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Lyran
post Jan 15 2005, 01:30 AM
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Hey Cheeseh look at this news from Steampowered.com

January 14, 2005, 5:28 pm ? Valve
The official Counter-Strike Bot will be released for Counter-Strike: Source on Monday (January 17th). The Bot features enhanced abilities and will be available for all owners of Counter-Strike: Source. Also included in Monday?s release is an updated version de_tides, rebuilt by Turtlerock Studios. For more information or to purchase your copy of Counter-Strike: Source, please visit www.steampowered.com.


Do you have anything to do with that ? I mean we never know, good like your are you can always get offers from "officials" hehe.

I wonder how they will move around the map. Probably with Nodes, from what I've seen in Hammer, that's pretty much what is used for the A.I to move around.

The only thing I'm wondering is...are those "official Bots" going to be able to change their weapons according to the range at which their enemy is. Because that's a problem with a few weapons, not being good at Close/Medium/Long range. I mean...I wouldn't be surprised if those Bots would use Shotguns to take out everyone at any range.

Not only that, but Team-Play as well. That's THE most important part in Counter-Strike.

If they just move around completely scattered it's going to be a slaughter.

Anyways...I just hope they are good.
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LordSkitch
post Jan 15 2005, 06:21 AM
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Teamplay is one thing, but clusterings another. CS:S is notorious for CRAPPY FREAKIN COLLISION CODE... If they DO scatter, in small groups... ::cough::bettersquadcode::cough:: it's easier to cover a map and swarm the other team.

I would kind of like to fill a CS:S server completely full of bots, and let it go for like a month, and get the stats and see how the maps are weighted...

And you can snipe with the pump-shotty.... it's pretty scary.
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Cheeseh
post Jan 15 2005, 03:41 PM
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The "official bot" is not done by me, it's done by the same guy that did CS:CZ bots ("Turtlerock Studios"). so I can't speak for it.
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Lyran
post Jan 15 2005, 09:06 PM
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Hehe yeah I thought so Cheeseh.

But they should have asked you ! biggrin.gif

I don't know how good or bad the C-S: C Z Bots are, because I never played that one, but I just have a baaad feeling about this (the C-S: S Bots).

I think Mod makers or A.I programers will constantly upgrade it. I believe the default version, the one coming Monday, will be full of flaws. Possibly minor ones, but many of em'.

Bleh...maybe it's just me and my darn pessimistic nature.

Maybe they'll just completely own any other A.I to date ! ohmy.gif
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link2002
post Jan 15 2005, 09:46 PM
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I own CZ and i don't think they are bad, for me they are very good smile.gif
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Cheeseh
post Jan 16 2005, 10:47 AM
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oh, heres a current test/preview version of the bot for hl2 smile.gif

http://filebase.bots-united.com/index.php?action=file&id=260
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link2002
post Jan 16 2005, 10:57 AM
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QUOTE (Cheeseh @ Jan 16 2005, 08:47 AM)
oh, heres a current test/perview version of the bot for hl2 smile.gif

http://filebase.bots-united.com/index.php?action=file&id=260

I will test it biggrin.gif


ps.: don't forget to add -allowdebug to your game launch paremeters wink.gif or it don't work.

EDIT:

good work Cheeseh smile.gif
but sometimes they don't shot their enemies sad.gif

This post has been edited by link2002: Jan 16 2005, 11:39 AM
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Cheeseh
post Jan 16 2005, 04:24 PM
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there a lot of bugs that din't make them shoot enemies, I've fixed most of them now (not updated though)
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LordSkitch
post Jan 18 2005, 12:19 AM
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I'll start diddling with it too, see what I can come up with!
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Lyran
post Jan 18 2005, 06:12 AM
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Hey guys have you finally tried the "official" C-S: S Bots ?

I said I had a bad feeling about that. Well I did feel something bad about them yesterday.

But today I've tried them, and they actually surprised me ! ohmy.gif

They are smart. Not extremely smart, far from that actually. But they're "smart enough" when you consider them as mere Bots.

They act a bit like humans, and their chatting was well done in my opinion. Not too much, and not just a pure lacking of everything. Just the necessary. It's well balanced.

I did noticed a few Pathfinding / Waypoints / Nodes problems though. Where they would constantly try to jump on a platform but never be able to reach it, then getting killed eventually by an enemy player passing by. Or when one would try to turn a corner and would get stuck on the corner itself for at least 10 seconds before realizing his face his scratching the wall. And a few others. There's not many of such problems though, but they are not subtle when they happen.

But their "area scanning" is very well done, in my opinion. I like when they walk, and then will randomly turn back to look for a second while still moving to a specific point, to simulate as if he heard something or just to be sure no one is following him. Little details like that makes them more than just decent Bots.

