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This might interest some people enjoy!

Half-Life mod - Day of Defeat Beta 1.0 dedicated server over WON2
https://www.youtube.com/watch?v=3xmVIUEPj9Y


Half-Life mod - Day of Defeat Beta 1.1 dedicated server over WON2
https://www.youtube.com/watch?v=mybFgrtOwGc


Half-Life mod - Day of Defeat Beta 1.2 dedicated server working over WON2 with BlitzBot and clients
https://www.youtube.com/watch?v=m8sxrpuBBqk


Half-Life mod - Day of Defeat Beta 1.3 dedicated server over WON2
https://www.youtube.com/watch?v=SGBBmFQHAwU


Half-Life mod - Day of Defeat Beta 2.0 dedicated server over WON2 with Sturmbot and clients
https://www.youtube.com/watch?v=Q-mcQ_tWCkw


Half-Life mod - Day of Defeat Beta 2.1 dedicated server working over WON2 with Sturmbot and clients
https://www.youtube.com/watch?v=3XxgoMP4bks



Half-Life mod - Day of Defeat Beta 3.0 dedicated server over WON2 with Sturmbot and clients
https://www.youtube.com/watch?v=WxHiw9brSNE


Half-Life mod - Day of Defeat Beta 3.1 dedicated server working over WON2 with Sturmbot and clients
https://www.youtube.com/watch?v=maLPUUQ_Cuw


Note:Use only BlitzBot 2.05Alpha for (dod 1.0 Beta) works for lan only
Very little waypoints for BlitzBot for either Day of Defeat Beta 1.1/1.2(you would have to make those good luck lol!).
Day of Defeat Beta 1.3 works in a partial way (you can see why in the video info)
BocBot1.2 supposedly works better as dedicated server but it's untested because a lack of waypoints
Anybody fancy a go making them?

Edit:To mods remove if you want to? but i'd like to point out when the change from WON2 to NeuWon happens it means you only have to use original and official mods/patches/HLDS wink.gif
genmac
I used to make wpts for bocbot and some of them are here on this wpt pack...let me know if they work.
https://www.mediafire.com/?wkg5pbzffi36ti5

Yo Zneaker (bocbot author) hope you're still out there!!! Plz say hi if you're still coding away hehe!!!


Ok found some blitzbot wpts on my old bot treasure box of yester years just let me know if they actually work...
https://www.mediafire.com/?4i4azby2ctc9gel
I have some really old sturmbot beta 0.5 I think the first ever release might work on dod beta 1 let me know if you wanna test it out.


For dod beta 1.3 I'm using sturmbot version 1.1.
For dod beta 3.1 I'm using sturmbot version 1.4.
http://sturmbot.org/index.php/downloads/ca...er-dod-versions

I love those 2 dod betas reason why I have working standalone for them faithfully secure for eternity hehe!
256 colors
QUOTE(genmac @ Jul 20 2015, 03:15 AM) *

I used to make wpts for bocbot and some of them are here on this wpt pack...let me know if they work.
https://www.mediafire.com/?wkg5pbzffi36ti5

Yo Zneaker (bocbot author) hope you're still out there!!! Plz say hi if you're still coding away hehe!!!
Ok found some blitzbot wpts on my old bot treasure box of yester years just let me know if they actually work...
https://www.mediafire.com/?4i4azby2ctc9gel
I have some really old sturmbot beta 0.5 I think the first ever release might work on dod beta 1 let me know if you wanna test it out.
For dod beta 1.3 I'm using sturmbot version 1.1.
For dod beta 3.1 I'm using sturmbot version 1.4.
http://sturmbot.org/index.php/downloads/ca...er-dod-versions

I love those 2 dod betas reason why I have working standalone for them faithfully secure for eternity hehe!


Thank you those are really helpful if you have Sturmbot 0.9 and Sturmbot 0.9b/sturmbot beta 0.5 i will take to complete a full set of betas.

Other known bots for dod that are hard to find
Abot
Teambot
FlamerBot
BlitzBot 1.0 Alpha/BlitzBot 1.7 Alpha
A very rare Japanese bot called either bot93/94 for dod

Two other bots i can't find Landserbot 1.0 or AgroBot for War in Europe mod

You might know me under my old username from years ago Sydslag i was lead beta tester for Johan for Sturmbot so gimme a shout on Steam if you want too

Also you should really use Sturmbot 1.5.1 for dod 3.1 but i guess if 1.4 works use that instead

One last thing i sometimes host a dod 1.3b/3.1 server so if anybody wants to hop on as i need more clients this would help out no end.

Edit:BoC-Bot 1.2 currently crashes Day of Defeat Beta 1.3b with new waypoints.
Also BoC-Bot 1.2 i can't seem to load any of default BoC-bot v 1.1 waypoint pack that came with BoC-Bot 1.2?(seems odd 1.1 waypoints inside of BoC-Bot 1.2?)

Lot's of confusion with BoC-Bot at the moment do i need
BoCBot Versions from: BoCBot Version: 1.0 to BoCBot Version: 1.3?
I'm also guessing any waypoints will have to be specific for each version of the bot?
genmac
Sturmbot collection...here are all my sturmbot files. May be you should try some them out first since sturmbot has better AI hopefully will work with the earlier betas of dod.
https://www.mediafire.com/?41ficshfiehcbcc

BoC-bot collection ...old wpts won't work on the last updates of this bot I think
so you need to check the dates of the wpts if there's no readme or infos about them.
AS for the last update I think I made some wpts for those I just can't recall which one
now but all the boc wpts I have are here so hope you find the ones that works.
https://www.mediafire.com/?i6lkkhkqeczwaqb

As for the other dod bots wow I don't even remember some of those hehe.
I do have some flamerbot and teambot.

Nice to know you're one of Jowo's tester really sad we lost this awesome bot developer. I wonder if anyone got a hold of his sturmbot source codes?

Anyway let me know if you got them working...CHeers!!! :-))
256 colors
QUOTE(genmac @ Jul 21 2015, 04:51 AM) *

Sturmbot collection...here are all my sturmbot files. May be you should try some them out first since sturmbot has better AI hopefully will work with the earlier betas of dod.
https://www.mediafire.com/?41ficshfiehcbcc

BoC-bot collection ...old wpts won't work on the last updates of this bot I think
so you need to check the dates of the wpts if there's no readme or infos about them.
AS for the last update I think I made some wpts for those I just can't recall which one
now but all the boc wpts I have are here so hope you find the ones that works.
https://www.mediafire.com/?i6lkkhkqeczwaqb

As for the other dod bots wow I don't even remember some of those hehe.
I do have some flamerbot and teambot.

Nice to know you're one of Jowo's tester really sad we lost this awesome bot developer. I wonder if anyone got a hold of his sturmbot source codes?

