TDBots: The fast-performing bots v19 (4/11/2019)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
darkmessenger84
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Re: TDBots: The fast-performing bots v14 (11/6/2019)

#21

Post by darkmessenger84 » Sat Jun 22, 2019 7:46 pm

TDRR wrote:
Sat Jun 22, 2019 5:48 pm
darkmessenger84 wrote:
Sat Jun 22, 2019 1:57 pm
Hey there.

I just came across this, and have just been messing around with the Zandronum version. I have looked at the source code and saw that it could use some optimisation.

I have uploaded a modified version to my cloud storage. Take a look and see what you think. :)
It's a pretty good modification, i don't quite get the weird spacing (It made it a lot less readable to me) but all other changes were definitely great. I'll admit, i'm a terrible ACS coder so it's good someone came and lent me a hand because i surely would have made the code even messier :smile:

Good job with it, i will be adding these into v15.
The spacing is a force of habit to me, and it made it easier to read at least for me.

Each to their own lol.

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TDRR
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Re: TDBots: The fast-performing bots v14b (24/6/2019)

#22

Post by TDRR » Mon Jun 24, 2019 11:46 pm

Updated! Bots perform around 4 to 16 times faster in Zandronum. Most computers should be able to handle 64 bots at more than 40fps. Now 4 bots barely affect performance (like 0-5fps loss at most)

Nothing at all changed in the ZDoom version so it's still at v14.

Also updated the Quake Champions: Doom Edition patch, bots can now use active abilities and they now recieved the same optimization as the v14b update on Zandronum. (This is the only patch that requires such an update, all other compatibility patches recieve the optimization without any change to them)

Download link in the OP, as always.

EDIT: Added usage guide in the first post.
No Gucci, no Prada, no Supreme, but my sadness got an ending, my smile shining like bling-bling, i'm so blessed feeling like a king!

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TDRR
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Re: TDBots: The fast-performing bots v16 (2/8/2019)

#23

Post by TDRR » Sun Aug 04, 2019 7:50 pm

Updated! This update packs a new options menu, complete with descriptions for each of the options and difficulty presets. Bind a key to the menu in the "customize controls" menu. Also added an option to reduce the bot's field of view, called tdbots_lessfov. It can be 1 or 0, if 1 the bot's FOV will be of 120 degrees, not 360.

Also was very curious to see if the TDBots could be done back in the Skulltag days, and suprisingly, it can be done with most of the features of the Zandronum version, including CVARs! You can get this version in the OP under the "other versions" spoiler. It works with Skulltag 0.98d, and once the ST content is removed, with ZDoom 2.3.1 too.
So this means that the TDBots could have been created back in... 2009?! Wow that's a decade ago! Shame i wasn't around back then, only found out about Doom in 2014.

Added a new compatibility patch, for Skulltag Content (In Zandronum) and Skulltag Emulation (In ZDoom + derivatives). Obviously requires Skulltag Emulation in ZDoom, and Skulltag data + actors or Skulltag Content in Zandronum. To clear any confusion, it works with both mods. And the version for the Skulltag sourceport doesn't require this patch.
No Gucci, no Prada, no Supreme, but my sadness got an ending, my smile shining like bling-bling, i'm so blessed feeling like a king!

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TDRR
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Re: TDBots: The fast-performing bots v16b (18/8/2019)

#24

Post by TDRR » Mon Aug 19, 2019 6:21 am

Updated! This update is Zandronum only. Now the TDBots should respawn offline and online.

Also, the "DMFLAGS changed to" message should no longer appear more than once, which is great because it was annoying.
No Gucci, no Prada, no Supreme, but my sadness got an ending, my smile shining like bling-bling, i'm so blessed feeling like a king!

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TDRR
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Re: TDBots: The fast-performing bots v17 (26/8/2019)

#25

Post by TDRR » Tue Aug 27, 2019 4:22 am

Updated! This update is fairly big. Including custom actions and custom class speeds both editable directly from the mod-side itself, Node Studio, support for saving waypoints into .nod files, and updates to the bot movement system.

I have added more waypoints to the first post, so make sure you try them out. I also added information about loading, saving and making nodes on the usage guide, so give that a read too.

Just a friendly reminder: If you want to contribute anything to the mod, be it bug reports, feature suggestions, waypoint files, code submissions, bot chat lines, Youtube videos, or whatever, just go ahead and post them here and i'll gladly put them in the mod or the first post.

Download link in the first post, as always.
No Gucci, no Prada, no Supreme, but my sadness got an ending, my smile shining like bling-bling, i'm so blessed feeling like a king!

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Re: TDBots: The fast-performing bots v18 (16/9/2019)

#26

Post by TDRR » Sat Sep 21, 2019 7:29 pm

Updated! This update is even bigger, and perhaps larger than any previous one. Here are some highlights:

TDBots now have two new versions: Eternity and MBF-compatible. To enable them in these sourceports, you can load the TDBots file for that port
and use the -dogs <amount of bots> parameter. Max is 3 bots.
In Eternity, they use the Plasma Rifle, Chaingun, Rocket Launcher, Shotgun, Super Shotgun, BFG and the Pistol, all with accurate timings.
In MBF it's just Plasma Rifle, Shotgun and Chaingun due to limited state resources.