Overall I safely rate those Bots 6 / 10. There's plenty of room for improvements of course. And I do think either their creators, or Valve, or any supporting fan(s) with A.I programing skills will improve the Bots over time. And will eventually make them the best Bots ever made for a Frag-Fest based multiplayer game. And will eventually send UT 2004 Bots A.I quality to the After-Life ! laugh.gif

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LordBug
post Jan 20 2005, 02:40 AM
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How about this interesting SDK update nibble?

QUOTE
Added simple SDK bot sample code for adding bots to your mod
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Cheeseh
post Jan 21 2005, 07:56 PM
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yeah been there done that, it just mucks everything up, and limits stuff even more if you want to use it rolleyes.gif
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Rebell
post Feb 2 2005, 08:20 AM
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Ive tryed your HL2 bots - good so far but is there any need to make your own for css ??

I hope NS will be ported to HL2 soon - so you can continue on your NS-BOTs. Because yours are the best there wink.gif

cya
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Gruuunt
post Feb 2 2005, 05:16 PM
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Yup - Ns + Bots = Cheeseh tongue.gif

As they say don't forget your roots and your errr roots will look after you?? blink.gif
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MarD
post Feb 28 2005, 07:27 PM
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Heyyo,

Lol, Cheesh, if you port it n' make it work for Svencoop for HL2? I shall waypoint it. wink.gif

I just finished up the Resident Evil series... and have started a bit of work on that "Case Closed" campaign.. This's too addicting! I loves it soo much! user posted image

Ok... ok... I gotta calm down, all this talk of waypointing's getting me... excited. tongue.gif
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[MoD]Cha0s C0ntr0L
post Sep 8 2005, 09:10 AM
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QUOTE (Cheeseh @ Jan 3 2005, 08:53 PM)
Thanks to botman making a really basic bot template, I'm making my own template which will become rcbot 2.

I haven't got many solid details to write down yet, rest assured I've already wrote thousands of lines of code, but nothing to do with bots actually doing anything yet.

The bot will probably support CS source, HLDM (when valve fixes the bot crash bug - soon) and SvenCoop 2 when that's out.

Wheres this template you speak of available?
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Cheeseh
post Sep 9 2005, 12:17 AM
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the filebase at bots-united.com

however anyone using it to make bots should give source code with their executable/(dll) since it's under GPL License.

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[MoD]Cha0s C0ntr0L
post Sep 9 2005, 02:11 AM
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Found it, looking forward to coding Source bots. smile.gif
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Emmanuel
post Apr 9 2006, 05:27 PM
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It's been too long since I passed by this forums.
Then I noticed Rcbot 2!
I personnally don't have any multiplayer mod(hl2dm, dod:s, cs:s, etc) because I can't play it without bots. So then you are my savior!
I don't know about the css official bots, but I think they are only downloadeable from steam. But i hate steam! and so I want to download your css bots, not steam's.
And I love sven coop, when sc 2 comes out, I'll be waiting for your bots, then I'll download everything.

Anyways, your bots are the best I've ever seen, and they work for almost every good mod out there.
I suggest that you can try these things:
-some kind of test bot for SC2 using tim coop as the base game, just for coding the nesesary basic stuff.
-when you have the bots you already planned to do, I man, when you finnish them, you can use them as a base for making bots for other mods, specially the hl2dm bots, they will work for many other mods, and the SC2 ones can work for any other coop mods.

well, about waypoints. I never posted a waypoint in here, I'm too lazy. but I have nearly 500 waypoits for sven coop, made for every map in the latest 490 mappack v2! all made by myself, and of course the ones I didn't made already came with rcbot(cheeseh) and some of them are from MarD. The other day I found I had never played a map called mansion_ha, so I made some waypoints. Many other waypoints dissapeared when I bought my new computer and now I don't know in wich backup cd I have them, or maybe I forgot to put them in the latest backup cd and I lost them. For example the silent hill map, I don't know how, but I lost the waypoints for it, and maybe many others like that. sad.gif
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MarD
post Apr 10 2006, 01:27 AM
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Heyyo,

Yeah, it's pretty sweet that RCbot2 is under way, but what sucks is the lack of bot support in the sdk. Shockingly, the code Valve made for bots to switch weapons just spawn new ones, so if they keep "switching" weapons a lot, the bot's crash the game. Another thing is there's no code apparently to find out the values of ammo for all the bot's guns as well. That #1 problem is well, bot life-threatning. The 2nd one just really limits the bots intelligence. Now you ask, how come the official CSSBot doesn't suffer from this? well, people just figure that since it's intergrated into CSS it can do what it wants. No 3rd party sdk mod code it has to go through in order to achieve what it wants. So I'm pretty sure since cheesh's last update he might have not done much sadly..

Anywho, I diddn't know you hosted waypoints, and even some by me, tell me the site n' I can add it to the list over at bots-united waypoints section if it ain't there already:
http://forums.bots-united.com/showthread.php?t=2814
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