Anyway let me know if you got them working...CHeers!!! :-))


Thanks for the files cheers as far as Sturmbot goes we only started dedicated server support at Sturmbot 1.2 so older betas may work as dedicated servers but i bet in a limited way but should be ok for simple lan.

At first look it seems BoC-bot files i have now are all BETAS i think need VERSIONS from 1.0-1.5?

Or looking at history it would be either 1.0 or 1.1 or 1.3 versions specific for DayofDefeat 1.3b
Hard to know without any real information or read mes in the files blink.gif



BoCBot Version: 1.4
Release Date: 3/11/02
Features:
-DoD: V2.0 fully supported (all weapons + classes)
-DoD: added special MG handling
-DoD: added bomb goal and wpt
-DoD: added new proning tactics
-FA: added flag goal and push wpt
-FA: bots ow use ammoboxes
-FA: fixed ak47 bug
-FA: new prone algorithm
-FA: added new dodge-for-cover code
-FA: fixed reloading bug
-all supported MODs:
-new combat action system
-added more weapon specific accuracy
-new aiming code
-new movement around corners
-more goal based movement
-paths now include up to 2 MOD-specific goals
-improved alternative nav system
-new weapon handling (under water etc)
-linux support improved

BoCBot Version: 1.3
Release Date: 1/18/02
Features:
-linux version available
-FA skill system is now fully supported (medics etc.)
-added turnspeed
-added some reaction time factors
-new "search for enemy code"
-better combat movement + memory system
-tactical combat movements improved
-new player unstuck code
-fixed FA respawn bug
-improved navigation (especially regarding *.bwa files)
-fixed some performance issues
-3 new options available in the bocconfig.exe
-fixed wallhugging-bug
-proning and walking backwards while not being engaged in battle
-simple support of the use of turrets
-new skill-statistic code (usefull for later releases)
-added the option to add "Quick Config" bots for FA
-some more teamwork issues have been solved
-new chat file-now combat chat only
-fixed some problems using the bridge in aztec
-you can now force bots to walk to a valley by using range 0 wpts
-new aim code to avoid bots that aim for about half a minute
-lot's of bugfixes (the *.dll's size increased by about 100 KB)
etc.

BoCBot Version: 1.2
Release Date: 11/18/01
Features:
-alternative waypointing system
-burst fire when using rifles
-completely new bocconfig.exe file
-new connectionsystem
-weapon based combat behaviors added
-completely new combat code
-P.I.S performance has been improved
-bots will wait,aim and give you a headshot,if they see you but you don't see them :-)
-botmenu fix,bots won't kick each other anymore
-botmenu fix,menu stays open after adding a bot
-death message fix,bots are navigating better at the start of each life
-new waypoint-finding algorithm (bots aren't getting stuck that often anymore)
-improved navigation (more squad based now)
-autopath-feature to let the AI record paths
-new goal system for the P.I.S at the start of a map
-fixed some mapchange problems
-combat action system bug has been fixed (bots aren't just standing and shooting anymore)
-navigation without waypoints has been improved
-new cover-during-battle system
-etc.


BoCBot Version: 1.1
Release Date: 10/19/01
Features:
-added FA support
-recoded combat-behaviors
-recoded grenade usage
-new dynamic path-interchange system for CS and DoD(bots chose/change
paths a lot better and more intelligent than ever before)
-FA parachuting support
-CS bots guard planting/defusing friends
-FA grenade support
-new aiming for FLF and FA
-MOD specific botmenu
-all FA classes supported+different behaviors
-fixed FLF weapon slot3/4 bug
-etc.


BoCBot Version: 1.0
Release Date: 10/9/01
Features:
-"human ladder" -wpt
-smoother navigation
-FLF support
-capture point-wpt for FLF
-tactical capturing in FLF
-grenade support for FLF
-better and more realistic aiming
-more combat moves
-first non-beta version
-changed the "range 0" wpt - handling
-class specific bot speeds
-etc.


BoCBot Version: 2.7 beta
Release date : 09/28/01
Features:
-added sniper paths
-new improved combat (help friends)
-less tks
-paths are handled in a bit different way
-bot shoots breakable things while camping
-improved camping/sniping/proning
-improved some CS goal functions
-added a delay for bots at the beginning of a round
-shortened the bots' blinded time
-bots look around a lot more intelligent now
-etc.


BoCBot Version: 2.6 beta
Release date : 09/15/01
Features:
-fixed the bots-turnaround bug
-bots dodge to avoid corners
-recoded the grenade code for DoD
-added a new parameter to the brain.exe options
-fixed some camping bugs
-improved combat-memory
-adjusted bot skills
-adjusted bot search radius
-recoded all bot-turn funktions
-more intelligent flag capturing/hostage rescuing
-bots don't grab another bot's hostages anymore
-better follow-path code
-new commands - "removepaths" and "kickall"
-new shoot-breakable code
-etc.


BoCBot Version: 2.5 beta
Release date : 09/5/01
Features:
-fixed spinning CS bots bug
-fixed DoD control-point bug
-improved jumping
-new combat code-intelligent "enemy jumping"
-new weapon-pickup code
-improved VIP behavior
-improved hostage rescuing
-adjusted bot skills
-fixed combat-navigation
-new player unstuck code
-fixed "shotgun spree" in CS


BoCBot Version: 2.4 beta
Release date : 08/28/01
Features:
-new navigation system (for steep hills)
-fixed ladder problems
-adjusted grenade throwing
-improved button usage
-improved follow user code
-bots automatically capture points
-fixed some dedicated server problems
-added percentage value to button wpts
-etc.


BoCBot Version: 2.3 beta
Release date : 08/14/01
Features:
-bots look around while camping
-different camping direction
-improved duck jump and normal jumping
-bots throw grenades over walls
-added some dedicated sever commands
-boc.cfg file is loaded at the beginning of each map (even after mapchange)
-no more crashes concerning the brain program
-improved combat action system (skill based)
-DoD bots bandage themselves
-bots look around corners for hidden enemies
-new wpt saving system
-etc.


