TDBots Mk2 - v1 (11/05/2022)

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TDRR
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Re: TDBots: The fast-performing bots v27 (16/02/2021)

Post by TDRR »

Added 2 mod patches, one for Meatgrinder, and one for an unofficial mod of Beast Incarnation, both patches were written by guest6777 so big thanks to him!
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TDRR
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TDBots v28: The "I CAN'T BELIEVE IT'S NOT A REAL PLAYER" upd

Post by TDRR »

New update!
I've probably said in the past that more realistic player movement and bot orders are not worth the effort/impossible. Well, now past me looks even more like an idiot because this update includes that and quite a bit more stuff!

The highlights of this v28 update are:
-Bots move a lot more like a real player. Instead of always being able to stop
instantly and accelerate back to full speed immediately, they now take a
bit of time to accelerate and change movement directions.

-You can now give orders to bots! It's very basic, but aiming at a bot and
pressing the "Bot order" key (needs to be bound in customize controls!)
in cooperative will make that bot switch between hold position and roaming
modes.
The new "Allow bot orders" option ("tdbots_alloworder" CVAR) lets you
disable this even in cooperative, if you choose to.

-New command: tdbots_dumpnodes. This dumps the current map learning results
(updated until 2 minutes into the match).

This very much allows you to export them as any regular nodelist, like
the ones created in nodestudio for instance.

-Bots now walk when moving through a path of precision nodes, to avoid falling
off easily (with moderate success, needs testing :p)

And a couple other fixes. Check out the full changelog in the first post if you're interested, and download the mod while you're at it too!
mrgyv
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Re: TDBots: The fast-performing bots v28 (19/06/2021)

Post by mrgyv »

You are the best! TDBots-QCDE work with this upgrade?
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TDRR
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TDBots v29: The BASED CODE SCRIPT update!

Post by TDRR »

NOTE: if you downloaded v29, please update to v29b! It's a hotfix to fix a bug with the auto teleport randomly teleporting bots online, when no player is in-game.

It's that time, yet again! It's not the biggest update ever, but it sure has a couple requested features, and an important change.

I'll let the changelog speak for itself:
-Switched to using BCS as the compiler. Some of it's features are currently used, like enums and getting the length of an array (for chat arrays).

-Added option to teleport bots to the player they're following automatically if they're too far away (tdbots_autoteledist).
(yes, you can stop asking for this one now lol)

-Bots now alert monsters when shooting.

-New global flag: TDBots_EnableAnimation. If an actor named like this exists, animation overrides that were always on from pre-v28 builds are enabled.
Alternatively, the tdbots_forceanim CVAR also does the same.

-Bots now turn around if they've been sliding along a wall for too long (mostly relevant when navigating without waypoints, any players, or map learning enabled).

And a couple other minor fixes.

Thanks to everyone for the support, and thanks to guest6777 who's been creating some patches, namely for Complex Doom Invasion, Futur War and Shotgun Frenzy Plus. Need help with those difficult waves? Go try them out!
Last edited by TDRR on Tue Aug 17, 2021 5:47 pm, edited 1 time in total.
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TDRR
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Re: TDBots: The fast-performing bots v28 (19/06/2021)

Post by TDRR »

mrgyv wrote:You are the best! TDBots-QCDE work with this upgrade?
Forgot to reply. If you use QCDE... 2.5 I think was the update the patch was made for? It'll work with the current TDBots version. However, I don't believe 2.6 is gonna work with the patch. You can try if you want.
Tuomas_Gaming
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Re: TDBots: The fast-performing bots v29b (17/08/2021)

Post by Tuomas_Gaming »

The bots seem to have perfect aim. Is there a way to change/fix this?
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TDRR
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Re: TDBots: The fast-performing bots v29b (17/08/2021)

Post by TDRR »

Tuomas_Gaming wrote:The bots seem to have perfect aim. Is there a way to change/fix this?
Check the menu in Customize Controls. Easy Mode is probably the setting you're looking for (you can also set tdbots_easymode to 1 in the console).

Other than that though, there's pretty much nothing else to worsen their aim, I'll look into adding a more severe setting for v30.

Also do note that this mode is much less effective in G/ZDoom because the ZCajun bots usually cause some interference (and to my knowledge, there's practically nothing I can do to fix that mod-side). I'd definitely recommend using Zandronum whenever possible.
Declan210
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Re: TDBots: The fast-performing bots v29b (17/08/2021)

Post by Declan210 »

Just wondering how I make a request for a patch for the aliens eradication mod as the bots dont shoot at the enemies I'm guessing because of the new weapons. Thanks
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TDRR
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Re: TDBots: The fast-performing bots v29b (17/08/2021)

Post by TDRR »

Updated! This update has some super good stuff that's been wanted since day one!
And also fixes a handful of issues, a couple that have happened for a very long time. Oops.

Here's most of the changelog:

-Added an universal patch for Zandronum! When loaded (and it should be loaded
last in the load order), the bots are able to fire any mod weapons the
native Zandronum bots could, and also know if a weapon is a melee weapon
automatically.

-Added a waypoint list addon for QC:DE maps! Currently 6 FFA and all 4 duel maps
are supported, with more to be added in the future.

