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TDBots Mk2 - v1 (11/05/2022)

Posted: Thu May 02, 2019 7:51 am
by TDRR
TDBots are another bot mod that puts a computer-controlled opponent/friend into Zandronum, plus simplified versions for ZDoom, GZDoom, LZDoom, Eternity and MBF-compatible ports (including PrBoom). (They are also compatible with the respective Delta-Touch versions of these sourceports!) ZDoom-compatible, Eternity and MBF versions are now available in the "Legacy stuff" spoiler.

What sets it apart from all other external bot mods (Loaded by a .pk3 instead of custom .exe), is that they are handled far more like real players. For example, in Deathmatch you can frag them and actually get it counted as a frag. You can spectate from their point of view, they can run out of ammo, they can use the vast majority of items (health, ammo, armor, weapons, Heretic/Hexen inventory items), they can chat, get damaged by damaging floors, activate walkover lines, can use skins and custom colors, learn the map from your exploration, play almost any mod and IWAD, and are far less stupid than the built-in bots!

As it's licensed under the MIT license, feel free to use it in your own projects too!

DOWNLOAD! (TDBots Mk2, Zandronum version, actively maintained!)

baj468's / Brendon James' Waymaker v1.2 (link)
Didn't like the built-in node studio and prefer an external program to make waypoints more comfortably? Try this. With a WadAuthor-esque look and simple controls, you'll get used to it really quick. Comes with a quick start guide in it's readme.txt file!

But, why? Zandronum has it's own bots!
Well, this bot is actually quite different and is useful in it's own way compared to them, check out the features list!
Spoiler: Features (Open)
-They can chat! (Don't worry, it can be toggled via tdbots_chat 0, and they don't stop to do so!)
-Difficulty can be customized for new or expert players
-Can learn the map's layout using your exploration (the results of which you can then save for later use, and sharing!)
-Compatible with practically anything. All IWADs and the vast majority of mods are supported.
-Has a Waypointing system! (Ahh, the Quake flashbacks!)
-Waypoints can easily be stored into separate text files, pk3s, or straight into a map
-You can order them to stand still or follow you in cooperative!
-Isn't a modified monster, but really a player!
-All of the behavior is identical to a real player (Except for movement and input handling)
-Can open doors, hit switches, action lifts, exit levels, activate walkover lines and get teleported by player-activated lines!
(note: may not hit the use key in Zandronum for now, wait until 3.2)
-Picks up any item, even weapons
-Easily scriptable mod-side
-Compatible out-of-the-box with all playerclasses
-Can use skins and custom colors
-Can play nearly any mode, but the ones that work best are the more traditional cooperative, invasion, deathmatch, and team deathmatch.
Better CTF support coming up in the future.
-Is freaking fast! (Quite a bit faster in performance than the Zandronum bots, and noticeably faster than the ZDoom bots)

Make your own waypoints easily with node studio. Featuring point and click controls, you can make waypoints for most maps in just a matter of 2 to 15 minutes!
NOTE: To save waypoints, remember to use Notepad++ or something else, but not Windows' Notepad! Remember to disable line wrap too.
Spoiler: Changelog (Open)
Date format is DD/MM/YYYY
Mk2 v1 (11/05/2022) I CAN'T THINK OF A NAME UPDATE
-Added Skulltag compatibility (with built-in nodes for it's DM/Duel/LMS maps!).

-Added Complex Doom compatibility.

-Added Brutal Doom v21 compatibility.

-Added tdbots_disablesectordmg. When enabled, bots won't receive damage from
normally damaging floors.

-Readded the option to teleport bots automatically if they're too far away
from the nearest player (tdbots_autoteledist).

-NodeStudio is back! Same old UI-wise, but it's back, and now integrated into
the main library (under a separate namespace).

-Readded LANGUAGE weapon lists, under the "TDBOTS_WEAPONLIST" name.

-Readded SPECIAL_THANKS.txt, had forgotten about it!

-Added "easy bots" patch, reducing the bot's reaction time and accuracy
substantially.

-Bots now treat DEHACKED weapons like vanilla weapons. So fist and chainsaw
slot weapons are treated as melee. In addition, the Rocket Launcher
is now considered an explosive weapon in vanilla Doom and with DEHACKED.

-Bots may now stop following nodes for a little while if they've been stuck.

-Improved nodeless navigation, bots shouldn't get stuck on walls anymore.

-Custom weapon lists can now be set from ACS (BCS highly recommended!).

-Custom BCS roam and attack functions can be set by reference (GDCC-CC can
*probably* use them, too, with a proper header file).

-Added ACS and BCS header files, to help access the previous two additions in
external patches.

-NodeStudio should now work correctly with Hexen and other maps with ACS.

Mk2 PREVIEW (24/02/2022) THE OVERHAUL PREVIEW
-Major re-do and cleanup. Almost all of the bot AI is handled via BCS, and
DECORATE has been reduced to a merely auxiliary role. The code is a lot
cleaner and shorter, and MUCH easier to improve and expand.

-QC:DE maps addon updated. Now almost all of the maps are in! (except a couple
FFA maps that wouldn't ever play well with bots)

-Bots can now play anything, even DEHACKED mods. They can fire essentially any
weapon, and so the built-in IWAD compatibility weapon replacements are now
gone, as they're unnecessary and simply cause issues.

-Bots can now aim up and down! Yes, finally!

-Bots now get the EXPLOSIVE and MELEE weapon flags from the actual weapon actor.
This should allow them to always use weapons mostly correctly.
Note that due to an implementation detail in ZDoom itself, DEHACKED weapons
can't have this (I'll add a fallback later).

-Mod support can now be trivially integrated into the TDBots themselves, without
requiring explicit support from the mod. Currently weapon lists are defined
bot-side, and certain things like allowing quickswitching are part of this.
MM8BDM is the only mod with this kind of support, with more mods and other
features to hopefully be added in the future.

