Ninjabots (map rebuild project) (version 1.0)

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hayabusa21180
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Ninjabots (map rebuild project) (version 1.0)

Post by hayabusa21180 »

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NINJABOTS
by sw;m
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Welcome to Ninjabots, a project which aims to rebuild all the original and GOTY UT maps to make them compatible with the excellent SmartStockBots mutator by Buggie, which can be found in this thread:

viewtopic.php?t=15400

The original UT maps were designed for PvP, so while they were also programmed with bot navigation to allow for PvE, this was never the main focus and was never fully optimised, making bots a poor alternative to human players. SmartStockBots went a long way to solving this problem, allowing bots to dodge around maps when not in combat, as well as introducing various other movement and combat enhancements to make the bots behave more like human players. SSB is great on its own, but when used in the original maps the bots are held back by nav which was not built to accommodate it and therefore does not allow them to do all the things they now want to do; meanwhile they are further crippled by a lot of new nav errors which emerge from their new ability to dodge from node to node: examples include failing to reach pickups, getting stuck in the environment or falling to their deaths. On top of all this, many of the original maps contain a lot of nav errors anyway, whether or not SSB is used.

Ninjabots is my attempt to support SmartStockBots by reprogramming the maps to allow the bots to excel for a change, creating bot-centric versions of what used to be PvP maps. The NB maps allow SSB bots to perform (as far as possible) the same hammer-jumps, boot-jumps, translocator throws, dodges over gaps and drops from heights that human players can achieve, as well as making better tactical decisions overall. This means that the combination of SmartStockBots and Ninjabots makes the bots far better at getting around the maps, far less predictable, far harder to exploit, far more intelligent with map and powerup control, offense and defense, and just generally a much more compelling and unpredictable challenge.

NOTE: This mod is supposed to be used offline only, since playing online usually means no bots and therefore no point. If for some reason you do still want to play the Ninjabots maps online, against other players, you need to make sure that all players and the server are using the same Ninjabots map versions. Only by adding bots to your online game will you notice the Ninjabots improvements.

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Here are the main features of the Ninjabots map rebuilds:
  • Path nodes are extensively redesigned to allow SSB bots to move everywhere with few or no mistakes.
  • Bots can now use either the hammer, T/L or boots to jump to high spots which were previously inaccessible to them, and to which players typically want to jump, massively reducing their predictability and exploitability.
  • Jump-boots are added and supported in a few maps which have the problem of bots falling to the lowest levels and then dying before they can escape (Phobos Syndrome).
  • Bots can now drop in places where they should want to drop.
  • Spawns are often rearranged (usually only slightly) to accommodate the bots' tendency to run towards the nearest weapon upon respawn, to promote higher areas over lower ones, and to address spawnkilling. Spawns in AS maps are further redesigned to cope with the bots' inability to perform tactical suicides.
  • Camping spots are added for bots' use in places where human players typically like to camp. This includes redesign of DefensePoint nodes in CTF and AS games, vastly improving the bots' ability to defend intelligently.
  • Weapons and other pickups are slightly reorientated in many cases to solve the problem of bots getting stuck on them, as well as to increase the weapons' visibility from different elevations.
  • All pickups tidied in orientation and contact with surfaces; none should now cause bots to become stuck.
  • Many pickups have had their desireability adjusted to encourage bots to go for them more often, reducing the bots' predictability and increasing their map control.
  • Some few changes to the map positions of certain important weapons and pickups in order to increase or decrease the attractiveness of certain zones for the bots, as well as to improve their tactical ability.
  • Various minor structural corrections to the original maps, fixing things like misaligned textures, HOMS, invisible ledges and blockages, bots getting stuck in the environment, bots being unable to reach / escape certain pickups or areas, bots wasting boot-jumps on small obstructions at floor level, bots running past the bottom of ramps when trying to climb them, lifts not working properly, etc.
  • Various minor structural alterations to allow for new or better bot navigation; all such changes are corrective only, and are not intended to fundamentally change the gameplay of the maps.
  • Lighting rebuilt in several maps to improve atmosphere.

