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> apdonato's TF2 Way(point) Too Awesome PACK beta v0.1, a collection of improved waypoints for official maps in TF2
apdonato
post Feb 28 2013, 06:02 PM
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To start with, I love RCBot2... the creator, Cheesah, has done a great job coding the bots and making customization and waypoint editing possible, and fairly easy to use if your willing to put some time into it. After spending many hours with the mod in the most recent versions (0.63, 0.7, 0.71), I noticed above all how flawed so many of the waypoints were. Some waypoints, most notably from Fillmore, assface, and Geralt, did a respectable job, but others are flat out unfinished, lacking proper scripts, and somewhat sloppy.

Keep in mind this is a community project! Many of these waypoints where not started by me.

My goal is to:

-clean up existing waypoints (remove unnecessary path connections to improve CPU performance)
-add more paths that previously haven't existed
-script fixes
-fix bots such as engineers from getting stuck in spawn and on the map in general
-add sentry, tele, sniper, double jump support for every map
-basically, make everything EPICER in general

As well as to make support for more official maps that don't have any support yet.

I've been working on waypoints for awhile now without releasing anything and I feel at this point its time to release some of my work. These waypoints are far from complete, as many still have bugs and unfulfilled additions, so this is an early beta version of the pack in general. Some maps that I will note later are pretty much complete.

So feel free to leave me feedback and criticism on maps you find issues with. I do extensive play testing myself but I'm sure some bugs may slip threw the cracks, even on my so called final editions.

Every waypoint included in this pack is in working order but will have issues.

-----

Maplist with their state of completion:

Legend
alpha - many issues, many improvements needed
beta - few issues left, play testing
RC - release candidate
final - final version

26 MAPS INCLUDED IN PACK:

cp_badlands ---RC
cp_dustbowl ---RC
cp_foundry ---beta
cp_freight_final1 ---beta
cp_gorge ---beta
cp_granery ---beta
cp_junction_final ---beta
cp_steel ---alpha
cp_yukon_final ---beta
ctf_2fort ---RC
ctf_doublecross ---RC
ctf_turbine ---beta
koth_harvest_final ---beta
koth_king ---RC
koth_lakeside_final ---RC
koth_nucleus ---beta
koth_sawmill ---beta
koth_viaduct ---RC
pl_badwater ---RC
pl_barnblitz ---beta
pl_goldrush ---RC
pl_thundermountain ---alpha
plr_hightower ---beta
plr_nightfall ---alpha
plr_pipeline ---alpha
sd_doomsday ---RC

NOT INCLUDED IN PACK (pre alpha state):

cp_coldfront ---20% waypointed
cp_gravelpit ---70% waypointed
cp_well ---60% waypointed
pl_upward ---10% waypointed
tc_hydro ---80% waypointed, pending working script

-----

DOWNLOAD LINK (current version - beta v0.1):

https://www.dropbox.com/s/3n4m3s5zzuan44w/T...beta%20v0.1.zip

Enjoy! check for updates, and give me feedback!

I've currently stopped my work on waypoints until RCBot2 is updated, as the constant crashing has gotten on my nerves.
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Cheeseh
post Mar 2 2013, 02:36 AM
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Good idea, there needs to be more community based updates smile.gif

As for crashing it would be good if we could get some more people to debug by building the bot on their machines and running on their servers
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apdonato
post Mar 3 2013, 01:34 AM
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QUOTE(Cheeseh @ Mar 1 2013, 09:36 PM) *

Good idea, there needs to be more community based updates smile.gif

As for crashing it would be good if we could get some more people to debug by building the bot on their machines and running on their servers


do you mean dedicated servers? or just plain old listen servers? unless there is some in-depth debug mode for the mod that can give me some log when it crashes, i'm not sure what I could do on my end..

i have noticed i number of things whenever rcbot2 crashes:

1. always when bots are spawned (the mod has NEVER crashed through the many hours of just waypoint editing)

2. it pretty much crashes just as frequently with 12 bots as it does with 24 bots, meaning its a.. collective issue?

3. I notice when an engineer bot gets stuck in a spot for too long and I come over and kill it, i get a crash

4. I noticed a few crashes that might be related to spy bots sapping something

-----------

anyway, thats all the info i can give for now
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DreadedGhoul575
post Nov 24 2015, 09:36 PM
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QUOTE(apdonato @ Feb 28 2013, 06:02 PM) *

To start with, I love RCBot2... the creator, Cheesah, has done a great job coding the bots and making customization and waypoint editing possible, and fairly easy to use if your willing to put some time into it. After spending many hours with the mod in the most recent versions (0.63, 0.7, 0.71), I noticed above all how flawed so many of the waypoints were. Some waypoints, most notably from Fillmore, assface, and Geralt, did a respectable job, but others are flat out unfinished, lacking proper scripts, and somewhat sloppy.

Keep in mind this is a community project! Many of these waypoints where not started by me.

My goal is to:

-clean up existing waypoints (remove unnecessary path connections to improve CPU performance)
-add more paths that previously haven't existed
-script fixes
-fix bots such as engineers from getting stuck in spawn and on the map in general
-add sentry, tele, sniper, double jump support for every map
-basically, make everything EPICER in general

As well as to make support for more official maps that don't have any support yet.

I've been working on waypoints for awhile now without releasing anything and I feel at this point its time to release some of my work. These waypoints are far from complete, as many still have bugs and unfulfilled additions, so this is an early beta version of the pack in general. Some maps that I will note later are pretty much complete.

So feel free to leave me feedback and criticism on maps you find issues with. I do extensive play testing myself but I'm sure some bugs may slip threw the cracks, even on my so called final editions.

Every waypoint included in this pack is in working order but will have issues.

-----

Maplist with their state of completion:

Legend
alpha - many issues, many improvements needed
beta - few issues left, play testing
RC - release candidate
final - final version

26 MAPS INCLUDED IN PACK:

cp_badlands ---RC
cp_dustbowl ---RC
cp_foundry ---beta
cp_freight_final1 ---beta
cp_gorge ---beta
cp_granery ---beta
cp_junction_final ---beta
cp_steel ---alpha
cp_yukon_final ---beta
ctf_2fort ---RC
ctf_doublecross ---RC
ctf_turbine ---beta
koth_harvest_final ---beta
koth_king ---RC
koth_lakeside_final ---RC
koth_nucleus ---beta
koth_sawmill ---beta
koth_viaduct ---RC
pl_badwater ---RC
pl_barnblitz ---beta
pl_goldrush ---RC
pl_thundermountain ---alpha
plr_hightower ---beta
plr_nightfall ---alpha
plr_pipeline ---alpha
sd_doomsday ---RC

NOT INCLUDED IN PACK (pre alpha state):

cp_coldfront ---20% waypointed
cp_gravelpit ---70% waypointed
cp_well ---60% waypointed
pl_upward ---10% waypointed
tc_hydro ---80% waypointed, pending working script

-----

DOWNLOAD LINK (current version - beta v0.1):

https://www.dropbox.com/s/3n4m3s5zzuan44w/T...beta%20v0.1.zip

Enjoy! check for updates, and give me feedback!

I've currently stopped my work on waypoints until RCBot2 is updated, as the constant crashing has gotten on my nerves.

The red team on dustbowl with these waypoints are waiting in their spawn all the time; completely buggy.
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