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version 26

 
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Champion
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Joined: 11 Dec 2007
Posts: 81
Location: Canada

PostPosted: Tue Feb 12, 2008 5:25 pm    Post subject: version 26 Reply with quote

version 26
Changes in version 26:
* g_botnofeed controls weather or not the bot kills count towards stages
* g_botkillpercent controls the percentage of evos/credits u get from bot kills (yes u can set it above 100%)
* Added the newer !revert by name and id
* Added admin warning when:
  * Banned player connects
  * Player trys to /callvote kick an immune admin
  * Player attempts to use a command they dont have permision for.
http://64.187.22.82/game26.qvm
* Fixed some bot related bugs


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Ouranga-thingy
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PostPosted: Wed Feb 13, 2008 8:59 pm    Post subject: Re: version 26 Reply with quote

Neeet. Thanks.  I have it running, but I did it remotely.

I will have a proper look when I get near a gaming machine.


Ouranga

Edit:

Actually, I just noticed a problem. With Crazy on (g_crazy 1, g_crazylevel non zero), it seems that humans can't respawn after dying (though the bots seem to have no trouble).

This may be a quirk of my config, or it may be the QVM, however the previous version didn't have this trouble.

This was reported from players, it's unverified and I have no personal experience with the new QVM yet.  The only cvars I added are the ones you listed above, and those seem to work fine.

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PostPosted: Thu Feb 14, 2008 3:21 pm    Post subject: Reply with quote

OMG smart people lol
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Champion
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PostPosted: Thu Feb 14, 2008 3:47 pm    Post subject: Reply with quote

well that sounds like a trem glith that seems to happen if someone getes "out" of the map(like with noclip). I dont think it has anything to do with my qvm :D
OMG STUPID PERSON(master)




jk :D
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PostPosted: Thu Feb 14, 2008 7:58 pm    Post subject: Reply with quote

Seems you are right.  He was using /class level... (something) and it was keeping that setting after he died, so it seemed he couldn't spawn as human because the game retained his previous command which made him appear to be an alien....

But I found that if you then spawn as alien and evo - even granger to dretch, you can switch back to human and spawn fine.... or something like that.  I only tried it once, but if this interests you I will check it out again and give you a full report.

Another leetle theeng....

When I use followattack on human bots, it seems radar stuffs up its normal operation.  If there are enemy blobs on the human radar, FA causes human bots to run against walls. BUT if the hummies are not wearing helms, they are fine until they get a direct line of sight on an enemy, then they do proper attacks, and I find this behavior is more sensible.

Also, sometimes I find bots actively run away from enemies - as if their behavior has been completely reversed.  What is with that?


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Champion
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PostPosted: Thu Feb 14, 2008 8:45 pm    Post subject: Reply with quote

well I think I might kinda abandon those bots in favour of the MUCH smarter botlib bots( currently limited to atcs and tremor112 right now). The bots when they have a helmet( or are on alien) do not need to "sse" the enemy before it "locks on"( or whatever lol) to the enemy and well starts running into walls.


Ps:
Be one ur server at the same time I tryed to "mess" again tomoro and ill show u how smart the new botlib bots are :D
PPs: Check ur pms on forum
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