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> [Release] sc_royals waypoints, Updated Royals rcw's for SC4.6/4.5
madmax2
post Oct 4 2012, 08:39 PM
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[Edit 5-30-14] Updated/fixed SC_Royals Waypoints Pack (Release2) for SvenCoop 4.8(4.7).

I finally got 'er done, ya-hoo biggrin.gif .... Lots of fixes, and a few new things the bots will do now. Most of the details are in the included readme. I'll leave the old pack for sc4.6 posted for now, as some things in the new pack won't work for sc4.6 (royals4 teleporter).

SC_Royals Release2 rcw pack for sc4.8/4.7 (5 waypoints) (new)
Attached File  sc_royals_rcw2.zip ( 22.85k ) Number of downloads: 901


SC_Royals Release1 rcw pack for sc4.6(4.5) (4 waypoints) (old)
Attached File  sc_royals_rcw.zip ( 13.72k ) Number of downloads: 903


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Partial Summary of changes (fixes were mostly for sc4.8), detailed list in readme:

Royals 1, 2, & 3 - spawn area fixes, more wpts to prevent stuck bots, reworked wpts at lower spawn platforms so bots will suicide now if stuck to barney there.

Royals 1 & 2 - wpt/path changes to help bots press buttons better... but in most cases there should be time for players to press buttons too.

Royals1 - mostly minor tweaks in first half of map, like removing a wpt from a battery bots wanted to much, now they mostly ignor it. Bots can now push those boxes out of the way at the end of the first vent, they are no longer trapped there until a player breaks them, but it still is faster to shoot the boxes...

Royals2 - Most rcw work was done on royals2, Generally lots of wpt/path tweaks & fixes around the map. I have included 2 rcw's for this map, 1 for STEAM(default rcw) and 1 for NOSTEAM (sc_royals2_NS.rcw). They have both been UPDATED and tested on sc4.8 and sc4.7. Bots can do everything well or well enough in both. (see readme about this)

* BARNICLE/GRAPPLE wpts added at the Human Tower (HT) area (see readme about this too)
Requires sc4.8 & this dll to work: http://rcbot.bots-united.com/downloads/rcb...rapple_upd2.zip

* The STEAM rcw has a few more fixes added to it, and more wpts for movement in the well area, which is fun to see bots use the whole area there now...

* added wpts to ceiling in first room with barnacles, so bots stuck to ceiling will get free or suicide quickly.

* Bots randomly open the ammo resupply door in the hallway now.

* Changes to 2 of the 3 objective wpts on pyramid buttons, they should press them better & faster now.

* Wpt tweaks at the cavern jumps & rope for sc4.8.

* Wpt tweaks at ladder & tunnel to the barnacle gun, but bots won't likey go get the barnacle gun.

* Reworked short ladder before blooders pool, bots still hang at top, but can free themselves now in 15 to 30 seconds, and sometimes go right up it.

* Reworked parts of blooders pool area, bots can get out of water better and can make multiple attempts now.

* Reworked the Human Tower (HT) and jump to the platform. Bots make the HT jump much better now.

* Fixed a problem where a bot would get stuck in the mummy pit after all mummies were gone (sc4.8 only?).

* Reworked the ladder wpts into the vent to the surface, just past the upper HT platform.

* I added wpts so bots could end the map, sometimes it occurs quicky, but usually it takes a while.

Royals3 - mostly spawn area fixes/tweaks, and smoother bot movement thru narrow passage to caves... Bots will randomly end the map now, usually not to fast.

Royals4 - spawn area & pyramid wpt tweaks, bots can get m16 grenades & use them (heh heh), brand new path to pyramid, new wpts/paths at end of map and for bots stuck to ceiling after barnacle grabs them.

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For the number of bots to use for singleplayer the readme has specifics on each map. Royals 1 & 3 doesn't need as many bots as royals 2 & 4. But I think removing bots may cause a crash sometimes? I'd suggest playing royals1 with 2 bots, and royals2 is a long map, so you may want to add a 3rd bot at some point, then finish maps 3 & 4 with 3 bots. Or you could restart at the beginning of royals3 with 1 or 2 bots, then add more bots in royals4 at some point. I don't think as many bots are needed with the new rcw's and latest rcbot dll's, as compared to sc4.6 rcw's.

Anyways, have fun... smile.gif
madmax2

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Original Post:

QUOTE
I updated the waypoints for the sc_royals series for sc4.6 (should work in 4.5 too). The sc_royals3 rcw is completely new. Map changes in the latest versions that come with sc4.5 & sc4.6 was the main reason for these updates/modifications to the rcw's. See the included readme for details.

Metamod-p is required for some of the maps to work correctly with rcbot. I recommend metamod-p v1.19p32.

For all the maps I recommend 3 to 5 players/bots total. But you may want to adjust this up or down as you play. Royals3 is probably the easiest, and 1 bot may be enough. When you get to the "blooders pool" in Royals2 you may want 4 bots, because of the difficult jumps there.

I may update these rcw's further, in a few weeks or when sc4.7 comes out? They are fully playable as is, so enjoy...

[edit 12-22-13] In royals2 for sc4.8, bots are not making the jumps at the blooders pool and not so good at the cavern, i'm working on a fix for this. It's still playable as is though.... In sc4.7 royals2, bots can make the jumps just fine...

[edit 4-29-14] Updated royals rcw's almost ready for release, should be soon. Bots can make it across the blooders pool and open the shortcut now, in royals2 on sc4.8... smile.gif

Have fun,
madmax2
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madmax2
post Jan 27 2013, 12:32 AM
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Here is an updated sc_royals4 waypoint for sc4.7 smile.gif . The rcw with the package in first post works ok too. This one reconnects the teleporter and fixes a few minor things for smoother bot navigation. See the readme for more details. Don't use this rcw with sc4.6, use the one in the package above instead.

Also, all the other rcws (royals 1, 2, 3) in the first pack should be compatable with sc4.7 too, the bsp's are the same.

Have fun,
madmax2

[Edit] Use the waypoints from the Release2 pack in first post for sc4.7
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madmax2
post May 30 2014, 11:14 PM
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Updated/fixed SC_Royals Waypoints Pack (Release2) for SvenCoop 4.8(4.7) uploaded.

Get it from the first post. This started out as an update to sc_royals2 only, but ended up the whole series. Most of the changes & time was spent on sc_royals2 (a very long time). There are a couple minor things i'm not completely satisfied with, but bots can do most everything good, or good enough. The most frustrating, hard to waypoint part has been that short ladder just before the blooders pool (royals2). I reworked it several times again, just this last week, and for the most part it works ok. Bots will still hang at the top for 15 to 30 seconds, but there should be no permanent jams there, and they can get up it quickly sometimes... Bots can use the BARNICLE/GRAPPLE now, but you will likely have to give it to them, and it may be problem on this map, see details in the readme before you try it.

There is one unresolved problem in sc_royals2 at the beginning. It doesn't happen often, but a bot may get stuck to that crane just after going underground. All the wpt fixes I have tried have not worked. So, for now, just add a bot to replace it or restart the map. I think it only happens during the battle there, and once all the enemies are cleared in that area I don't think it happens after that. Oh, if it happens, you might want to give the stuck bot health to 100%, so other bots won't be stuck giving health.

Overall, all the rcws work good, bots can get across the blooders pool again in sc4.8 and human tower to the platform above. See the first post & readme for all the changes...

Hope you guys like the waypoints... tongue.gif

madmax2
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