TDBots Mk2 - v1 (11/05/2022)

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Re: TDBots: The fast-performing bots v16b (18/8/2019)

Postby guest6777 » Tue Aug 20, 2019 10:30 pm

TDRR wrote:
guest6777 wrote:Thanks friend <3

I thinks bots follow players :D weird '-'


Sometimes it looks like they do and it's quite cool, but they only really follow players in ZDoom. It's not possible yet to make it work in Zandronum. If i ever find a way, i'm definitely going to put it in!


Nice, waiting for best updates <3
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Re: TDBots: The fast-performing bots v17 (26/8/2019)

Postby TDRR » Mon Aug 26, 2019 9:32 pm

Updated! This update is fairly big. Including custom actions and custom class speeds both editable directly from the mod-side itself, Node Studio, support for saving waypoints into .nod files, and updates to the bot movement system.

I have added more waypoints to the first post, so make sure you try them out. I also added information about loading, saving and making nodes on the usage guide, so give that a read too.

Just a friendly reminder: If you want to contribute anything to the mod, be it bug reports, feature suggestions, waypoint files, code submissions, bot chat lines, Youtube videos, or whatever, just go ahead and post them here and i'll gladly put them in the mod or the first post.

Download link in the first post, as always.

Oh and the TDBots might be coming to a new game that's not on the Doom engine. Let's just say that when they get there they will be the only one of their kind 8-)
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Re: TDBots: The fast-performing bots v18 (16/9/2019)

Postby TDRR » Sun Sep 15, 2019 11:00 pm

Updated! This update is even bigger, and perhaps larger than any previous one. Here are some highlights:

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.

Bots won't shoot allies in co-op anymore. Yes, for real this time! They still do in Zandronum, sadly, since it's missing the CLOFF_SETTARGET flag.

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

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)

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

Cleaned up ACS code. Thanks to darkmessenger84 for his contribution and 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)

That was quite a lot! There's also a couple more changes in the changelog, so read it if you want to know everything added/changed in this update.

Download links in the OP, as always.
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Re: TDBots: The fast-performing bots v19 (4/11/2019)

Postby TDRR » Tue Nov 05, 2019 9:46 pm

Sorry for the long delay, but i got plenty fixes, additions, tweaks and compatibility patches to make up for it! v19 has dropped and with it, Brutal Doom v21, LCA and Q compatibility! Even better, i removed those crappy **LINK_DISABLED** links and replaced them with Mediafire links! Sorry for not removing them earlier, i was waiting for this update to be 100% tested and done.

Here's some highlights:

-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.

-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.

-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)

-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.
Grab this patch in the "Waypoints and other addons" spoiler in the OP.

I recommend reading the full changelog in the first post if you are a modder or are interested in the more cosmetical changes. Download link in the first post as always!
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Re: TDBots: The fast-performing bots v19 (4/11/2019)

Postby Clifford21 » Mon Dec 09, 2019 2:03 am

After messing around a bit, finally gets this to work with your Skulltag Emulation. It plays well, and it is fun.

I just hope in the future this mod may also support your Supreme Invasion mod, or your Skulltag Emulation gets updated with the Invasion content with further support from TDBots.

This seems unlikely though, as I still recall the bots in Skulltag 0.98d didn't work at all in invasion mode, and even Unreal Tournament 2004's bots performed badly in invasion mode in the past. May be it's really hard to make bots that can survive a monster wave....
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Re: TDBots: The fast-performing bots v19 (4/11/2019)

Postby TDRR » Mon Dec 09, 2019 10:53 am

Clifford21 wrote:I just hope in the future this mod may also support your Supreme Invasion mod, or your Skulltag Emulation gets updated with the Invasion content with further support from TDBots.


Supreme Invasion does not replace any weapons, so it's already compatible with the TDBots. Make sure you aren't loading any extra weapon mods (That aren't supported by a compatibility patch).
Skulltag Emulation might not be updated in a while sadly, i just don't find it as interesting anymore. Adding support for Invasion is kinda useless since you'd have to re-make all Skulltag Invasion maps so you would be stuck with just D2INV1 to D2INV5. I might make an update to make the maps work like with Supreme Invasion though, but accurate Skulltag-style invasion might not happen. However, that's not really necessary, as you will find out in the next answer...

Clifford21 wrote:This seems unlikely though, as I still recall the bots in Skulltag 0.98d didn't work at all in invasion mode, and even Unreal Tournament 2004's bots performed badly in invasion mode in the past. May be it's really hard to make bots that can survive a monster wave....


The TDBots already run with Zandronum and work fine with it's Invasion mode. So just load Skulltag content in it, enter an invasion map (Any map that works with Zandronum) and add a few bots. Make sure to open the TDBots menu and tweak their settings to have regenerating ammo and optionally start with different weapons. Additionally, if you are into Brutal Doom, try out playing Skulltag Invasion with Brutal Doom v21 and the TDBots, it's silly fun.
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Re: TDBots: The fast-performing bots v19 (4/11/2019)

Postby Clifford21 » Mon Dec 09, 2019 11:35 pm

TDRR wrote:
Supreme Invasion does not replace any weapons, so it's already compatible with the TDBots. Make sure you aren't loading any extra weapon mods (That aren't supported by a compatibility patch).

