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changelog.txt
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changelog.txt
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==============================
FoxBot Version History
==============================
--------------------------------------------------------------------------------
Version 0.911
??-??-202?
Updated by RoboCop
--------------------------------------------------------------------------------
- Added Metamod-P-APG and HLSDK 25th headers for forwards compatibility
- Modernised codes by replacing the enumerators and memsets with constexpr and zeroing out arrays
- Reducing excessive bunnyhop waypoints for those stock maps
- String fixes done with a small help from Cheeseh from RCBot
TODO List:-
>> To allow bots to understand on how to shoot door buttons, if touching them doesn't work like in well or alchimy maps
>> Complete 'botdontmove' in order for "GolfBots" to stay stationary
>> Fix bots navigation when shot by enemies as they sometimes cannot seem to detect where damage is coming from
>> To prevent bots from shooting at spy corpses too long as they aren't aware that a player switched teams as enemy spy
>> To improve the pipebomb laying trap pattern and to plant near the flag
>> BONUS: Maybe add a feature for bots to have experience and wisdom or learned data in order to be a bit more human
--------------------------------------------------------------------------------
Version 0.87
April-13-2024
Updated by RoboCop
--------------------------------------------------------------------------------
- Added new waypoints:-
+ alchimy
+ alchimy_l
+ alchimy_l2
+ alchimy_lg
+ axlfly8
+ axlfly9b
+ 2kfort4_b2
+ de_dust2
+ eleventh
+++ hollywood
+++ hollywood2
+ juno
+ piebowl
+ mulch_dm2
+ pox
+ signal
- Added support for SSE4.2 Linux Server CPUs
- Preventing bots to get stuck underneath ramps for 2fort, shutdown2 and well
- Preventing bots from pursuing enemies when waiting in elevators, especially in well flag room
- Demobots should now properly plant detpacks in well grates
- Reduced the likelihood of buffer overflow crashes
- Improved on the Windows entity interface and vector coding issues
- Reinstated the HUD display messages for Listenserver Welcome Messege and Waypoint Author
- Removing unwanted HLDM skin selector code that were used from HPB Bot Template
- Spectate Debug text now realigned to the left for a better visual
- Bots will ignore returning to their respawns in flagrun to prevent their flags they are carrying being returned to Neutral Flag Room
- Bots will no longer toss grenades in a far distance nor aim their guns in the skies or ceilings
- Bot's average aggression increased for improved action and tactics
- Scouts, Spies, Medics and Engineer bots will no longer use their lame default weapons when spawned
- Bots will use Nail Guns to destroy SG Turrets from a long distance
- Soldier bots should now Rocket Jump slightly better, and for Medics and Scouts to Conc Jump
- HW bot's Minigun accuracy reduced to give them more recoil and less aimbot
- Sniper bot's average accuracy reduced to avoid more aimbot shots and headshots
- Nailguns and Super Nailguns should now be very accurate as those guns are meant for destroying SG Turrets
- Repaired some rogue pathways in baconbowl_r, bases2k3, cornfield, destroy_l, junob7, ksour, momentum_l, mulch_dm2b1, openfire_l, openfire_lowgrens, phantom,
rock2, sandbowl_r2, schtop, sniperzone, sniperzone_r and warpath_r2
- Added some more Rocket/Conc Jumps for avanti, baconbowl_r, chimkey_l, destroy_l, palermo, rock2, ravelin and sandbowl_r2
- Added more support for lbdustbowl and tfc_stargate
- Special thanks to Tovasritch for uploading 5 rare waypoints
TODO List:-
>> To allow bots to understand on how to shoot door buttons, if touching them doesn't work like in well or alchimy maps
>> Complete 'botdontmove' in order for "GolfBots" to stay stationary
>> Fix bots navigation when shot by enemies as they sometimes cannot seem to detect where damage is coming from
>> To prevent bots from shooting at spy corpses too long as they aren't aware that a player switched teams as enemy spy
>> To improve the pipebomb laying trap pattern and to plant near the flag
>> BONUS: Maybe add a feature for bots to have experience and wisdom or learned data in order to be a bit more human
--------------------------------------------------------------------------------
Version 0.85
December-23-2023
Updated by RoboCop
--------------------------------------------------------------------------------
- Added new waypoints:-
+ 2kfort23
+ 2kfort5
+ junob7
+ lastresort_b1
+ gauntlet
+ tfc_orange
- Modernised RSM's angle bug fix
- Added C++17 Standard library functions support for Win32 and Linux
