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> Support for Day of Defeat Beta's from Beta1-dod 1.0 version, Old skool dod working over WON2
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post Jul 24 2015, 11:25 AM
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QUOTE(genmac @ Jul 24 2015, 01:22 AM) *

any cvar/commands you want re-initiated during map change are default features on amx mod x main/stock plugins...you simply put the commands you need on the amxx.cfg for it to know what to execute every map change the server.cfg can't do or not recognize...
http://www.amxmodx.org/

OR...
you can also try using a autoexec.cfg for those commands you need much simpler and hope it works...if not then you need a more powerful metamod based server admin tools like those of , amx mod x.
OT...
On side note...bec. of you or this thread I'm so addicted to DoD 1.3 again and I'm fixing or improving the wpts on dod_charlie especially on the ladder areas, drive me crazy when bots are stuck there bec. it's trying to reach the upper wpt while it's on the side of the ladder but somehow I found a nice fix...Jowo you clever dude!!!

Sturmbot is still way better than Shrikebot ...and wish someone could edit shrikebot commands so I can ran them at the same time...I can load them at the same time but seems ..


You can use these if you want too edited bsps and matching waypoints for Dayofdefeat 1.3b these are specifically made to support the max number of bots 32.So in theory with less bots better play
http://www80.zippyshare.com/v/R3Gx3j7S/file.html

These are not perfect yet but better then default waypoints



Fixed in some cases broken map objectives
Fixed in some cases broken map spawn points
Fixed most waypoints so the Sturmbot does the map objectives(some are very complex) eg.dod_seg3 or dod_hill and many others
Fixed some of the map entities so these work better with Sturmbot eg. func_tank/func_mortar etc.
Sometimes change the values of func_door/func_door_rotating/func_button etc or remove them where needed
Sometimes slightly move the locations of game objects such as tnt/documents/dod_contol_points, etc because these are sometimes placed on (non-soild objects)which means the bots can't use them


You will need BSPEdit
http://cs.gamebanana.com/tools/5061

Open the default bsps in dod with BSPEdit delete contents and paste in new codes then save




Expert tips for you specific for Dayofdefeat 1.3b Sturmbot 1.0-Sturmbot 1.1 waypoints

Use Sturmbot 1.0 for crouch jumps as it's broken waypoint function in Sturmbot 1.1.(bots can still use them with fixed waypoints)
The waypoints are both forward and backwards compatible from Sturmbot 1.0- Sturmbot 1.1.
Path waypoints are in fact navigation waypoints in Sturmbot 1.0- Sturmbot 1.1 (same thing just renamed).
When you have finished the waypoint make sure to use ways rebuild in Sturmbot 1.1 as it's broken in Sturmbot 1.0
Always delete old learn/temp files first when using fresh waypoints

It's even possible from Sturmbot 1.7 and lesser to use and load waypoints as far back as Sturmbot 0.5(but you would need to make some changes)
Another thing to bear in mind Dayofdefeat 1.3b/Dayofdefeat 3.1 use entirely different way of crouch jumping
Sturmbot 1.1 can do some map objectives but really Sturmbot 1.5.1 is more geared towards this for complex maps
For very complex map objectives i'd suggest no more than 8bots if want to see them work really it depends on the map the more bots the rarer objectives happen because in Sturmbot 1.1 the bots focus more on killing


On dod_hill axis bots will whore buttons and cannon aliied bots can use tnt to blow 3 walls
On dod_sicily axis bots now use tnt to blow up lighthouse
On dod_goldbeach axis bots love too spam five fixed mg's and beachmortar button
aliied bots use gunship button and nazimortar button sometimes
On dod_beachhead_b1 axis bots love too spam fixed mg's
On dod_vn61 allied bots now use tnt object too destroy axis artillery objective
On dod_warhell both axis and allied bots now use two cannons/two mg nests
On dod_caen both axis and allied bots can use tnts to blow up tanks/and use tank and fixed mg's
On dod_snowtown bots know how use light switch
On dod_dam allied bots now use tnt object to blow up barrier objective
On dod_alps allied object (bring back allied commander safely to first objective flag
axis object (bring back axis commander safely to first objective flag
On dod_tstation allied bots now use tnt object for axis target objective
and now capture two flag objectives or capture axis base to win round and use mg nest some times
On dod_omaha allied bots now use two tnt objects to blow up bunker objective and
axis bots now use air strike button


and ton of other stuff that i can't be bothered to list sorry tongue.gif

The plan is eventually write set of waypoints for all stock maps from Dayofdefeat 1.3b-DayofDefeat 1.3 retail with Sturmbot 1.0/1.1 so you have forward compatibility with a few changes to waypoints and bsps

