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.