-Bots can now jump without special nodes! If a ledge is within jumping height,
bots will jump up to reach it, while roaming or following map-placed nodes.
The jump height and calculations are accurate to the playerclass they're
using, and jumping is only done if the server flags allow it.

-When firing at a target, bots may choose to close in (while also keeping a
reasonable distance), or just continue firing from their current spot.

-Bots in competitive modes will occassionally decide to chase down their target
if it goes out of sight instead of immediately letting it go.

-When following a player in cooperative modes, bots will keep a distance of 96
units to allow walking around more easily.

-botskill is the CVAR to adjust bot aiming accuracy now, ranging from 0-4, and
works much better and is more flexible than the old easy mode.

-Bots can now respawn and join Duel games, among other things, without changing
any CVARs. (you're no longer forced to respawn if the TDBots are loaded!)

-Weapon lists are now in BCS arrays. Currently LANGUAGE lists aren't parsed, but
I'll re-add that in the future.

-The handful of remaining DECORATE code is better organized into separate files.

-New DEBUG_MODE define in BCS, to turn on some extra debug prints and logs.

-Many, many bugs have been fixed as a result of the rewrite.
Among those would be bots not switching away when their weapon is out of
ammo, but also in general janky weapon usage is corrected.

-Bots no longer chat online. Or well, they never did, logs don't show up to the
clients, only the server console, but you could hear their chat sound.
Of course, chat is still functional offline.

-A warning is now shown if competitive modes are attempted to be played with a
bot while online. Offline still works as usual, and cooperative modes still
work perfectly online.

-GZDoom compatibility is, officially, gone. Sorry guys, but that most certainly
[Won't change] at this point. It holds back improvement and makes mod compat
a bigger issue than it should be on top of the ZCajun bots being irreparably
broken (mod-side, that is), so that's just a [No]. :^)
(and now a warning is shown when loading the TDBots in GZDoom)

v30 (06/11/2021) THE MOSTLY UNIVERSAL UPDATE
-Added an universal patch for Zandronum! When loaded (and it should be loaded
last in the load order), the bots are able to fire any mod weapons the
native Zandronum bots could, and also know if a weapon is a melee weapon
automatically.

-Added a waypoint list addon for QC:DE maps! Currently 6 FFA and all 4 duel maps
are supported, with more to be added in the future.

-The Rocket Arena weapon list now doubles as a weapon selection list.
So, if the mod has a RA weapon list, bots can randomly switch between
the weapons listed in it, if they have the weapon (independent of whether
Rocket Arena is on or off).

-Bots now use MeleeRange instead of Accuracy as the property to set their
movement speed. This also fixes Strife compatibility. It's been broken since
v17! Very sorry for this long-standing issue!

-Bots now set the speed to default if undefined after morphing. Fixes a bug
most notably in D4T that would keep them from moving while under the
effects of a demon rune.

-Bots can now follow nodes quite a bit better, they slip around a bit less
and the nodes themselves have a wider pickup radius.
Strafing while following nodes has also been disabled, once more.

-Nodes can now be placed in the map itself correctly, as in old versions.
Load the TDBots pk3 as a resource and you should see a new category with
the nodes in a supported editor (DB2 and newer, and SLADE) with some fancy
icons courtesy of inkoalawetrust!

-"bot has no script defined, he will not do anything" message removed in
Zandronum.

-Reduced bot speed. It was a bit too fast before, after the change to more
accurate player-like movement.

-Bot aiming is no longer affected by +SHADOW.

-Fixed bug that would make the bots say "lol tdrr fix this you moron" randomly.
(at least the message does it's job, lol)

-IWAD weapons no longer loop their select and deselect states unnecessarily,
only the A_Raise/A_Lower are looped instead of A_GiveInventory too.

-And added a SPECIAL_THANKS lump, thanking a few people for contributions and
motivation. I hope I didn't miss anyone!

v29b (17/08/2021) HOTFIX
-Fixed bug where bots would randomly autoteleport online.

v29 (17/08/2021) THE BASED CODE SCRIPT UPDATE
-Switched to using BCS as the compiler. Some of it's features are currently
used, like enums and getting the length of an array (for chat arrays).

-Added option to teleport bots to the player they're following automatically if
they're too far away (tdbots_autoteledist).

-Bots now alert monsters when shooting.

-Bots now turn around if they've been sliding along a wall for too long
(mostly relevant when navigating without waypoints, any players, or
map learning enabled).

-New global flag: TDBots_EnableAnimation. If an actor named like this exists,
animation overrides that were always on from pre-v28 builds are enabled.
Alternatively, the tdbots_forceanim CVAR also does the same.

-Fixed a bug where bots could follow spectators.

-Fixed the bug where bots would keep the "hold position" order after respawning.

-Optimized StrToInt function.

v28 (19/06/2021) THE "I CAN'T BELIEVE IT'S NOT A REAL PLAYER" UPDATE
-Bots move a lot more like a real player. Instead of always being able to stop
instantly and accelerate back to full speed immediately, they now take a
bit of time to accelerate and change movement directions.

-You can now give orders to bots! It's very basic, but aiming at a bot and
pressing the "Bot order" key (needs to be bound in customize controls!)
in cooperative will make that bot switch between hold position and roaming
modes.
The new "Allow bot orders" option ("tdbots_alloworder" CVAR) lets you
disable this even in cooperative, if you choose to.

-Bots now walk when moving through a path of precision nodes, to avoid falling
off easily (with moderate success, needs testing :p)

-New command: tdbots_dumpnodes. This dumps the current map learning results
(updated until 2 minutes into the match).
This very much allows you to export them as any regular nodelist, like
the ones created in nodestudio for instance.

-The precision node actually works now (it didn't work most of the time due
to what looks like a ZDoom bug with CustomInventory items?)

-Fixed "Map nodes found, loading..." displaying everytime anyone joins when
a version 1 nodelist is loaded via LANGUAGE.

-Bots won't follow nodes that are too high to reach anymore.

