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