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> Sven Coop Rpg 1 , 2 , 3 Waypoints
Gaston
post Feb 11 2008, 06:58 PM
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Somebody have this waypoints ?
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Cheeseh
post Feb 11 2008, 07:37 PM
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QUOTE(Gaston @ Feb 11 2008, 06:58 PM) *

Somebody have this waypoints ?


i have rpg 1 & 2 in this pack

http://rcbot.bots-united.com/forums/index....c=1080&st=0
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Gaston
post Feb 11 2008, 09:13 PM
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Thanks man, I have been many days trying to win ... But I can not do it alone jeje, and my connection is bad, thank you
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madmax2
post Aug 10 2012, 12:55 AM
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Here is my rcw versions of svencooprpg2.rcw & svencooprpg3.rcw, recently updated.
[Edit] All 3 waypoints are in one pack now, see post 7

Kind of old maps, but fun for a game or two. There are two versions of rcw's for each map included in the zip.

I believe it was Cheeseh's rcw from rcbot_beta_full.zip, from the filebase, that i used as a base for the svencooprpg2.rcw's. Details are included in the readme.txt.

Hope you like them, have fun...
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madmax2
post Aug 22 2012, 09:25 PM
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Guess I'm on a svencoop waypointing tangent from NS waypointing. Waypointed svencooprpg1, release coming soon. Just want to tweak & test it a bit more. Another map waypoint to be released first, though..

I wanted to try out the autowaypointing feature, it works pretty slick, nice work cheeseh. I thought this would be a good map to try it out on. I didn't use it everywhere, mostly in open areas, works good.
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madmax2
post Sep 9 2012, 04:37 AM
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Here are my brand new RCbot waypoints for the first svencooprpg (rpg1) map in the series. Hope you guy's like them. smile.gif

Map can be found in the classic mappack (svencoop_classic.zip), at the svencoop website files section.... http://www.svencoop.com/files.php.... Or at http://scmapdb.com/

RCbots can run the whole map and do almost everthing. They can activate/use all the shortcuts, but don't allways do so immediately, leaving some things for the player to do. There is one thing the bots don't do that a player must do for them. All the details are included in the readme & spoilers docs in the zip.

After waypointing most the map, I found out there was a problem with the final rope/ladder, thus the main reason for 2 rcw's. Basicly, the rope is not climbable in sc3.0/4.5/4.6 sad.gif (invisible ladder doesn't trigger?)(edit: see next post). In sc2.1 the rope is climbable and works perfectly with the bots smile.gif .

The default rcw is for sc3.0 and newer (4.0? thru 4.6) (was tested on sc3.0/4.5/4.6) (bots won't use last shortcut rope)

The alternate rcw is for sc2.1 only, unless there is an updated fixed version of the map I am not aware of? One that makes that rope climbable again? (edit: see next post for fixed shortcut rope)

Also, I did see on the web where someone bypassed this rope problem by adding a new teleport location on top of that ledge, that was triggered by lowering the rope (edit: see next post). I added extra waypoints to the top of the ledge for that to work with the bots.

Release3 Waypoints & Rope Fix, see next post for details...
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madmax2
post Nov 8 2015, 06:32 PM
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Guess I'll bump this rolleyes.gif , i'm satisfied with the results now. My first Ripent to fix a problem with an old map (the broken rope in svencooprpg). Bots and Players can use the teleporter once the rope has been lowered from the ledge above. It works perfect now in sc3.0 through sc4.8. Use the svencooprpg_alt2e.rcw with the ropeteleport modified map. I also expanded the rcw's for svencooprpg3 as well. see below...

SC5.0 is out, but rcbot does not work on sc5 yet...

[Edit 12-13-16] The ROPE in the first map has been fixed (ropeteleport fix no longer needed). The patched maps are included in the latest version of the Classic Map Pack and you can get that here:

http://www.svencoop.com/files/mappacks/ (official downloads)

http://distfiles.lifeisabug.com/svencoop/maps_official (mirror)

Or if you just want the RPG series you can use one of these patched map packs. Credits to BlackShadowX for the global model & res fixes, and to Spy-Warrior for the rope & bsp crash fixes. The model fixes with these packs seem more complete (or work better on sc4.8) than those that come with the classic packs. Works on sc5.0 too...