-Animation overriding has been disabled. Bots can be gibbed and their
weapon flash displays correctly almost every time now.
(Walking animation is unfortunately not functional, but this problem was
caused by the new movement code, not this change).

v27 (25/01/2021) THE WE'RE ONE UPDATE
-Merged both the GZDoom and Zandronum version into one, so now Zandronum
players can play using the normal version.
(The bots still work much better in Zandronum vs GZDoom, please use it
if you can)

-Bots will no longer shoot neither friendly monsters nor players in co-op, and
they also won't shoot players in their own team (in team-based modes).
Yes, for real this time, and it works in Zandronum too.

-Bots can now follow players in Zandronum too, and they'll pick the closest
player to follow online.

-Bots now switch between weapons they have in vanilla.

-tdbots_usenodes no longer needs to be enabled for following the player, or
learning the map.

-Slightly cleaned up the TDBot_Main script (less duplicate code).

-Removed the ability for bots to seek items. The only place where this was
even remotely useful, was in bot-only matches, other than that the
map learning renders it obsolete, and it stops bots from eating up your
ammo in co-op. This change was done as it was the only feature left that
the Zandronum version didn't have, and it wasn't worth keeping the split.

v26c (23/4/2020) THE CTF UPDATE, WELL, KIND OF
-Map learning now works on all competitive gamemodes, instead of only Deathmatch

-Fixed nodelist info being displayed multiple times in certain cases

v26b (16/4/2020) THE YEAH SPREAD IT UPDATE
-Doom's Plasma Rifle, Chex's Plasma Zorcher and Heretic's Skull Rod now have
BotForceInacc, which should help the bots better use the weapons.
(Thanks to sleep on the Zandro forums for the suggestion)

v26 (3/4/2020) THE BIG BRAIN UPDATE
-Bot learning is better now, they will begin to use an incomplete version of
the info 30 seconds into the match, and will update their knowledge when at 1
minute, update again at 1 minute 30 seconds, and one last time at 2 minutes.
This improves their ability to learn larger maps and also makes them learn
noticeably faster.

-"Use Waypoints" no longer needs to be enabled for "learn the map from player".

-ZDoom now uses the same mechanism as Zandronum for it's waypoint following.
Not sure if I'll keep this, but I chose this since it's potentially more
efficient (This mechanism only iterates through the waypoints, but ZDoom's
iterates through every actor every tic) and more customizable.
(NOTE: Item searching is left untouched)

-Removed the option for accurate waypoint following. It's always activated
now as performance difference is negligible, and some people that didn't
change the option would get a very bad first impression otherwise.

v25 (31/3/2020) THE "I'M LEARNING" UPDATE
-New option: Learn map from player. When enabled, the TDBots will resort to
learning the map from the player's exploration of it if there's no loaded
waypoint file for the current map. Works in Zandronum as well!
(NOTE: Use Waypoints must be ON for this to work, and this only takes
effect in Deathmatch and competitive modes!)

-New option: Teleport cooldown time. This is the amount of time in seconds
before you can call a bot to your location again. Minimum delay is 5
seconds, and max is 120 seconds (4 minutes).

-Waypoints should REALLY be invisible now. Sorry, I don't know how I keep
messing this up!

v24 (12/3/2020) THE I GOOFED UP AGAIN UPDATE
-Waypoints could spawn infinite copies of themselves in Zandronum, causing
massive slowdown if a waypoint was unreachable, this update fixes that.
(About time wasn't it?!)

v23b (18/2/2020) THE OOPS I GOOFED UP HOTFIX
-Waypoints were visible in the previous version, by accident. Now
they are invisible again (as intended)

v23 (17/2/2020) THE IMPROVED WAYPOINTS UPDATE
-Added a new waypoint list version (v1, last version is considered v0)
Improvement: Now can specify waypoint type (Normal, Jump, Precision).

-Added a new waypoint type: Precision. This waypoint type means that the bot
should not try to dodge attacks after touching a waypoint of this type, and
this effect is reversed once it touches a waypoint of any other type. Useful
for places with little walking room where falling down is very dangerous,
or otherwise undesirable.

-Jump Waypoint now works properly and takes the player's JumpZ into account.

-Fixed nodelist detection, now if the CVAR is not defined, no "Nodes found"
message will be displayed.

-Bots will no longer strafe when following nodes in Zandronum (It's unnecessary
and just causes trouble, and this didn't happen in ZDoom anyways)

-The "start deathmatch on map" options will now automatically close the menu
once used.

v22 (13/2/2020) THE ZANDRONUM WAYPOINTING UPDATE
-Added full waypoint support for Zandronum. Yes, this is not a joke and it's finally here.
It's a lil' bit buggy though, bots may deviate slightly by strafing while following the nodes, and the
way they follow them is not 100% identical to the ZDoom version. It is, however, close enough to
allow mostly correct operation of the nodes.

-Node Studio's editor is no longer given with IDKFA (It didn't pose any real problems, but just in case)

v21 (11/2/2020) FAIRLY COLD FIX
-Fixed player not automatically switching to starting weapon on map start if
"Switch on Pickup" was disabled.

-Fixed various bugs with NodeStudio. In particular, you can now make nodes for
Hexen/UDMF-format maps with ACS without any errors.

v20 "Final" (21/1/2020) HOTFIX
-Fixed Rocket Arena not working in Hexen and Skulltag maps.

-Hexen support has been perfected, all weapons display correct animations,
all weapons are given in RA, and are all in their proper weapon slots now.

v20 Release Candidate 1 (20/1/2020) THE ROCKET ARENA UPDATE
-Added Rocket Arena mode. (Also added a way to set up weapon and ammo lists for
mods that want better support for this mode, but it's not 100% required.
Info on TO_MODDERS.txt as always).

-Added Doom 64: Retribution v1.5 compatibility patch.

-Reorganized all code in multiple ACS files instead of everything being
on TDBOTSMAIN.acs. All that code compiles as TDB_Main.o.

-Fixed game identification breaking after one level of co-op.

-Fixed bots facing downwards while playing co-op.