Bots won't shoot allies in co-op anymore. Yes, for real this time! They still do in Zandronum, sadly, since it's missing the CLOFF_SETTARGET flag.

Added bot teleport calling. You can bind a key to do this in the
customize controls menu. When pressed, a random bot of whichever are
connected to the server will teleport to your location.
Takes a 30 second cooldown after every use, so be careful.

tdbots_playerbot will now work even if tdbots_enable is 0. This means real
players can become TDBots while the rest of bots are still ZCajun.
Kinda fun that the hardest ZCajun bots stand no chance!

Bots now use all Heretic and Hexen artifacts (except for the torch) and Bots now use the Heretic gauntlets like a Melee weapon, not a long ranged one.

Merged Node Studio into main .pk3 file. Start it with the "Start Nodestudio" option in the TDBots menu.

Increased speed of bots (They were far too slow before, should now be accurate to Doom now)

tdbots_chat should now work properly at all times (It's a serverside CVAR tho) and added a new option: tdbots_roamchat. If 0, bots won't chat when doing nothing.

Added a new global flag: TDBots_NoAnimation. If an actor with this name is
defined, the TDBots won't simulate animations. Fixes a bug in QCDE where
bots dropped armor shards twice.

Added a new weapon flag: BotCloseRange. If the bot has this item, it will stay
within 256 units of it's target. Useful for Shotguns and the like.
Also applied to the supported IWAD weapons. Yay for intelligent Shotgun usage!

Cleaned up ACS code. Thanks to darkmessenger84 for his contribution and CVARINFO and DECORATE are now tidier, as well as the .pk3 structure.

Node Studio: Exported node lists are now exported correctly, no more unintended nodes at x:32760, y:32760. Node downloads have been updated to reflect this.

Node Studio: Removed XXXXNodes CVARs from CVARINFO. Everything is the same but when you type MAP and press tab you shouldn't get a bunch of empty
nodelist names. (You will still get a few if a .nod file is loaded though)

That was quite a lot! There's also a couple more changes in the changelog, so read it if you want to know everything added/changed in this update.

Download links in the OP, as always.
No Gucci, no Prada, no Supreme, but my sadness got an ending, my smile shining like bling-bling, i'm so blessed feeling like a king!


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TDRR
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Re: TDBots: The fast-performing bots v18 (16/9/2019)

#28

Post by TDRR » Sun Sep 22, 2019 5:15 pm

Doomenator wrote:
Sun Sep 22, 2019 9:38 am
Adblock blocks all your shitty links. :biggrin:
Ugh what a load of trash adfly is. I knew it was bad but now everyone's telling me that the continue button doesn't even work for them. Thanks for telling me, i'll get on it.
No Gucci, no Prada, no Supreme, but my sadness got an ending, my smile shining like bling-bling, i'm so blessed feeling like a king!

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TDRR
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Re: TDBots: The fast-performing bots v19 (4/11/2019)

#29

Post by TDRR » Wed Nov 06, 2019 3:59 am

Sorry for the long delay, but i got plenty fixes, additions, tweaks and compatibility patches to make up for it! v19 has dropped and with it, Brutal Doom v21, LCA and Q compatibility! Even better, i removed those crappy Adf.ly links and replaced them with Mediafire links! Sorry for not removing them earlier, i was waiting for this update to be 100% tested and done.

Here's some highlights:

-Nodes can now be loaded from a LANGUAGE lump, so mappers can easily include TDBots nodes into their map without having to place them in the map itself.

-Added weapon flag "BotForceInacc", makes bots simulate refire spread. Normally bots are 100% accurate at all times with weapons that are only
inaccurate after the first shot, but this "fixes" that limitation.

-Fixed Last Man Standing (Zandronum-only) compatibility.

-Fixed a few bugs with the bot teleport call mechanism. Still haven't gotten
the crash some people mention but i haven't been able to test much online.
Until that crash gets fixed, tdbots_allowteleport will default to 0.
(So please don't set tdbots_allowteleport to 1, to avoid a server crash)

-TDBots_NoAnimation should actually work now.
I named the flag "TDBots_NoAnimations" even though it's meant to be
written without the S. Oops!

-Skulltag patch should now work with modern GZDoom, also made the Minigun properly inaccurate (With the "BotForceInacc" flag)

-Added a patch to forcibly disable animations. This is for people who want to be able to gib TDBots, and also avoid deathsounds playing twice.
Grab this patch in the "Waypoints and other addons" spoiler in the OP.

I recommend reading the full changelog in the first post if you are a modder or are interested in the more cosmetical changes. Download link in the first post as always!
No Gucci, no Prada, no Supreme, but my sadness got an ending, my smile shining like bling-bling, i'm so blessed feeling like a king!

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