SvenCoopRPG123_fix.rar (Removed unnecessary files, that already come with sc4.x & newer, wad & mdl files)
https://drive.google.com/file/d/0B9tUv2tOt5...iew?usp=sharing

SvenCoopRPG_123_complete.rar (Includes wad & mdl files) (may or may not be needed for sc3.0?)
https://drive.google.com/file/d/0B9tUv2tOt5...iew?usp=sharing
(this will install unnecessary duplicate files if installing on sc5.0)

Extract this to the svencoop folder if using sc4.x, or extract to svencoop_addon folder if using sc5.x (Includes path/folder info) (Or extract to a temporary folder & copy manually to the proper locations). Overwrite all files if you installed these maps before...

Note: I only checked these packs on sc5.0 & sc4.8, they should work on sc3.0 and newer (I did verify the rope fix does work on sc3.0). Bots can use the rope correctly on sc4.8 & 3.0 (use the alternate rcw, not the default rcw). It does not happen often, but occasionally a bot will stick on the rope coil and suicide. I tried to fix that, but my original wpt configuration seems to work the best, so no change to the rcw. Even though it is no longer needed, I still like the way the teleporter works with the bots (it's faster), so I'll leave the ropeteleport fix posted, for now...

Also, the bsp file sizes are slightly different than the bsp's that come with the classic packs, that could just be the difference in using bspedit or ripent, extra spaces maybe? I did check the rope fix and it is the same fix. Just consider the RPG packs Unofficial patches, I may replace the bsp's when I have time?

QUOTE
[Edit 2-25-16] [Release3b waypoints pack + map fix]
I have made some changes to svencoopRPG & RPG3 rcw's. The RPG2 rcw is the same as before.
Updated svencoopRPG waypoint again, see bottom of post for details... Also, added new links for the "fixed/patched" maps...

Download: madmax2svencooprpg_123_rcws3b.zip (Includes waypoints for all three maps)(Updated again)

I have posted an ENT file for svencoopRPG, so you can easily add a teleport to the unclimbable rope, so the shortcut from the first area to the last area will work on sc3.0 & newer (sc4.x). I also posted ENT files that will allow all the maps to load in steam again...
[Now included with waypoints download]

Svencooprpg topic is here:
http://forums.svencoop.com/showthread.php/...-Sven-Co-op-5-0

-------------------------------------------------------------------------
Ripent bsp fixes - Optional, See new map links above...
-------------------------------------------------------------------------
I decided to post the RPG1 map bsp, with the ropeteleport fix, to make it easier for those who don't want to mess with RIPENT... I will probably let the link expire if it is not downloaded every 30 days. Or when the svencoop team releases the patched mappack for sc5.0... Works on sc5.0 as well as sc4.x/3.0... Get it here (orange "Download Now" button on upper right side of screen, avoid the adverts and popup)...

svencooprpg_ropeteleport_fix.rar (svencooprpg.bsp with rope teleport added)
https://drive.google.com/file/d/0B9tUv2tOt5...iew?usp=sharing


Here is the ENT file to add a teleporter at that rope. It works good with the bots now. Instructions are included in the zip. The glowing sprites just indicate the teleporter has been successfully added to the map, but the teleporter won't work until the rope has been lowered from the ledge above. Expect some telefragging with the bots, but it is minimal, occasionally during combat situations only. This ENT will also fix the steam loading problem for this map.

svencooprpg_ropeteleport_2.zip (svencooprpg.ent) - Included with waypoints download

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QUOTE
[Edit 2-23-16] Steam crash bug fix
No longer needed if you get the patched maps from top of this post...

This zip contains instructions and 3 ent files, one for each map. If you are unable to load the maps in steam, and you get this error in the console (`):

Host_Error: ED_LoadFromFile: found when expecting {

Then you can use these ent files to fix the maps. The svencooprpg.ent in this zip will just fix the error, it won't add the rope teleport, or change the map in any way.

svencooprpg123_steam_fix.zip - Included with waypoints download

---------------------------------------------------
svencoopRPG3 rcw changes (both rcw's)
---------------------------------------------------

The old rcw's were very linear, so I added a lot more wpts and a few objectives to get bots moving around a bit more. I also added a fix if a bot gets under the fortress gate, which I saw happen once. Changed wpts at the end area boss room, and so bots don't take as much fall damage at the pit and can survive (if falldamage 0 isn't read from map cfg on changelevel). Sometimes bots will shoot big crossbow too.