-Very minor performance optimizations to bot spawning code. (Yes, again)

v19 (4/11/2019) THE MAPPER'S UPDATE
-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
or include a .nod file along with the map.
NOTE: User-loaded nodes have priority over LANGUAGE-loaded nodes!
Uploaded an example for this in the waypoint files spoiler.

-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.
Not very effective in ZDoom, only in Zandronum thanks to the ZCajun bots'
usual interference. If anyone has any .cfg file that can help disable their
behavior then that would be a great help.

-Easy mode is less easy. Of course it's still really easy but it shouldn't be
a cakewalk enabling easy mode without changing the reaction time anymore.

-Disabled "BotCloseRange" flag. Not ready for prime time yet.

-Updated TO_MODDERS.txt to reflect the changes in this version.

-"Nodes loaded" message won't be printed if no nodes are loaded for the
current map.

-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)

-Fixed bug where tdbots_roamchat would still play the chat sound even if the
bot didn't say anything.

-Bot chat message color now changes with the msg3color CVAR.

-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.

-Added compatibility patch for Brutal Doom v21. ONLY WORKS ON ZANDRONUM AND GZDOOM PRE-ZSCRIPT VERSIONS

-Added compatibility patch for Q. Also made to work with modern GZDoom.
(Q is a Quake-based gameplay mod with 3 different classes, try it out!)

-Added note about BFG SPAMMER being a joke skill, because my friends thought
it was a serious one and kept trying to beat the BFG-armed bots.
It was pretty funny though!

-Removed NStudio_PrintSaveCVAR command, since i already moved that function
over to the Weapon Zoom key.

v18 (16/9/2019) THE MARINE'S BEST FRIEND UPDATE
-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.

-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)

-Bots now use the Heretic gauntlets like a Melee weapon, not a long ranged one.

-Bots won't shoot allies in co-op anymore. Yes, for real this time!

-Doubled chance of bots kicking your ass.

-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)

-Optimized bot respawning code. Should cause less stuttering with many bots.

-tdbots_chat should now work properly at all times (It's a serverside CVAR tho)

-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!

-Bots' chat color is now green, like the default color for chat messages.

-Fixed bugs with mods having messages replaced by "Time to rack up some frags!"

-Cleaned up ACS code. Thanks to darkmessenger84 for his contribution.
(which was actually for v14 but i got lazy, sorry :P )

-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)

v17 (26/8/2019) THE MODDER'S UPDATE
-Added support for custom class speeds, using the Accuracy property.
Base running Doom/Heretic/Hexen/Strife speed is 24 for reference.
-Added custom action support, more info in TO_MODDERS.txt of the .pk3.
Quite useful, as you can place altfires, reloading, item uses, special
weapon handling and other things easily.
-Changed bot strafing motion, now they do something closer to circle strafing.
-Bot speed is now consistent throughout all movements, meaning that strafing
isn't faster than moving forward.
-TDBOTSMAIN.acs is now shared between ZDoom and Zandronum. Basically there won't
be any more randomly missing features from the Zandronum version.
-Added the Node Studio. You can now make nodes directly from the game and save
them into your .ini (very limited space thanks to ZDoom's limitations)
or into an autoexec file (practially unlimited thankfully).
NOTE: This is on a separate .pk3 due to ACS string mix-up issues.
DO NOT LOAD THE TDBOTS WITH NODE STUDIO, ONLY ONE AT A TIME!

v16b (18/8/2019) THE RESPAWNING UPDATE (Zandronum-only)
-Bots should now respawn offline and online correctly.
-"DMFLAGS changed to" should only appear once or twice when playing online, instead of being spammed various times.

v16 (8/2/2019) THE TUNNEL VISION UPDATE
-Added options menu. Bind a key to it in the "customize controls" menu.
-Added difficulty presets.
-Added a new CVAR: tdbots_lessfov. If enabled, the bots will have a 120 degree field of view instead of 360 degrees.

v15 (21/7/2019) THE SPIT N' POLISH UPDATE
-Improved bot following, should not get stuck as much anymore.
-Fixed melee weapon handling, bots should no longer move extremely fast while melee-ing. (About time i fixed this one!)
-Fixed Strife compatibility, now fully works with no crashes and normal weapon switching.
-Fixed a Hexen bug where the Cleric's fire weapon would flicker.
-Fixed a Heretic bug with some of the powered up weapons.
-tdbots_weaponize now works with all supported IWADs.

v14b (24/6/2019) THE PERFORMANCE UPDATE (Zandronum-only)
-Bots now perform about 4-16x faster. On a Celeron 1.4GHz i can have 40 bots running around at about 50fps+ instead of less than 3fps with native Zandro bots.
-Bots now have the same names and colors as in the ZDoom bot config.

v14 (11/6/2019) THE WEAPONIZED UPDATE
-Added tdbots_weaponize CVAR, the higher the value, the better
a weapon the bot will spawn with. It's random chance so even if you set it to 6 the bot won't have a BFG 100% of the time, but ocassionally
-Added tdbots_follow CVAR, if enabled, it makes the bots in co-op follow you (sometimes) around the map so you can more easily finish a map with a bot.
-Added QCDE compatibility patch

v13 (6/6/2019) THE TAKING NAMES UPDATE
-Updated Bot config with many new names (32 now!) and changed many other names (specifically, the ones that weren't real names)
-Added a CVAR: tdbots_reactiontime, changes the bot's reaction time in tics. minimum is 0 tics, max is 70 tics (2 seconds)
-Bots now display a walking animation correctly
-Zandronum version is updated again

v12 (29/5/2019) THE PATHFINDING UPDATE
-Bots can now follow nodes/waypoints/whatever you wanna call them
-Added 2 types of nodes: Normal (walk) nodes (DoomED Number 2401) can be spawned via ACS Spawn, classname: TDBots_PathNode
-Second type of node: Jumping node (DoomED Number 2402) can be spawned via ACS Spawn, classname: TDBots_JumpNode
-Added CVAR: tdbots_usenodes which needs to be enabled so the bots correctly follow waypoints

