Quote:
Originally Posted by PrestonKh
I noticed something weird on Beach now that I come to think about it. The bots jumped awfully a lot in the Axis side in the radio room / spawn room. They tended to bunch up, but 2 or 3 minutes later separate. Otherwise, I have to say they are very impressive with nading and artillery striking.
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Those spaces tend to be pretty tight, to the bots anyhow, and they sometimes jump around to avoid getting snagged on some lip. The RtCW maps were not intended for bots, and there are a LOT of small clipping errors, tiny lips, and bugs within the maps (ESPECIALLY mp_beach). You don't notice them anymore after all this time, and you get around and avoid them subconciously, but the bots do notice them, and sometimes need to jump to avoid them.
I don't think you'll be able to play with 64 bots on a server, unless you put them on a seperate box that you use as your server, then connect to it. :'(
Sorry, but they are a MASSIVE CPU drain when you get to those kinds of numbers, and its only going to get worse as I improve them and make them smarter. The "official" bot count I support is, and will always be, 16, tho 32 is possible on some maps without too much of a drain. :-/
Thanks for the comments about their nade/airstrike ability - I've worked incredibly hard on those systems.
In the next release, any GFX extras I add will be an optional, extra download. That way if you just want the bots, you can get them, and if you want some extra eye candy, you can get that too.
MarD: I checked out your demo - it had to be something weird with your install, because even the bots were affected by it, and I can guarentee it has NOTHING to do with my code. The demo itself showed all kinds of weird graphical glitches too. I'm glad the re-install fixed the problem.
Eng bots are intelligent enough to see the bombs of teammates, and know to arm them too, incase you die or get distracted. Its a feature I spent a LOT of time adding, and so far your the first to comment on it. Thanks.
Denny: Heh, I've seen humans do that, tho for not as long. Hell, when I'm a med I won't heal a LT who wont arm me when I'm running around with only a knife, and I'm begging him for ammo.
When the bots get in a "Hey! I need some supplies here!" mindset, they can be one track minded about it, hence the stare down. Its something I'll have to test better (this is the first time I've ever heard of it happening, but knowing the code like I do, can see how it could happen).
The wall problem is a shortcoming of the code ATM - I keep the use of the pathfinder to a minimum, and if they think they don't need it, they won't use it. Obviously in this case they are wrong, and they get stuck, because its still possible to see your enemy by backing up. Its something I need to work on in the future (TBH: all of their combat systems need a lot of work).
Panzers Gone Wild always starts with the panzer, but he is another case where after the wall blows, he can decide to switch weapons, to something that is better for close quarters combat. Hence the switch to the venom. If you re-start the map, you'll notice hes got the panzer again. Its something only the allied team did last version (switch weaps based on needs), but now I had the axis do it too.
Next version, the bots will also changes classes based on needs (more engs to blow the walls, but after they're blown, more LTs and MEDICs).
Thanks for the positive comments guys - I'm glad your enjoying Fritz!