- Bots will now bunnyhop in stock maps plus shutdown2 and xpress2k4 but only in appropriate areas like wide spaces
- Both Win32 and Linux builds now compiled using AMBuild
- The waypoint `pathwaypoint_connect` will now auto connect path to neighbouring waypoints but at a shorter distance
- Reverted the `ProcessCommanderList` coding from version 0.791
- Added Path Check in Hunted Security Garages for bots to replenish ammo and health or escape
- Fixed the bot_chat cvar from not allowing bots to talk freely
- Fixed the `WRITE_BYTE` implicit conversion for waypoint coding
- Fixed the waypoint path in avanti that prevented bots from emerging from Defence base after capping CP3
- Enhanced the waypoint area data for dustbowl
- Repaired the rogue pathways for murderball-2002, rats, rat2 and rats3 plus they can now bunnyhop
- Optimised the waypoints and paths for rock2 in order for bots to focus more on its objectives
- Engineers will no longer go around SG turrets when repairing/upgrading
- Removed lame SG Turret nodes for 2fort, avanti, crossover2, epicenter, rock2 and well in non recommended areas
TODO List:-
>> Complete 'botdontmove' in order for "GolfBots" to stay stationary
>> To allow medic bots to heal more often, but not allow `JOB_BUFF_ALLY` to consume too many cells as engineers
>> To allow soldier bots to Rocket Jump easily
>> Fix bots navigation when shot by enemies as they sometimes cannot seem to detect where damage is coming from
>> To allow bots to use Nail Guns for destroying SG turrets, when out of nades or from a long distance
>> To prevent bots from shooting at spy corpses too long as, they aren't aware that a player switched teams as enemy spy
>> Allow bots to toss grenades at a higher elevation angle and from a lower distance as their target aim is too far
>> BONUS: Maybe add a feature for bots to have experience and wisdom or learned data in order to be a bit more human
--------------------------------------------------------------------------------
Version 0.801
November-05-2022
Updated by RoboCop
--------------------------------------------------------------------------------
- Added new waypoints:-
+ congestus_lg
- Added area for bots to report Sentry Built in dustbowl hut entry in CP1
- Fixed typo bot team report for avanti area file
- Added more delay for bots to Team Report to prevent annoying chat flooding
- Increased priority for bots to steal flags
- Improved floating point precision
- Reduced spy feigning time to prevent idling for too long
- Added a longer bot load config delay when changing maps or using `addbot` too rapidly to reduce crashes
- Reduced infinite loops for enhanced stability and less CPU consumption
- Increased the bot's flexibility to steer quickly when turn corners and aim faster
- Optimised pathway for 2fort, shutdown2, rock2, well and dustbowl
- Repaired rock2 waypoints and the rock2 variants by allowing bots to cap properly
- Reduced the likelihood for blue bots to go the wrong way after capping CP2 in dustbowl
- Reduced the likelihood for bots to go into the 2fort water to prevent long tasks for capping flags
- Improved bot's visual on locating stray ammo bags
- Reverted waypoint max Reachable Range, jobList and jobFunction structure
TODO List:-
>> Fix bot_chat cvars
>> Fix bots navigation when shot by enemies as they sometimes cannot seem to detect where damage is coming from
>> To prevent engineers to go around SG turrets when repairing/upgrading
>> To allow bots to use Nail Guns for destroying SG turrets, when out of nades or from a long distance
>> To prevent bots from shooting at spy corpses too long as, they aren't aware that a player switched teams as enemy spy
>> Allow bots to toss grenades at a higher angle and from a lower range as their target aim is too far
>> BONUS: Maybe add a feature for bots to have experience and wisdom or learned data in order to be more human
--------------------------------------------------------------------------------
Version 0.800
September-10-2021
Updated by RoboCop
--------------------------------------------------------------------------------
- Added new waypoints:-
+ axlfly
+ botspree
+ dustbowl_old
+ dustbowl2_v2
+ gen_complex
+ insideout
+ lbdustbowl
+ madcanyon
+ mulch_dm2b1
+ murderball1_3
+ osaka_l
+ osaka_r2
+ rats2v2
+ rock2_2way_r
+ rock2_open_r
+ sandbowl_r
+ turbine
+ warpath_r2
- Reinstated the 'foxbot_commander' feature
- Reduced fire delay for Sniper's Auto-Rifle
- Reduced further more redundant codes and added more C++14 support
- Reduced overflow issues and instability crashes
- Reduced Reachable Range to prevent waypoints creation from adding too many junctions
- Fixed Listenserver foxbot.cfg and other .cfg load failures
