Working with Scout Update, Please try this test DLL |
Working with Scout Update, Please try this test DLL |
Cheeseh |
May 18 2009, 08:53 PM
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#1
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Admin Group: Admin Posts: 3,057 Joined: 11-September 03 From: uk Member No.: 1 |
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?...view&id=450 Also has anyone got my latest waypoints ? I lost them. (The waypoints with the areas + tele entrance waypoints/defend waypoints) Notes:
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Kramer |
May 21 2009, 12:37 PM
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#2
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Member Group: Members Posts: 20 Joined: 19-May 09 Member No.: 1,542 |
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. |
SonicKun |
May 31 2009, 09:09 AM
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#3
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Newbie Group: Members Posts: 9 Joined: 25-April 09 Member No.: 1,529 |
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. you forget about pyros, when they spam fire, you don't see the fire |
Cheeseh |
May 31 2009, 01:09 PM
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#4
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Admin Group: Admin Posts: 3,057 Joined: 11-September 03 From: uk Member No.: 1 |
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 |
NifesNforks |
Jun 12 2009, 05:17 PM
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#5
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Advanced Member Group: Members Posts: 69 Joined: 17-January 09 From: Stockholm, Sweden Member No.: 1,450 |
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? |
Cheeseh |
Jun 13 2009, 09:50 PM
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#6
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Admin Group: Admin Posts: 3,057 Joined: 11-September 03 From: uk Member No.: 1 |
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? 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, |
SonicKun |
Jun 15 2009, 09:06 AM
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#7
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Newbie Group: Members Posts: 9 Joined: 25-April 09 Member No.: 1,529 |
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? |
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