Rcbot2 Changelog

What's new in Rcbot2 1.00

Oct 7, 2015
  • all: updated for latest Steam
  • all: comes with Installer and latest Metamod Source
  • all: weapons ini allows weapon customisation
  • all: hookinfo.ini allows end users to update hooks
  • all: fixed hookinfo.ini loading from beta version
  • all: added rcbot2path into rcbot metamod VDF
  • tf2: medics can heal enemy spies if they dont think they are the enemy
  • tf2: more support for new weapons
  • tf2: medic fixes and improvements
  • tf2: fixed engis not moving equipment after successful MVM wave
  • tf2: fixed some bugs related to sentry gun management
  • tf2: bots now using custom loadouts use rcbot_customloadouts 1
  • tf2: allow bots to use buff items
  • tf2: bots attempt to use drink and snipers use bow
  • tf2: added projectile prediction for cow mangler
  • tf2: fixed some weapons
  • tf2: fix crash with sniper

New in Rcbot2 0.94 (Oct 10, 2014)

  • tf2: updated and fixed some waypoints
  • tf2: bots will try to avoid sentries that killed them before when attacking point
  • tf2: new command rcbot_tf2_pyro_airblast_ammo
  • tf2: pyros airblast attackers of point
  • tf2: fixed demomen reverting to primary weapon at a distance
  • tf2: bots follow enemies if ubered
  • tf2: bots dont follow ubered enemies
  • tf2: pyros airblast ubered enemies
  • tf2: pyros airblast capping / defending players
  • tf2: bots will hang around route waypoints for more team mates
  • tf2: more chance of red defending first point if round has not yet started
  • tf2: fixed medic crash on cp_degrootkeep
  • tf2: included RD mode - bots attack robots
  • tf2: fixed bots going back to use teleporter bug
  • tf2: fixed engineers not placing carried objects bug
  • tf2: bots follow their enemy to the defend point if CP map
  • tf2: pyros occasionally deflect rockets
  • all: fixed bots not choosing correct weapon due to distance

New in Rcbot2 0.90 (Jun 27, 2014)