(NOTE: Most maps contain changes to weapon / pickup placements and spawn-points along with navigation; and some few even contain small structural changes. All such changes were made to help and balance the bots, eliminating their mistakes, rather than just personal preference. If you dislike the NB changes see the DISCLAIMERS section below.)

I hope you enjoy this mod :)
Auto merged new post submitted 1 minute later

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INSTALLATION
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Download and extract the Ninjabots archive to create a folder called 'Ninjabots'.
Cut and paste this folder into your Unreal Tournament root folder.
Open unrealtournament.ini and find the [Core.System] section near the top.
Find the line:

Paths=../Maps/*.unr

Copy and paste the following into the line immediately ABOVE it:

Paths=../Ninjabots/*.unr

The [Core.System] section should now contain two lines which look like this:

Paths=../Ninjabots/*.unr
Paths=../Maps/*.unr

Now when you choose a map within UT the game will default to using the Ninjabots maps from the 'Ninjabots' folder, including within the campaign. This is true even though the 'Maps' folder containing the original maps has not been changed. In order to make UT ignore the 'Ninjabots' folder you can just change the name of the folder temporarily to something else, such as 'Ninjabots_disabled': this effectively uninstalls Ninjabots. In order to reinstall it just change the folder name back to 'Ninjabots' to allow UT to find it again.

If you prefer not to modify system files you can just find the Ninjabots map and variant you want to try, copy it, then rename the copy to match the original map name (make a backup of the original), then move your renamed Ninjabots map to the 'Maps' folder. If you want to use the Ninjabots maps in a new campaign you must make sure their filenames match the originals, or else UT will not recognise them. SSB can be used in the campaign, so long as it is activated through the Mods menu before starting a new game.

Make sure to delete all previous Ninjabots maps and archives if downloading after a hotfix, patch or new version, as individual links for updated maps will not be provided.

Some bonus maps are included, either Ninjabots rebuilds of custom maps or map conversions from DM to DOM. These are contained within the root folder(s) as normal, but will not appear as part of the campaign.
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IMPORTANT SMARTSTOCKBOTS MODIFIERS
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You can modify the behaviour of SSB by editing the SmartStockBots.ini file (see the SmartStockBots thread for more details). Here are the modifiers which matter most to Ninjabots, as well as their recommended values:
  • ShortMovements=True
This gives the bots a lot more freedom of movement, rather than tying them rigidly to path nodes.
  • ShortMovements_CanJump=True
Allows them to do those little hops which human players don't get to do.
  • MoveWithDodge=True
This is crucial, since it allows them to dodge between path nodes, enabling movements which are otherwise impossible for them.
  • FastImpactJump=True
This lets the bots instantly hammer to any elevation, up to the limit of a fully charged hammer-jump, without having to charge the hammer. This might sound like a cheat, but it really helps them in maps where they want to get to higher elevations fast but don't have boots (see DM-Agony).
  • FixJumpWhenCarryBoots=True
This means that bots will not waste boots by jumping in places where boots are not needed, although this may still happen occasionally.
  • UseAirControlOnFall=True
This is especially important in maps like DM-Peak, where the bots can often be expected to be carrying boots. When they are knocked off an edge and need to steer away from a hazard below (or towards a nearby path node), this modifier allows them to do that.
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KNOWN ISSUES
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  • Bots may sometimes attempt a hammer-jump or boot-jump and then appear to fail, dropping back down to where they were. The reason for a bot 'failing' such a jump is that it changed its mind, responding to the appearance of an enemy or respawning pickup. All -jump spots have been tested and passed, although some may still occasionally fail.
  • Bots may also occasionally boot-jump to nowhere, landing nowhere useful at all. This has to do with how LiftExit nodes work and is not caused by SSB, nor by this map pack.
  • Bots may sometimes hammer-jump where they should boot-jump and vice versa. All these possible spots have been configured to suit the correct option, but theere is no way to stop bots wasting boots on failing a jump which would have worked if they had used the hammer instead. Some ceilings are just too low to allow boots to work (see DM-Grinder).
  • Bots cannot use the redeemer correctly with SSB. This may be fixed in the future, and so all Ninjabots maps include redeemers in cases where the originals also had redeemers. If you don't want to put up with the bots being unable to use redeemers you can enable the No Redeemer mutator.
  • Translocator support has only been included in DOM and CTF maps, but may still occur accidentally in some DM maps if you enable the translocator option. This is because bots can treat various nav points as translocator destinations, whether you want them to or not. If you enable the translocator in DM maps and you see the bots failing to throw the T/L properly, this is why.
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MISC NOTES
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Ninjabots is at its best with the SmartStockBots mutator enabled. If for some reason you don't want or can't find the SmartStockBots mod, the Ninjabots maps will still work perfectly well without it, you just won't get the full benefit.

