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Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Thu Aug 18, 2022 2:36 pm
by mrgyv
Aim accuracy 0 10-5 win))))

Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Fri Aug 19, 2022 3:32 am
by mrgyv
TDRR wrote: Wed Aug 17, 2022 3:07 pm Yes, they do. They won't automatically search for them if there's no players, but if you have map learning enabled they'll pick up the items you pick up.
This is great!
Could you tell me aiming accuracy with easy mod working?

For example aiming accuracy 4 with easy mod=aiming accuracy o without easy mod.

And could you tell me PvP auto joining bot settings work tdbots or this settings add original bots?

Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Sun Aug 21, 2022 6:14 pm
by TDRR
mrgyv wrote: Fri Aug 19, 2022 3:32 am And could you tell me PvP auto joining bot settings work tdbots or with settings add original bots?
Bots will autojoin as they normally do in QCDE, the TDBots change nothing about that.
Not sure what you mean with "add original bots". You mean the bots QCDE comes with, like "Doomslayer", "Ranger" and such? Those can't be spawned in unless you load QCDE last, but I REALLY recommend not doing that, because they won't work correctly.
mrgyv wrote: Fri Aug 19, 2022 3:32 am For example aiming accuracy 4 with easy mod=aiming accuracy o without easy mod.
I imagine it's basically like that? Not too sure.

Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Thu Aug 25, 2022 1:42 pm
by mrgyv
TDRR wrote: Sun Aug 21, 2022 6:14 pm
Bots will autojoin as they normally do in QCDE, the TDBots change nothing about that.
Not sure what you mean with "add original bots". You mean the bots QCDE comes with, like "Doomslayer", "Ranger" and such? Those can't be spawned in unless you load QCDE last, but I REALLY recommend not doing that, because they won't work correctly.
No. I was asking about how this setting works with the tdbot. At first time I added a bot using this setting. Now I use tdbots menu. Sorry for my mistake. I'm writing from my mobile.🙂
mrgyv wrote: Fri Aug 19, 2022 3:32 am For example aiming accuracy 4 with easy mod=aiming accuracy o without easy mod.
TDRR wrote: Sun Aug 21, 2022 6:14 pm I imagine it's basically like that? Not too sure.
If it is true it is very cool. No need to reload the game to change the difficulty.

Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Mon Sep 05, 2022 8:34 pm
by EpicTyphlosion
Dumping learning results only seems to work in deathmatch. Is this normal?

I've also noticed the bots can't be walked through, even in cooperative. This can cause some issues with some maps, mainly spawn telefragging on maps with few spawns.

Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Tue Oct 11, 2022 9:07 pm
by Critzhater76
Ayy! Is there a chance that you or anyone can make a patch of this cool PB3.0-like mod which is Extra Doom. If you don't mind. It seems that the bots won't switch weapons during my gameplay test which is sad for me. Even in deathmatch

Here's the link to the mod anyway
https://www.moddb.com/mods/extra-doom-m ... ix-vercion

Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Wed Oct 12, 2022 7:59 pm
by TDRR
Sorry for the late reply on this.
EpicTyphlosion wrote: Mon Sep 05, 2022 8:34 pm Dumping learning results only seems to work in deathmatch. Is this normal?
Yes. Pre-placed nodes do absolutely nothing at all in PvE modes. Nothing to really do either, bots aren't supposed to play maps on their own (and that's not something I plan to ever add, it's just not worth the trouble).
EpicTyphlosion wrote: Mon Sep 05, 2022 8:34 pm I've also noticed the bots can't be walked through, even in cooperative. This can cause some issues with some maps, mainly spawn telefragging on maps with few spawns.
Not a bug. You can't walk through players or Zandronum bots either (I think there's a flag in Zandro for that but obviously you'll need to enable it yourself).
Critzhater76 wrote: Tue Oct 11, 2022 9:07 pm Ayy! Is there a chance that you or anyone can make a patch of this cool PB3.0-like mod which is Extra Doom. If you don't mind. It seems that the bots won't switch weapons during my gameplay test which is sad for me. Even in deathmatch
Yeah that's normal, I guess I'll try to make a patch later if it doesn't have too many weapons.

Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Sun Feb 26, 2023 2:18 am
by Critzhater76
Ayy @TDRR

How can I change chat quotes cuz I just made my own BOTINFO.txt and just downloaded a Skin Pack? I'm tired of the same messages and I just wanna change them up for real

Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Mon Apr 03, 2023 6:10 pm
by TDRR
Critzhater76 wrote: Sun Feb 26, 2023 2:18 am Ayy @TDRR

How can I change chat quotes cuz I just made my own BOTINFO.txt and just downloaded a Skin Pack? I'm tired of the same messages and I just wanna change them up for real
I personally just wouldn't bother, it's more effort than it's worth. If you want separate quotes for each bot name, that won't be added, but if you simply want to change the pool of messages for all bots then that's possible, but I can't really give much support for that.

You'll need to use zt-bcc: viewtopic.php?t=77151
Since vanilla BCC won't work to compile the TDBots source code. I'm 100% sure it won't compile out of the box though (since the source was written for an old version of zt-bcc), so most likely you'll have to add the following to somewhere before the strict namespace block in TDBots.bcs:
#pragma raw define on #pragma raw include on
You may also need to remove any pragma statements already there, if there's any, I don't remember if I had added those by that point. Then in TDB_Chat.acs there's the message arrays, which should hopefully be fairly obvious in how they're modified.

This is all going off memory and I might be misremembering, but I think that's how it was.

Re: TDBots Mk2 - v1 (11/05/2022)

Posted: Mon Jan 15, 2024 6:05 am
by MrYossarian
After fiddling around with the old versions of TDBots, I found out that the last version of TDBots that work with ZDoom without any modifications is TDBots v26c.

Here's a link to it for anyone that is interested: https://www.mediafire.com/file/uztntqip ... c.pk3/file

Re: TDBots Mk2 - v1 (11/05/2022) (Dead)

Posted: Thu Jul 17, 2025 9:48 pm
by TDRR
NO LONGER ACTIVELY MAINTAINED
I won't be releasing any more updates myself, however the Github repository is available for anyone that wants to fork and continue development: https://github.com/TDRRmk2/tdbots/tree/main
This contains the final changes I did for Quake Champions: Doom Edition. It probably doesn't run properly on mainline Zandronum, and is outdated vs the latest improvements available in zt-bcc (uses a zmemory fork instead of libbcs for it's memory allocation and things like that).

Figured I'd post about it since I got asked about this like, yesterday.