v11 (24/5/2019) THE DUCK DODGERS UPDATE
-Bots now strafe like the DecoBots do (code by Gustavo, but adapted to this) allowing WAY better coop and invasion play, and better dodging of projectiles overall
-Fixed bot targeting issues in Coop (almost completely)
-Reverted bot aiming changes (Yeah they caused problems again)
-Zandronum bot chat is disabled and replaced by the TDBots chat
-Bots now retain their previous speed while firing
-Bots now finally back out correctly while using an explosive weapon

v10 (23/5/2019) THE YEAH, PIECE OF CAKE UPDATE
-Easy mode is way easier now
-Added Chex Quest support
-Added completely untested Strife support (I don't have the game and don't plan to get it so if anyone can provide some feedback it would be appreciated)
-Removed all Zandronum-exclusive hacks to fix a couple thousand bugs that thankfully no one noticed/reported
-Bot aiming is very slightly less precise (this is completely intentional)

v9 (14/5/2019) THE HEY, NOT TOO ROUGH UPDATE
-Added easy mode, which worsens the bot's aim a bit (CVAR: tdbots_easymode)
-Re-enabled tdbots_buff CVAR, which now works in Doom, Heretic and Hexen (This is forced on for Zandronum)
-Fixed a crashing issue related to multiple targets (Mostly a Zandronum crash, but it sometimes happened in ZDoom)
-Bots no longer turn in mid-air
-Finally an update for Zandronum too!

v8 (9/5/2019) THE RAVEN UPDATE
-Now compatible with Heretic and Hexen
-Bots will only search for health pickups if they are under 70% health
-Reordered bot item priorities, which goes like this: Weapons, Ammo, Misc. Items, Armor
-Bots will now wait 6 seconds after picking up an item to pick another one again
-CVAR tdbots_enable now works properly, for quick switching between the TDBots and ZCajun bots without restarting ZDoom.

v7 (8/5/2019) THE IMPROVEMENT UPDATE
-Bots have MUCH, MUCH better reaction time
-Bots now have a cooldown period before they can look for items again
-Bots will now strafe while firing in a less stupid way
-Bots will not avoid firing explosive weapons anymore and just back out always
-Added a 100% chance of getting your ass kicked
-Officially dropped Zandronum support (sorry, but i'm not going to hold back the possibilities just for Zandronum)

v6 (4/5/2019) THE SCAVENGER UPDATE
-Bots will now actively search for health, weapons and ammo (may not work with very old/hacky mods)
-Bots orient themselves better on big maps but may prefer item stashes on smaller ones
-Bots are less hesitant to fire rocket launchers on close quarters and will now back out 100% of the time
-Fixed melee weapon handling
HOTFIX: fixes the bot's twitchy aim introduced in this update

v5 (3/5/2019) THE BIT SKILLFUL UPDATE
-Reverted code changes from v4
-Bots now have better aim and reaction time
-Bots will now navigate corridors much more consistently
-Bugfix related to animation that i honestly can't remember

v4 (3/5/2019) THE NOT QUITE THERE UPDATE
THIS UPDATE IS OPTIONAL, BUT ANYONE WHO WANTS TO HELP
ME PINPOINT THE CAUSE OF THE REGRESSION MENTIONED BELOW CAN
TEST AND SEND ME INFO OF ANY CASES WHERE IT OCCURS

-Shortened main bot think loop
-Bots won't stop firing until their target is dead or out of their field of view
-Fixed a couple bugs
-A regression that i can't seem to fix or find the reason to has been introduced.
Basically, the bot will occasionally aim off-target and for some reason all LOS checks still are on target
But the bullets and camera view definitely are off target and shaking.
You will know when this happens because the bot quickly flickers between two angles and misses most of it's bullets/projectiles
-Bots are more forgetful about their target, which actually doubles as an advantage as they will get out of
their range faster, increasing chances of survival. (Only like 70% of the time though)

v3 (2/5/2019) THE FRIENDS UPDATE
-Bots no longer shoot their friends in co-op or Team DM
-Owing to this change, Bots on the same team occasionally attack cooperatively
-Also owing to this change, Bots will no longer push their friends into danger
-Bots now handle dangerous situations with explosive weapons better
-Code is better commented now, for easier understanding
-Started very preliminary work on waypoints, disabled due to problems
-Bots can now drop down from ledges up to 1024 units high, so as to be able to follow you through Plutonia MAP02.
-Bugfixes

v2 (2/5/2019) THE SMART UPDATE
-Now licensed under the MIT license
-Bots now have much better navigation that is a bit less RNG-based
-Bots now mix up their dodging while attacking a lot more
-Bots can now drop down from any height (Still falls into inescapable pits but at least it doesn't get stuck on a ledge)
-Bots have better aim
-Bots have less shaky camera view
-Bots now have their view re-centered after killing an enemy, for easier spectating
-Updated the bot config, now Crash and Illucia aren't erroneously mentioned as male
-Added a few more chat lines, suggestions welcome!
-Added flag: BotExplosiveWeapon (Makes bot back out of explosion range while firing)
-Added flag: BotMeleeWeapon (Makes bot aggressively close in to it's target while firing)
-Fixed the bots displaying the walk animation while dead very rarely
-Added CVAR: tdbots_enable (Let's you choose between ZCajun bots, when set to zero/false, and TDBots when set to one/true)
-Added CVAR: tdbots_buff (Gives bots ammunition and armor every 5 seconds, but they are better off without it anyways)
-Added CVAR: tdbots_playerbot (Makes the viewing player also a bot, useful for 8-bot matches in ZDoom)
-Added command: tdbots_oldschooldm (Sets up all gameplay and compatibility options to behave close to doom2.exe in Deathmatch, except for item respawns?)
Spoiler: Known issues (Open)
(NOTE: These issues only apply when playing online. Offline bot matches disconnected from a server work correctly as intended)
-Online sync isn't the best. They work pretty well on coop, but some stuff
like their actual weapon and ammo count isn't properly shown (and their
weapon when spectated may not animate or even match the real selected
weapon).

