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