[Release3] (should be final) (both rcws)
Spawn room improvements so bots exit much faster and don't waste time. Also should get a better mix of classes in sc4.8, not just clerics & wizards.

----------------------------------
svencoopRPG rcw changes
----------------------------------

svencooprpg.rcw (default) - The same rcw as before, with a few tweaks. Bots won't use the rope shortcut with this rcw. Use the alt2e rcw if the rope is climbable or you have a modified (ripent) map that adds a teleporter at the rope.

svencooprpg_alt2e.rcw - About the same rcw as the default, but bots will use the rope shortcut, and I made a change on the ledge there. The main difference is bots can jump down from the ledge now. Use this rcw if you are using a modified map bsp that adds a teleporter to that ledge, at the rope (my ropeteleport fix). This rcw will also work if the rope is climbable in your map (such as playing the map in sc2.1).

[RPG1 Release3] (both rcws)
Added a wpt fix to spawn room for a rare stuck bot, hopefully it is fixed this time.

I made some changes at the double ropes in the city area. Bots get over the wall better now in sc4.8. Bots still stick at the bottom of these sticky ropes when they collide or fall, but I think it's much less of a problem with this release. I have them crouching on the ropes now, so bots jump over any bot stuck at the bottom. If more than one bot is sticking to the bottom, they usually are climbing in 15 seconds or less. Bots should open the wall there more frequently, too...

[RPG1 Release3b](should be final) (both rcws) (minor fix)
Added more waypoints along the wall opposite the rope shortcut, saw a bot lost/stuck against that wall, one time. Added a wpt next to that water gate in same area, saw a bot stuck behind the open gate, one time. Fixed!

------------------------------------------------------------------------------------
RPG1 Notes:
When playing RPG1 on sc4.x, you need to find the Secret Exposives, or bots won't be able to hurt the boss (garg) at the end. See the readme's for more info...

For sc4.x only, if you want to see the bots use the m16 before the mp5, in the last part of RPG1, try my bot_weapons_m16.ini, here:
http://rcbot.bots-united.com/forums/index....ost&p=13637


Have fun,
madmax2
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madmax2
post Feb 26 2016, 10:09 PM
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I decided to post my latest svencoopRPG waypoints... See post7 ^^^

[RPG1 Release3b](should be final) (both rcws) (minor fix)
Added more waypoints along the wall opposite the rope shortcut, saw a bot lost/stuck against that wall, one time. Added a wpt next to that water gate in same area, saw a bot stuck behind the open gate, one time. Fixed!

Also, See post7 for new links to the "fixed/patched" maps, including my ropeteleport fix for RPG1...
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Ryusho
post Feb 28 2016, 03:50 AM
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Nice to see people doing w aypoint stuff, I may work at it, but I want to wait for the 5.0 compatable version before I work on it too heavily, because of new maps, and c hanges, because I actually find it fun to go through a map, invisible to enemies, and work it out so the bots -can- beat the map without human help, or minimal human help, that way it can be done with minimal human players, since normally I do play with just me, and a friend or two.
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madmax2
post Feb 29 2016, 11:53 PM
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Hi Ryusho,

It would be great to have another waypointer on board wink.gif ... I wanted to do more waypointing this winter, but some RL stuff got in the way. I still may get something new done? Yeah, I think some of the stock waypoints will need fixing for sc5.0. I think most of my waypoints will work, I already fixed deadsimpleneo2, but can't test it. HL1 campaign and Uplink campaign will need some work, probably a few others will need tweaking...

I love watching the bots duke it out with the svencoop AI while I waypoint, it is often very comical... biggrin.gif

[Edit] Get the latest waypoints & "fixed" bsp's from Post 7
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Ryusho
post Mar 2 2016, 05:04 PM
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Heh, well, like I said, I'm waiting on Rcbot for 5.0 before I start trying to do waypoints again at the moment, though I will say right now I wouldn't be supprised if Mine are...well either rudimentary, or -not efficient- as I can do some very strange things to try to get the bots to behave, but hey, at least if I do make some and upload them, I can add the disclaimer, "These can probably be improved upon somehow."
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