Once those are done i will look at more objective maps out side of the stock maps

If you want a hard waypoint to do for fun try dod_norway_b1 its insanely hard to do
I made a video here on one part of allied on the navigation that's a nightmare let alone the other part or the axis navigation
https://www.youtube.com/watch?v=DpvNBxnHmaw
The map objectives are very complex:
Allied use tnt to blow wall take enigma back to truck/or use key to open door to take enigma back to truck
Axis use tnt to blow up truck

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genmac
post Jul 25 2015, 05:27 AM
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Cool! tnx for those awesome sturmbot wpting tips gonna keep thsoe in my mind.

Saw the Dod_norway_b1 vid and wow sturmbots did everything!
Can I have copy of your wpts on that?

The elevator lift on dod_charlie have you made that work for sturmbots to?



Now here's some long ones hahaha!!!

Yeah been using bspedit on fixing or adding some spawn points on crossfire for example I wanted bots to spawn on the cannon fortress to hehe. I also used it on deleting certain models so I can ran an FFA game of dod_caen on CS 1.6 haha it's awesome LoL! I try make video of that soon. Waypointing Dod_caen using podbot and czbots is so much work but I really wanted to play that map on FFA mode for some wacky reason I love to do on maps I love so much hehe.

I've been using a bspedit equivalent for DoDS to and I really went crazy on those as you can see on some waypoitns I made for rcbot2 here and maps I needed to entity edit to keep the bots absolutely compatible to the maps. Unfortunately you can only edit point entities and brush based entities are a no go you really need to decompile and dig in to the map which I did do on those de_dust porting I made for dod.
https://www.youtube.com/watch?v=XUULZ1FOsFQ

De_Tool = mirrored version of de_dust I made that ions ago and I'm now shamelessly map pimping away hahahaha!!!
https://www.youtube.com/watch?v=Z2c8MYuP0cg
-------------------------------------------------------------------------------------------------

Back to bots hehe....
As of now I'll ne busting my balls to get shrikebot running on any dod beta so I can make another dod bot battle this time it's STURMBOT VS SHRIKEBOT. Shrikebot is crashing on dod beta 3.1 may be some crappy waypoint problem or I need an old dll or something.

Sturmbot vs BocBot I did already way back and bocbot was no match even if I set sturmbot at lowest skill.
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post Jul 26 2015, 09:34 AM
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Hi sorry about dod_norway_b1 i'm having problems finding a half decent waypoint out of 8 that i made they all highly experimental versions with lots of errors.

Whilst i find them have a go at porting DayofDfeat 1.3b entities over into dod_fortzwei4 for DayofDfeat 3.1 bsp
The change in entities from 1.3b-3.1 mean the tnt objective are broken in this map for 1.3b so in theory it might be possible to edit in 1.3b entities over the 3.1 entities

Edit:

Also i looked at dod_bnce and i can confirm it's a wonky custom player models that causes all of the problems(dont use the one comes with the map) Now in the process of making a new waypoint for this bots should be able to use

One fixed mg for each side
Allies should be able to use the tank(looks like i will have edit spawn point direct into the tank) no-soild object(fixed the bots now whore this weapon)
and the two tnt objective blow up two tanks
Axis should be able to use tank button

I'm fixing these now
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genmac
post Jul 26 2015, 12:39 PM
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It's ok on dod_norway_b1 wpt atleast the bots can actually do the objective.

well I haven't tested bocbot last version may be i'll try it this week.

do you have old copies of shrikebot working on dod beta hl won version?
seems it only supports dod steam. it always crashes on any dod beta I've tried so may be the much older release would work unfortunately all download links at shrikebot site are dead.
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post Jul 26 2015, 01:24 PM
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QUOTE(genmac @ Jul 26 2015, 01:39 PM) *

It's ok on dod_norway_b1 wpt atleast the bots can actually do the objective.

well I haven't tested bocbot last version may be i'll try it this week.

do you have old copies of shrikebot working on dod beta hl won version?
seems it only supports dod steam. it always crashes on any dod beta I've tried so may be the much older release would work unfortunately all download links at shrikebot site are dead.


I could be wrong here but i believe shrikebot only supports dod from 3.1 upwards
I don't have any old files that relate too shrikebot
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post Jul 26 2015, 09:54 PM
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Thanks for the wpts, downloads & info guys smile.gif , been away a few days... That dod_team_semiclip plugin sounds cool, so i grabbed that... Looking though my inventory to see what I have, so if you want me to check for something give me a shout...