BoCBot Version: 2.2 beta
Release date : 07/22/01
Features:
-added prone wpt
-added prone-camp wpt
-added optional time parameter to camp wpts
-fixed hearing bug in CS
-added boc.cfg editing program
-bots use more weapons
-added knifeonly and psycho mode
-grenade support for DoD
-fixed duck-jump
-much more


BoCBot Version: 2.1 beta
Release date : 07/14/01
Features:
-new waypointsystem
-better path display
-added boc.cfg file for additional options
-fixed bunnyjumping after spawning in DoD
-bugfixed dedicated server mode
-new dedicated commands
-optimized navigation system
-much more


BoCBot Version: 2.0 beta
Release date : 07/05/01
Features:
-bomb waypoints
-configurable chat file
-DoD support (all features that worked in former
BoC versions are working)
-skill system now 1 = easiest,10= hardest
-opportunity to define the bot's class
-sniper behavior for DoD
-bots are blinded by flashbangs
-shooting at dead/dissapeared enemies (kill enemies through walls)
-pickup weapons while following user
-grenade avoidance
-new alternative navigation system
-better follow-user code
-much more


BoCBot Version: 1.8 beta
Release date : 06/03/01
Features:
-improved vip cover
-bots dropping bad weapons,picking up good ones
-skill system
-waypoint unstuck improved
-finetuning (dodging,player unstuck etc)
-hostage/button support improved
-sniperpoints
-chat system (only basic such as "i got a hostage" etc ,yet)
-map change bug fixed
-new navigation (waypoints that move in a certain range)
-bots pick up the bomb more often
-buying fixed and improved
-"range [range]" command to alter ranges implemented
-"it's gonna blow" warning after planting a bomb
-new follow-user code
-"addarea [range]" to add moving wpts
-much more


BoCBot Version: 1.7 beta
Release date : 05/18/01
Features:
-advanced bot-memory
-freezetime
-menu system for all BoC-commands
-replace-closest-wpt and remove-closest-wpt commands implemented
-BoC- directory now in cstrike/boc and cstrike/boc/wpts
-better buying
-vip takes cover
-more options for path-movement (backwards..etc)
-path display
-faster waypointfinding at beginning of each round
-radiocommands (Go,storm the front,cover me,follow me,
hold this position,regroup team,stick together)


BoCBot Version: 1.6 beta
Release date : 05/07/01
Features:
-much better aiming system
-fixed some terrorist moving difficulties
-waypointlimit/map now 400 instead of 200
-bots walk smoother
-waypoint-unstuck code
-new random waypoint find funktion
-silenced weapons are heard only over small distances
-bots look around
-bots can now walk backwards
-framerate bug (bots moved weired with a framerate higher than 30)-
fixed
-less grenades are used
-better grenade aiming
-dodging fixes
-"killall"-command kills all bots
-simple button usage, (bots search for buttons in 12 feet radius
of button-wpt)
-bots-stuck-in-each-other fix


BoCBot Version: 1.5 beta
Release date : 04/25/01
Features:
-different waypoint colors/positions
-bots shoot breakable obstacles
-sneaking bots
-hunting bots
-better grenade usage
-better path waypoint support
-sniping bots
-bots dodge better
-more situation based aiming
-better ladder support
-"removeall" doesn't remove the *.bwp file anymore
-"defuse bomb and forget to move"- bug fixed
-"addcamp" adds a camp waypoint
-fixed bug with wpts after mapchange
-fixed reaction time not working
-bots now reload properly after a fight


BoCBot Version: 1.45 beta -waypointing
Release date : 04/21/01
Features:
-waypoints can be displayed
-waypoints can be removed
-fixed bot speed problem
-fixed bunnyjumping
-better,less CPU consuming navigation code


BoCBot Version: 1.4 beta
Release date : 04/17/01
Features:
-jump waypoints
-duck waypoints
-special vip behavior (combat,radiocommands)
-HE grenade usage
-improved buying
-ladder support
-better "follow user" code


BoCBot Version: 1.3 beta
Release date : 04/10/01
Features:
-path waypoints
-new enemy tracking code
-bots use radio messages
-bots rescue hostages
-bots plant bomb
-bots defuse bomb
-new waypoint system
-different wpt-file contents
-door-usage improved
-fighting improved
-bots hear shooting and reloading


BoCBot Version: 1.2 beta
Release date : 03/26/01
Features:
-better navigation (waypoints..)
-better fight algorithms
-optimized FollowUser-Code
-waypoints (check out waypoints.txt)
-don't fall -code


BoCBot Version: 1.1 beta
Release date : 02/25/01
Features:
-advanced fight style (not skill-based)
-waypointless navigation (naja..)
-bot buys basic weapon types (SMG,MG,RIFLE,PISTOL,SHOTGUN)
-make bot follow you code implemented
-ladder and player avoid code
-unstuck code
-"addboc [name] [team]" command
-added 10 bot-names
-bots can hear player
...and lots of small things i can't remember
madmax2
Wow, retro boting, brings back some memories biggrin.gif ... Spent a ton of time playing UT/Unreal mods with bots though out this whole period, it may be my favorite game of all time. For half-life engine i think the first bot I tried was Jumbot for HLDM. Then it was HPB_bot(tfc & flf, DMC), oddbot 1.8.1(flf), foxbot(tfc), podbot 2.4(CS), then dod with sturmbot 1.1.

As with tfc/foxbot, I stuck with dod/sturmbot a long time, I never really tried any other bot for dod, not even shrikebot, which was supposed to be good, but sturmbot was and is great. 1.4 & 1.5 on dod3.1beta are quite good. Also playing sturmbot 1.6 on dod1.0 retail (free mod version) is good. I learned to waypoint with most of these bots, but mostly foxbot & sturmbot.

Then I found rcbot, some rcbot version before v0.29 with Natural Selection 1.0, and I got hooked on that for a very very long time, thru many NS betas up to NS3.2, and I can't forget the awesome whichbot... NS has to be one of the best multiplayer mods ever, for half-life 1. And I never would have tried it without RCbot support... Did a lot of rcbot wpt modifications for NS and svencoop 2.1, so played that some, and tried rcbot with battlegrounds briefly.

Then I got into Enemy Territory for a long time (year+), mostly with omni-bot & fritzbot (bobot too). Played around with modifying wpts & scripts for omni-bot.

Then I came back to RCbot for NS & Svencoop 4.5+. I did install BOC (1.4?) into flf 1.5 at same time as oddbot, but I don't remember actually playing it, it's still there!!!

Yup, I guess I love my little bot armies, too... biggrin.gif

I have these bots from your list:

Note, none of these show dod support in their readme's, so they may be too old?

Abot - Abot_beta7.exe - ? not sure about this one, no readme, executable setup files only...
Teambot 1.0beta & 1.2beta - cstrike bot w/support for HL, TFC, OF, and FLF
FlamerBot 1.0 & 1.3 - action half-life
AgroBot-flf - flf only version, no wpts

For BOC bot I have these Release versions, they are NOT beta:

bocv10.zip - 1.0
bocv12.exe - 1.2
bocv14.exe - 1.4
bocv15quick.zip - see feature list - looks like a patch from v1.4, no wpts? just dll's & cfg files, also SO files for linux...
bocv20tf.exe - see feature list - test version f

I also have 24 tiny wpt packs for BOC, mostly for dod, FA, and a few flf wpts. I'll need to get genmacs wpt pack to see what he has there, maybe they are allready in his pack???