-Bots hesitate to shoot other players in Deathmatch online. A lot of the time
they just run towards the player and attack only a couple times.
Spoiler: Waypoints and other addons (Open)
Easy bots addon

NOTE: This is not the final version of each noding list. I'm planning on doing the entirety of Doom 1 and 2, some of Heretic and all of duel2015.wad. .nod format waypoints are also outdated and to be replaced by .pk3 format waypoints.
To load these, type into your console "exec filename.nod" and then just start a deathmatch on the desired map.
Quake Champions: Doom Edition maps (Almost all maps, except 2 FFA ones)
Doom 1 (E1M1)
Doom 2 (MAP01 and MAP16)
Heretic (E1M1)
duel2015.wad (First 4 maps, not counting MAP00)
Spoiler: Legacy stuff (for v30 / GZDoom-compatible version) (Open)
Download (G/L/ZDoom version, unmaintained and buggy due to modern GZDoom bugs)

Bot config file (REQUIRED): UNZIP DIRECTLY INTO YOUR (G)ZDOOM DIRECTORY (Not needed for Zandronum) (UPDATED: 6/6/2019)
DOWNLOAD BOT CONFIG!

Universal compatibility patch (only for Zandronum, use for mods that don't have patches or built-in support): TDBots_UniversalPatch_V1.pk3
Spoiler: How do i make my mod compatible? (Open)
NOTE: There's a better guide on the TO_MODDERS.txt file on the main TDBots pk3.
It's so easy, even a caveman could do it! All you got to do is:
Put the following DECORATE line in every weapon's ready state, right after the A_WeaponReady call:

Code: Select all

TNT1 A 0 A_JumpIfInventory("BotAttack", 1, "Fire")
Also put it right before any A_Refire calls (Remember to change the "Fire" part to the state A_Refire was set to!)
For example: just A_Refire means there's nothing to change, but if it's something like A_Refire("KeepFiring")
you would change "BotAttack", 1, "Fire") to "BotAttack", 1, "KeepFiring")

In weapons that are explosive (And can harm the user with the explosion), use the following in their select state:

Code: Select all

TNT1 A 0 A_GiveInventory("BotExplosiveWeapon")
And the following in it's deselect state:

Code: Select all

TNT1 A 0 A_TakeInventory("BotExplosiveWeapon")
In melee weapons (Chainsaws, Fists, etc.), use the following in their select state:

Code: Select all

TNT1 A 0 A_GiveInventory("BotMeleeWeapon")
And the following in their deselect state:

Code: Select all

TNT1 A 0 A_TakeInventory("BotMeleeWeapon")
And that's it, yes it's really that easy!
Spoiler: Mod compatibility patches (Open)
You can request a mod to make a patch for, and i will do it if i can download the mod. Please provide a link when possible!
Make sure to load TDBots first, then the mod, then the compatiblity patch for best results. (Use a launcher or a command line to specify an order)
NOTE: All patches here are irrelevant for the TDBots Mk2. They still work with the legacy TDBots v30.

Mods that support the TDBots without any patches:
DUBG (Not the battle royale mod, my gameplay mod)

Compatibility Patches:
Doom 64: Retribution
Q (Quake-themed gameplay mod)
Brutal Doom v21 (Zandronum only)
Complex Doom v26a2 (any version works, but v26a2 works best) (Zandronum only)
Complex Doom Legendary Complex Addon (requires Complex Doom compat patch too) (Zandronum only)
Skulltag Content / Skulltag Emulation
Armageddon Invasion (Thanks to proerd888 over at TSPG!)

By guest6777. Please direct questions and complaints about these patches to him!
Beast Incarnation v1.09e3 (unofficial)
Meatgrinder
Futur War
Shotgun Frenzy Plus
Complex Doom Invasion (requires Complex Doom patch above)
D4T and QCDE patches were removed because they are currently not up to date with their mods.
Spoiler: Usage guide (Open)
--------------
Installation
--------------

Installation for computers
If your sourceport has "ZDoom" in the name, you must download the bot config file
(which is on top of this post) and extract it on your sourceport folder. If done correctly
you should have a new "zcajun" folder on your sourceport folder, with a "bots.cfg" inside.
After doing this, you can continue with the rest of the guide normally. Remember this
isn't needed if your sourceport is Zandronum!


Simply put the .pk3 file into your ZDoom/GZDoom/QZDoom/Zandronum directory,
then drag and drop the .pk3 into your source-port executable of choice.

Installation for Android (Delta-Touch)
(Doom-Touch probably works too, but I don't know where the zcajun file goes)
(The "Freedoom" app on the playstore has been completely untested, mileage may vary)

First, choose which sourceport are you gonna use. If it's Zandronum, just put the
TDBots pk3 into the OpenTouch/Delta/Mods directory on your SD card or internal
phone memory, and then load it like you would with any other mod with the Delta-Touch launcher.

If it's GZDoom and/or LZDoom, you will need to also download the TDBots config file,
and the TDBots for ZDoom .pk3 (Called something like TDBots.pk3), then navigate into
the OpenTouch/Delta/Mods directory and drop the .pk3 there. Go back to
OpenTouch/Delta and drop the contents of the TDBotConfig.zip file in this folder:
OpenTouch/Delta/user_files/bots/bots.cfg
Then finally load up the .pk3 as a mod in your sourceport of choice.

Common things to all platforms
ZDoom 2.8.1, GZDoom 1.8.6 and Zandronum 3.0 are the minimum required
versions for the TDBots to work properly.

Games supported by the TDBots are: Doom 1, Doom 2, TNT Evilution and
Plutonia, Heretic, Hexen, Chex Quest, and Strife.

It can also support a few select mods, via usage of compatibility patches
located in the forum post you downloaded this from.

