Cs:s Bots On Monday
Zek
Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
I don't know if anybody cares, but from the Steam site on Friday:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>The official Counter-Strike Bot will be released for Counter-Strike: Source</b> on Monday (January 17th). The Bot features enhanced abilities and will be available for all owners of Counter-Strike: Source. Also included in Monday’s release is an <b>updated version de_tides</b>, rebuilt by Turtlerock Studios. For more information or to purchase your copy of Counter-Strike: Source, please visit <a href='http://www.steampowered.com' target='_blank'>www.steampowered.com</a>.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I've never played CS:CZ but I hear the bots were rather good, might be interesting to see how they do in CS:S. And I've never heard of de_tides but I guess new maps are nice.
<a href='http://www.steampowered.com/Steam/Marketing/Jan15.2005/img/tides1.jpg' target='_blank'><img src='http://www.steampowered.com/Steam/Marketing/Jan15.2005/img/TidesThumb.gif' border='0' alt='user posted image' /></a>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>The official Counter-Strike Bot will be released for Counter-Strike: Source</b> on Monday (January 17th). The Bot features enhanced abilities and will be available for all owners of Counter-Strike: Source. Also included in Monday’s release is an <b>updated version de_tides</b>, rebuilt by Turtlerock Studios. For more information or to purchase your copy of Counter-Strike: Source, please visit <a href='http://www.steampowered.com' target='_blank'>www.steampowered.com</a>.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I've never played CS:CZ but I hear the bots were rather good, might be interesting to see how they do in CS:S. And I've never heard of de_tides but I guess new maps are nice.
<a href='http://www.steampowered.com/Steam/Marketing/Jan15.2005/img/tides1.jpg' target='_blank'><img src='http://www.steampowered.com/Steam/Marketing/Jan15.2005/img/TidesThumb.gif' border='0' alt='user posted image' /></a>
Comments
I wish I could get the Valve mappers to map for my mod. :D
You have no idea how hard it is to use the keyboard properly while wielding 2 cheeseburgers, in each hand.
Poor Gabe.
Agreed. It's a great way to waste time whilst waiting for a download to finish.
In fact... I'll go do that now as Brain Bread downloads <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>More Realistic Human Reactions</b>
The CS Bots now have an enhanced "attention" system that takes into account gunfire, cover, distance, motion, and posture when determining whether a bot "notices" another player. For instance, previous versions of the bots would always notice an enemy if they had a clear line of sight to them and they were in their field of view, even if that enemy was crouched and hidden half behind a crate hundreds of yards away. The CS Bots notice moving players much more often than stationary players, and the chance of noticing players in their field of view drops further the more cover the enemy is behind and the farther away they are, among other factors. This brings yet another level of strategy to the bot game, making stealth and positioning much more valuable.
The CS Bot now has two states of attentiveness: normal and "alert." If the bot has been attacked or has seen an enemy recently, it becomes "alert" which increases its chances of noticing future enemy activity, further enhancing the value of stealth tactics.
If a CS Bot is attacked by an enemy it cannot see and didn’t expect, it will "panic" in a much more humanlike manner than did earlier versions. Panicking bots look around wildly for their attacker and often retreat to cover while doing so.
<b>Improved Tactics</b>
The CS Bots understand the flow and timing of Counter-Strike much better. Not only can they "rush" more effectively, but they also know approximately where to expect the initial encounter with the enemy team allowing them to take up defensive positions appropriately and throw grenades at the right place and time. CS Bots are much more attentive to noises made by the enemy, as well as important events such as friendly casualties. Additionally, the bots use stealth more often, such as sneaking into a bombsite to defuse the planted bomb. They are also smarter about prioritizing enemies when confronted with several possible targets at once. Also, when low on cash, they will now save their money instead of squandering it on extra ammo and grenades.
<b>Improved Navigation</b>
CS Bots are more adept at navigating narrow ledges and other tricky areas. In addition, they will shoot out breakable objects such as windows before they actually reach them, which can save precious seconds when rushing the enemy.
<b>Snipers</b>
Bots are now aware of enemy snipers, and will warn their teammates accordingly. Also, they realize that standing still in a sniper’s line of fire is a bad idea, and will often retreat behind cover while dodging when presented with an enemy sniper. The actual aiming and sniping behavior of the bots has been made more humanlike as well.
<b>Grenades</b>
The CS Bots are far more proficient at grenade throwing than they have been before, and throw their grenades in more tactically intelligent places. The bots attempt to retreat from incoming HE and Flashbang grenades as well. If a bot is blinded by a Flashbang grenade, it behaves in a more believably human manner, typically retreating and sometimes firing blindly while doing so.
<b>Other Features</b>
* In addition to the normal bot_quota system, the host can set bot_quota_mode to "fill." This changes the bot_quota into a minimum number of players required for the server. As human players join, bots will leave. For instance, in fill mode if the bot_quota is 10, the server will have 5 bots on each team. When a human player joins the CT team, a bot will leave. If 10 humans have joined, all the bots will be gone, and yet more humans can still join. Only when the number of players drops below the bot_quota threshold will bots begin to re-join the game.
* Players can turn off the bot’s "auto following" behavior to prevent bots from deciding to follow players on their own.
* Bots no longer fall from ledges and cliffs when in combat
* Bots buy equipment and weapons more quickly (for those who prefer no freeze time)
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sounds good, I'm off to test it out.
-=laughing on line=- me too my liege.
Just put it on a high difficulty, that should cater for it about right. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I think CS bots should have a mode where everyone hugs.
<a href='http://www.penny-arcade.com/images/2005/20050117l.jpg' target='_blank'>It would appear so...</a>
Edit: You know, because the guys at PA would never lie to us. Never.
and if you say otherwise I'll come to your house and kill you.
You have no idea how hard it is to use the keyboard properly while wielding 2 cheeseburgers, in each hand.
Poor Gabe. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
rofl, thats going in my signature.
I'm going to go try it out before I watch Iron Chef :o
Are you saying it's true?
Yeah and they actually do this thing called team work.
Wonder if ti can be disabled or just replace the sound files with empty ones :s
Wonder if ti can be disabled or just replace the sound files with empty ones :s <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I still have nightmares ...
Wonder if ti can be disabled or just replace the sound files with empty ones :s <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
At least by default it is off. I haven't got to try the minimal setting though, as long as it gets though from saying owned.