Releases: zeta-group/ZetaBot
v0.11.1-rc2
ZetaBot v0.11.1-rc2
A small update with enhancements to bot behaviour, as well
as quality-of-life improvements for path authors.
Here's what's new since v0.11.0:
-
Bots can now activate cross lines (W1 and WR)!
-
Pathnodes created will begin at the player,
instead of in front of. -
Some internal refactoring for the way pathnode
types are plopped.
v0.11.1-rc1
ZetaBot v0.11.1-rc1
A small update with quality-of-life improvements for
path authors.
Here's what's new:
-
Pathnodes created will begin at the player,
instead of in front of. -
Some internal refactoring for the way pathnode
types are plopped.
v0.11.0
ZetaBot v0.11.0
Another big update that took a while to come out! This time,
this one packs a larger number of features.
General
- Initial stub of the Doom II pathnoding project (currently only MAP01 is supported)
- Cleaner logs, with reduced printing to the console
- Changed ACS code to use named scripts to avoid conflicts
- Automatic releases and an actual changelog file
Pathing
- Added many additional node types; see the controls menu for details!
- Greatly optimized the path finding code
AI
- Added an experimental version of orders
Bugfixes
- Fixed some rare fatal errors when a bot respawns after the corpse is despawned fully
And more! (that I probably just can't recall off the top of my head)
You will be able to experience the changes by loading the files below, as usual.
ZetaBot v0.10.0
The first release in a long time, indeed! This update does change quite a few things, as you may have guessed.
Pathing
- Node linking algorithm improved (less prone to broken path networks)
- Path overlay revamped (do
zb_showpaths
to show all paths for a few moments) - A new node type (
NT_CANDY
, spawned viasummon ZTCandyNode
or the "Create Candy Patrh Node" keybind in the ZetaBot section of the controls/keybindings menu) - Support for
ZBMNODES
per-map node lumps, as well asZBNODES
fallback lumps (ZBNODES
can specify multiple maps and be loaded as a separate PWAD whiereasZBMNODES
must be included right after the original map declaration)
AI
- The bots are wittier, faster, badder, unforgiving in chasing you until you cannot hide any longer!
- Less perfect, so as to be more fair. Still fierce and skillful, though!
Aesthetics
- Nodes and node path overlays are now colored. In addition, pathnodes are color-coded, depending on the node type. For instance, run/walk/crouch are different shades of green, whereas jump is red, use is white, and shoot is magenta.
Bugs Squashed!
- Fixed the firing rate of the Shotgun.
- Fixed the vertical aiming and vertical spread of bullet weapons (eg. the Super Shotgun)
- Fixed nodelist saving/dumping
- Rectified multiple crashes and fatal errors
ZetaBot v0.9.0!
Welcome to another ZetaBot release!
- Added partial support for orders! (Currently only other bots can order bots to do things.)
- Immunity to telefragging when a bot has just (re)spawned!
- Made idle bot chat toggleable! (CVar
zb_noidletalk
) - Several bug fixes!
ZetaBot v0.8.2!
Added `ZBNODES' lump reading support. In other words, ZetaBot can now run maps whose pathnodes were saved by Zeureka!
ZetaBot v0.8.1
Minor buildscript update. Also more bot names!
There were probably other changes, but I don't recall.
ZetaBot v0.8.0
After a bit of clean refactoring in the code, now you can see node paths via the ztpaths
command, and bots don't respawn into the wall anymore. Hooray!
ZetaBot v0.7.3
Now you can see node paths by typing ztpaths
in the console!
ZetaBot v0.7.2
Added fixes to splash damage rating (Doom and Heretic only, not sure about Strife yet); also made bots only shoot bullets where they're aiming, instead of always having the bullets go toward their target's general direction.