Ninjabots maps can be used in the single-player campaign.

To preview the full capability of the hammer-jumping and boot-jumping in Ninjabots, try enabling the JumpMatch mutator and then spectating a 4v4 or 6v6 TDM between Masterful (or above) bots.

To get a better sense of how the bots move around and respond to their enemies, you can open the console and type 'behindview 0' to see the game from a bot's first-person perspective. Type 'behindview 1' into the console to go back to third-person.

You can also try the MindReader mod, which shows how a bot is thinking as it moves around a map (limited to third-person view).

viewtopic.php?t=13057

Many maps have had their lighting rebuilt in places, since players are likely tired of looking at the same old maps by now. All such rebuilds were tested in Direct3D 9 rendering, but your results may vary when using other renderers. Enable Dynamic Lighting for the full effect, although note that this can affect your framerate in maps such as DM-Sph3r3s.


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DISCLAIMERS
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All changes to all maps are detailed and justified in the readmes (contained within the Ninjabots archive(s)). All maps come with original versions (changes to nav only) and Ninjabots versions (changes to pickups, spawnpoints, etc.)

I am not affiliated with SmartStockBots or its design. All credit for that mod goes to Buggie, and any questions about it specifically should be addressed to him. Thanks to him for his help with Ninjabots development.

All credit for original map designs goes to original map makers (listed where known).

All feedback and questions about Ninjabots can be left for me here. Alternatively, you can email me at hayabusa21180@gmail.com with any feedback.

This project is a work in progress. If there is a map you would like me to rebuild for NB, feel free to suggest it and I will have a look. Future updates will include more maps, corrections to existing Ninjabots maps, and changes made in response to community feedback.

Finally, you are free to modify the Ninjabots maps as you wish, as I appreciate that you might not like the changes I have made to your favourite maps. Just open the map file in unrealed.exe and make whatever changes you prefer.


Auto merged new post submitted 21 minutes later


Coming next: DOM maps...
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Last edited by hayabusa21180 on Tue Dec 31, 2024 4:43 pm, edited 6 times in total.
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papercoffee
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by papercoffee »

So ...do I get this right and those are actual stock maps with altered paths, starts and pick-up positions?
If yes, did you rename those maps?
Because using those maps will give you mismatch problems when someone want to play online.
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EvilGrins
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by EvilGrins »

I see some familiar "faces" in your screenshots.

I am honored.
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by Buggie »

papercoffee wrote: Sat Dec 21, 2024 4:04 pm Because using those maps will give you mismatch problems when someone want to play online.
469e make great improvement about this. So if you use 469e it not be problem.
But in general yes, better make new name or at least optional replace, which allow switch on/off. Like with HD textures.
hayabusa21180
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by hayabusa21180 »

VERSION 1.0 HOTFIXES

Misc:

Installation options updated.
Introduction, Misc Notes & Disclaimers updated.

DM-Pressure:

Bots can now use the pressure chamber trap correctly, which they didn't in the previous version.
High platforms reverted to original design and nav fixed instead, allowing bots to reach the flak and thigh pads from above without changing the structure, as well as solving HOM and BSP problems.
Bio rifle added.
Many more nav corrections.
Notes in readme corrected.

DM-Zeto:

Missing NB version with doors working coming soon.
Wrong _orig version replaced with correct one.
Missing Ninjabots version added.
Some nav corrections.
Notes in readme corrected.   
Auto merged new post submitted 2 minutes later
EvilGrins wrote: Sat Dec 21, 2024 6:04 pm I see some familiar "faces" in your screenshots.