-------------------
Bot Management
-------------------

Opening up the TDBots menu is easy on PC, just go into the options menu,
scroll all the way down and you should see 3 TDBots binds, which say:
"Open TDBots menu"
"Bot teleport call"
"Change nodetype"
Just bind the "Open TDBots menu" key to any key you want. I usually use "O"
so you can try that too. Now, every time you press that key in-game, it'll open
up the TDBot options and management menu, which is used the same way as
all the other ZDoom/Zandronum menus, just pay attention to the description of
each option.

It's not as easy in Delta-Touch, but I'll try to explain. You have to click the cog
icon at the top of your screen when in a level, and then select the sliders icon
that just appeared under it. Look for an option that says "show/hide buttons"
and once you press that, scroll down and search for the "show custom" button
and enable it. A new button has appeared, so close the settings windows and
move it wherever you want. Now, do the same the guide says, but when you
are asked to press a key, you will see 6 or 8 new buttons, press any one of them
and once you press that button in-game (They will appear after pressing the new
button we unhid earlier), the menu will open up.

-------------------
Bot Management
-------------------

To add a bot into the game, type into the console "addbot" (you can do it
with or without quotes, it doesn't matter)

To remove all bots, type into the console "removeallbots".
In Zandronum, you can remove one bot at a time if you want, type in "removebot botname"
where botname is the name of the bot you want to remove.

---------------------
Loading Waypoints
---------------------

Just type in the console "exec nameoffile" including the extension, for the officially made nodelists,
the extension is .nod. And then go into the TDBots menu and make sure "use waypoints" is ON.

Some others, may come in .pk3 or .wad format. These are loaded just like any other mod.

---------------------
Making Waypoints
---------------------

Sorry, i haven't made a full guide yet, but you can read the waypointing guide spoiler on this post and use
Node Studio to make nodes.

--------------
Other things
--------------

One command you can use, is "tdbots_oldschooldm".
This command sets all dmflags and compatflags for a oldschool Vanilla Doom-like experience.
For instance, it disables freelook, jumping, crouching, and makes actors infinitely tall. It also changes other
things, but you can find those on your own :)
Spoiler: Other versions (Open)
Skulltag (v15) WARNING: WILL NEVER BE UPDATED
This version is just a proof of concept, made to showcase that the TDBots may have been possible back in the Skulltag era. Type "tdbots_help" in the console for help with CVARs.
Requires Skulltag 0.98d

(Note: the following two versions are more basic compared to the ZDoom-compatible versions, and lack many features. Still pretty fun to play with)
To add bots in these, you need to pass the command line parameter -dogs <amount of bots>
Or in Eternity, just go to the options menu and change the helper dog amount.
DOWNLOAD! (Eternity version)

DOWNLOAD! (MBF-compat version)

Re: TDBots: The fast-performing bots v2 (2/5/2019)

Posted: Thu May 02, 2019 1:12 pm
by Doomenator
I tested it on the map 07 Doom2 (deathmatch mode).
-Bots don't push buttons, as you say.
-Bots very poor dodge the shots.
-Bots do not react to each other when they are see a player.
As a result to kill them much easier than those are built into Zandronum. :cool:

Re: TDBots: The fast-performing bots v2 (2/5/2019)

Posted: Thu May 02, 2019 9:53 pm
by TDRR
Doomenator wrote:
Thu May 02, 2019 1:12 pm
I tested it on the map 07 Doom2 (deathmatch mode).
-Bots don't push buttons, as you say.
-Bots very poor dodge the shots.
-Bots do not react to each other when they are see a player.
As a result to kill them much easier than those are built into Zandronum. :cool:
Well, what do you expect? The current version is the work of just 2 days. With such short dev time it is expected to see some buggy behavior.

-Bots do push buttons in ZDoom, but apparently Zandronum bots have a different way of activating switches, i'm going to see if i can fix it.
-Bots are technically blind, and can't see any projectiles headed their way, if they don't dodge them, it's just bad RNG, but if they do, it's good RNG.
-Bots will change target if anything retailates against them, and will change target to the closest enemy before attacking.
-Don't forget that the bots will play co-op with you! That's definitely something the Zandronum bots can't do.

I recommend testing them in ZDoom to see if you encounter the same issues.
Also recommended is playing Duel maps, where these bots perform the best.

Please don't be so harsh, i'm trying my best to improve the bots with every update.

Re: TDBots: The fast-performing bots v2 (2/5/2019)

Posted: Fri May 03, 2019 11:50 am
by Doomenator
TDRR wrote:
Thu May 02, 2019 9:53 pm
Well, what do you expect?
I didn't expect anything special. I use bots only for one purpose, to train aiming. Therefore, I tested it based on my own needs and gave the appropriate feedback. If these bots are oriented to co-op gameplay only, then they are not much interest to me.

And I tested them in GZDoom. :biggrin:
Spoiler: (Open)
phpBB [media]

Re: TDBots: The fast-performing bots v2 (2/5/2019)

Posted: Fri May 03, 2019 6:55 pm
by TDRR
Doomenator wrote:
Fri May 03, 2019 11:50 am
TDRR wrote:
Thu May 02, 2019 9:53 pm
Well, what do you expect?
I didn't expect anything special. I use bots only for one purpose, to train aiming. Therefore, I tested it based on my own needs and gave the appropriate feedback. If these bots are oriented to co-op gameplay only, then they are not much interest to me.

And I tested them in GZDoom. :biggrin:
Spoiler: (Open)
phpBB [media]
Well, got work to do! I'm going to make sure i make them as good as possible (within the limits of Zandronum scripting of course) Next update, V5, now has better aiming, checks if it can actually hit the target from it's current viewpoint, overall better navigation and W.I.P projectile dodging. Also will add an RNG-based projectile weapon prediction.

After some testing, the bots seem to completely break Zandronum's bot system, causing all sorts of issues. I don't think this is an issue with my mod, though, as i'm just moving bots around and not really touching any of their internal handling. Sometimes the bots die and never respawn, and other times the internal bot nodes start showing up for some reason. Will report this as a bug.

Re: TDBots: The fast-performing bots v6b (4/5/2019)

Posted: Sun May 05, 2019 4:09 am
by TDRR
Updated! Bots now search for items around the map, and they navigate a bit better.
This update is the start of the search for more realistic behavior, so the goal is that they will rely less on just having perfect aim and more like taking advantageous positions and dodging when possible, and probably more.