- Added some support for murderball, murderball1_3 and murderball-2002
- Fixed the unreachable waypoint in warpath as well as enhanced its other waypoints
- Reduced StartFrame stack by reducing some unwanted features and lines that exceed it
- Added more reaction time delay for bots to attack enemies as they were too quick to respond
- Improved dustbowl waypoint by removing rogue pathways in the Jump Point for Capture Point 1, 2 and 3
- bot_job_think.cpp adjusted for the Medic and Engineer bots to heal their team mates more often
- botdontmove, bot_chat, min_bots, max_bots, bot_bot_balance and bot_team_balance cvars should now operate properly
Known bugs:-
>> Soldier bots tend to struggle for rocket jumping in awkward areas that can block its way
>> Sniper bots tend to TK when Friendly Fire is on, when interacting with their team's sentries and teleports
--------------------------------------------------------------------------------
Version 0.793
September-26-2020
Updated by RoboCop
--------------------------------------------------------------------------------
- Fixed high bots CPU usage and buffer overruns
- Fixed load with non-metamod crashing the game
- Removed some more redundant codes
- Added some Clang compiler fixes and performance fixes
- Spies won't select enemy Scouts, Medics, HWs and Engineers disguises as their speeds and lame default weapons can easily blow their covers
- Repaired some rogue pathwaypoints for 2fort, avanti, cz2, palermo, rock2, sandbowl_r2, shutdown2 and well
- Allowing bots to avoid firing lame weapons like nailguns, laser railguns and dart tranq guns too often
- Limited the bot frame rate movement to 60Hz
- Increased bot job priority for collecting ammo and healing teammates
- Added script for the bots to know how to disable flag room security
- Reduced bot job priority for solders to avoid rocket jumping too often
- Removed excess Conc/Rocket Jump waypoints in dustbowl in awkward areas and due to the lack of conc nades
- Optimised 'foxbot_commander.txt' by removing excess 'strlen' loops
Known bugs:-
>> Soldier bots tend to struggle for rocket jumping in awkward areas that can block its way
>> Sniper bots tend to TK when Friendly Fire is on, when interacting with their team's sentries and teleports
>> botdontmove, bot_chat, min_bots, max_bots, bot_bot_balance and bot_team_balance cvars may not be 100% operational
--------------------------------------------------------------------------------
Version 0.792
March-29-2020
Updated by RoboCop
--------------------------------------------------------------------------------
- Further optimisation fixes
- Linux build compiled with the newer GCC/G++ 8
- Replaced most of the C style casts with C++ casts
- Increased engineer priority task to maintain sentries
- Increased medic priority task to buff and heal team mates
- Increased collect ammo priority to allow both engineers and snipers for defensive tasks
- Reduced sniper accuracy for each of the 5 bot skill settings
- Enhanced the dustbowl waypoints even further to remove lame sentry deployment areas
- Altered the dustbowl map config to allow Red Engineers to spawn first
- Corrected the hunted map config where Sniper assassins could not spawn
- Fixed depreciation warning for 'SpyDetect'
- Fixed some potential code issues
Known bugs:-
>> '[META] WARNING: Plugin didn't set meta_result: foxbot_mm.so:engClientCommand()' still appears to occur
>> Soldier bots tend to struggle for rocket jumping in certain areas
>> botdontmove, bot_chat, bot_bot_balance and bot_team_balance cvars may not be 100% operational
>> FoxBot appears to crash sometimes on Windows Listenservers
--------------------------------------------------------------------------------
Version 0.791
August-07-2018
Updated by RoboCop
--------------------------------------------------------------------------------
- Removed unwanted tchar.h dependencies that are no longer required - Thanks to Globoss
- Linux build should now work for Assault and Capture Point maps due to syntax error fixed - Thanks to Globoss
- Fixed Write Strings and compile time for version.cpp that fails on GCC 6+
- Fixed extdll.h that appears to fail to compile on GCC 6+ for #ifndef min and max
- Added optimisation for faster float point for Win32 build
- Linux build optimised for floating-point arithmetic and tuned for newer arch
- bot_job_think.cpp should be fairly adjusted for the bots to choose their paths and tasks wisely
- h_export.cpp Linux 'h_Library' can now detect both old and new TFC server build (tfc.so or tfc_i386.so)
- Added teleport waypoints for baconbowl_r, chimkey_l and siege
- Added more map configs for rats maps, plus turkeyburgers2002, fishburgers and donutburgers to spawn 1 sniper per 4 teams
