Releases: APGRoboCop/foxbot
FoXBot v0.911
Version 0.911
December-23-2024
Updated by RoboCop
-
Added versatile containers for Optional Values
-
Reduced buffer overflows in
spectate_debug 2
-
Added C++ arrays in the TFC Weapons make the code easier to understand and maintain
-
AMBuild Windows optimisation flags added by caxanga334
-
DemoBots should now use their DetPacks more often
-
Restructured the
BotEngineerThink()
code function for optimal performance, reliability, and maintainability -
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 bot's
JOB_BIN_GRENADE
as they need to ditch their live grenades to prevent suicide bombing too often
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 them 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
FoXBot v0.87
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
FoXBot v0.87-beta2
-
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 CPUs and for AVX2 Win32 CPUs
-
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, 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, 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:-
The waypoint system appears to hate being compiled for AVX2 for Linux
To allow bots to understand on how to shoot door buttons, if touching them doesn't work like in well or alchimy_l2 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
FoXBot v0.87-beta1
-
Added new waypoints:-
- piebowl
-
Spectate Debug text now realigned to the left for a better visual
-
Bots will ignore returning to their respawns in flagrun in order 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 been spawned
-
Bots will use Nail Guns for destroying 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, ksour, phantom, momentum_l, mulch_dm2b1, openfire_l, openfire_lowgrens, rock2,
sandbowl_r2, schtop, sniperzone, sniperzone_r and warpath_r2 -
Added some more Rocket/Conc Jumps for avanti, baconbowl_r, destroy_l, palermo, rock2 and ravelin
TODO List:-
Complete 'botdontmove' in order for "GolfBots" to stay stationary
To prevent the bots from holding their live nades for too long, that can cause them acting as suicide bombers occassionally
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
FoXBot v0.85
-
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
FoxBot 0.801 (Win32/Linux)
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
FoxBot 0.801-beta2 (Win32/Linux)
Version 0.801
??-??-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 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
FoxBot 0.801-beta1 (Win32/Linux)
Version 0.801
??-??-2022
Updated by RoboCop
-
Added new waypoints:-
- congestus_lg
-
Added area for bots to report Sentry Built in dustbowl hut entry in CP1
-
Added more delay for bots to Team Report to prevent annoying chat flooding
-
Increased priority for bots to steal flags
-
Increased the bot's flexibility to steer quickly when turning 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
-
Improved bot's visual on locating stray ammo bags
-
Reverted waypoint max Reachable Range
TODO List:-
Fix bot_chat cvars
Train spies to not flag hold and aim properly to destroy SG Turrets
Allow bots to toss grenades at a higher angle and low range as their target aim is too short
Find a way to allow bot_job_think.cpp task priorities work properly (45 jobs in total too much?)
BONUS: Maybe add a feature for bots to have experience and wisdom in order to be more human
FoxBot 0.800 (Win32/Linux)
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 teammates 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 their way
Sniper bots tend to TK when Friendly Fire is on when interacting with their team's sentries and teleports
FoxBot 0.793 (Win32/Linux)
Special thanks to Jeefo from YaPB Bots-United for boosting the FoxBot performance.
NOTE: the _mm suffix builds for FoxBot have been removed and you will need to edit the /addons/metamod/plugins.ini file in order for it to load properly.
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 certain 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