Still to do: fix that nasty bug that makes Zandronum bot nodes display, maybe engine-side issue?

Download link in the OP!

Re: TDBots: The fast-performing bots v6b (4/5/2019)

Posted: Mon May 06, 2019 7:28 pm
by TDRR
TDBots will not be compatible with Zandronum anymore for the following reasons:

The bots are agurably worse than the ones that come with Zandronum

Even though i can make the navigation way better than the bots that come with Zandro, there's no way to do it in the current version (Without A_CheckProximity)

For some reason these bots completely break Zandro's bot system, leading to stuff like their permanent per-map deaths and weird multicolored nodes showing up. None of this happens in ZDoom.

Re: TDBots: The fast-performing bots v9 (14/5/2019)

Posted: Tue May 14, 2019 9:20 pm
by TDRR
Finally updated for Zandronum! Coming from v6 to here has given us a bunch of great improvements and bugfixes.

Download link in the OP!

Re: TDBots: The fast-performing bots v9 (14/5/2019)

Posted: Thu May 23, 2019 6:25 am
by TDRR
Updated! This update adds Chex Quest and untested Strife support. Whoever has Strife, can test it and tell me about any bugs please be my guest. It also fixes Zandronum-specific bugs and makes easy mode, well, easy.

Download link in the OP!

There was going to be a big update that had new AI made by Gustavo and a bunch of other things but it's going to be extremely delayed due to this issue: https://forum.zdoom.org/viewtopic.php?f=122&t=64766 if anyone with knowledge can check it out that would be fantastic.

Re: TDBots: The fast-performing bots v11 (24/5/2019)

Posted: Fri May 24, 2019 7:04 am
by TDRR
Updated! This update mostly adds better dodging, bots now properly back out while using an explosive weapon and retain their previous speed while attacking.

By the way, anyone has any things the bots could say? As in, when they join a game or are just roaming? If so, would be cool if you posted them here! Kinda tiring to see them say the same 8 things over and over again :P

Download link in the OP!

Re: TDBots: The fast-performing bots v11 (24/5/2019)

Posted: Sat May 25, 2019 3:27 am
by Doomenator
TDRR wrote:
Fri May 24, 2019 7:04 am
By the way, anyone has any things the bots could say? As in, when they join a game or are just roaming? If so, would be cool if you posted them here! Kinda tiring to see them say the same 8 things over and over again :P
You can write a taunts from QCDE classes. :cool:

Re: TDBots: The fast-performing bots v11 (24/5/2019)

Posted: Sat May 25, 2019 7:01 pm
by TDRR
Doomenator wrote:
Sat May 25, 2019 3:27 am
You can write a taunts from QCDE classes. :cool:
I hope those lines aren't copyrighted or something, do note that the mod is under the MIT license so i may be in a little trouble if that's the case.

Thanks for the suggestion!

Re: TDBots: The fast-performing bots v11 (24/5/2019)

Posted: Sun May 26, 2019 10:25 pm
by Doomenator
MIT License - open source software license. It has nothing to do with the use of quotes. You can also reedit them.

Re: TDBots: The fast-performing bots v13 (6/6/2019)

Posted: Thu Jun 06, 2019 4:49 pm
by TDRR
Updated! This update has a bunch of new names to the bot config (There's 32 bots now!) so redownload that. It also adds tdbots_reactiontime, which sets the bot's reaction time in tics. And bots now have a walking animation!

I might add more names from the DecoBots in the next update, just so we don't see bots repeated too much.

Download link in the OP!

Re: TDBots: The fast-performing bots v14 (11/6/2019)

Posted: Wed Jun 12, 2019 3:25 am
by TDRR
Updated! This update is tiny but probably very good for those playing with these on Zandronum. I added a CVAR: tdbots_weaponize, while the name is pretty indicative about what it does, there's more detail on the changelog. Oh and yeah i added a QCDE compatiblity patch, yes that means you can finally enjoy better bots in QCDE, maybe not say goodbye to playing online but still way more fun when you are playing offline.

Hey everyone, what would you like to see in the next version? Tell me your feature suggestions, and i will try to implement them. Pretty excited to see what you guys can come up with!

Download link in the OP!

Re: TDBots: The fast-performing bots v14 (11/6/2019)

Posted: Sun Jun 16, 2019 7:36 pm
by JeanQuiche
Could you make this mod compatible with Complex DOOM ??

Re: TDBots: The fast-performing bots v14 (11/6/2019)

Posted: Mon Jun 17, 2019 3:55 am
by TDRR
JeanQuiche wrote:
Sun Jun 16, 2019 7:36 pm
Could you make this mod compatible with Complex DOOM ??
Yes, but only compatible with one version, because Daedalus constantly changes the weapons every version and that would need me to update the patch a lot.
Version 26a2 is the version that i will make a patch for. If anyone else is up to the task of making a constantly updated patch for Complex Doom, be my guest, but i am personally not interested enough in it and rather do other things.

I will upload the patch when it is done, and i will send you a PM (private message) to let you know.

Re: TDBots: The fast-performing bots v14 (11/6/2019)

Posted: Mon Jun 17, 2019 4:43 am
by TDRR
Added a Complex Doom compatibility patch in the main post, check under the "Mod Compatibility Patches" spoiler. It works with any version of Complex Doom but i can only guarantee it will work perfectly in 26a2. If you use it on a newer version, the weapons will be like in version 26a2 (Let's say the damage was changed in v27, that won't happen if you load this patch, but this only applies to weapons, monsters and other things are normally updated)

Re: TDBots: The fast-performing bots v14 (11/6/2019)

Posted: Sat Jun 22, 2019 1:57 pm
by darkmessenger84
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. :)

Re: TDBots: The fast-performing bots v14 (11/6/2019)

Posted: Sat Jun 22, 2019 5:48 pm
by TDRR
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.