  • tf2: bots check if they can see the ground beneath enemies to help aim for rockets and grenades
  • tf2: removed need for scripts in TF2 -- using TF2 point detection
  • tf2: bots can attack skeletons on plr_hightower_event
  • tf2: if capture point is unreachable bots will go to nearest defend points
  • tf2: updated sniper and sentry and exit building based on current attack or defend point on cp maps
  • tf2: bots can now high five
  • tf2: fixed bots attacking sentries from distance
  • tf2: sentry and sniper placement changes
  • tf2: added new medic code
  • tf2: waypoint autofix 1 command fixes senty waypoints etc with no area on cp maps
  • tf2: fixed snipers getting stuck
  • tf2: snipers hide when enemies see them
  • tf2: spies don't deliberately lose their disguise unless they think enemy is targeting them
  • tf2: ubered bots don't change to shotgun or melee if they have explosive weapon ammo
  • tf2: fixed sentry waypoint selection
  • tf2: more chance of bots going to point when point under attack
  • tf2: less chance of bots trying to build sentries upon each other
  • tf2: medics try not to heal cloaked spies or disguised spies as other team
  • tf2: when points are updated automatically update bots attack or defend points
  • tf2: bots try to take cover from demo pipe grenades
  • tf2: fixed sentry avoidance
  • tf2: added payload avoidance
  • tf2: bots can now taunt when messing around if taunts are disabled
  • tf2: fixed sniper bug
  • tf2: new debug tools (memory scan and memory check)
  • tf2: fixed current waypoint being -1 if bot stuck in corner
  • tf2: fixed demomen detonating stickies at wrong CP when under attack
  • tf2: improved engineer picking up buildings quicker for moving
  • tf2: areaonly waypoint is activated when area is under attack
  • tf2: added new waypoint type "owneronly" - this waypoint can only be used by the owner of the point
  • tf2: fixed improved engineer building code
  • tf2: fixed piping and sentry attacking
  • tf2: improved return to defend code
  • tf2: bots improved aiming for melee attacks
  • tf2: quicker waypoint
  • tf2: if capture point can't be reached bots go to nearest defend point (e.g. cp_steel last cap)
  • tf2: more probability of defending/atacking points under attack
  • tf2: within 10 seconds of round end bots will push
  • tf2: fixed some possible crashes
  • tf2: fixed - bots go to the correct point under attack to defend
  • tf2: removed need for setup time in script
  • tf2: medics jump when the players they heal jump
  • tf2: fixed rocket launcher aiming
  • tf2: fixed rocket launcher aiming again
  • tf2: fixed sniper aiming if sniper can't see the ground of entity
  • tf2: more probability of bots choosing spy or demoman if killed by a sentry if rcbot_change_classes is enabled
  • tf2: fixed possible pipe waypoint was unreachable
  • tf2: bots don't investigate sounds if they have an enemy or were recently spawned
  • tf2: fixed rocket aiming
  • tf2: faster pipe waypoint searching
  • tf2: bots stop spy checking a team mate if they attack
  • tf2: fixed aiming when piping or spamming grens
  • tf2: medics don't heal if a player's already being healed by a medic
  • tf2: sniper improvements, taking cover after shooting
  • tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag
  • tf2: if enemy drops flag bots stop returning to intel
  • tf2: fixed snipers walking while zoomed
  • tf2: fixed new sentry attacking task behaviour
  • tf2: medics don't hide from enemy if they are ubered
  • tf2: bots see spies if they are cloaked with no cloak meter left
  • tf2: fixed bots hearing cloaked bots moving and walking towards them cloaked
  • tf2: fixed bots looking back at their healing medic
  • tf2: improved bots choice of taking teleports or not
  • tf2: bots become less paranoid after they kill a spy
  • tf2: bots become paranoid when their sentry is sapped
  • tf2: fixed demoman pipe trap at flag standing location bug
  • tf2: improved demoman aiming with grenade launcher
  • tf2: engineers try to walk round their sentries (requires more waypoints)
  • tf2: engineers tend not to attack enemies if near their sentry so they can repair it instead
  • tf2: ubered players dont investigate sounds
  • tf2: fixed possible bug with ghost sentries
  • tf2: bots only build teleporters when their sentries are okay
  • tf2: fixed engineers going to other team resupply after building teleporter entrance after team switch
  • tf2: engineers go to ther sentries if it is attacking
  • tf2: improved defence and attack on attack/defend maps(must be set in script)
  • tf2: fixed a small memory leak
  • tf2: fixed payload bomb crash
  • tf2: fixed navigation crash
  • tf2: bots don't investigate sounds when attacking payload bomb
  • tf2: fixed crashes in PLR and navigation
  • tf2: spies try to avoid line of sight of enemies
  • tf2: improved demoman piping and spamming sentries
  • tf2: medics don't heal if a player's already being healed by a medic
  • tf2: sniper improvements, taking cover after shooting
  • tf2: fixed bug when bots would forget getting the flag if enemy dropped the flag
  • tf2: if enemy drops flag bots stop returning to intel
  • tf2: fixed snipers walking while zoomed
  • tf2: fixed new sentry attacking task behaviour
  • tf2: medics don't hide from enemy if they are ubered
  • tf2: bots see spies if they are cloaked with no cloak meter left
  • all: fixed sv_tags multiple rcbot2 tags
  • all: fixed possible crash while editing waypoints
  • all: fixed random function
  • all: reduced cpu usage with lots of openslater waypoints in a map and lots of bots
  • all: changed waitopen to waitground waypoint
  • all: waypoint menu shows number of paths to waypoint
  • all: added new debug commands
  • all: you can debug a bot by looking at it with the debug bot command
  • all: fixed crash bug when bot died on trigger_hurt
  • all: waypoint distances automatically update during path find
  • all: fixed debug bot crash when bot leaves server
  • all: added waypoint commands
  • all: new commands rcbot waypoint check, rcbot waypoint setareatonearest
  • all: new commands rcbot waypoint teleport, rcbot waypoint autofix
  • all: more reliability checks for ehandle (more stable)
  • all: new command rcbot waypoint shiftareas X Y - shifts all visible waypoints with area X to Y
  • all: bot remembers last failed path and avoids it next time
  • all: fixed random function to be less biased
  • all: fixed unable to select waypoint while editing if on the wrong team
  • dod:s bots periodically check waypoints where other team may hide

New in Rcbot2 0.80 (Apr 3, 2014)

