Don't know if this anything but I got this when I type into console

] rcbot addbot 3
[RCBot] No bot profiles are free, creating a default bot...
[RCBot] bot added
(4)RCBot connected

I'm using RCBOT 4.2 Alpha btw.


Also there is no version 4.2 alpha, It's 4.1 I uploaded unless you are using a differrent version!

QUOTE(Geralt @ May 19 2009, 04:50 AM) *

Sounds good mate - I'll give it a try now. smile.gif

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?


sv_cheats 1 will stop bots letting you get achievements

Posted by: Cheeseh May 19 2009, 08:24 PM

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

Posted by: Cheeseh May 19 2009, 08:54 PM

QUOTE(Cheeseh @ May 19 2009, 09:24 PM) *

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


Also the scout double jumping time can be tweaked using

rcbot_scoutdj

command

Posted by: Kramer May 20 2009, 04:10 AM

QUOTE(Cheeseh @ May 19 2009, 05:46 PM) *

its obviously not in the corect folder as it said this ; [RCBot] Making an accessclients.ini file for you... Edit it in ..\rcbot2\config\accessclients.ini

rcbot2 folder should not be in the tf2 folder, it should be above it.
these were all troubling issues already that I know about , and it has something to do with the runplayermove function I believe which I have little control over, as this version, using this method to add bots, the function may occur more than once per frame because they are also being controlled by normal bot commands. You could try bot_dontmove 1 and see if that does anything to the performance, but I doubt it,
Also there is no version 4.2 alpha, It's 4.1 I uploaded unless you are using a differrent version!
sv_cheats 1 will stop bots letting you get achievements


Thanks but it still not working. I guess this is because my hl2.exe is in C:\Program Files\Team Fortress 2 so actually there isn't a above folder. Btw there is another 'bin' folder in C:\Program Files\Team Fortress 2\tf.

Btw, my version is Alpha 0.4.2 as you're link directed. Btw, good job for beating Omni-Bot to it wink.gif

Posted by: UberMouse May 20 2009, 06:14 AM

QUOTE(Kramer @ May 20 2009, 05:10 PM) *

Thanks but it still not working. I guess this is because my hl2.exe is in C:\Program Files\Team Fortress 2 so actually there isn't a above folder. Btw there is another 'bin' folder in C:\Program Files\Team Fortress 2\tf.

Btw, my version is Alpha 0.4.2 as you're link directed. Btw, good job for beating Omni-Bot to it wink.gif

Omni-bot's bot is pretty much finished Dr. Evil is just using a special build of TF2 to get it working which valve hasn't released to the public so he cant release it. At least that's how I understand it.

Posted by: Kramer May 20 2009, 06:38 AM

QUOTE(UberMouse @ May 20 2009, 06:14 AM) *

Omni-bot's bot is pretty much finished Dr. Evil is just using a special build of TF2 to get it working which valve hasn't released to the public so he cant release it. At least that's how I understand it.


Yeah I know. Even Dr.Evil use the word 'beat him' as the problem actually lies on SDK Vaalve don't want to release for fear of piracy like CSS. but I think they forgot about cracked server tongue.gif

Btw, I already solve the rpoblem. turn out RCbot folder is put directly in C:\Program Files\ while the .dlll in C:\program Files\Team Fortress 2\bin. Duh!

My suggestion is that Medic work more closely with HGunner.

Posted by: MiroslavR May 20 2009, 06:18 PM

Finally working with the Scout Update, great to hear. Nice work, Cheeseh. biggrin.gif

Posted by: Kramer May 21 2009, 03:25 AM

I think the AI is smart enough but will bot can play in pl_goldrush?

Posted by: Geralt May 21 2009, 03:46 AM

Only CTF maps for the time being.

Posted by: Kramer May 21 2009, 07:11 AM

QUOTE(Geralt @ May 21 2009, 03:46 AM) *

Only CTF maps for the time being.


Ah ok. Well it really keeps me occupied. So Geralt so do anything improve on ctf_2fort yet? While ctf_turbine is quick on action. bot in ctf_2fort is kinda slow like scout don't do double jump to jump to the roof.

Anyway, when is the other ctf waypoint going to be release?

Posted by: Geralt May 21 2009, 07:31 AM

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.

Posted by: KeReMiD4O May 21 2009, 12:08 PM

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 biggrin.gif (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

Posted by: Kramer May 21 2009, 12:37 PM

So Geralt, it sound good. So when release it? Can't wait for it! and KeReMiD4O, the sniper stuff hapen to me too! tongue.gif



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. biggrin.gif
I'm thinking posting this bot in some forum which I'm active in.

Posted by: Geralt May 21 2009, 12:44 PM

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.

Posted by: KeReMiD4O May 21 2009, 12:49 PM

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 biggrin.gif). 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).

Posted by: LoopyDood May 22 2009, 01:02 AM

Can anyone confirm if these work with the new Spy/Sniper update?

Posted by: KeReMiD4O May 22 2009, 01:52 AM

Yes, they do work (: I have tested it.