I'm on dialup, uploading is slow, so please prioritize if you want any of these... It may take me a few days, cause I have RL things to do....

=====================================================================
Featureslist:
==============
BoCBot Version: 1.5
Quick Release Date: 5/10/02
Features:
-dll has been splitted into 4 parts 1/MOD
-4 different setups
-vastly improved alt nav system
-z axis used when camping
-supporting FLF1.5 and CS 1.4

bocconfig:
-option to influence CS weapon priority
-option to add custom config bots to FA
-readable output for linux users (similar to ini format)

-fixed DoD aiming
-improved navigation/jump algorithms
-fixed all known crashes
-fixed an error concerning flashbang use in CS
-better buy algorithms for CS
-removed the wpt options tag from the botmenu
-added an autorange feature to automatically adjust the range of wpts being added
-removed the autopath feature -wasn't working correctly
-fixed some underwater-combat problems
-fixed some combat stuff not working correctly
-waycheck wpt
-"bot addboc_ct" and "bot addboc_t" command for dedicated servers
etc.

by Harald "Zneaker" Obermaier
http://www.bocbot.tk
or
http://www.bocbot.de.vu

mailto: bocbot@gmx.net

=====================================================================
BoCBot Version:
Version Number: V2.0
Status: Testversion f
MODs Supported: CS,DoD,FA,FLF
Release Date: 9/1/2002
Waypoint Format: *.brw 2.0 (compatible to *.brw 1.0)

New Features (bocbot.dll/.so):
-new waypointsystem:
-waypoint flags (enables special wpts to have flags as well)
-goal navigation (you don't have to do anything- this is calculated
by the program ->bigger *.brw -files)
-waypoint-converter from *.brw 1.0 to *.brw 2.0 (just save your old
wpts without team/forward wpts)
-fixed DoD para-spawning problems
-fixed FA spawning problems
-fixed FA "black-death"
-fixed ladder navigation
-changed: color of wpt "trace-lines"
-changed some wpt colors
-added flag parameter to wpt infos
-new/changed commands: teamonly,sniperonly,forwardonly,
-new commands: c_teamonly,c_sniperonly,c_forwardonly
-changed bocmenu "improve - weaken" skills tag
-new navigation system (for tracking down enemies/ corner navigation)
-changed range navigation
-completely new combat behaviors and actions
-added "buttoncheck" for navigation/combat improvement
-fixed wpt navigation (no wpt skipping anymore)
-fixed DoD teamkill in para-mode
-added new radiocommands
-new bot communication
-changed aim code
-fixed FL_FAKECLIENT probs
-compatible to FLF 1.7, DOD 3.1
-tweaked reload code
-fixed knife(handgun navigation
-improved combat performance
-improved navigation performance
-etc.

New Features (bocconfig.exe):
-fixed dod para_selection errors
-fixed mod_num problems

Misc New Features:
-new logo ;-)
-setup file for windows
-updated liblist.gam files

Copyright ©
Harald "Zneaker" Obermaier
http://www.bocbot.de.vu
http://www.bocbot.tk
bocbot@gmx.net

==================================================
[Edit]
You probably know of these 2 sturmbot sites, but here are a couple links:

http://www.dodbits.com/dods/index.php/half...s-and-downloads

http://sturmbot.org/
256 colors
To be honest im still no wiser to which version i need specific for DayofDefeat 1.3b this would be used for dedicated server testing.At current Sturmbot 1.1 for DayofDefeat 1.3b works but only in a limited way

So far as i can work out:
BoCBot Version: V2.0 f (no good)

BoCBot 1.9 is there such as version?

BoCBot 1.8 seen this on the net no idea if it's beta or version?

BoCBot 1.7 is there such as version?

BoCBot 1.6 is there such as version?

BoCBot 1.5 does not specify for which version of dod

BoCBot 1.4 dod 2.0

BoCBot 1.3 i would hope is for dod 1.3b? (best bet) can't find this bot

BoCBot 1.2 seems to be for dod 1.3b but theirs no info to confirm this?

BoCBot 1.1 unknown can't find this bot?

BoCBot 1.0 unknown can't find this bot?

At a guess LOL because of no real info i think i need 1.0/1.1/1.2 i have/1.3?
and because i have other work for WON2 and Neuwon for other mods i won't have a chance to make any waypoints.So i might be cheeky and ask anybody to make a basic set of those to test map rotation

Even then let's say i find the correct version of the bot theirs another problem
almost all of bots come with no waypoints and it looks very much like each bot version will only work with waypoints made for that version


I don't like to say it but it's one giant mess because of little or no info or meaningful read me's
Add confusion with beta and versions too I've even seen bocbot file named version 1.0 beta ohmy.gif
Also no helpful info in the history files
madmax2
Yes, the doc's with the bots are a bit lacking on versions. I checked these here...

bocv10.zip - 1.0 - the dod_liblist.gam shows for dod1.2
bocv12.exe - 1.2 - you have this
bocv14.exe - 1.4 - history shows dod 2.0 support, the dod_liblist.gam also shows for dod1.2 !!! Probably just not updated in the liblist?

Did you try v1.4 on dod1.3b? For matching bot versions to mods, you can compare the mod (dod.dll) date to the bot dll date to get an idea what might work. The bot dll should be newer or slightly after the mod dll. But sometimes an older version will work???

Do you want me to send you bocbot v1.0 or v1.4, and the wpts I have? the wpts are dated from aug 2001 to march 2002. the dll for bocbot v1.0 is dated 10-8-01. The v1.4 dll is 3-13-02.

Yeah, looks like you may need BOC v1.1 or v1.3 for dod1.3b, which I don't have. May I ask why be using such old versions of dod, versions before 2.1? Is it because old classic maps crash on dod 2.0 or newer?



256 colors
Sure send them over it can't hurt i think need just 1.0 and more waypoints.1.4 i have also so don't need that
Well out all of beta's 1.3b/dod3.1 are one most remembered
The plan is get them all working so people have a choice currently Steam breaks old mods
So at a later date with or without bots we will test other mods but not all of betas for them LOL
Other versions of bocbot might be useful for dod 1.0-1.2 i know currently blitzbot only works on lan for dod 1.0
If i had my way i'd make all of alphas work too but i can't find those laugh.gif
madmax2
Ok, i'll be back after i have some links for you... dialup, meh sad.gif ....
madmax2
Here ya go, I didn't test the links but should be good... wink.gif ... I'll check back in a bit, got some stuff to do...

bocbots_v10_v14.rar
http://www91.zippyshare.com/v/oeJJeBVP/file.html

bocbot_bwp_packs.rar
http://www91.zippyshare.com/v/3FPfbPox/file.html
256 colors
QUOTE(madmax2 @ Jul 22 2015, 01:20 AM) *

Here ya go, I didn't test the links but should be good... wink.gif ... I'll check back in a bit, got some stuff to do...

bocbots_v10_v14.rar
http://www91.zippyshare.com/v/oeJJeBVP/file.html

bocbot_bwp_packs.rar
http://www91.zippyshare.com/v/3FPfbPox/file.html


Thanks
genmac
@256 colors...BoCBot Version: V2.0 f (no good)
- what do you mean? as in AI not good or just plain buggy?