- Enhanced the map configs for the Assault & Defend maps, rock2 and flagrun to spawn the recommended bot classes for each team
- Enhanced the hunted waypoints to prevent the Red team and the Hunted wondering back and forth in entrance tunnel
- Added some more defensive waypoints for avanti, casbah, flagrun, chimkey_l and warpath
- Added some important conc/rocket jump waypoints for the stock maps, palermo, ksour, cornfield, baconbowl_r and sandbowl_r2
- Reduced the risk of bots invading enemy spawns for the stock maps, chimkey_l, tf2fort and ksour
- Reduced excessive waypoint and pathwaypoint quantity for rats, rats2 and rats3, rats_cmd, palermo and baconbowl_r
- Removed non recommended waypoints for dustbowl that includes sentry that are not suitable for defending CP3
- Fixed the waypoint problems for 55, openfire_lowgrens, xpress2k4, destroy_l, phantom, shutdown2, sandbowl_r2 and tf2fort
- Added new waypoints for bases2k3, momentum_l, mortality_l and hellion
Known bugs:-
>> '[META] WARNING: Plugin didn't set meta_result: foxbot_mm.so:engClientCommand()' still appears to occur
>> botdontmove, bot_chat, bot_bot_balance and bot_team_balance cvars may not be 100% operational
>> FoxBot appears to crash sometimes on Windows Listenservers
--------------------------------------------------------------------------------
Version 0.79
December-23-2016
Updated by RoboCop
--------------------------------------------------------------------------------
- Renamed Win32 binary 'foxbot.dll' as 'foxbot_mm.dll'
- Both builds recompiled and added some FPU compile flag support for SSE2
- Removed further HLDM and Op4 support
- Fixed the 'check if entity is a dispenser' coding that was mistyped
- Enhanced the dustbowl waypoints for preventing blue bots from going backwards
- Enhanced the shutdown2 waypoints for preventing bots from spawn camping
- Enhanced the cornfield waypoints for using detpack and more teleports
- Increased bot priority tasks for allowing engineers to focus more on building
- Removed ammo waypoints located in Nade Bag locations to reduce bots taking grenades to allow humans to obtain them
- Added some important concjump points for certain stock maps plus for palermo, destroy_l and shutdown2
- Added important FoxBot Map and Class Restriction map configs for TFC for like sniper only maps and hunted
- Added 'foxbot_mm_i686.so' Linux HLDSUpdatetool TFC compatible binary version for legacy support
- Added teleport waypoints for warpath, shutdown2, avanti, schtop, monkey_l, ksour and palermo
- New waypoints for 55, openfire_lowgrens, rats, rats2, rats3, xpress2k4, destroy_l, phantom, rats_cmd and tf2fort
--------------------------------------------------------------------------------
Version 0.78
August-20-2016
Updated by RoboCop
--------------------------------------------------------------------------------
- Added 'bot_team_balance' external integer for bot.cpp
- Fixed the unwanted 'const' for the bot global variables that fail for Win32 build
- Drop the '_i386' suffix build name for Linux binary version
- Both builds compiled for SteamPipe using HLSDK v2.3p4 and Metamod v1.21-p37 source codes
- Fixed the 'snprint' script that was used for the older FoxBot cpp files
- Removed non-required entities for TFC that were used from the HPB Template
- Removed support for HLDM, CS, FLF and Op4 from HPB Template to focus support for TFC
- Fixed code typo error for 'bot_max_inaccuracy' in bot_combat.cpp
- Linux version optimised as i686 build and fixed Linux binary for TFC SteamPipe Servers
- Both builds optimised for SSE2 code generation
- Fixed '[META] WARNING: Plugin didn't set meta_result: foxbot.dll:engClientCommand()'
that appears to be fixed from the newer HLSDK and Metamod kits
- Added a config variable 'botdontmove' to spawn stationary bots for the purpose of minigolf maps
--------------------------------------------------------------------------------
Version 0.77
August-31-2010
Updated by Zybby
--------------------------------------------------------------------------------
- Used a different compiler to create the Windows version.
Hopefully this will resolve a particular 'badf' load error some people have
been experiencing.
- The bot behaviour code has been re-written to allow for more advanced behaviour.
The bots can now multitask by keeping track of a number of jobs that they
currently want to do and prioritising which job they think is the most important.
- Medic and Engineer bots can now navigate via waypoints to a more distant ally
that they want to heal/repair.
- The bots can now wait for a Medic to reach them if they call for one.
- Fixed a problem where the bots didn't know they were still infected if the medic
who infected them then changed to a new class.
