15/08/14

- Changes from this version:
Botz can now properly roam in DeathMatch and TeamGamePlus (Instagib Ready!).
Increased stability in flight code (not yet usable).
Simplified navigation code.
Enhanced obstruction evasion code during navigation.
Fixed bad export in DM and TGP plugins, won't crash linux clients.
Fixed outdated DM-Oblivion plugin crashing all clients.
Fixed botz disregarding Mutator's PreventDeath.
Fixed bug in 'retreat' combat substate.
Fixed some more log warnings.
Updated Setting up.txt
================= NATIVE ONLY:
Linux build included.
Full source code included.



- Changes from version 15:
Fixed botz getting stuck near items (InventorySpot too far from item).
Fixed botz not waiting in elevator if jumps towards it.
Fixed botz resetting move state mid air.
Botz now do path shortening mid air.
Added flight navigation base system.
- Support for JetReplaceG.GhandiJetLauncher (crash if you kill bot while flying)
Botz can do pathfinding on destinations that aren't reachable to it's closest path node.
Fixed log spam in Siege games.
Fixed weapon profiles failing to work with custom versions of supported weapons.
Botz will now be forced to attack/perform tasks instead of trying to get items if map has no items (CTF. AS. MH).
Players VS Botz mutator added!
"MUTATE ADDBOTZLIST INDEX=x" now adds the bot number 'x' in the list.
Major code cleanup, removed useless beta waypoint system.
UPDATED: SETTING UP.TXT
================= NATIVE ONLY:
Fixed air nodes not properly connecting with ground nodes


- Changes from version 14:
Botz avoiding danger spots works 100%, some danger points are shared among teammates.
Botz's behave better in low grav games when chasing players or navigating through Botz_NavigBase points at altitudes that require jumping over a wall.
Completely reworked movement during navigation code.
Botz can now tell when they reach a path mid air and assess what to do next.
Fixed bug causing bots to decelerate if fall destination was further than reachable.
Fixed bots pausing after exiting a water zone (DM-Pyramid playable).
Path shortening now works again.
Bots now have acquisition delay before firing, said delay is higher if enemy is invisible.
CHARGE combat state will no longer force primary fire regardless of what the profile says.
Improved weapon profiles for Rocket Launcher, Piston and Bio Rifle.
Weapon profiles now work with basic modificatios of original weapons.
Reduced debug log count.
Reduced UT_Eightball related log warnings.
Fixed log spam before game starts (Tick).
================= NATIVE ONLY:
Fixed bug with DirectLink Transloc Piston launch.
Fixed bug with DirectLink Transloc point.
The NavigationActors iterator has had the trace check implemented.
The path creation routine now does the free reachspec slot check on each new node at c++ level (faster), and can reserve free reachspec slots for Botz_NavigBase points.
Removed some bugs in path pruning, should help mostly Siege gametypes.


- Changes from version 13:
Botz won't take classes/skins from packages that aren't in the ServerPackages list if added automatically or via MUTATE ADDBOTZ, this fixes the invisible botz issue.
SmartCTF hack allows Botz to show up on scoreboards.
Botz Jumps may now add their base lift's Z velocity.
================= NATIVE ONLY:
Added DirectLink points.
Added DirectLink translocator points.
Added DirectLink Transloc Piston launch points.
Added LiftExit variant for lift-jumping points.
Botz can now tell special nodes that they're going to navigate through them soon, so that these alter the bot'z behaviour.
-> Example: Translocator DirectLink and Translocator Simple Dests tell Botz to switch to translocator before reaching the base transloc zone.
DynamicBotzPlayer now signals destination node when standing near a DirectLink point.
Fixed bug with Botz attempting to translocate without translocators.


- Changes from version 12
Perfect usage of Kicker and swJumpPad.
Betrayal gametype plugin. (for the beta betrayal mod - BetrayalUT)
Siege gametype plugin, for usage with Siege 4th generation.
Experimental last man standing plugin (doesn't work 100% yet).
Upgraded client interface module to Ferbotz_cl_2, fixes pulse beam attachment.
If a destination is directly unreachable, botz will try to go to the nearest reachable point.
Weapon profiles can be instanced using another profile as template, check Ferbotz.int for the flak cannon examples.
Fixed spectating Botz's using spectator's left click (net clients).
Fixed log spam related to Botz_ProjectileStore
Fixed BotZ spawning before game start on dedicated servers
Fixed bSuperAccel jumps.
Fixed log spam with order giving and 'Freelance' mode.
Fixed Botz_PathLoader actor visible during play.
================= NATIVE ONLY:
Added DodgeStart and DodgeEnd points.
Added Path Remover (very unstable).
Added basic Air nodes for air monsters.
Added Mid-game teleporter connector for Siege (slightly unstable).
Door-only reachspecs now generated between door nodes, should prevent pupaes from being smart enough to chase you around a map with doors (:D)


- Changes from version 11.5:
Refined the path shortening to reduce jumping into unreachable platforms.
Improved kicker handling.
Rewrote Domination control point handling and gametype plugin, supports up to 64 points.
Improved MegaDomination compatibility.
Fixed MonsterHunt gametype plugin.
================== NATIVE ONLY:
Non-swimming creatures won't try using underwater BotZ nodes.
Air-only reachspecs can be generated now (still no air nodes present for that)


- Changes from version 11:
Jumping between platforms fixed, navigation is more robust now.
Reduced ocurrences where botZ trigger doors directly, spoiling game objectives.
Fixed log spam in games with heavy usage of projectiles.
================== NATIVE ONLY:
Fixed simple pathing and pruning.
Added lift related navigation points.
Included "Doors.PNG" for explanation with door points
Included "Lifts.PNG" for explanation with door points
Included/updated more navigation files (some unfinished).


