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bot improvements mod

Release and discuss things you've made, including mods.
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SuperDupont
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Joined: Sat Jun 26, 2021 10:21 pm UTC

Re: bot improvements mod

Postby SuperDupont » Thu Jul 29, 2021 9:57 pm UTC

If you see Human bots on Yocto don't go to the medi-station, it's because this map is vertical, and bots can think there is still enemies nearly, but they are far away, high.

Thanks for all improvements
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freem
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Re: bot improvements mod

Postby freem » Sat Jul 31, 2021 4:57 pm UTC

Actually, no, this should not cause that. This reminds me I need to fix that problem... (completely forgot our talk on that topic)
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freem
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Re: bot improvements mod

Postby freem » Sat Sep 04, 2021 7:28 am UTC

:announce: Long time I have not introduced any change, but this ends now: since early this morning, human bots are able to use ladders!

Originally, I was trying to get bots to wallwalk "by accident". I thought this would be easy, even easier than ladders... I was wrong. I still hope to get that feature out of the way before next release of my mod.
Also, they are not «magically» able to use ladders: for that, someone must manually add the navmesh connections. This is not hard to do, but this is still time to spend on each map. I have no idea how to generate those info automatically, but I think this is still a huge improvement, since this means that, for example in yocto, human bots will no longer be stuck in the trap near human base. This also means that in the new parpax, they will not be trapped in the tank room, and be able to use the big ladder, in at least one direction.

[edit]

I continued on that work a bit, and thus, bots will soon be able to:

  • crouch
  • use ladders
  • do simple wallwalking

Crouching will require rebuilding the navmeshes included in the map, the 2 other features will require manually adding connections. I do not know if it is possible to have those changes server-side only though. Illwieckz, your opinion on that?

I am tempted to give a try to provide jetpacks to bots when they use short-range weapons (flamer, painsaw) but this would probably be quite buggy, I can already imagine them with their fuel exhausted trying to fly to their target... a bit like what they do nowadays, in fact.
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freem
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Re: bot improvements mod

Postby freem » Sat Sep 11, 2021 2:30 am UTC

new release, number 11.

A previous release introduced regressions in the rush and heal score, the most obvious signs was that bots no longer go base for healing . This has been fixed.
I am planning a new release soon, but it will probably not bring interesting player changes. Instead, it will bring changes which will make it easier to add navigation connections, so that the changes bring by release 10 will be more useful. There is also a known bug in release 10 which I hope to be able to fix (bots "pause" for ~1s when they meet an obstacle) in next release.

Usually I would have waited to have more content for a release, but considering current development pace, I think it's better to make those fix available now, especially since bots not being able to flee to heal breaks things a bit too much imo (one of the major idea behind this mod is to make bots stop feeding, after all).

So, here we are for a 12th release finally.

I intend to publish new releases with smaller changelogs starting of now, since I think the 1st step in a pretty good shape, feature-wise. I do not expect to implement many more stuff, and instead will try to find the time to clean the code for inclusion in vanilla. Last expected change will be, as said before, to make it easier to create navmesh connections, and this will not directly impact the AIs nor playing experience.
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freem
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Re: bot improvements mod

Postby freem » Mon Sep 13, 2021 3:15 am UTC

New release: 13.

This only makes it easier to create connections between navmeshes, more info on navmesh upgrades thread about how to use that.
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freem
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Re: bot improvements mod

Postby freem » Wed Sep 15, 2021 1:27 pm UTC

New release 14, which most importantly fix a regression linked to a change I omit to list (woopsie):

  • human bots don't sell good armor to buy a lesser one because of momentum regression

Note that I think I will implement this mechanism better later, so that it applies to anything they have: all upgrades, weapon, etc.
There are also some hopefully improvements on climbing but I suspect a regression on obstacle avoidance.
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freem
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Re: bot improvements mod

Postby freem » Sat Sep 18, 2021 9:35 pm UTC

Release 15:

  • fix the old stamina problem. Bots now properly manage their stamina, not running if they have less stamina than what would be required for 1.1 jump, until they have enough for 2 jumps. The values are arbitrary, I might change them in future, but I think they good.
  • fix bots now buying weapons, radar or class when alone. This might fix some other problems, we'll see.
  • fixed a bunch or AI bugs older than betterai
  • aliens now want to reach creep of OM/egg when going to heal, instead of trying to kiss them. Also fix bots not touching booster except by accident when healing. This (about booster) is likely to receive changes in unknown future, when bots will have proper code to handle resupply, which means that at this point, they will likely use the booster correctly, including healing through walls.
  • no more queuing at medistat
  • increased range for defense from 100 to 300

[edit]
Got a minor bug in the creep distance. Fixed.
I also implemented a basic delay between flee jumps for aliens, so that it depends on skill.

Considering the fact the creep bug makes it hard for aliens to heal, I'm uploading the release 16 right now.

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