-The Rocket Arena weapon list now doubles as a weapon selection list.
So, if the mod has a RA weapon list, bots can randomly switch between
the weapons listed in it, if they have the weapon (independent of whether
Rocket Arena is on or off).

-Bots now use MeleeRange instead of Accuracy as the property to set their
movement speed.
This also fixes Strife compatibility. It's been broken since
v17! Very sorry for this long-standing issue!

-Bots now set the speed to default if undefined after morphing. Fixes a bug
most notably in D4T that would keep them from moving while under the
effects of a demon rune.

-Nodes can now be placed in the map itself correctly, as in old versions.
Load the TDBots pk3 as a resource and you should see a new category with
the nodes in a supported editor (DB2 and newer, and SLADE) with some fancy
icons courtesy of inkoalawetrust!

-"bot has no script defined, he will not do anything" message removed in Zandronum.

-Fixed bug that would make the bots say "lol tdrr fix this you moron" randomly.
(at least the message does it's job, lol)

-And added a SPECIAL_THANKS lump, thanking a few people for contributions and
motivation.
I hope I didn't miss anyone!
Declan210 wrote:Just wondering how I make a request for a patch for the aliens eradication mod as the bots dont shoot at the enemies I'm guessing because of the new weapons. Thanks
A bit of a late reply, but hopefully this mod is compatible with the universal weapon patch new to v30.
Declan210
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Post by Declan210 »

The universal patch is awesome just one small thing I'd like to see the option to disable bots taking damage from toxic waste/lava etc as on some levels they constantly die
To it.
Tekunofiria
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Post by Tekunofiria »

I'm on GZDOOM v4.5.0 and the bots are struggling against targets on a different height level than themselves. Even on Entryway, they strafe around the starter staircase missing every shot until the zombies get on the same height as the bot. The bots can't kill anybody if they are higher or lower, even by a small margin like the first staircase of entryway. Through coop spy, I saw what the bot could see, and it would aim off-target or down at the floor instead of at the enemy. The bot did fine when fighting the imps in the hallway since they were on the same height, but in the next room with the higher platform, the bot couldn't kill the zombies up there no matter what weapon they spawned with. It happens in DM, too, but strangely enough when I enable the "Player is a TD bot" setting" and restart the map to let a bot control my character, the aim is perfectly normal and the bot aim was perfect regardless of height level. I changed every setting I could, including disabling their AI, but nothing improved their accuracy, only tested using the bots on Doom 2 with no other modifications made.
Declan210
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Post by Declan210 »

This isnt something you can probably fix but using the complex doom mod as well as the patch when the bots die they switch to their fists and never change to any weapons probably nothing to do with your mod but its disappointing complex doom is a great mod
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TDRR
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Post by TDRR »

Tekunofiria wrote:I'm on GZDOOM v4.5.0 and the bots are struggling against targets on a different height level than themselves. Even on Entryway, they strafe around the starter staircase missing every shot until the zombies get on the same height as the bot. The bots can't kill anybody if they are higher or lower, even by a small margin like the first staircase of entryway. Through coop spy, I saw what the bot could see, and it would aim off-target or down at the floor instead of at the enemy. The bot did fine when fighting the imps in the hallway since they were on the same height, but in the next room with the higher platform, the bot couldn't kill the zombies up there no matter what weapon they spawned with. It happens in DM, too, but strangely enough when I enable the "Player is a TD bot" setting" and restart the map to let a bot control my character, the aim is perfectly normal and the bot aim was perfect regardless of height level. I changed every setting I could, including disabling their AI, but nothing improved their accuracy, only tested using the bots on Doom 2 with no other modifications made.
This is due to a change in pitch calculation in GZDoom I believe. I'll fix it for the next version.
Zandronum also suffers from this same issue, but it's a limitation with that bot system and there I can't really fix it.
Declan210 wrote:This isnt something you can probably fix but using the complex doom mod as well as the patch when the bots die they switch to their fists and never change to any weapons probably nothing to do with your mod but its disappointing complex doom is a great mod
The patch needs to be updated to support weapon switching. I'll try that.
Declan210
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Post by Declan210 »

All right thanks for the reply
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Re: TDBots: The fast-performing bots v30 (06/11/2021)

Post by yum13241 »

I'm getting a zillion errors saying that there is an unknown item type in my mod and the error also calls you a moron and I can't figure it out. This only happens in rocket arena, and it also talks about a runaway script TDBots_BotSetup or something like that being terminated., and i have the following in language.tdbots

Code: Select all

[enu default]

TDBOTS_RA_WEAPONS = "AutoShotgun;ExplosiveLauncher;AltSuperShotgun;PlasmaGun;OldBFG9000;PreciseChaingun";
TDBOTS_RA_AMMO = "Clip;Shell;RocketAmmo;Cell";

And yes, those weapons exist in mod.

NOT A PLUG: (Download removed as to not look like i'm plugging my own mod)

Type tdbots_rocketarena 1, then start a dm game with the mod loaded. Lo and behold, a zillion errors! What's wrong on my end?[/s]


Looks like i'm the moron, I didn't need rocket arena compat, TDBots handled it by itself.

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