- Changes from version 10:
Assault almost fixed, playable.
Deprecated some code.
Botz no longer attack most of the harmless pawns on MH and SP games.
================== NATIVE ONLY:
Navigation network editing in runtime.
Navigation point save/loading support in runtime.
Sort of user friendly interface on edit mode.
Fixed native infinite loop on LockActor(false).
Included "Navigation Editor.txt" for guidelines on this.
Included "SimpleHigh.PNG" for quick explanation on Simple High path linking.
Included some navigation files on /Botz/ (extensionless) for most of stock maps' enhancement.


- Changes from version 9:
Removed air speed hack and perfectioned air control and kicker usage.
Increased the list size for LiftCenter-LiftExit combos to work on more complex maps.
Long range enemy detection based on abilities.
Sniper suppression when teammates are killed.
Weapons marked as sniper are more eligible for long range shooting.
Snipers and campers will not tend to put the sniper weapon away now.
Siege hack to make the BotZ use a sgPRI instead if possible.
Native branch with faster iterators and ability to edit c++ path system.


- Changes from version 8:
Botz addition only controlled by admins or automated tools.
Botz added using ADDBOTZLIST are immune to the automatic player count adjuster.
Jailbreak hack fix for respawning out of jail
Jailbreak (VERY LIMITED) plugin, allows BotZ arena fights and BotZ attackers to switch from between hunting and releasing based on game conditions.
* Tell all BotZ to attack, or execute 'SET BOTZ ORDERS ATTACK' after adding all BotZ, games should flow with no need of user intervention...
NPLoader crash fixed, BotZ is now compatible with ACE.
Higher skilled Botz's fire translocators further away during translocation chain state.
Fixed R6 bug causing BotZ to be drawn twice on Listen Server viewports.
Fixed R7 bug preventing BotZ from following orders properly.
Extended UPD server query, now displays Bots and BotZ on the player list and fixes global player count.
Updated Setting up.txt, PLEASE RECHECK!!


- Changes from version 7:
Function manager for UT community SDK users (unstable), will fall back to normal BFM if SDK not present.
Client/server simulator can be chosen, therefore rebuilt and renamed to suit a server's needs.
Client/server simulator upgraded to CL_1, with NexGen and ZeroPing compatibility.
Better performance on monster based games.
Fixed log warnings when using NGLogs and Translocators.
Extra conditions and abilities to weapon profiles.
* Beta rocket launcher profile with experimental anti-suicide.


- Changes from version 6.5:
Added experimental weapon profile system
Experimental client/server simulator that makes it possible to host BotZ without mismatches
The function manager can be subclassed and replaced, future workframe into using optimized functions from the community SDK.
Weapons that currently have advanced profiles are:
* Flak Cannon
* Bio rifle
* Impact Hammer
* Shock rifle


- Changes from version 6:
Faction system (read Factions.txt)
Spamming fire improved
Some code optimization and bugfixes (more usage of native functions).
Load reduction based on framerate, allows weaker machines to run more BotZ
Improved lift handling
Jailbreak hack fix to enable BotZ spawning (please test and submit).
Corrected aim error at crouching enemies.
Corrected aim error that gave unfair advantage to late joiners (either players or BotZ).


- Changes from version 5:
Further code optimization during pathfinding.
Translocator throwing perfected, a global formula is used now for all throwing modes.
BotzFunctionManager can now be used to calculate non-flying projectile angles at fixed speeds.
Botz won't attempt flag runs on dangerous spots.
Botz avoiding camper killzones and other dangerous zones fully functional now.
Fixed bug causing BotZ getting stuck at chain translocation mode.
Fixed rare log warnings floods ( BotzTTarget ).
Added quick guide to set up preset BotZ, useful for adding a preset team with one command.


- Changes from version 4:
Reduced taunt spamming in net games.
Reduced likeliness to get stuck in translocation chain.
No more log spamming in MonsterHunt and Coop games.
Firing is done more intelligently: less suicides, less teamkills, more spamming.
Translocator kill.
Fixed doublejump.
Little code optimization.
Some dead animations now play on some meshes.
CTFGame map plugin does better tasking.
MonsterHunt plugin doesn't crash anymore, allows map plugins to add MonsterWaypoints, faster code.
Extra map plugins.


- Changes from version 3:
BotZ will properly jump out of water and fall from platforms.
Physics oddities reduced.
Special point creation system using a statlog actor (a guide will come later).
BotZ won't get stuck with a translocator on defense points, or jumping up stairs.
Kicker handling improved (not properly fixed)
Fixed bug causing a botz to constantly aim at ground on deathmatch games.
Added map plugin for CTF-EpicBoy (lots of defense points)


- Changes from version 2:
No more log warnings from UpdateEyeHeight()
Automatic BotZ number adjusting, useful for servers (see BOTZDEFAULT.ini)
Translocation works better in Dedicated servers
Fixed bug causing projectiles to freeze on clients
Fixed bug causing more than one BotZ to have the same name

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Made by Higor (aka CacoFFF)
contact me at caco_fff@hotmail.com