...personally I really tried my best to support this bot by making some wpts for all the mods it supported but it's AI never really improve that much compared to Sturmbot. PMB (racc's author) even commented on the messy coding it has one time. So if you got this working hehe hope you have some fun with it coz I did try to run it again last year on DOD beta 1.3 I think and after a while I was a little disappointed nostalgically again due mostly to it's crappy navigational behavior and combat but anyway it was fun doing the wpts for it and lots of tnx to Zneaker for giving me some missing Battlefield files so my pirate copy would work haha tnx man I won't forget that!

@Madmax ... hi yah bro! have you seen those huge tities at MM4 haha?! LoL!
256 colors
QUOTE(genmac @ Jul 22 2015, 02:28 AM) *

@256 colors...BoCBot Version: V2.0 f (no good)
- what do you mean? as in AI not good or just plain buggy?

...personally I really tried my best to support this bot by making some wpts for all the mods it supported but it's AI never really improve that much compared to Sturmbot. PMB (racc's author) even commented on the messy coding it has one time. So if you got this working hehe hope you have some fun with it coz I did try to run it again last year on DOD beta 1.3 I think and after a while I was a little disappointed nostalgically again due mostly to it's crappy navigational behavior and combat but anyway it was fun doing the wpts for it and lots of tnx to Zneaker for giving me some missing Battlefield files so my pirate copy would work haha tnx man I won't forget that!

@Madmax ... hi yah bro! have you seen those huge tities at MM4 haha?! LoL!



BoCBot Version: V2.0 f (no good) for DayofDefeat 1.3b

Anyway i checked all waypoints from all of betas and the packs none of them work for BoCBot 1.2
They ether crash instantly or error say no file exist or they load but bots just don't use them
So only two waypoints that came with BoCBot 1.2 dod_cherbourg/dod_omaha work and load
I'm busy with WON2/Neuwon and the waypoint system is alien to me so making them is no go
Not sure why in the public release of BoCBot 1.2 barely no stock waypoints and few custom one's seems like utter madness to me

Edit:
i decided to use the custom maps needed for boc-bot 1.2 dod_oslo_v3 is missing and can't be found
Very very strange model glitches the game will often crash moaning about allie-light T.mdl which i've never heard of and it can't be found on the net
genmac
Well I really can't remember now what's the last version I was working on when I was still active at Boc-bot forum since I lost interest to it once sturmbot kept on improving for the better or I got into other mods probably.

Why not just work on whatever sturmbot or shrikebot is capable of running smooth on the old dod betas?

Well I got nostalgic so fired up dod beta 1.3 ...the stiffy players haha! Man brings lots of good old memories once in game...it's like a time machine except my pc is just way too powerful now haha unlike decades ago my poor 400mghz amd could barely run 10 bots.

DoD beta 3.1 seems the best or more complete compare to the current steam version since the glider missions and paratrooper models are kinda refreshing to play now. Why on earth they had to remove those?

Still Sturmbot v1.7 shines really well at dod steam especially at dod_charlie, I had so much fun playing it my 5 year old kid was LOL as well so I let him play some hehe.

Anyway LONG LIVE DOD and all it's beta releases and all the bots that goes with it.



Oh btw seems someone managed to run a dod beta 1.3b dedi with sturmbots on it already...
http://sturmbot.org/
256 colors
QUOTE(genmac @ Jul 22 2015, 12:11 PM) *

Well I really can't remember now what's the last version I was working on when I was still active at Boc-bot forum since I lost interest to it once sturmbot kept on improving for the better or I got into other mods probably.

Why not just work on whatever sturmbot or shrikebot is capable of running smooth on the old dod betas?

Well I got nostalgic so fired up dod beta 1.3 ...the stiffy players haha! Man brings lots of good old memories once in game...it's like a time machine except my pc is just way too powerful now haha unlike decades ago my poor 400mghz amd could barely run 10 bots.

DoD beta 3.1 seems the best or more complete compare to the current steam version since the glider missions and paratrooper models are kinda refreshing to play now. Why on earth they had to remove those?

Still Sturmbot v1.7 shines really well at dod steam especially at dod_charlie, I had so much fun playing it my 5 year old kid was LOL as well so I let him play some hehe.

Anyway LONG LIVE DOD and all it's beta releases and all the bots that goes with it.
Oh btw seems someone managed to run a dod beta 1.3b dedi with sturmbots on it already...
http://sturmbot.org/


Gone as far i can go with sturmbot 05-1.1 are not geared for dedicated servers
Shrikebot won't cover much in terms of beta's

9 out of 11 the versions of dod work as dedicated server with or without bots
I didn't cover dod 1.3 or dod v1.0 retail yet
I don't have a linux setup so no way testing dod 20-v1.0 retail
So as you can see it's fuck ton of work and research and it's all a one man effort so far

That video at /sturmbot.org is my work but as read me says it works in a limited way
1 works perfect without bots over WON2
2 will work with Sturmbot 1.1 over WON2 but you might see a random server crash around the 8th map rotation


Edit: Think i found the problem bocbot/dod hates this map dod_bcne the cause of lots of crashes and headless bots/moaning of missing allie-light T.mdl which nobody ever heard of before?
256 colors
Lots of screaming fits later now the test server for Day of Defeat1.3b with Boc-Bot 1.2 is ready and should up all day tomorrow

You will need the same client setup used for Day of Defeat1.3b

Because of barely no default waypoints came with Boc-Bot 1.2 the server only uses these maps sorry nothing i can do about this

Oh and i noticed i have to use bot loadconfig and bot loadwpt in the console each and every time the maps rotate one problem you can't because it's broken

dod_omaha
dod_cherbourg
dod_2fort
dod_avesnes
dod_bridge
dod_fortress
dod_inice
dod_spessart

So Boc-Bot 1.2 is a entire waste of time it's beyond me how it even got a public release
Only two options left try Boc-Bot higher version which i think will crap out anyway or i reckon even BlitzBot might work? At least with BlitzBot i'm in touch with author who's willing to fix small bugs but not restart the bot project
genmac
@256 color...Ok read your post...have you tried contacting bocbot author, Zneaker?