The TDBots already run with Zandronum and work fine with it's Invasion mode. So just load Skulltag content in it, enter an invasion map (Any map that works with Zandronum) and add a few bots. Make sure to open the TDBots menu and tweak their settings to have regenerating ammo and optionally start with different weapons. Additionally, if you are into Brutal Doom, try out playing Skulltag Invasion with Brutal Doom v21 and the TDBots, it's silly fun.


Oh, great. I don't know that your bots already support invasion mode, as it doesn't get a specific mention in OP. Thanks for the suggestion, I will definitely give a try ASAP. Considering the competency of your bots, they should be of great help in slaying the demons. :D
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Re: TDBots: The fast-performing bots v19 (4/11/2019)

Postby TDRR » Wed Dec 11, 2019 9:05 pm

Changed the first two links (ZDoom and Zandronum versions) to being shortened by shorte.st, to test if that will work fine.

If anyone has ANY issues downloading from these links, please report ASAP and i'll change them back.

(NOTE: Links are back to Mediafire links now)
Last edited by TDRR on Tue Jan 21, 2020 7:13 pm, edited 1 time in total.
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Re: TDBots: The fast-performing bots v20 RC1 (20/1/2020)

Postby TDRR » Mon Jan 20, 2020 7:23 pm

Updated! I don't usually do this "Release Candidate" kinda stuff but, since i really want v20 to be a super-stable update, i had to.

NOTE: Rocket Arena mode doesn't work with Hexen, and probably not with most maps that include an ACS script file, i'm trying to fix it but it's a rather hard to debug issue.

Here's the full changelog since it's a small update anyways:
-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)

Download link in the first post, as always.
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Re: TDBots: The fast-performing bots v20 "Final" (21/1/2020)

Postby TDRR » Tue Jan 21, 2020 7:08 pm

Updated! Just a small hotfix update, this is now the final release of v20. (No, not the final TDBots release, there will be more!)

Basically it just makes Rocket Arena work fine in Hexen, as well as fixing various bugs with Hexen support. Even if you don't play Hexen, i really recommend updating.

Download link in the first post, as always.
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Re: TDBots: The fast-performing bots v20 "Final" (21/1/2020)

Postby PandaDoomer » Sun Feb 09, 2020 6:51 pm

I always seem to be spawning with my weapons "holstered" when using TDBots, as in i need to manually select my fists or pistol. any way to fix that?
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Re: TDBots: The fast-performing bots v21 (11/2/2020)

Postby TDRR » Mon Feb 10, 2020 10:41 am

PandaDoomer wrote:I always seem to be spawning with my weapons "holstered" when using TDBots, as in i need to manually select my fists or pistol. any way to fix that?

That's... very weird. What sourceport and version of it are you running? What IWAD and mod(s) (if any) are you using on top? Any special options enabled such as Rocket Arena or Bot Weaponizing?

The issue you mention doesn't happen to me in GZDoom 4.3.3, so there must be something weird here, or you didn't mention an important detail.

EDIT: Got it! You must have "switch on pickup" disabled, so then you need to switch to a weapon manually. A fix should be uploaded later today or tomorrow.

EDIT2: Updated! Didn't feel like double-posting today, heh. Here are the changes:

-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.

As always, download in the first post.
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Re: TDBots: The fast-performing bots v21 (11/2/2020)

Postby PandaDoomer » Mon Feb 10, 2020 2:13 pm

Thank you! I love this mod! Also, you might wanna make it so IDKFA doesn't give you all the extra weapons you added for the bots :P Add +WEAPON.CHEATNOTWEAPON
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Re: TDBots: The fast-performing bots v21 (11/2/2020)

Postby TDRR » Tue Feb 11, 2020 8:10 pm

PandaDoomer wrote:Thank you! I love this mod! Also, you might wanna make it so IDKFA doesn't give you all the extra weapons you added for the bots :P Add +WEAPON.CHEATNOTWEAPON


No problem, enjoy the mod!

If you mean the weapon called "TDBots_NodeStudio_Editor", then that's not really an issue as you can't normally select it (Unless you make an ACS script and force SetWeapon but why would you do that lol) and it's meant for you, not the bots! I'll add the +WEAPON.CHEATNOTWEAPON flag anyways, thanks for the suggestion.

And if you mean Doom's weapons being given even with mods... Yeah there's no solution to that, at least not one that doesn't involve breaking the IDKFA cheat.
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Re: TDBots: The fast-performing bots v21 (11/2/2020)

Postby PandaDoomer » Tue Feb 11, 2020 9:37 pm

TDRR wrote:
PandaDoomer wrote:Thank you! I love this mod! Also, you might wanna make it so IDKFA doesn't give you all the extra weapons you added for the bots :P Add +WEAPON.CHEATNOTWEAPON


No problem, enjoy the mod!

If you mean the weapon called "TDBots_NodeStudio_Editor", then that's not really an issue as you can't normally select it (Unless you make an ACS script and force SetWeapon but why would you do that lol) and it's meant for you, not the bots! I'll add the +WEAPON.CHEATNOTWEAPON flag anyways, thanks for the suggestion.

And if you mean Doom's weapons being given even with mods... Yeah there's no solution to that, at least not one that doesn't involve breaking the IDKFA cheat.


I get 2 extra of each weapon when using idkfa, but using +WEAPON.CHEATNOTWEAPON on the bot weapons fixes it.
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