TDBots Mk2 - v1 (11/05/2022)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

Re: TDBots: The fast-performing bots v22 (13/2/2020)

Post by TDRR »

PandaDoomer wrote:I get 2 extra of each weapon when using idkfa, but using +WEAPON.CHEATNOTWEAPON on the bot weapons fixes it.
This won't be fixed, as it breaks IDKFA in ZDoom and Zandronum (Which are the target ports, by the way), and it's not game-breaking in modern GZDoom.

Anyways, here's an update. And oh boy it's a great one, there's only one real change here but it's something freaking awesome:
-Zandronum now has full waypoint support, yes, seriously!
It's not perfected yet, but it works, and it works well enough for now.

Everything works almost identically between both source ports, same procedure to make nodes, same way to load the nodes (The same node files are compatible with both source ports) and mostly the same node following between both ports. A teeny bit of performance difference, but the gain in bot intelligence is well worth a bit of slower performance. (It's not forced anyways, you can use low precision node following or even none at all, if you notice a large slowdown!)

Download link in the OP, and enjoy!
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

Re: TDBots: The fast-performing bots v23 (17/2/2020)

Post by TDRR »

Updated! 3 updates in 7 days? That was rather quick! This should be the end of "the waypoint saga" or whatever you wanna call it.

Oh, and since the first anniversary of the bots is getting ever closer, i wanted to release a bunch of compatibility patches for a bunch of mods that day. Thing is, i don't have any good ideas, but i'm feeling generous so if someone has a suggestion that hasn't been done before, please tell me!

Here's the full changelog, since there aren't that many changes anyways:

-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.

Download in the first post, as always.
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

Re: TDBots: The fast-performing bots v23b (18/2/2020)

Post by TDRR »

Updated! This update just fixes a mistake i did with the previous version, where waypoints were visible in normal gameplay. This change has been reverted, and now the waypoints are invisible when not editing them, as intended.

Download in the first post, as always.
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

Re: TDBots: The fast-performing bots v24 (12/3/2020)

Post by TDRR »

Updated!

This update only fixes a critical bug in Zandronum, where waypoints could infinitely spawn copies of themselves, slowing down gameplay a LOT after a while.

Even if you are a ZDoom user, it's still recommended to update, as certain ZDoom versions did present this issue too.
albinobigfoot
Posts: 3
Joined: Mon Mar 23, 2020 1:10 am

Re: TDBots: The fast-performing bots v24 (12/3/2020)

Post by albinobigfoot »

What values need to be changed in order to reduce or remove the delay on teleporting the bots? I changed several values that seemed related but to no effect.
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

Re: TDBots: The fast-performing bots v24 (12/3/2020)

Post by TDRR »

albinobigfoot wrote:What values need to be changed in order to reduce or remove the delay on teleporting the bots? I changed several values that seemed related but to no effect.
Next version will include an option to remove/reduce the delay, but for now you can go into scripts/TDB_Main.acs and scroll down to line 66, in the "TDBots_NeedSomeHelp" script, and in the delay(35*30); statement you can replace the "30" part to the amount of time in seconds you want the cooldown to last. Then, if using SLADE, you can just save that file, right click TDB_Main.acs and choose "scripts" in the dropdown menu, then click on "Compile ACS". ACC Must be set up on SLADE for this to work!

I recommend not setting this any lower than 5, as the "TDBots_BotNeededWait" requires waiting at least 5 seconds to avoid potential bugs, but I'll look into fixing that for next version.
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

Re: TDBots: The fast-performing bots v25 (31/3/2020)

Post by TDRR »

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.
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

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

Post by TDRR »

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.
doomfan
Posts: 7
Joined: Sat May 25, 2019 5:48 pm

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

Post by doomfan »

I spent some time trying to figure out how TDBots work with Skulltag Invasion in Zandronum.

Apparently, skulltag_content-3.0-beta01.pk3 needs to be loaded before TDBots-Skulltag.pk3 to avoid a mid-game Skulltag rune error crash. :thumb:
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

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

Post by TDRR »

doomfan wrote:I spent some time trying to figure out how TDBots work with Skulltag Invasion in Zandronum.

Apparently, skulltag_content-3.0-beta01.pk3 needs to be loaded before TDBots-Skulltag.pk3 to avoid a mid-game Skulltag rune error crash. :thumb:
Yes, that's correct! This info is actually in the "mod compatibility patches" spoiler, but I should probably underline it or make it bold so it's more noticeable. Thank you for sharing this info anyways.
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

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

Post by TDRR »

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.
bumfight
Posts: 13
Joined: Tue Apr 07, 2020 7:10 am

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

Post by bumfight »

Hi
Creative mod idea one question/suggestion.
When playing coop maps with the bot, would it be possible to make a "leash" so the bots dont wander off? For example, how left 4 dead handles it with the bots being like 2 meters away from you max. I noticed the bots getting stucked, wander off, picking up items and barely sticking together with me.
thanks
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

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

Post by TDRR »

bumfight wrote:Hi
Creative mod idea one question/suggestion.
When playing coop maps with the bot, would it be possible to make a "leash" so the bots dont wander off? For example, how left 4 dead handles it with the bots being like 2 meters away from you max. I noticed the bots getting stucked, wander off, picking up items and barely sticking together with me.
thanks
I'm actually not sure if this is at all possible, but I made the "bot teleport call" thing for this same reason. Just set the delay low and use the teleport call key when you need a bot near you.
User avatar
Lagi
Posts: 668
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

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

Post by Lagi »

:o

this is amazing. It work quite well in Doom.

I try to play with bot Heretic (no mods). Here is the result:

bot Gaz shoot few times from gold wand, and then try real hard to hug the gargoyles. I thought he swap to staff, but no - I guess he want to die for my sins, multiple times apparently.

Not sure if I dont set something up properly in options? I put the bot.cfg in main zdoom file.
User avatar
TDRR
Posts: 806
Joined: Sun Mar 11, 2018 4:15 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

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

Post by TDRR »

Lagi wrote::o

this is amazing. It work quite well in Doom.

I try to play with bot Heretic (no mods). Here is the result:

bot Gaz shoot few times from gold wand, and then try real hard to hug the gargoyles. I thought he swap to staff, but no - I guess he want to die for my sins, multiple times apparently.

Not sure if I dont set something up properly in options? I put the bot.cfg in main zdoom file.
That's weird. Try going into the TDBots options menu (you can bind a key to it in the customize controls menu, at the bottom), and enabling ammo and health regeneration, which should help. I don't know why that happens (Normally the bot should change to it's melee weapon when it respawns and it's primary weapon is out of ammo), but I'll investigate and try to find the cause.

Return to “Gameplay Mods”