I am honored.
Those MK bots! Nice work m8. 

For anyone else: if you like the look of the bot skins in the screenshots, check out EvilGrins work!


Auto merged new post submitted 47 minutes later
papercoffee wrote: Sat Dec 21, 2024 4:04 pm So ...do I get this right and those are actual stock maps with altered paths, starts and pick-up positions?
If yes, did you rename those maps?
Because using those maps will give you mismatch problems when someone want to play online.
Yes, these are stock maps with altered nav, as you say. They were renamed in the original version, as I didn't know what I was doing, but I have now updated the installation instructions with Buggie's help (see original post), and you can now play them without any file renaming, etc.

They will of course give mismatch problems if you are not playing the same version, but as the name suggests these maps are for playing against bots specifically. If you do want to play these maps with other players, just make sure all players are using the same version.
hayabusa21180
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by hayabusa21180 »

VERSION 1.0 HOTFIXES (31.12.24)

DM-ArcaneTemple:

Small corrections to both _orig files to match exact original pickups.

DM-Codex:

Vials above armour returned to previous position; wooden beams widened instead to allow bots to reach them.

DM-Deck16][:

Existing _orig version replaced with new version. This one reverts all spawns and pickup placements to their original positions, and also reverts nearly all structural changes made to the NB variant.
Missing nav corrections added (both variants).

DM-KGalleon:

Missing nav points added.

DM-Malevolence:

Missing _orig variant added.

DM-Morpheus:

Version updated to include tidied pickups, missing in previous version.

DM-Peak:

Version updated to include tidied pickups, missing in previous version.

DM-Shrapnel][:

Missing _orig version added.
Minor fixes to pickup tidying in both versions.

DM-Sph3res:

Missing _orig variant added.

DM-Zeto:

All four versions reuploaded with correct filenames.
Notes in readme corrected.
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f7r
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by f7r »

And why is this minor part needed in the version number?
hayabusa21180
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by hayabusa21180 »

f7r wrote: Tue Dec 31, 2024 11:07 pm And why is this minor part needed in the version number?
What minor part do you mean? The version number only relates to full updates, if needed. I've made a few necessary hotfixes to the original version I uploaded, but these are not enough to qualify as a whole new version.
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f7r
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by f7r »

What's the problem with calling few necessary hotfixes version 1.1 and 1.2 etc.? There are currently three versions of 1.0 at the moment. Differing only in date and size. That's nonsense.

PS: Hotfixes do not mean a complete package, but an addition to a specific version.

PPS: Anyway, thank you for this Ninjabots. Although the first :? version 1.0 seems even better to me.
hayabusa21180
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by hayabusa21180 »

It's a small file, it costs nothing to just redownload it and replace it entirely, rather than having everyone fuss around with keeping up with individual files which maybe they can't remember if they already have but which have the same filenames as the replaced ones. Just redownload and replace the entire folder, there will be no issues.

I know hotfixes are small changes, but in this case the hotfixes can be itemised and overlaid onto the original, again with no cost. I see no reason to continue spamming separate map files every time I change a pathnode. Also, since you downloaded the original you can just use that one, I'm not forcing you to update.

Thanks for thanking me, I'm glad you're enjoying it. I'd appreciate more feedback to improve, so what did you prefer about the original, given that the changes made have been corrections and additions of variants that were missing? I can't think why the original was better if it had fewer options and more issues.
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by darkbarrage99 »

Image
hayabusa21180
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Re: Ninjabots (map rebuild project) (version 1.0)

Post by hayabusa21180 »

darkbarrage99 wrote: Tue Jan 07, 2025 7:27 pm Image
Lol, nah, just teething problems. I want to do the most helpful thing for the mod, but I think my way is best.

My username is 'sw;m' btw, but for some reason it won't let me change it from my email address. Oh well.

On the hotfix point: this will be the last version for a long time, maybe ever. I consider the DM maps complete and am now working on DOM (half finished), so any further DM updates / hotfixes will be based on feedback received via this thread. The link in the OP is therefore current.