TDBots Mk2 - v1 (11/05/2022)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
TankDempsey
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Re: TDBots Mk2 - v1 (11/05/2022)

#61

Post by TankDempsey » Sat Jan 07, 2023 11:13 pm

Been trying this out, For some reason bots are gliding around without playing a proper walking animation. Don't exactly know what's causing it...

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TDRR
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Re: TDBots Mk2 - v1 (11/05/2022)

#62

Post by TDRR » Sun Jan 08, 2023 10:51 pm

Not a bug. In the past this used to be worked around by forcing the states instead of letting the bots enter them naturally, but this caused too many actual bugs to be worth fixing what's essentially just a cosmetic issue. Like oftentimes causing the death state to be entered twice and making bots drop their items twice depending on the mod. Or sometimes remain stuck on their walking state after death, while they were really dead and you could just walk through them but that's way worse than the appearance of "gliding".

Nonetheless this is something that will be fixed once the TDBots are updated for Zandronum 3.2. Many other problems will also be fixed and they'll be generally both more compatible with mods and able to even use things such as reloading and alt fires.
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Re: TDBots Mk2 - v1 (11/05/2022)

#63

Post by guest6777 » Tue Jan 17, 2023 1:20 am

You will update the bots? in future or is stoped?

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TDRR
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Re: TDBots Mk2 - v1 (11/05/2022)

#64

Post by TDRR » Tue Jan 17, 2023 3:55 am

Yes, when Zandronum 3.2 comes out there should hopefully be a TDBots update shortly after.
One thing I have asked from the Lord, that I shall seek: That I may dwell in the house of the Lord all the days of my life, to behold the beauty of the Lord and to meditate in His temple. (Psalm 27:4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.

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Re: TDBots Mk2 - v1 (11/05/2022)

#65

Post by Gordon9999 » Fri Mar 24, 2023 9:32 am

Hey, your bots are great for coop in Brutal Doom, but there is one issue: sometimes they refuse to shoot, or can't due to reloading after each shot (especially shotgun). In this case, the legacy version is more stable because they don't reload at all, but they can't switch weapons there.
Anyway, I hope you'll fix this issue at the next version.

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TDRR
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Re: TDBots Mk2 - v1 (11/05/2022)

#66

Post by TDRR » Thu Mar 30, 2023 1:11 am

Ah, that's just that I set the likelihood to reload too high. I'll change that for the next version.
One thing I have asked from the Lord, that I shall seek: That I may dwell in the house of the Lord all the days of my life, to behold the beauty of the Lord and to meditate in His temple. (Psalm 27:4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.

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Re: TDBots Mk2 - v1 (11/05/2022)

#67

Post by guest6777 » Thu Apr 06, 2023 2:04 am

TDRR wrote:
Thu Mar 30, 2023 1:11 am
Ah, that's just that I set the likelihood to reload too high. I'll change that for the next version.
What date come new version?

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Re: TDBots Mk2 - v1 (11/05/2022)

#68

Post by TDRR » Sun Apr 09, 2023 8:24 pm

guest6777 wrote:
Thu Apr 06, 2023 2:04 am
What date come new version?
Sorry, but I still can't promise anything. If it happens it'll just release with no real prior announcement or anything, I don't really commit to dates in modding.
One thing I have asked from the Lord, that I shall seek: That I may dwell in the house of the Lord all the days of my life, to behold the beauty of the Lord and to meditate in His temple. (Psalm 27:4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.

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