Posts by DanW

    DanW added a new version:

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    Changes from the 0.10.0 Release:

    • Implemented bot decision system:
      • Moved all bot "status" checks into separate "monitors" that are managed by a central component. Each monitor class extends an abstract class, so more can be easily added.
      • IsActive() checks in brain layers now just need to check if a decision is active instead of making that choice in each layer. This should provide a small performance improvement.
      • Decisions will now be accurate regardless of which brain layer's IsActive() method returns true first (#63)
      • Updated bot-info overlay debug gizmo to show bots' current decisions instead of "not xxx reasons"
      • Improved bot-info overlay debug gizmo accuracy
      • Added an interop method, GetCurrentDecision(BotOwner bot), to get a bot's current decision (#45)
      • Added a sample patch and component for demonstrating how the new interop method works
    • Rewrote handling of external mods:
      • Consolidated detection and interaction with external mods into one class
      • Added framework to change what code is used for certain functions (currently looting, extracting, and ignoring hearing) depending on what mods are installed
      • Moved mod compatibility checks to occur at the same time
      • Removed redundant external mod checks every time a bot spawns
    • When spawning late as a Scav, only reduce the number of quests performed (before extraction) by bots that initially spawn, not ones that spawn afterward. This makes the flow of Scav raids feel more convincing.
    • Removed obsolete checks to only allow Lightkeeper Island quests or to force SAIN to reset bot decisions depending on what version of SAIN is installed. Also removed corresponding config values.
    • Consolidated queries for a bot's current brain layer and logic into one location
    • Refactored SPT version check before checking for external mods
    • Refactored nVidia Reflex check when the main menu is shown
    • Wrap ShallUseNow() call in LogicLayerMonitor in a try-catch block in case there's an exception in another mod or base EFT
    • Bug fix for exception in BotsGroup.method_17() when a bot dies after being separated from its group


    Known Issues:

    • A flicker occurs whenever EFT spawns bots, even when the Questing Bots spawning system is disabled. I have no idea why.


    config.json files from the 0.10.0 release are compatible.

    DanW added a new version:

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    • Added null checks when filtering trader assorts to help with troubleshooting mod conflicts
    • Only show Info messages if debug.enabled=true
    • Changed from using FileSystem to FileSystemSync
    • Bug fix for exceptions if a trader's started, success, or fail assorts are null


    Config.json files from the 2.2.0 release are compatible.

    DanW added a new file:

    DanW added a new version:

    DanW added a new version:

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    • Bug fix for infinite exceptions when trying to find compatible attachments for weapons/mods that have invalid template ID's (added by other mods)


    config.json files from the 2.3.1 through 2.9.1 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high

    DanW added a new version:

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    Added translations for Japanese locale

    DanW added a new version:

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    • Bug fix for exceptions when sorting items that can go into another item's slot if the slot's filter has invalid data


    config.json files from the 2.3.1 through 2.9.0 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.

    DanW added a new version:

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    This version includes a new version of the LateToThePartyFikaSync plugin, available here

    • Updated for SPT 3.11.x
    • Increased minimum required version of SPT to 3.11.2
    • Increased required version of Waypoints from 1.6.2 to 1.7.0
    • Set the InteractingPlayer of WorldInteractiveObjects to null before toggling them
    • If the loot-ranking data is invalid, save the server response to a log file
    • Only show the warning message about sounds being suppressed during initial raid setup when debug.enabled=true
    • Removed LookRankingDataReader program from being included in builds
    • Imported helper class from Questing Bots for resolving unmapped client types
    • Fixed NRE when toggling a WorldInteractiveObject if InteractingPlayer=null for it
    • Minor refactoring


    config.json files from the 2.3.1 through 2.8.3 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.

    DanW added a new version:

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    • Updated for SPT 3.11
    • Renamed disable_prapor_starting_gifts to disable_starting_gifts in config.json and made it also disable Mechanic's starting gift


    Config.json files from previous releases are not compatible.