- Snipers can now stop and begin charging their rifles just before moving into
a sniper waypoint.
- Demomen bots can now use the Pipebomb Launcher as a normal combat weapon.
- Demomen wont detpack a waypoint if they arrive and find a detpack there already
or can see that it has been detpacked already.
- Bot Engineers can now volunteer to play offense or defense on their teams.
- Bots on defense can now patrol from defense waypoint to defense waypoint.
- The bots can now guard a flag that an opposing team has dropped.
They can also report it's location if they know the area.
- Bots of skill 1, 2 and 3 will now try to find somewhere to surface and breathe if
they start drowning.
- The hunted can go look for the last seen ally if he is alone.
He can also open the exit garage doors to let himself out.
- Intimidated bots can hide out of sight of an enemy and then wait a short while
for allies to come along.
- The bots can tell when a grenade has ceased to be a threat if they were avoiding it.
- The bots can now escort or pursue players they can't see by making predictions
about where to find them.
- The bots have a better understanding of how high they can concussion or rocket jump.
They also check for low ceilings, and can detect rocket/concussion jump waypoints better.
- If not facing a jump waypoint fully then the bots will pause until they're
ready to jump.
- When climbing ladders the bots check their height more precisely compared
with their next waypoint. i.e. they climb ladders more accurately.
They also try to prevent ladder traffic jams by jumping off before they occur.
- Bot navigation has been improved when they are fighting underwater.
- The Bots are better at recognising when they have fallen off of a ledge.
- Fixed a few problems when the bots try to use lifts.
- The bots can react to footstep sounds if footsteps are active on the server.
- Each bot has a memory for a maximum of three different Teleporter pairs at any one time.
First they can test any Teleporters they find to see where they go,
afterwards they can use them as shortcuts to destinations.
- The bots can now attack any enemy owned Teleporters they find.
- The bots can now attack any breakable items they come across.
- The bots will throw grenades more directly at the last known enemy position,
and will not twitch any more if throwing an uneeded grenade away.
- The bots crouch when they are just above their target so that their
close combat weapons can reach.
- Engineers will detonate their Teleporters if the waypoints they built them
at are no longer available(because of a map script).
- Updated the counter-classing code. Bots can choose certain classes if
those classes aren't on their team and they are getting killed by a player
who has a significantly better score than they do.
They may try to counter-class high scoring Snipers with Snipers or HW Guys,
Engineers with Spies, and Medics with Medics(to counter infection).
- Fixed a bug where two or more bots could end up with the same name even though
there were more than enough unique names available.
- New config setting: bot_allow_moods (0 - 1)
When set active each bot can have a randomly assigned set of personality
characteristics. Turn this off if you want all the bots to have the same
average personality profile.
- New config setting: bot_allow_humour (0 - 1)
When this is active the bots are allowed to go a bit crazy occasionally and
do fun stuff that probably wont help them win the game.
- New bot personality trait/mood.
Humour. i.e. how willing the bot is to do something daft to lighten the moment.
- New bot personality trait/mood.
Aggression.
More aggressive bots are less likely to back out of a fight, and more
likely to pursue enemies if they think they have the upper hand.
Low aggression bots are more cautious of enemies.
- New personality trait/mood: fairplay.
The higher this trait is the more likely the bot is to play honorably.
For example:
1. A more honorable bot is more likely to join a team that has the fewest
players.
2. A more honorable bot is more likely to switch teams if bot_team_balance
is switched off and the teams become unbalanced.
- New behaviour that may trigger if bot_allow_humour is active.
Individual bots may decide to go on the rampage with just close combat
weapons if they haven't seen any enemies for a while.
- New behaviour that may trigger if bot_allow_humour is active.
The bots can choose to go and spray a nearby wall if they haven't seen
any enemies for a while.
- New console command: spectate_debug (0 - 4)
This command has been created primarily for Foxbot development purposes.
When this is active a hosting human spectator(on a listen server) who comes really
close to a bot will trigger detailed debug messages about it's behaviour.
- Updated the bot chat system and the bot chat file.
Chat section headers are now enclosed by these symbols - '[' and ']'
The chat sections can also appear in any order.
Older Foxbot chat files are not compatible with this release(easy to convert though).
- A new pair of bot settings have been added.
bot_skill_1_aim and bot_aim_per_skill.
When used together you can set the accuracy levels for all bot skill levels.
Please see the foxbot.cfg or bot documentation for information on how they operate.
- Bot accuracy is now less twitchy and more human-like in style.
