TDBots: The fast-performing bots v30 (06/11/2021)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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TDRR
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Re: TDBots: The fast-performing bots v25 (31/3/2020)

#41

Post by TDRR » Tue Mar 31, 2020 10:13 pm

Updated! This update packs a couple additions that some people might like a lot.

Full changelog, since there are only 3 changes:
-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!

Hey, if you have a mod you want to request a compatibility patch for, don't be afraid to ask! If you provide a link with your request, I'll definitely look into making a compatibility patch for your mod of choice.

Download in the first post, as always.

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Re: TDBots: The fast-performing bots v26 (3/4/2020)

#42

Post by TDRR » Fri Apr 03, 2020 5:12 am

Updated! This update improves the map learning feature significantly.

Before I go into the changelog details, I want to point out that deathmatches with the TDBots in ZDoom are unsupported. Thanks to
the built-in ZCajun bot AI interfering with the TDBot AI, various unfixable bugs have arised in ZDoom only, which include extremely poor following
of waypoints, inability to fire consistently well at an opponent, the inaccuracy flag having the exact opposite effect and even more. These aren't
issues in Zandronum as the built-in AI can be easily disabled and thus there's no interference with the TDBot AI.

I'm not gonna take any bug reports for deathmatches in ZDoom for those reasons, as most bugs are outside of my reach to fix. If you can prove the
bug also happens in Zandronum, I'll gladly listen to your bug report. And I'll also try to provide some support for cooperative gameplay in ZDoom, because
at least that is worth fixing (i.e ZDoom provides a bit better experience in co-op than what Zandronum does).

With that out of the way, most of the changelog is as follows:
-Added a compatibility patch for Armageddon Invasion, this patch was made by
proerd888 at TSPG a while ago, but I did not find out until recently when I was
digging around in TSPG. Anyways, thanks to proerd888 for this.

-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".

-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.

-Cleaned up the first post, now there's less overwhelming stuff, usage guide has
been shortened to only what's necessary, added a bit of a guide for installation in Delta-Touch,
and there's ever so slightly less links scattered around and instead put into a better spoiler tag.

Download link in the first post, as always.

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Re: TDBots: The fast-performing bots v26 (3/4/2020)

#43

Post by sleep » Thu Apr 16, 2020 4:34 pm

It should spread the plasma shots and other guns that shoots slow projectiles at high rates towards the player. Watch it become as good, if not better than zandronum bots at using plasma.

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Re: TDBots: The fast-performing bots v26 (3/4/2020)

#44

Post by TDRR » Thu Apr 16, 2020 7:59 pm

sleep wrote:
Thu Apr 16, 2020 4:34 pm
It should spread the plasma shots and other guns that shoots slow projectiles at high rates towards the player. Watch it become as good, if not better than zandronum bots at using plasma.
That might be a good idea for another flag, or I think this could be done already with BotForceInacc. I'll test and then release an update when it's done.

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Re: TDBots: The fast-performing bots v26b (16/4/2020)

#45

Post by TDRR » Thu Apr 16, 2020 8:27 pm

Updated! This is a very small one, it just makes the bots use the Doom's Plasma Rifle, Chex's Phasing Zorcher, Heretic's Skull Rod slightly more intelligently.

Download link in the first post, as always.

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Re: TDBots: The fast-performing bots v26c (23/4/2020)

#46

Post by TDRR » Thu Apr 23, 2020 5:17 pm

Updated! This is mostly a bugfix update.

Full changelog as follows:
-Map learning now works on all competitive gamemodes, instead of only Deathmatch (This was always the intention, but I messed up on a line of code).

-Fixed nodelist info being displayed multiple times in certain cases.

Download link in the first post, as always!

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Re: TDBots: The fast-performing bots v26c (23/4/2020)

#47

Post by penguin » Tue Jan 12, 2021 7:41 am

I created a weapon patch for aow, but it doesn't work correctly. The bots will target actors on the same team and building.

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Re: TDBots: The fast-performing bots v26c (23/4/2020)

#48

Post by TDRR » Thu Jan 14, 2021 3:17 am

penguin wrote:
Tue Jan 12, 2021 7:41 am
I created a weapon patch for aow, but it doesn't work correctly. The bots will target actors on the same team and building.
This isn't a weapon patch problem, but rather an issue with the mod in Zandronum (I think I figured out a fix in GZDoom some versions ago). I'm not sure of a good way to make them identify teammates.

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Re: TDBots v27: The "we're one" update!

#49

Post by TDRR » Tue Jan 26, 2021 3:16 am

Well, I guess it's time to update the TDBots. I don't think the last update was too long ago, I mean, how much time could've pass- HOLY CRAP IT'S BEEN 9 MONTHS?!

Okay okay, maybe it's been a while, but to compensate for that, this update finally marks the day where both the GZDoom and Zandronum version have feature-parity...
...which also means that the TDBots in Zandronum are now infinitely superior to when they're used in GZDoom, so there's hardly any reason to even use them in GZDoom besides for mods/mapsets that aren't compatible with Zandronum, unfortunately.

Here's the full changelog from v26c:
-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.

Download link in the first post, as always.

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Re: TDBots: The fast-performing bots v28 (19/06/2021)

#50

Post by TDRR » Sun Jun 20, 2021 3:40 am

New update!
I've probably said in the past that more realistic player movement and bot orders are not worth the effort/impossible. Well, now past me looks even more like an idiot because this update includes that and quite a bit more stuff!

The highlights of this v28 update are:
-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.

-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.

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

And a couple other fixes. Check out the full changelog in the first post if you're interested, and download the mod while you're at it too!

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Re: TDBots: The fast-performing bots v29 (17/08/2021)

#51

Post by TDRR » Tue Aug 17, 2021 10:31 pm

NOTE: if you downloaded v29, please update to v29b! It's a hotfix to fix a bug with the auto teleport randomly teleporting bots online, when no player is in-game.

It's that time, yet again! It's not the biggest update ever, but it sure has a couple requested features, and an important change.

I'll let the changelog speak for itself:
-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).
(yes, you can stop asking for this one now lol)

-Bots now alert monsters when shooting.

-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.

-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).

And a couple other minor fixes.

Thanks to everyone for the support, and thanks to guest6777 who's been creating some patches, namely for Complex Doom Invasion, Futur War and Shotgun Frenzy Plus. Need help with those difficult waves? Go try them out!

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Re: TDBots: The fast-performing bots v30 (06/11/2021)

#52

Post by TDRR » Sat Nov 06, 2021 11:47 pm

Updated! This update has some super good stuff that's been wanted since day one!
And also fixes a handful of issues, a couple that have happened for a very long time. Oops.

Here's most of the changelog:

-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.

-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.

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

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

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