Posted by: Kramer May 22 2009, 02:24 AM

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 smile.gif

--------------------------------

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!! biggrin.gif 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!

Posted by: Geralt May 22 2009, 03:04 AM

http://forums.steampowered.com/forums/showthread.php?t=865439

That is the thread I created, and its up to date. smile.gif

Posted by: Kramer May 22 2009, 06:13 AM

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.

Posted by: LoopyDood May 22 2009, 02:17 PM

QUOTE(KeReMiD4O @ May 21 2009, 09:52 PM) *

Yes, they do work (: I have tested it.

Wohoo!
Now I just have to find a way to GET that update, being on dialup and all.

Posted by: Geralt May 22 2009, 02:22 PM

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.

Posted by: Zeta May 22 2009, 02:28 PM

could it be used for dods? any chance of a linux version? i can be beta tester if you need. kind regards.

Zeta

Posted by: LoopyDood May 22 2009, 02:32 PM

QUOTE(Geralt @ May 22 2009, 10:22 AM) *

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.

That's what I usually do, but for some reason Steam isn't even finding the update this time.
My solution now is bringing Steam to my school on an 8GB flash drive and downloading it here. (Which is what I'm doing right now.)

Posted by: Kramer May 22 2009, 04:23 PM

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?

Posted by: Skeggar May 23 2009, 06:16 PM

QUOTE(Kramer @ May 22 2009, 04:24 AM) *

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!


Y'know, you could make your own profiles, its pretty easy. Go to Steam\steamapps\YOURACCOUNT\rcbot2\profiles\, copy the 22.ini, rename it to 23, open it, replace the name with something different, save, DONE!

Then rename the next one to 24, then 25 etc, etc.

Posted by: Kramer May 24 2009, 03:06 AM

QUOTE(Skeggar @ May 23 2009, 06:16 PM) *

Y'know, you could make your own profiles, its pretty easy. Go to Steam\steamapps\YOURACCOUNT\rcbot2\profiles\, copy the 22.ini, rename it to 23, open it, replace the name with something different, save, DONE!

Then rename the next one to 24, then 25 etc, etc.


Yep did that!

Will it work with Spy/Sniper update? Too afraid to download update now...

Posted by: Geralt May 24 2009, 03:57 AM

Yeah mate it works with the new update - I've tried it. smile.gif

Posted by: killer89 May 24 2009, 08:22 PM

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)

Posted by: Geralt May 24 2009, 08:56 PM

Crashing has been discussed before - it's not the Sniper/Spy update that's causing it.

Really fast? Mine are just fine. huh.gif

Posted by: killer89 May 24 2009, 09:02 PM

QUOTE(Geralt @ May 24 2009, 08:56 PM) *

Crashing has been discussed before - it's not the Sniper/Spy update that's causing it.


I didn't say so. wink.gif

I just said, that it's annoying.

Posted by: BluePen May 24 2009, 11:12 PM

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 smile.gif

Thanks so much for your hard work guys!
wub.gif

Posted by: Kramer May 25 2009, 07:14 AM

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. smile.gif

Posted by: Geralt May 25 2009, 09:08 AM

Not until at least a week for any waypoints, I'm afraid. Extremely busy right now. sad.gif

Posted by: Kramer May 25 2009, 01:55 PM

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 sad.gif

Posted by: LoopyDood May 26 2009, 07:49 PM

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.

Posted by: Geralt May 27 2009, 12:06 AM

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".

Posted by: LoopyDood May 27 2009, 03:13 AM

QUOTE(Geralt @ May 26 2009, 08:06 PM) *

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".

When verifying integrity, it always freezes (Just the progress, not Steam) at 40%. Defragmenting works fine.
I don't understand, this method worked perfectly when I tried it after the Scout update...

Anyways, I'm downloading today's update overnight tonight. I'll post whether or not it helped tomorrow...

Posted by: Geralt May 27 2009, 03:18 AM

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.

Posted by: Kramer May 27 2009, 01:20 PM

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?

Posted by: Sandman[SA] May 29 2009, 02:20 AM

Does this scout update patch for rcbot include all the files? namely waypoints, configs and such?

Posted by: Geralt May 29 2009, 03:55 AM

QUOTE
' date='May 29 2009, 02:20 PM' post='8226']
Does this scout update patch for rcbot include all the files? namely waypoints, configs and such?


These are all the files;
http://files.filefront.com/RCbot2+TF2+Alpha042zip/;13778378;/fileinfo.html

smile.gif

Posted by: Frenzy May 29 2009, 07:45 PM

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.

Posted by: SonicKun May 31 2009, 09:09 AM

QUOTE(Kramer @ May 21 2009, 02:37 PM) *

So Geralt, it sound good. So when release it? Can't wait for it! and KeReMiD4O, the sniper stuff hapen to me too! tongue.gif
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. biggrin.gif
I'm thinking posting this bot in some forum which I'm active in.

you forget about pyros, when they spam fire, you don't see the fire

Posted by: Cheeseh May 31 2009, 01:09 PM

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

Posted by: SonicKun May 31 2009, 02:05 PM

QUOTE(Cheeseh @ May 31 2009, 03:09 PM) *

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

in know it, however, i saw a video on dustbowl http://www.youtube.com/watch?v=u5pnO_u7pLg do the bots work on dustbowl?