- Fixed the pause config setting(the delay before bots join the server).
Now it works as documented.
- New config setting: bot_create_interval.
This setting governs the delay between spawning one bot and the next
when the server is being automatically filled with bots.
- New bot setting added: bot_total_varies.
This setting can be used to help simulate playing TFC online.
When it is active the number of bots on the server will fluctuate from
min_bots to max_bots randomly.
- Different bots now prefer different classes which means:
1. If team balance is switched off then the bots may pick teams based
upon what classes each team offers.
2. A bot that is allowed to change class may play longer with a class
it prefers.
- bot_can_build_teleporter and bot_can_use_teleporter now work as server commands
for all server types.
- Fixed a waypoint editing bug where the script number flags for a waypoint weren't
being cleared when the waypoint was deleted. (this bug appeared in Foxbot 0.76)
- The 'locate_waypoint' command now provides information about the height and distance
of the waypoint relative to the host player on a listen server.
Also it will give the route distance from the nearest waypoint if possible.
- More waypoint file fixes and tweaks for the standard maps.
--------------------------------------------------------------------------------
Version 0.76
March-1-2010
Updated by Zybby
--------------------------------------------------------------------------------
- The Foxbot directory is now placed in the \tfc\addons\ directory by default.
This has been done to simplify installation, and because Foxbot is
primarily a TFC bot.
- The log file 'bot.txt' has been renamed to 'foxbot.log' and moved to the
\foxbot\ directory.
- Each time Foxbot is started, and if it needs to log something the 'foxbot.log'
file from a previous session will be renamed to 'foxbot.log.old'.
Then a new log will be started.
- A warning is logged in the console if the Foxbot log file could not be created.
With older Foxbot releases, failure to create a log file could crash the server.
This has been fixed in this release.
- The bots can now roam maps by choosing alternate routes to any goal waypoint
on any map whenever they want to.
- The bots will try to find another route to their objective if their path is
unexpectedly blocked(e.g. by rubble or a temporary wall).
- New waypoint tag added: 'Detpack Seal'. Demoman bots will only set detpacks
near them if all the connected paths are clear of obstructions.
i.e. This waypoint tag tells Demomen to try and close a passageway.
- The normal detpack waypoint tag has been converted into a 'detpack clear'
waypoint tag.
Demoman bots will only set detpacks near them if either:
1. Any of the connected paths are obstructed(e.g. by a destroyable wall).
2. The detpack waypoint is only connected to one other waypoint.
The detpack points in most existing waypoint files and scripts
should still work okay despite this change.
- New waypoint tag added: 'Path Check'. When a bot encounters a Path Check
waypoint it will test if the path from that waypoint is obstructed or not
before proceeding. This waypoint type is useful for dealing with un-scriptable
obstacles, such as the time delayed walls on Dustbowl.
- Foxbot 0.76 can now support more waypoint tags than Foxbot 0.75.
Please note:
1. Waypoint files created by Foxbot 0.76(and newer) are not compatible with
Foxbot 0.75(and older).
2. Foxbot 0.76 can still load the older waypoint files that Foxbot 0.75
can load.
3. Waypoint files created with Foxbot 0.76 and above will be a little bit
larger than before.
- Bots now keep track of where they spawn so that they have some idea of
where their teams home base is.
- Infected bots target the furthest enemy defender waypoints from their spawn
location. This should stop them bringing the infection home on all maps.
- Bots now have a larger sight radius when keeping an eye out for dropped flags
and are able to navigate to them more successfully.
- Bots will report the position of a spotted enemy flag carrier if
defensive_chatter is active and they think that they are not powerful enough
to stop the carrier. This can cause other bots on defense to come and help.
- Bots that have been fragged may change class to Demoman if a map has active
detpack waypoints, and their team has no Demomen.
- If a map has active detpack waypoints then Demomen will no longer volunteer
for a defensive role even though a defender is needed. (was broken in 0.705)
- Demomen will try to vacate the area after they have placed a detpack.
- Only bots that were around to see a sentry gun get destroyed will report
its destruction.
- Fixed a bug where bot Snipers would (very rarely) snipe a Medic teammate
on purpose.
- Higher skilled bots now jump more often when fighting a nearby Soldier or Pyro.
- Higher skilled bots will try to jump over any caltrops in their path.
- The "waypoint delete" command can now delete aim indicator waypoints
that are not near enough to a normal waypoint.
A red line will appear if the aim indicator waypoint is near enough
to another waypoint.
- Added Exit options to all waypoint editor menu lists.