For the bot loadconfig and bot loadwpt I think you can use some plugins for those that will auto-inititate them every map change, those global and specific map configs feature amx mod x plugins has by default can do it coz I use them a lot on my multiple game/mod CS 1.6 games where I can load a zombie game on map 1, then FFA mode on map 2, gungame on map 3, domination mode on map 3, all maps even have different custom weapons and player skins...and so on...really drove me nuts but so satisfied when finally everything was running smooth but then again it's on good old HL engine I'll be lucky if it did not crash for the next 5-10 hours haha!

Anyway good luck on your dedi server classic dod work I'm sure you'll get them running soon.

Btw found this super useful plugin that will remove teamate player collission very useful when using bots especially on maps like dod_charlie....no more gaggle of bots stuck up together on those pesky ladders making the flow of axis more smoother hehe.
https://forums.alliedmods.net/showthread.php?t=167783
256 colors
QUOTE(genmac @ Jul 23 2015, 01:43 AM) *

@256 color...Ok read your post...have you tried contacting bocbot author, Zneaker?

For the bot loadconfig and bot loadwpt I think you can use some plugins for those that will auto-inititate them every map change, those global and specific map configs feature amx mod x plugins has by default can do it coz I use them a lot on my multiple game/mod CS 1.6 games where I can load a zombie game on map 1, then FFA mode on map 2, gungame on map 3, domination mode on map 3, all maps even have different custom weapons and player skins...and so on...really drove me nuts but so satisfied when finally everything was running smooth but then again it's on good old HL engine I'll be lucky if it did not crash for the next 5-10 hours haha!

Anyway good luck on your dedi server classic dod work I'm sure you'll get them running soon.

Btw found this super useful plugin that will remove teamate player collission very useful when using bots especially on maps like dod_charlie....no more gaggle of bots stuck up together on those pesky ladders making the flow of axis more smoother hehe.
https://forums.alliedmods.net/showthread.php?t=167783


Ok what's the name of this plug in that will auto-inititate them every map change.

I tried bocbot 1.4 and again no waypoints but seems to work with dod1.3b with older 1.2 waypoints so far
genmac
any cvar/commands you want re-initiated during map change are default features on amx mod x main/stock plugins...you simply put the commands you need on the amxx.cfg for it to know what to execute every map change the server.cfg can't do or not recognize...
http://www.amxmodx.org/

OR...
you can also try using a autoexec.cfg for those commands you need much simpler and hope it works...if not then you need a more powerful metamod based server admin tools like those of , amx mod x.


OT...
On side note...bec. of you or this thread I'm so addicted to DoD 1.3 again and I'm fixing or improving the wpts on dod_charlie especially on the ladder areas, drive me crazy when bots are stuck there bec. it's trying to reach the upper wpt while it's on the side of the ladder but somehow I found a nice fix...Jowo you clever dude!!!

Sturmbot is still way better than Shrikebot ...and wish someone could edit shrikebot commands so I can ran them at the same time...I can load them at the same time but seems ..
256 colors
QUOTE(genmac @ Jul 24 2015, 01:22 AM) *

any cvar/commands you want re-initiated during map change are default features on amx mod x main/stock plugins...you simply put the commands you need on the amxx.cfg for it to know what to execute every map change the server.cfg can't do or not recognize...
http://www.amxmodx.org/

OR...
you can also try using a autoexec.cfg for those commands you need much simpler and hope it works...if not then you need a more powerful metamod based server admin tools like those of , amx mod x.
OT...
On side note...bec. of you or this thread I'm so addicted to DoD 1.3 again and I'm fixing or improving the wpts on dod_charlie especially on the ladder areas, drive me crazy when bots are stuck there bec. it's trying to reach the upper wpt while it's on the side of the ladder but somehow I found a nice fix...Jowo you clever dude!!!

Sturmbot is still way better than Shrikebot ...and wish someone could edit shrikebot commands so I can ran them at the same time...I can load them at the same time but seems ..


You can use these if you want too edited bsps and matching waypoints for Dayofdefeat 1.3b these are specifically made to support the max number of bots 32.So in theory with less bots better play
http://www80.zippyshare.com/v/R3Gx3j7S/file.html

These are not perfect yet but better then default waypoints



Fixed in some cases broken map objectives
Fixed in some cases broken map spawn points
Fixed most waypoints so the Sturmbot does the map objectives(some are very complex) eg.dod_seg3 or dod_hill and many others
Fixed some of the map entities so these work better with Sturmbot eg. func_tank/func_mortar etc.
Sometimes change the values of func_door/func_door_rotating/func_button etc or remove them where needed
Sometimes slightly move the locations of game objects such as tnt/documents/dod_contol_points, etc because these are sometimes placed on (non-soild objects)which means the bots can't use them


You will need BSPEdit
http://cs.gamebanana.com/tools/5061

Open the default bsps in dod with BSPEdit delete contents and paste in new codes then save




Expert tips for you specific for Dayofdefeat 1.3b Sturmbot 1.0-Sturmbot 1.1 waypoints

Use Sturmbot 1.0 for crouch jumps as it's broken waypoint function in Sturmbot 1.1.(bots can still use them with fixed waypoints)
The waypoints are both forward and backwards compatible from Sturmbot 1.0- Sturmbot 1.1.
Path waypoints are in fact navigation waypoints in Sturmbot 1.0- Sturmbot 1.1 (same thing just renamed).
When you have finished the waypoint make sure to use ways rebuild in Sturmbot 1.1 as it's broken in Sturmbot 1.0
Always delete old learn/temp files first when using fresh waypoints

It's even possible from Sturmbot 1.7 and lesser to use and load waypoints as far back as Sturmbot 0.5(but you would need to make some changes)
Another thing to bear in mind Dayofdefeat 1.3b/Dayofdefeat 3.1 use entirely different way of crouch jumping
Sturmbot 1.1 can do some map objectives but really Sturmbot 1.5.1 is more geared towards this for complex maps
For very complex map objectives i'd suggest no more than 8bots if want to see them work really it depends on the map the more bots the rarer objectives happen because in Sturmbot 1.1 the bots focus more on killing


On dod_hill axis bots will whore buttons and cannon aliied bots can use tnt to blow 3 walls
On dod_sicily axis bots now use tnt to blow up lighthouse
On dod_goldbeach axis bots love too spam five fixed mg's and beachmortar button
aliied bots use gunship button and nazimortar button sometimes
On dod_beachhead_b1 axis bots love too spam fixed mg's
On dod_vn61 allied bots now use tnt object too destroy axis artillery objective
On dod_warhell both axis and allied bots now use two cannons/two mg nests
On dod_caen both axis and allied bots can use tnts to blow up tanks/and use tank and fixed mg's
On dod_snowtown bots know how use light switch
On dod_dam allied bots now use tnt object to blow up barrier objective
On dod_alps allied object (bring back allied commander safely to first objective flag
axis object (bring back axis commander safely to first objective flag
On dod_tstation allied bots now use tnt object for axis target objective
and now capture two flag objectives or capture axis base to win round and use mg nest some times
On dod_omaha allied bots now use two tnt objects to blow up bunker objective and
axis bots now use air strike button


and ton of other stuff that i can't be bothered to list sorry tongue.gif

The plan is eventually write set of waypoints for all stock maps from Dayofdefeat 1.3b-DayofDefeat 1.3 retail with Sturmbot 1.0/1.1 so you have forward compatibility with a few changes to waypoints and bsps

