Bot settings and De-hardcoding Pause Timer

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BaronNock
Posts: 2
Joined: Fri Jul 10, 2026 3:42 pm UTC

Bot settings and De-hardcoding Pause Timer

Post by BaronNock »

Hello,

First, just want to say I'm really glad I found this game, I used to play Tremulous years ago and didn't realize this project existed until a few weeks ago.

I've been enjoying running a LAN dedicated server with my friends. Adding extra bots to fill up the server makes the game much more enjoyable, something we could never do with Tremulous - the only issues we've run into are:

  1. trying to balance the Alien and Human bots

    Open to any suggestions on what other people have done to balance the bots - so far the only variables I've found worthwhile are set g_bot_humanAimDelay, set g_bot_alienAimDelay, and set g_bot_defaultSkill. I'm attempting to get to a point where one side isnt consistently winning over the other.
    -As a separate note for human bots - is there a way to encourage the bots to use different weapons? I notice every new phase all the human bots will attempt to equip the exact same loadout.

  2. dealing with the hard-coded 120s pause timer

    Since we play as a LAN party, we frequently want to take a break mid-game. With the hardcoded 120 seconds, the admin needs to repeatedly throw out a /pause. Are there any plans to de-hardcode it as listed in the src/sgame/sg_main.cpp?

Code: Select all

// We may de-hardcode this value.
		if ( level.pausedTime > 120000 )
		{
			// FIXME: This assumes plural.
			trap_SendServerCommand( -1, va( "print_tr_p %s %d",
				QQ( N_("Server: The game has been unpaused automatically ($1$ minutes max)") ),
				2 ) );
			trap_SendServerCommand( -1, "cp_tr "
				QQ( N_("The game has been unpaused!") ) );
			level.pausedTime = 0;
		}

Thanks

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illwieckz
Project Head
Posts: 841
Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France

Re: Bot settings and De-hardcoding Pause Timer

Post by illwieckz »

BaronNock wrote: Fri Jul 17, 2026 11:03 am UTC

Hello,

First, just want to say I'm really glad I found this game, I used to play Tremulous years ago and didn't realize this project existed until a few weeks ago.

I've been enjoying running a LAN dedicated server with my friends.

Awesome! And welcome! :bsuit:

The Pausing implementation is very perfectible (for example the momentum is not yet paused as far as I know, oopsie!). There are many things to improve! 🫣️

Yet this hardcoded pausing time is a low hanging fruit! I'll see if we can make a cvar for that. 🙂️

This comment is licensed under cc ​​by 4 and antecedent. The Crunch tool is awesome!

User avatar
illwieckz
Project Head
Posts: 841
Joined: Sat Aug 11, 2012 7:22 pm UTC
Location: France

Re: Bot settings and De-hardcoding Pause Timer

Post by illwieckz »

is there a way to encourage the bots to use different weapons? I notice every new phase all the human bots will attempt to equip the exact same loadout.

When hosting the game with the client, the “Server Setup” option allows you to disable or enable specific weapons.

You can also enable/disable them with cvars like g_bot_painsaw, you can list them in server console this way:

Code: Select all

/listCvars g_bot_

This comment is licensed under cc ​​by 4 and antecedent. The Crunch tool is awesome!

BaronNock
Posts: 2
Joined: Fri Jul 10, 2026 3:42 pm UTC

Re: Bot settings and De-hardcoding Pause Timer

Post by BaronNock »

illwieckz wrote: Fri Jul 17, 2026 2:45 pm UTC

Awesome! And welcome! :bsuit:

The Pausing implementation is very perfectible (for example the momentum is not yet paused as far as I know, oopsie!). There are many things to improve! 🫣️

Yet this hardcoded pausing time is a low hanging fruit! I'll see if we can make a cvar for that. 🙂️

A cvar would be greatly appreciated.

When hosting the game with the client, the “Server Setup” option allows you to disable or enable specific weapons.

You can also enable/disable them with cvars like g_bot_painsaw, you can list them in server console this way

I will try this out - thank you!