- A bot that has just been created will no longer inherit private data from
a player who has left the server(e.g. their score and deaths).
- Fixed some bot initialisation issues to improve long-term stability when
the number of bots on a server keeps changing.
- Waypoint updates for all non-custom maps.
- Added an area file for ravelin.
- Updated the area file for dustbowl(most of the map is now defined).
--------------------------------------------------------------------------------
Version 0.75
December-30-2009
Updated by Zybby
--------------------------------------------------------------------------------
- A Bot that is having trouble aiming at a target may fire less often for a
few moments in order to avoid wasting ammo on bad shots.
- Each bots aim is now negatively affected by it's own speed and by the
speed of it's target.
- Bots can now notice when a concussion jump failed to boost them near enough
to the concussion jump waypoint they were aiming for, and will rethink their
goal when this happens.
- Bots will only chat if they can see no enemies nearby.
They will also pause briefly when chatting, as if typing on a keyboard.
- The bot setting bot_chat can now be set to a number from 0 to 1000.
The higher this number the more often the bots will chat during the
course of a game. Or you can set it to 0 to stop them chatting completely.
- New config setting and console command: bot_use_grenades (0 - 2).
When set to 0 the bots are not allowed to use any grenades.
When set to 1 the bots may concussion jump.
When set to 2 the bots can use all grenades freely.
[Change made from a request by [EI]Weasel]
- The bot setting botskill has been replaced with two new bot settings:
botskill_lower and botskill_upper.
These allow you to set the range of randomly selected skill levels
that bots will spawn with, when they join a game automatically.
- Defenders no longer forget the waypoint they were defending when they
go to investigate a suspicious sound.
- All bots now listen out for sounds that their enemies may make(e.g. a grenade
being primed, or a crowbar being swung about). This makes them more aware
of any potential attackers in the area.
- Medics and Engineers may now investigate calls for a Medic that they hear
coming from an unknown source.
This also means that they can now respond to calls for a Medic coming
from bot teammates, not just human players.
- Bots now check to see if a Medic is present on their team before calling for
a Medic. Much the same way as humans can check the score board for Medics.
- Bots will not call for a Medic if they are already heading towards a health
waypoint.
- If a map script file issues the script command blue_attack, red_attack,
green_attack or yellow_attack then that teams bots will be less willing
to evade enemies, so that they are more aggressive.
This affects blue teams bot behaviour on Dustbowl for example.
- Bots now keep track of the number of enemies and allies they can see nearby.
The more a bot is outnumbered the more likely it will be to prime a grenade
and/or evade it's enemies.
The reverse is true if it's enemy appears to be outnumbered.
- If a bot on offense spots another bot on offense then it might decide to
tag along with that bot for a while so that they can combine their
firepower and abilities.
- Bots(especially bot defenders), when suspicious of a disguised enemy Spy,
may follow the Spy about for a bit before they decide to attack him.
- Bots with skill levels 3, 4 and 5 no longer pause during a concussion jump.
- Bots with skill levels 3, 4 and 5 no longer pause for a "think" whilst
underwater.
- Bots of all skill levels may now pause occasionally as if having a think.
Bots of skill levels 3 - 5 no longer pause as often as they used to.
Also, when bots pause to "think" they will look around them, in case they
spot anything interesting.
- Changes have been made to reduce occurences of "suicide by grenade".
These changes are:
1. If a bot is holding a live grenade and has no enemy it will try to
throw the grenade at the last known enemy position, or at some distant
visible point.
2. Bots take their health into account when deciding when to throw a held
grenade. The less health they have the sooner they throw.
3. Bots are less likely to prime a grenade when standing right next to
their enemies.
4. Bots are encouraged to retreat from an enemy if the enemy is very near
and the bot is about to throw a grenade at them.
- Medics and Scouts may throw concussion grenades at enemies if they feel
threatened enough. If they have only one concussion grenade left they
will keep it for concussion jumping with.
- Medics and Snipers may throw frag grenades at their enemies, not just at sentry guns.
- Outnumbered spies may throw gas grenades at enemies as well as frag grenades.
- Outnumbered Heavy weapon guys and Demomen are more likely to throw MIRV
grenades at enemies than frag grenades.
- Outnumbered Soldiers are more likely to throw nail grenades at enemies than
frag grenades.
- Minor waypoint tweaks for: badlands, casbah, epicenter, flagrun, hunted and well.