Once those are done i will look at more objective maps out side of the stock maps

If you want a hard waypoint to do for fun try dod_norway_b1 its insanely hard to do
I made a video here on one part of allied on the navigation that's a nightmare let alone the other part or the axis navigation
https://www.youtube.com/watch?v=DpvNBxnHmaw
The map objectives are very complex:
Allied use tnt to blow wall take enigma back to truck/or use key to open door to take enigma back to truck
Axis use tnt to blow up truck

genmac
Cool! tnx for those awesome sturmbot wpting tips gonna keep thsoe in my mind.

Saw the Dod_norway_b1 vid and wow sturmbots did everything!
Can I have copy of your wpts on that?

The elevator lift on dod_charlie have you made that work for sturmbots to?



Now here's some long ones hahaha!!!

Yeah been using bspedit on fixing or adding some spawn points on crossfire for example I wanted bots to spawn on the cannon fortress to hehe. I also used it on deleting certain models so I can ran an FFA game of dod_caen on CS 1.6 haha it's awesome LoL! I try make video of that soon. Waypointing Dod_caen using podbot and czbots is so much work but I really wanted to play that map on FFA mode for some wacky reason I love to do on maps I love so much hehe.

I've been using a bspedit equivalent for DoDS to and I really went crazy on those as you can see on some waypoitns I made for rcbot2 here and maps I needed to entity edit to keep the bots absolutely compatible to the maps. Unfortunately you can only edit point entities and brush based entities are a no go you really need to decompile and dig in to the map which I did do on those de_dust porting I made for dod.
https://www.youtube.com/watch?v=XUULZ1FOsFQ

De_Tool = mirrored version of de_dust I made that ions ago and I'm now shamelessly map pimping away hahahaha!!!
https://www.youtube.com/watch?v=Z2c8MYuP0cg
-------------------------------------------------------------------------------------------------

Back to bots hehe....
As of now I'll ne busting my balls to get shrikebot running on any dod beta so I can make another dod bot battle this time it's STURMBOT VS SHRIKEBOT. Shrikebot is crashing on dod beta 3.1 may be some crappy waypoint problem or I need an old dll or something.

Sturmbot vs BocBot I did already way back and bocbot was no match even if I set sturmbot at lowest skill.
256 colors
Hi sorry about dod_norway_b1 i'm having problems finding a half decent waypoint out of 8 that i made they all highly experimental versions with lots of errors.

Whilst i find them have a go at porting DayofDfeat 1.3b entities over into dod_fortzwei4 for DayofDfeat 3.1 bsp
The change in entities from 1.3b-3.1 mean the tnt objective are broken in this map for 1.3b so in theory it might be possible to edit in 1.3b entities over the 3.1 entities

Edit:

Also i looked at dod_bnce and i can confirm it's a wonky custom player models that causes all of the problems(dont use the one comes with the map) Now in the process of making a new waypoint for this bots should be able to use

One fixed mg for each side
Allies should be able to use the tank(looks like i will have edit spawn point direct into the tank) no-soild object(fixed the bots now whore this weapon)
and the two tnt objective blow up two tanks
Axis should be able to use tank button

I'm fixing these now
genmac
It's ok on dod_norway_b1 wpt atleast the bots can actually do the objective.

well I haven't tested bocbot last version may be i'll try it this week.

do you have old copies of shrikebot working on dod beta hl won version?
seems it only supports dod steam. it always crashes on any dod beta I've tried so may be the much older release would work unfortunately all download links at shrikebot site are dead.
256 colors
QUOTE(genmac @ Jul 26 2015, 01:39 PM) *

It's ok on dod_norway_b1 wpt atleast the bots can actually do the objective.

well I haven't tested bocbot last version may be i'll try it this week.

do you have old copies of shrikebot working on dod beta hl won version?
seems it only supports dod steam. it always crashes on any dod beta I've tried so may be the much older release would work unfortunately all download links at shrikebot site are dead.


I could be wrong here but i believe shrikebot only supports dod from 3.1 upwards
I don't have any old files that relate too shrikebot
madmax2
Thanks for the wpts, downloads & info guys smile.gif , been away a few days... That dod_team_semiclip plugin sounds cool, so i grabbed that... Looking though my inventory to see what I have, so if you want me to check for something give me a shout...

I have these shrikebot installers, I'm guessing these are still available:
(both have won install option, but maybe not old dod compatable?)
shrikebot_20_1.exe
shrikebot_231.exe

I have a lot of sturmbot wpts, from packs to single wpts downloaded from houstondod.com and other sites. Most are likely for dod 2.0 or newer and are probably in the large wpt packs everyone has. I do have a few packs with wpts from 2002 and 2001. Some appear to be for dod 1.3b or earlier, the wpts are dated before the sturmbot 1.2 dll (2-10-02) for dod 2.0.

I did modify/fix a number of wpts, mostly for custom maps, on sturmbot 1.4/1.5. I remember making significant improvements to these wpts *
dod_battlefield - *
dod_bleakhill2 - *
dod_defeated_b4 - *
dod_dog1 - * maybe?
dod_grubbenvorst - *
dod_mort - *
dod_panzer_b2 - *
dod_pfitscheit - *
dod_reign - *
dod_revolt - * maybe?
dod_tundra3 - * maybe?
dod_v2
dod_verdun_b3 - *
dod_koln
dod_ardennes
dod_clervaux2 - * maybe?

Seems I did more than just these, like some stock map fixes, but got to do more investigation to figure that out...

For sturmbot 1.6... dod1.0 retail
dod_campagne - *
dod_haven - *

I'm certian I did fixes to these wpts, but can't find my backups yet??? Either for dod1.0R or dod3.1b? Others too...

dod_caen or caen2
dod_ramelle
dod_thunder
dod_zafod
dod_slope
dod_beachhead_b1
dod_edge
dod_flash
dod_forest
para_? a couple para maps too...

For sturmbot 1.1... I don't have dod1.3b installed, so can't test these, i'm not sure how good they are? I remember working on these the most **
dod_bridge
dod_d-day_invb4 - **
dod_fortzwei2 - **
dod_radar.wpt - ???
dod_roughlanding - **
dod_utah_v3

If you want any of these I could put a wpt pack together. Some I know work good, some i would need to check first. All are modified, from other waypointers, or many were modified stock wpts that came with sturmbot.

