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Re: POD Bot mm V3 the latest released build
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KWo
Developer of PODBot mm
 
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Default Re: POD Bot mm V3 the latest released build - 04-10-2008

The latest release - V3 Build 20a

+ Added the invisibility check, so if the player is invisible, the bot cannot see him (at least until invisible player is starting to shoot at him - then - he can see the fire from his gun, so he is trying to answer with fireing at that direction).
+ Added affecting bots by darkness (thanks to PMB and his RACC code) - same like above - if in the dark room the enemy is starting to fire at the bot, so he can see the fire from the enemy's gun - then the bot is fireing at that direction, too.
+ Expressed the meaning of pb_detailnames cvar (0 - no skill and no [POD] prefix, 1 - skill as sufix and [POD], [P*D] and [P0D] prefixes added to the name; 2 - only the prefix is added to the name (no skill as the sufix added); 3 - only the skill sufix is added (no [POD] tags added).
+ Added pb_maxcamptime cvar (default 30) - the maximum time You allow the bot camping in one place - after that time it has to go to another place.
+ FIXED problem with reloading the weapon at the round start.
+ Added - if the bot has less money than 900, sometimes they will try to save the money by not buying any new weapon.
+ Changed - reverted back - the bot is taking care about the closest sound instead of the most loud one. The sound is also affecting the bot at least 1 second again (to prevent changing aim direction too often when hearing something).
+ FIXED - if there is no enemy nearby and the bot is going to pass the door, the bot is facing the door to open them in the right direction.
+ FIXED - when the bot is turned into the chicken (ChickenMod), it is now able to pickup hostages and defuse the bomb.
+ Added more code for Ts to better choose the bombzone (if too many enemies near the closests bomb-spot, the bot is trying to go to another one).
+ Changed - if the bot has more money and already has a primary weapon, he is buying now a better primary weapon. The bot is not droping the higher price weapon at the new round start to buy the cheaper one - but in his opinion - better one.
+ Changed - for linux i386.so version - statically linked with libstdcc++6.so - big thanks to THE_STORM for figuring it out.
+ Changed - if the bot is chickened, it is not buying any primary nor secondary weapon anymore (the new coming ChickenMod is forcing the player to drop the gun, so no reason to lose money by the bot).
+ Changed the code for CTs to better find the planted bomb.
+ Added - since the bots are affected by darkness, they have to use flashligths. Thanks THE_STORM and Immortal_BLG for tips.
+ Added more info for wrong waypoints connection "Waypoint problem. No path found" message should also say between which nodes the path is missing).
+ FIXED the bug with radio commands the bots were saying to nobody (if none of teamnates was yet alive).
+ FIXED the bug with pb_mapstartbotdelay (thanks to Orangutanz to point it out) and pb_wptfolder cvars not loaded for the first map.
+ Added the new cvar pb_latencybot [0|1] which lets You show one the scoreboard the string [BOT] instead nothing.
Note - it works only when the bot is adding/creating, so changing the cvar later doesn't affect any bot already in-game.
+ Changed a bit behavior of using flashlights (no longer used while attacking or they can hear the enemy nearby - so they aren't easy target anymore).
+ Addded - Bots are buying and using nightgoogles on dark maps.
+ Changed - the bots are no longer trying to use any weapon except knife if they are zombies.
+ Changed - the bots are trying to hunt/attack the enemies and jump more often if they are chickens/zombies.
+ FIXED problem with TeamInfo messages, so the bots should know better who is a friend and who is an enemy now.
+ FIXED problem with bots jumping while shooting from the sniper weapon.
+ Changed some code with pickup/defuse/attack priorities.
+ Changed - the bots as chicken and zombies are hunting their enemies yet more aggressive.
+ FIXED - Bot better uses the zoom (instead zooming in/out all the time) of sniper and assault weapons.
+ FIXED - When the bomb is planted the bots wanted to go to the target using the shortest path (so all of them could get easy get killed by waiting Ts). Now they are getting the path according to the "danger" data experience.
+ FIXED - Bots were trying to get the same waypoint to camping while defending some position (for example the planted bomb).
+ Changed - the bots are trying to hit the enemy behind the obstacle more often now (if he could be seen or heard before).
+ Changed - the bots are not trying to spray so much the ammo for the enemy behind the wall (just a little bit and with some interval time (15sec) it may happen again).
+ Changed - Filtering the aiming position to don't switch too often the position the bot should look at.
+ FIXED - The bot is switching now to the secondary weapon for short distances to the enemy, when is using the sniper weapon.
+ Changed - The nade throwing - the bot checks where the enemy is looking at (if visible) to prevent to be an easy target (or throws it at near expected enemy's position - if the enemy is behind some obstacle).
+ Changed - Some functions more frequently called are using static variables now, so it should be better optimized in execution now.
+ FIXED problem with bots looking very often at the ceilling.
+ Changed - Forcing CT bots stop camping and trying to defuse the bomb if the defuser got killed.
+ Changed a bit method of checking if the entity to pickup (i.e. bomb) is visble.
+ FIXED - bots unable to find the bomb partially visible (by Ts and CTs).
+ Changed a bit blinded behaviour of the bot.
+ FIXED bots trying to avoid an approching grenade didn't check if they may fall down while moving back.
+ FIXED bots reloading the weapon didn't check if they may fall down while moving back.
+ FIXED - the bot should answer positive for the command "Follow me" only in the case it is really going to follow its "user".
+ Changed a bit the check for throwing grenade direction - it should prevent to throw the nade in weird directions (at least 50% reduced).
+ FIXED - CT bots are finding better the bomb to defuse it if they are nearby.
+ FIXED - bots weren't avoiding the nades throwing in their direction.
+ FIXED - better affecting bots by smoke grenades and flashbangs.
+ Changed - the bots should better aim the new WP while walking (so they should faster change the direction to go - better following waypoints).
+ FIXED - "Taking fire, need assistance" command was issued even if the enemy wasn't fireing at the bot.
+ FIXED - the bots shaking and circling effect (reduced 99%).
+ FIXED - the bots strafing while doing attack movement.
+ FIXED the calculation of the path's length according to the "danger" data experience.
+ FIXED the problem with spinning bot while throwing nades.