--------------------------------------------------------------------------------
Version 0.74
October-19-2009
Updated by Zybby
--------------------------------------------------------------------------------
- Bots on offense, other than Scouts and Civilians, will now occasionally
seek out enemy defense waypoints to attack. Targetted waypoint types
include: defender, pipetrap, sentry gun and sniper.
- Classes other than Scout and Civilian will try to go for flag waypoints
that are not already occupied by a bot teammate. If none were found they
will assist the offense in other ways.
- Bots now attempt to push buttons much more accurately.
- No more than 2 bots will try to use the same lift at the same time,
so that they don't overcrowd it and block it's movement.
- Bots will sometimes back away from nearby enemy Medics who they are
fighting, unless they are Medics themselves.
- Fixed a bug in Foxbot 0.73 which allowed infected bots to
occasionally seek health.
- Infected bots will prefer to seek out the furthest enemy defender,
sentry gun or sniper waypoint from their current position.
This is done so that they move away from their home base on almost any map.
- Bots will check when firing rocket launchers or grenade launchers
to see if there is an object in front and very near, so that they can
try to avoid "suicide by rocket launcher".
- The grenade avoidance behaviour has been re-written. Changes include:
1. Bots now try to head for waypoints that are some distance away from
spotted live grenades.
2. Bots will only avoid a Spy gas grenade if their health is so low that
passing through the gas might kill them.
3. Bots with high health levels will not avoid napalm, nail or grenade
launcher grenades, but will jump more instead.
[Changes made from a request by Chaotic Llama]
- New evasion code. Bots used to prefer to evade enemies by going to a
waypoint somewhere behind them. Now they are more open to evading in
other directions providing they have a number of routes to choose from.
- Updated the monitoring of bot ammunition levels.
Bots of all classes should now seek necessary ammo on maps where
reachable ammo waypoints exist.
- Fixed a bug which caused fully stocked Engineers to be on a continuous
look out for ammunition packs in the area.
- Spy detection switched to a new system. Changes include:
1. When a bot has a new encounter with a disguised enemy Spy it will
remember him and become suspicious for at least a couple of seconds.
2. Bots can remember a suspected Spy even if he disappears from view
for a few seconds.
3. When it's suspicious enough of the Spy it will then attack him.
4. bot_spy_random_check is no longer checked or included in this release.
- Fixed a problem where disguised spys weren't targetting their attackers.
- Disguised Spys will not shoot at Sentry Guns until a few seconds after
they have thrown their last frag grenade.
[Change made from a request by Chaotic Llama]
- New behaviour when Spy class bots are disguising.
They may feign, walk or wait depending on how long it's been since
they last spawned.
- Spy class bots can now feign death in narrow areas and lie in wait
for enemy players to come near so that they can ambush them.
- A number of changes to grenade throwing behaviour, which includes:
1. All classes carrying Frag grenades can throw them at Sentry Guns.
2. Bots will try to time their grenade throws more accurately if throwing
at an enemy Sentry Gun which is significantly higher than them.
3. When heading for enemy Sentry Guns bots will look for waypoints that are
near enough for grenade throwing but not so near that they will blow
themselves up too easily.
4. Scouts will throw caltrops if near to a dangerous enough enemy.
- Bot defenders no longer give up their guard positions because another
bot defender has passed nearby.
- Bots that get stuck no longer try to pass through defender waypoints,
because they might get stuck on an allied defender.
- Bots no longer slow down when nearing teammates who are in their way.
This can help when faster classes are trying to overtake slower classes.
- A bots aim will worsen for about a second when it first encounters
a new enemy, or is affected by an explosion.
- False "Invalid Character" server warnings should no longer occur.
These warnings would appear when comment lines in 'foxbot_commanders.txt'
were longer than 80 characters.
[Fix requested by [EI]Weasel]
- Fixed a resource leak, whereby map script files were not always
being closed after use.
- Bots can have spaces in their names if you put speech marks around
the bots name. For example, if you named a bot: "[FoX]Sniper Geek"
it's name would appear in game as: [FoX]Sniper Geek
[Change requested by Grubber]
- Added Teleporter waypoints to: casbah, crossover2, cz2, epicenter.
- Converted the help file 'FoxBot_Documentation.chm' back into plain HTML,
so that it is easier to maintain, and easier to read for Linux users.
--------------------------------------------------------------------------------
Version 0.73
July-13-2009
Updated by Zybby/rix.
--------------------------------------------------------------------------------
- plugins.ini was mistakenly 'corrected' in 0.72 causing Metamod badf
errors to occur. This release should address that issue.
- Reinstated the original Linux makefile and built the Linux version from it.