I have these shrikebot installers, I'm guessing these are still available:
(both have won install option, but maybe not old dod compatable?)
shrikebot_20_1.exe
shrikebot_231.exe

I have a lot of sturmbot wpts, from packs to single wpts downloaded from houstondod.com and other sites. Most are likely for dod 2.0 or newer and are probably in the large wpt packs everyone has. I do have a few packs with wpts from 2002 and 2001. Some appear to be for dod 1.3b or earlier, the wpts are dated before the sturmbot 1.2 dll (2-10-02) for dod 2.0.

I did modify/fix a number of wpts, mostly for custom maps, on sturmbot 1.4/1.5. I remember making significant improvements to these wpts *
dod_battlefield - *
dod_bleakhill2 - *
dod_defeated_b4 - *
dod_dog1 - * maybe?
dod_grubbenvorst - *
dod_mort - *
dod_panzer_b2 - *
dod_pfitscheit - *
dod_reign - *
dod_revolt - * maybe?
dod_tundra3 - * maybe?
dod_v2
dod_verdun_b3 - *
dod_koln
dod_ardennes
dod_clervaux2 - * maybe?

Seems I did more than just these, like some stock map fixes, but got to do more investigation to figure that out...

For sturmbot 1.6... dod1.0 retail
dod_campagne - *
dod_haven - *

I'm certian I did fixes to these wpts, but can't find my backups yet??? Either for dod1.0R or dod3.1b? Others too...

dod_caen or caen2
dod_ramelle
dod_thunder
dod_zafod
dod_slope
dod_beachhead_b1
dod_edge
dod_flash
dod_forest
para_? a couple para maps too...

For sturmbot 1.1... I don't have dod1.3b installed, so can't test these, i'm not sure how good they are? I remember working on these the most **
dod_bridge
dod_d-day_invb4 - **
dod_fortzwei2 - **
dod_radar.wpt - ???
dod_roughlanding - **
dod_utah_v3

If you want any of these I could put a wpt pack together. Some I know work good, some i would need to check first. All are modified, from other waypointers, or many were modified stock wpts that came with sturmbot.

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post Jul 27 2015, 04:34 AM
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I will take any waypoints made with Sturmbot 1.1 or lesser cheers.Reason being once they are done for dod1.3b these can act as a good starting point for any of higher dod betas to reedit the wpt/bsp were needed

The method i use for naming waypoints so there is less confusion :AJX/dod version/dod map/made with sturmbot version/wpt version

Example:

AJX/dod1.3b/dod_caen/Sturm 1.0-1.1/v5


This might be useful to you guys the tool allows each axis/allied side of a waypoint to be made separately and saved or combined to make a single waypoint
Should work with all Sturmbot versions
http://www31.zippyshare.com/v/Up85SwxT/file.html

Also i'm looking for maps

dod_casino

dod_industrial

or any other wonky maps with lots of strange entities these are normally 1.0-3.1 maps(because the devs started to take out fun entities in dod) or maps with objective goals or multiple objective goals
the default flag maps rarely interest me

I know this much so far on dod_bnce there's insane amount of worldkill going on because both the allied bots now spam tank cannon and axis spam a mortar button that's without the fixed mgs that I've yet to do
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post Jul 28 2015, 01:57 AM
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Okay, I think this is all the sturmbot 1.1 & older wpts I have. I didn't edit the packs at all, so there is a little overlap from different waypointers, but not to much. There is one pack that may only have 1 sb1.1 wpt (dodbotwpts.zip) and the rest may be sb1.2 wpts, but the dates were so close it is possible they were done on sb1.1? Same goes for a few single wpts I included from the complete_combination_pack.zip, wpts after 2-10-02 may be sb1.2 wpts? But I think most of these will be for sturmbot 1.1 or older.

I also included my oldest modified wpts, I couldn't find radar, but there is one included. You can use them as a base wpt, most need more work. dod_fortzwei2 is probably the best and works ok. d-day also works ok. I think some are for sb1.1 and some are for sb1.2, see the readme for details...

I found the wpt merge tool when looking thru my backups, so I have that but never used it. I didn't do to much sturmbot waypointing until the non-team wpt came along, I think it was with sb1.3? Seemed like a lot of extra work to have completely different allied & axis wpts/paths for the whole map, and it gets awful messy in there wink.gif ...