Posted by: Cheeseh May 31 2009, 02:24 PM

QUOTE(SonicKun @ May 31 2009, 03:05 PM) *

in know it, however, i saw a video on dustbowl http://www.youtube.com/watch?v=u5pnO_u7pLg do the bots work on dustbowl?

they do not work properly on dustbowl. there are some waypoints around for it bu they do not play it properly. There is no code for CP maps and at the moment they will just run aorund randomly.

Posted by: Kramer Jun 4 2009, 08:20 AM

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. wink.gif

Posted by: LoopyDood Jun 6 2009, 03:05 PM

I got it working! Hooray!

You should upload the source for this version. smile.gif

Posted by: bir3yk Jun 6 2009, 10:37 PM

Hello everybody. I have a linux dedicated server is crashing when the work load bots. sad.gif 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.

Posted by: SonicKun Jun 11 2009, 07:10 PM


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 ^^

Posted by: Skeggar Jun 12 2009, 05:17 PM

QUOTE(Cheeseh @ May 31 2009, 03:09 PM) *

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

Hmm... Will the script be inside the waypoint file or will you need to add a new folder with "scripts" or something? Is there a chance that you will release it anytime soon? wink.gif

Posted by: Cheeseh Jun 13 2009, 09:50 PM

QUOTE(Skeggar @ Jun 12 2009, 06:17 PM) *

Hmm... Will the script be inside the waypoint file or will you need to add a new folder with "scripts" or something? Is there a chance that you will release it anytime soon? wink.gif

most likely it will be a seperate script file , called something like <mapname>.rcs maybe,
not really anytime soon, still things to fix with it first before getting into scrpting. and that will also take a little bit of time too, doh,

Posted by: Fillmore Jun 14 2009, 04:11 PM

When checking through some of Rcbot2:s commands, I saw one called setcp. How does the thing work?

Posted by: SonicKun Jun 15 2009, 09:06 AM

QUOTE(Cheeseh @ Jun 13 2009, 11:50 PM) *

most likely it will be a seperate script file , called something like <mapname>.rcs maybe,
not really anytime soon, still things to fix with it first before getting into scrpting. and that will also take a little bit of time too, doh,

have you ever tried to put a cvar for the gravity only for the bots?

Posted by: Cheeseh Jun 15 2009, 02:26 PM

QUOTE
When checking through some of Rcbot2:s commands, I saw one called setcp. How does the thing work?

i didn't make any setcp command, but theres a rcbot waypoint setarea command

if u use the rcbot debug gameevent 1 command and then walk on a command point an event will appear and it will tell you the area number,

you should create a waypoint with capturepoint type on the point and use setarea to set it to the same area number as in the gameevent. no need to have two different waypoints for each team.



QUOTE(SonicKun @ Jun 15 2009, 10:06 AM) *

have you ever tried to put a cvar for the gravity only for the bots?

i don't think this is going to be easy using with the available Plugin API

Posted by: Zeta Jun 16 2009, 01:41 AM

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

Posted by: Geralt Jun 16 2009, 02:24 AM

Zeta - I have got it working with DoDs, but bots won't shoot. They only run along the waypoints and do nothing else.

Posted by: bir3yk Jun 16 2009, 10:47 AM

Zeta - I will compile 76 release under linux, now test for TF2;)

Posted by: Zeta Jun 17 2009, 12:38 AM

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 biggrin.gif
Thanks for the prompt replies and kind regards.

Zeta

Posted by: Geralt Jun 17 2009, 03:47 AM

Add your bot with:
rcbot addbot

Then type:
rcbot control Bot01
rcbot control Bot02
etc

Posted by: Zeta Jun 17 2009, 08:42 PM

Thanks Geralt, i've done it and now they follow waypoints and shoot from time to time.

Zeta

Posted by: Ark Jun 18 2009, 07:12 AM

Am I the only one with crashing problems?

Whenever I play with the bots TF2 will always crash after 5 minutes of play.

Posted by: Cheeseh Jun 18 2009, 05:20 PM

QUOTE(Ark @ Jun 18 2009, 08:12 AM) *

Am I the only one with crashing problems?

Whenever I play with the bots TF2 will always crash after 5 minutes of play.

A crash bug exists with the program, I have fixed one of them at the moment but haven't released anything, bear in mind it's beta version

Posted by: Fillmore Jun 21 2009, 11:07 AM

QUOTE(Ark @ Jun 18 2009, 07:12 AM) *

Am I the only one with crashing problems?

Whenever I play with the bots TF2 will always crash after 5 minutes of play.

used to have the same glitch,but it turned out to be the "bot tries to kill world" glitch.