  • all: bots don't need sv_cheats!
  • all: deleted rcbot_sv_cheats_warning command and other cheat related commands as they are not needed now
  • all: waypoint version now 4 : Waypoints made in this version won't work in older versions!
  • all: added rcbot welcome message (tool tip)
  • all: waypoint author and modifier info saved in new waypoint
  • all: added welcome message showing author and modifier of waypoints, author is only saved once
  • all: fixed far away squad members stopping when leader stops moving
  • all: new cvar to allow tooltips
  • all: tooltips for waypoints
  • all: new squad cvar to increase/reduce frequency of bot squads
  • all: player joining crash fix (teds suggestion)
  • all: added 'rcbot util teleport' command
  • all: added 'rcbot util set_teleport' command
  • all: added 'rcbot util god' command
  • all: added 'rcbot util noclip' command
  • all: added waypoint type 'teleport' (cheat) makes bots teleport from the teleport waypoint to the next waypoint
  • all: rcbot waypoint drawtype 4 will show automatically generated danger (red = dangerous) waypoints of a bots team, rcbot debug nav 1 and rcbot debug bot must be used first.
  • dod:s added timeout for snipers and machine gunners if they cant deploy or zoom
  • dod:s allow bots to crouch when reloading at crouch or machinegun waypoints
  • dod:s All bot classes can snipe or deploy mg if they pickup an mg or sniper rifles
  • dod:s bots respond to need mg voice command
  • dod:s bots try to use secondary melee weapon in dod:s
  • dod:s MGs move up after 'move up mg' voice command
  • dod:s MGs move up when they see friendly killed
  • dod:s bots shoot breakables only if not seen enemy for a short time
  • tf2: hwguys don't rev minigun if they have the flag
  • tf2: bots don't investigate sounds in tf2 if they have the flag
  • tf2: bots can't hear spies attacking with knife behind them unless they know there are spies nearby
  • tf2: bots listen to footsteps and investigate teammates attacking
  • tf2: fixed bots spychecking observers
  • tf2: engineers less probability of changing class when they die if they have many buildings
  • tf2: spies try more alternative routes
  • tf2: engineers are more successful at building nearby teammates buildings
  • tf2: fixed some soldiers not rocket jumping

New in Rcbot2 0.76 R2 (Sep 16, 2013)

  • convar rcbot_sv_cheats_warning: If disabled, bots will try to spawn even if sv_cheats is 1 - use only with admin cvar plugin
  • convar rcbot_enable_wpt_sounds: Enable/disable sound effects when editing waypoints
  • changed weapon structure slightly to accommodate projectile speed
  • altered gravity aiming for projectiles (use convar rcbot_projtweak to tweak)
  • HPB_Bot2o.dll can be used if rcbot2 folder is not in the users home folder
  • fixed waypoint path display bug
  • sprint changes
  • added waypoint editing sounds
  • added autowaypointing from RCBOT1 with extras
  • fixed bug #10 mistake with passed arguments in r285 @ sourceforge bugs
  • updated default hook offsets

New in Rcbot2 0.75 R2 (Jun 8, 2013)

  • installer: changed installation messages / added correct terms
  • launcher: fixed exception at start up
  • dod:s added breakable waypoint for DOD:S (a rocket or grenade is required to break a wall nearby)
  • dod:s breakable waypoint can be team only
  • dod:s removed health/ammo waypoint types for DOD:S
  • dod:s changes to reloading in dod:s to prevent bots clicking their gun too often
  • all: fixed some waypoint menu glitches
  • all: changed some captions on waypoint menu
  • all: added some pathwaypoint commands into waypoint menu
  • tf2: fixed medics not healing
  • tf2: medics follow their healing player better
  • tf2: sentry guns have an even higher priority to become enemies
  • tf2: hwguys don't waste time revving their minigun if on fire or ubered
  • tf2: engineer crash fix
  • tf2: choice of defend waypoint changed in pl maps

New in Rcbot2 0.71 (Feb 9, 2013)

  • using optimized sin/cos
  • fixed random crash to do with weapons (all mods)
  • fixed, all mods: weapon updating
  • fixed bug - bots not listening to other players (improves combat)
  • fixed 'you do not have access to command' after map change (all mods)
  • fixed divide by zero error
  • fixed waypoint radiuses not being updated when bots touched waypoints
  • changed bot touch waypoint behaviour

New in Rcbot2 0.63 (Jan 9, 2013)

  • fix for TF2 update
  • implemented lift waypoint (bots dont think theyre stuck on them)
  • interface changes so RCBot2 may be more compatible with other non supported mods for testing