I checked, but no luck on those 2 maps. I've been out of the loop for a while on dod maps, are there any good map download sites left?

sturmbot_1_1_wptpacks.rar
http://www17.zippyshare.com/v/ntfpLthm/file.html
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post Jul 28 2015, 09:58 PM
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Looking for dod_radar does anybody have this?
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post Jul 30 2015, 05:53 AM
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Just got back from looking at dod_thors_hammer another wonky map

4 fixed mgs for axis
1 fixed cannon for axis
1 radio button for axis
3 lots of ammo pick ups for both allies and axis (don't know if the bots will use these?)
1 health charger unit (don't know how the bots will react to this?)
1 light button switch which makes a huge difference
Lot of func_breakables
2 exploding oil drums

Edit:

Whilst crapping around on this map i have found by accident a undocumented waypoint function called "weapon waypoint".
I can't find any reference to it any ware seems to work from sturmbot 1.0-1.1 and upwards i think?

I checked with other in game objects and there's nothing like it also it can't be placed unless something is there

laugh.gif


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post Aug 1 2015, 04:24 AM
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Post the wpts and map link so we can test how wonky it is hehe.

and here's some more fun stuff to add at dod_glider and...
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post Aug 1 2015, 07:31 AM
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Lot's of wonky maps tongue.gif

dod_thors_hammer
http://www.17buddies.net/17b2/View/Map/942...ors_hammer.html
Unfinished waypoint: http://www50.zippyshare.com/v/V1IpkDlo/file.html
bsp code so far: http://www50.zippyshare.com/v/qlCvq9pP/file.html

dod_airbase
http://www.17buddies.net/17b2/View/Map/6234/dod_airbase.html
Unfinished waypoint: http://www57.zippyshare.com/v/lUHU89Gh/file.html
bsp code: http://www57.zippyshare.com/v/K3fVxxd8/file.html

dod_killbox
http://www.17buddies.net/17b2/View/Map/889...od_killbox.html
Nothing yet

dod_fortzwei4
http://www.17buddies.net/17b2/View/Map/374..._fortzwei4.html
Map objectives need porting over 1.3b first

dod_norway_b1
http://www.17buddies.net/17b2/View/Map/942..._norway_b1.html

dod_subtransit can't find this map?

What i suggest we do is work and share the same waypoints together sound like a good idea?

Notes:
dod_norway_b1 bots can't use momentary_rot_button for gate
for this map i'd suggest Sturm 1.5.1 for dod 3.1
I will upload a partial 1.5.1 waypoint soon

dod_airbase last count i think was something like over 8 buttons
big problem with rope type ladders

dod_thors_hammer because two axis spawn areas lead into 3rd axis spawn area moved 3 spawn points into the bunker with guns

Be aware func_rot_buttons the bot love these almost as much as precision waypoints (they can be a problem)

Func_breakables in Sturm1.0-1.1 the bots don't like these
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post Aug 18 2015, 06:53 AM
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dod_fortzwei4 DayOfDefeat 3.1 map no known waypoint for DayOfDefeat 1.3b so i made one.
It's fully playable but unfinished i made some changes to the bsp also.

Took me two attempts because you can't remove waypoints after hitting the 1024 waypoint limit(known bug)


http://www46.zippyshare.com/v/FtwnExL4/file.html
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post Aug 20 2015, 08:42 AM
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Because i can't find subtransit i made a quick dirty 2 flag port from a cs version only really to check if the bots could use the func_train which is used in other mod maps.

Whilst crapping around on this map i have found by accident another undocumented waypoint function called "health" waypoint" more likely i'm guessing this is HPB BOT code pre BlitzBot pre Sturmbot code
Also it's another waypoint that can't be placed unless something is there first
laugh.gif

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Which give me idea about the weapon_tripmine entity

Find out the reactions of the bots using or taking Half-Life DM "Trip Mines" first

Find out what type of waypoint is made for the Half-Life DM "Trip Mines" if any?

If no type is made it might be possible in later versions of Sturmbot/dod to assign in theory:

"Object location waypoint" at the trip mines to pick up

"Capture bomb/location waypoint" to place the trip mines

"Break waypoint" at the "Object location waypoint" for axis/allies

Edit:

Well i think i can scrap that idea above i checked from dod 1.0-1.3b weapon_tripmine and other some other entities show in a edited bsp but not in the map so that's the end of that.
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post Aug 24 2015, 09:57 PM
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Port of a Half-Life Death Match map s-express to Defeat Beta 1.3b by me with bsp edit and waypoint

I suggest using mp_falldamage 0 so bots have more chance boarding both trains

map can be found here:

http://www.17buddies.net/17b2/View/Map/80996/s-xpress.html

waypoint and bsp edit:

http://www59.zippyshare.com/v/b3WEKPmj/file.html

biggrin.gif
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