256 colors
I will take any waypoints made with Sturmbot 1.1 or lesser cheers.Reason being once they are done for dod1.3b these can act as a good starting point for any of higher dod betas to reedit the wpt/bsp were needed

The method i use for naming waypoints so there is less confusion :AJX/dod version/dod map/made with sturmbot version/wpt version

Example:

AJX/dod1.3b/dod_caen/Sturm 1.0-1.1/v5


This might be useful to you guys the tool allows each axis/allied side of a waypoint to be made separately and saved or combined to make a single waypoint
Should work with all Sturmbot versions
http://www31.zippyshare.com/v/Up85SwxT/file.html

Also i'm looking for maps

dod_casino

dod_industrial

or any other wonky maps with lots of strange entities these are normally 1.0-3.1 maps(because the devs started to take out fun entities in dod) or maps with objective goals or multiple objective goals
the default flag maps rarely interest me

I know this much so far on dod_bnce there's insane amount of worldkill going on because both the allied bots now spam tank cannon and axis spam a mortar button that's without the fixed mgs that I've yet to do
madmax2
Okay, I think this is all the sturmbot 1.1 & older wpts I have. I didn't edit the packs at all, so there is a little overlap from different waypointers, but not to much. There is one pack that may only have 1 sb1.1 wpt (dodbotwpts.zip) and the rest may be sb1.2 wpts, but the dates were so close it is possible they were done on sb1.1? Same goes for a few single wpts I included from the complete_combination_pack.zip, wpts after 2-10-02 may be sb1.2 wpts? But I think most of these will be for sturmbot 1.1 or older.

I also included my oldest modified wpts, I couldn't find radar, but there is one included. You can use them as a base wpt, most need more work. dod_fortzwei2 is probably the best and works ok. d-day also works ok. I think some are for sb1.1 and some are for sb1.2, see the readme for details...

I found the wpt merge tool when looking thru my backups, so I have that but never used it. I didn't do to much sturmbot waypointing until the non-team wpt came along, I think it was with sb1.3? Seemed like a lot of extra work to have completely different allied & axis wpts/paths for the whole map, and it gets awful messy in there wink.gif ...

I checked, but no luck on those 2 maps. I've been out of the loop for a while on dod maps, are there any good map download sites left?

sturmbot_1_1_wptpacks.rar
http://www17.zippyshare.com/v/ntfpLthm/file.html
256 colors
Looking for dod_radar does anybody have this?
256 colors
Just got back from looking at dod_thors_hammer another wonky map

4 fixed mgs for axis
1 fixed cannon for axis
1 radio button for axis
3 lots of ammo pick ups for both allies and axis (don't know if the bots will use these?)
1 health charger unit (don't know how the bots will react to this?)
1 light button switch which makes a huge difference
Lot of func_breakables
2 exploding oil drums

Edit:

Whilst crapping around on this map i have found by accident a undocumented waypoint function called "weapon waypoint".
I can't find any reference to it any ware seems to work from sturmbot 1.0-1.1 and upwards i think?

I checked with other in game objects and there's nothing like it also it can't be placed unless something is there

laugh.gif


IPB Image
genmac
Post the wpts and map link so we can test how wonky it is hehe.

and here's some more fun stuff to add at dod_glider and...
IPB Image

IPB Image
256 colors
Lot's of wonky maps tongue.gif

dod_thors_hammer
http://www.17buddies.net/17b2/View/Map/942...ors_hammer.html
Unfinished waypoint: http://www50.zippyshare.com/v/V1IpkDlo/file.html
bsp code so far: http://www50.zippyshare.com/v/qlCvq9pP/file.html

dod_airbase
http://www.17buddies.net/17b2/View/Map/6234/dod_airbase.html
Unfinished waypoint: http://www57.zippyshare.com/v/lUHU89Gh/file.html
bsp code: http://www57.zippyshare.com/v/K3fVxxd8/file.html

dod_killbox
http://www.17buddies.net/17b2/View/Map/889...od_killbox.html
Nothing yet

dod_fortzwei4
http://www.17buddies.net/17b2/View/Map/374..._fortzwei4.html
Map objectives need porting over 1.3b first

dod_norway_b1
http://www.17buddies.net/17b2/View/Map/942..._norway_b1.html

dod_subtransit can't find this map?

What i suggest we do is work and share the same waypoints together sound like a good idea?

Notes:
dod_norway_b1 bots can't use momentary_rot_button for gate
for this map i'd suggest Sturm 1.5.1 for dod 3.1
I will upload a partial 1.5.1 waypoint soon

dod_airbase last count i think was something like over 8 buttons
big problem with rope type ladders

dod_thors_hammer because two axis spawn areas lead into 3rd axis spawn area moved 3 spawn points into the bunker with guns

Be aware func_rot_buttons the bot love these almost as much as precision waypoints (they can be a problem)

Func_breakables in Sturm1.0-1.1 the bots don't like these
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dod_fortzwei4 DayOfDefeat 3.1 map no known waypoint for DayOfDefeat 1.3b so i made one.
It's fully playable but unfinished i made some changes to the bsp also.

Took me two attempts because you can't remove waypoints after hitting the 1024 waypoint limit(known bug)


http://www46.zippyshare.com/v/FtwnExL4/file.html
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Because i can't find subtransit i made a quick dirty 2 flag port from a cs version only really to check if the bots could use the func_train which is used in other mod maps.

Whilst crapping around on this map i have found by accident another undocumented waypoint function called "health" waypoint" more likely i'm guessing this is HPB BOT code pre BlitzBot pre Sturmbot code
Also it's another waypoint that can't be placed unless something is there first
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IPB Image


Which give me idea about the weapon_tripmine entity

Find out the reactions of the bots using or taking Half-Life DM "Trip Mines" first

Find out what type of waypoint is made for the Half-Life DM "Trip Mines" if any?

If no type is made it might be possible in later versions of Sturmbot/dod to assign in theory:

"Object location waypoint" at the trip mines to pick up

"Capture bomb/location waypoint" to place the trip mines

"Break waypoint" at the "Object location waypoint" for axis/allies

Edit:

Well i think i can scrap that idea above i checked from dod 1.0-1.3b weapon_tripmine and other some other entities show in a edited bsp but not in the map so that's the end of that.
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Port of a Half-Life Death Match map s-express to Defeat Beta 1.3b by me with bsp edit and waypoint

I suggest using mp_falldamage 0 so bots have more chance boarding both trains

map can be found here:

http://www.17buddies.net/17b2/View/Map/80996/s-xpress.html

waypoint and bsp edit:

http://www59.zippyshare.com/v/b3WEKPmj/file.html

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