TDBots Mk2 - v1 (11/05/2022)

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Re: TDBots Mk2 - Preview (24/02/2022)

Postby TDRR » Sat Apr 30, 2022 11:50 am

mrgyv wrote:Maybe do I some thing wrong?
When I play from PC, I win for score 10/3(aiming accuracy 4). When I play from mobile, I lose for score 4/20 (aiming accuracy 0).
Time reaction player on PC is better, then mobile player. When you play from phone, you see worse. You turn around slower. Press the button on screen worse, then press the button on mouse.
Mobile player need more indulgences.

Well, it can't be added back as an option, as there's no BotC command to alter reaction time. A modified BOTINFO with reduced reaction time can be done as a patch though so maybe that will be added as an alternative.
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Re: TDBots Mk2 - Preview (24/02/2022)

Postby mrgyv » Mon May 02, 2022 5:33 am

TDRR wrote:Well, it can't be added back as an option, as there's no BotC command to alter reaction time. A modified BOTINFO with reduced reaction time can be done as a patch though so maybe that will be added as an alternative.

Ok. Can you tell what console commands does the bot have?
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Re: TDBots Mk2 - Preview (24/02/2022)

Postby yum13241 » Mon May 02, 2022 10:13 am

Open the console, type tdbots_ then press TAB.
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Re: TDBots Mk2 - v1 (11/05/2022)

Postby TDRR » Tue May 17, 2022 6:15 pm

Updated! Very sorry for the long wait, I hope it's worth it for you all.

This is the first "full" release of Mk2, and is now almost feature-complete. Most features from the legacy version that haven't returned here, are thus unlikely to come back.
Since this is the first full release, everything related to the legacy version is now moved to a separate spoiler on the main post, to reduce the clutter a little bit (still not perfect, but an improvement).

In short- a couple more mods have enhanced support, some requested features are now here, certain features are finally back from the legacy version, and there's a couple new things for modders along with bug fixes.

Spoiler: Full changelog


Go check it out!
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Re: TDBots Mk2 - v1 (11/05/2022)

Postby Redneckerz » Sat May 21, 2022 5:09 am

Much appreciated! I know there is wind that this will eventually end up in GZ to replace the horrific Cajun-code, so congrats on the full fat release!
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Re: TDBots Mk2 - v1 (11/05/2022)

Postby TDRR » Sat May 21, 2022 5:04 pm

I thought so, but there's been no more progress on that end. No idea if anyone else will continue working on that but there's issues preventing it from being a possibility at the moment.
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Re: TDBots Mk2 - v1 (11/05/2022)

Postby Providence » Mon Jun 27, 2022 6:06 pm

I'm wondering how to add weapon selection/switching for mod compatibility in the current version, is it still through RocketArena or is it different? It's very troublesome having to drop a weapon for them to pick up or simply remove and add them again after they die.
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Re: TDBots Mk2 - v1 (11/05/2022)

Postby TDRR » Tue Jun 28, 2022 1:04 pm

Providence wrote:I'm wondering how to add weapon selection/switching for mod compatibility in the current version, is it still through RocketArena or is it different? It's very troublesome having to drop a weapon for them to pick up or simply remove and add them again after they die.

Yes, you just write the same list but use TDBOTS_WEAPONLIST as the LANGUAGE name. I'll get around to documenting these again at some point.
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Re: TDBots Mk2 - v1 (11/05/2022)

Postby Providence » Tue Jun 28, 2022 9:16 pm

TDRR wrote:Yes, you just write the same list but use TDBOTS_WEAPONLIST as the LANGUAGE name.

I just tried to do this but all it does is simply print out the list in the top left corner whenever I enter the main menu or a new game etc. As well as this random 2 that comes out of nowhere.

Pic of the incident: https://gyazo.com/c2b3a5059ec30f1358300fcf04d63a05
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