TDBots Mk2 - v1 (11/05/2022)

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Re: TDBots: The fast-performing bots v8 (9/5/2019)

Postby TDRR » Tue May 14, 2019 12:19 pm

Keldian wrote:Can they reload weapons?


Thanks for reminding me, i was going to add support for that in the next update but i completely forgot. Technically if the mod already makes you reload on emptying your whole magazine then this isn't necessary at all.

If you can tell me what mod it is i could make a compatibility patch for it.
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Re: TDBots: The fast-performing bots v9 (14/5/2019)

Postby TDRR » Tue May 14, 2019 3:01 pm

Updated! This update is fairly small, but probably very appreciated due to the following changes:

Added an easy mode (Bots may deviate their aim randomly from their target up to 22.5 degrees, toggled via tdbots_easymode CVAR)
Bots should no longer move in mid-air (But they retain the speed from their previous step)
FIxed crashing issues
Now runs in Zandronum again (Separate version this time, sadly)

Download link in the OP!
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Re: TDBots: The fast-performing bots v10 (23/5/2019)

Postby TDRR » Thu May 23, 2019 12:15 am

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: viewtopic.php?f=122&t=64766 if anyone with knowledge can check it out that would be fantastic.
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Re: TDBots: The fast-performing bots v11 (24/5/2019)

Postby TDRR » Fri May 24, 2019 1:03 am

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!
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Re: TDBots: The fast-performing bots v12 (29/5/2019)

Postby TDRR » Wed May 29, 2019 9:24 am

Updated! This update adds a very awesome feature that pretty much all modern-day Doom bots completely lack (except the ZetaBots), and that is Waypoints! They should be fairly simple to use, and i added an example waypoint (Doom 2 MAP01) and a sort-of waypoint guide in the first post.

Enjay, if you want to put these in your map, i suggest spawning them with ACS, so you don't get any errors if the TDBots aren't loaded with your map. Or just make a separate version, could be faster to waypoint.

Download link in the OP!
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Re: TDBots: The fast-performing bots v12 (29/5/2019)

Postby Enjay » Wed May 29, 2019 11:07 am

Sounds interesting. I can't give it a go right now, but I certainly will when I can. :thumb:
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Re: TDBots: The fast-performing bots v12 (29/5/2019)

Postby Funky Gnoll » Wed May 29, 2019 1:09 pm

I'm so glad people are making actual bots again.
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Re: TDBots: The fast-performing bots v13 (6/6/2019)

Postby TDRR » Thu Jun 06, 2019 10:47 am

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! Yes Gustavo, didn't need a custom playerclass :D

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

Postby Gustavo6046 » Fri Jun 07, 2019 11:22 am

ZetaBots have dozens of names. They're stored in a CVar, but these are the default values, separated by newline:

Code: Select allExpand view
Jack
Persephone
Èmille
Robert
Amanda
Maria
Mary
Josh
Wagner
John
Louis
Gabriel
Renato
Alejandro
Alexander
Heinrich
Caesar
Walter
Amy
Lawrence
Marylenne
Leonhart
Leonard
Jackson
Lee
Bert
Humberto
Mike
Pablo
Michael
Hitchcock
Hilton
Ronald
Robinson
Son
House
Romulus
Peter
Peterson
Zephyrus
Robin
Paul
Paula
Thorson
Robohead
Minchson
James
Jamilton
Greg
Gregor
Gregory
Victoria
Anita
Whindersson
Melody
Xonon
Xihil
Thought
Hope
Rebecca
Prince
Larry
Barry
Garry
Garmond
Barney
Ade
Nate
Nathan
Jonathan
Jonas
Johnny
Harry
Rita
Rafael
Ben
Benjamin
Brian
Bruce
Bruno
Steve
Stevan
Ivan
Yuri
Laika


EDIT: Added v0.8.1's new names too.
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Re: TDBots: The fast-performing bots v13 (6/6/2019)

Postby TDRR » Fri Jun 07, 2019 11:42 am

Gustavo6046 wrote:ZetaBots have dozens of names. They're stored in a CVar, but these are the default values, separated by newline:

Code: Select allExpand view
Jack
Persephone
Èmille
Robert
Amanda
Maria
Mary
Josh
Wagner
John
Louis
Gabriel
Renato
Alejandro
Alexander
Heinrich
Caesar
Walter
Amy
Lawrence
Marylenne
Leonhart
Leonard
Jackson
Lee
Bert
Humberto
Mike
Pablo
Michael
Hitchcock
Hilton
Ronald
Robinson
Son
House
Romulus
Peter
Peterson
Zephyrus
Robin
Paul
Paula
Thorson
Robohead
Minchson
James
Jamilton
Greg
Gregor
Gregory
Victoria
Anita
Whindersson
Melody
Xonon
Xihil
Thought
Hope
Rebecca
Prince
Larry
Barry
Garry
Garmond
Barney
Ade
Nate
Nathan
Jonathan
Jonas
Johnny
Harry
Rita
Rafael
Ben
Benjamin
Brian
Bruce
Bruno
Steve
Stevan
Ivan
Yuri
Laika


EDIT: Added v0.8.1's new names too.


That's neat, thanks Gustavo! These will be added for v14.
By the way, your ZetaBots have really improved since i last used them, hope they continue getting better and better.
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Re: TDBots: The fast-performing bots v14 (11/6/2019)

Postby TDRR » Tue Jun 11, 2019 9:20 pm

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. I also added another CVAR: tdbots_follow, it's coop only and i don't think i need to explain what it does :wink:

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!

EDIT: Oh i didn't update the bot config! Ah well, for v15 now.
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Re: TDBots: The fast-performing bots v14 (11/6/2019)

Postby TDRR » Sun Jun 16, 2019 10:46 pm

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)
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Re: TDBots: The fast-performing bots v14b (24/6/2019)

Postby TDRR » Mon Jun 24, 2019 4:22 pm

Updated! Bots perform around 4 to 16 times faster in Zandronum. Most computers should be able to handle 64 bots at more than 40fps. Now 4 bots barely affect performance (like 0-5fps loss at most)

Nothing at all changed in the ZDoom version so it's still at v14.

Also updated the Quake Champions: Doom Edition patch, bots can now use active abilities and they now recieved the same optimization as the v14b update on Zandronum. (This is the only patch that requires such an update, all other compatibility patches recieve the optimization without any change to them)

Download link in the OP, as always.

EDIT: Added a usage guide in the first post.
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Re: TDBots: The fast-performing bots v14b (24/6/2019)

Postby TDRR » Sun Jun 30, 2019 2:55 pm

So, uh, i just now noticed that using bots in Zandronum after the latest patch makes it so they can't rejoin after a map change. Is anyone really annoyed by this or just typing in "removebots" in the console and readding the bots again is good enough for you? I can fix it by using Dusk's BotC compiler, but sadly it's source code only and i can't get it to compile. Anyone else with better understanding of this or a better compiler than MinGW could try to compile it?

Here's a link: https://zandronum.com/forum/viewtopic.p ... 26#p114625
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Re: TDBots: The fast-performing bots v14b (24/6/2019)

Postby elCreyo » Sun Jul 07, 2019 1:59 pm

I'm having a problem with adding a bot to the game. Not sure if I'm even doing it right. I'm just launching Doom 2 with the pk3 file loaded and typing addbot in the console.
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