    DanW added a new version:

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    Gameplay Changes:

    • Added adjustments to EFT Scav spawns when using the Questing Bots spawning system (#44). See the Overview tab or the README for a description of the system concept and details about each setting.
    • When using the Questing Bots spawning system, register PMC's and player Scavs as actual players in EFT to reduce the chance that Scavs will spawn near them
    • Regularly update the BotZone for bot groups to be whichever one is closest to its boss. This prevents them from running far away whenever they stop questing, and instead they should patrol the local area.
    • Reduced the desirability of EFT quests from 60 to 50
    • Reduced the desirability of boss hunter quests from 40 to 30
    • Reset all map-specific bot-cap adjustments in bot_spawns.bot_cap_adjustments.map_specific_adjustments to 0
    • Prevented PMC's and PScavs from spawning inside the broken silo on Factory
    • Allow bots using PmcBear and PmcUsec brain types to quest
    • Changed bots_per_group_distribution and bot_difficulty_as_online arrays for PMC's and player Scavs from using interpolation to using chances. In the new format, the chance that the value in the left column will be selected is defined in the right column. Chances values do not need to add up to 100; the algorithm simply uses relative weighting (for the numbers in the second column) between rows.
    • Revised the chances that various bot difficulties will be selected and bot groups will be of various sizes for PMC's and player Scavs. Most notably, PMC's are more likely to spawn as solos compared to previous releases.
    • Reverted when PMC conversion chances are adjusted from the /client/game/start endpoint back to when the plugin loads. This will allow future versions of Realism (>1.5.0) to work with the Questing Bots spawning system without having to make any configuration changes.
    • Bug fix for crashing or freezing when loading into raids if a custom trader mod is used that has quests with prerequisites containing circular references to other quests. (#43)
    • Bug fix for incessant exceptions when the BotObjectiveManager component is not disposed when a bot is disposed (due to an error). This is mostly seen on Fika servers. (#46)
    • Bug fix for bot group members attacking bots that are separated due to being stuck or healing for too long (#47)
    • Bug fix for the new rewrite of DONUTS not being detected (if DONUTS is installed without SWAG)
    • Bug fix for bosses not spawning when playing solo using a Fika dedicated server (#49)

    Code Changes:

    • Added server and client validation of arrays in config.json including a check to ensure an older version of the file isn't used
    • Prevented the "advanced spawning system" from being disabled
    • Removed the obsolete contents of the bot_spawns.bot_cap_adjustments section in config.json and related code. The contents from the previous bot_spawns.advanced_eft_bot_count_management section (with the enabled setting removed) were then moved to this section.
    • Revised the abstract bot generator class to prevent bot-generator instances from overriding Unity's Awake and Update methods. Instead, these methods call new methods (Init and Refresh, respectively) that must be implemented in each bot-generator instance. This is a breaking change for any spawn mod that uses the Questing Bots spawning system as its framework!
    • Set the maximum generated bot count for bot generators in the Awake method instead of the constructor
    • Moved the PendingSpawnPoints list into the abstract bot generator class because it's needed for all instances of it
    • Changed the method patched when activating bots from method_11 to method_10
    • Added some additional error handling to PMC and player Scav spawning
    • Added debug patches to expose errors discarded in EFT's HandleFinishedTask methods (currently disabled)
    • Changed more logging messages from Info to Debug or disabled them
    • Reorganized patches into multiple namespaces
    • Minor refactoring
    • Removed obsolete code


    config.json files from previous releases are not compatible.

    Questing Bots has no control over how bots are generated; that's all done by SPT.


    The reason the game doesn't run is because Questing Bots won't allow the game to start until all starting bots have been generated.

    DanW added a new version:

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    • Bug fix for being unable to open doors in the hideout


    config.json files from the 2.3.1 through 2.8.2 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.

    DanW added a new version:

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    • Bug fix for errors when transferring items in your stash after loading the Hideout


    config.json files from the 2.3.1 through 2.8.1 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.

    DanW added a new version:

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    • Updated to SPT 3.10.x (#39)
    • Increased required version of Waypoints from 1.5.2 to 1.6.2
    • Increased required version of BigBrain from 1.0.1 to 1.2.0
    • Updates for the new Factory map:
      • Updated standard quests
      • Prevent bots from spawning outside of the building where the transit is located
      • Increased max_alive_bots from 5 to 7
    • Updated management of bots on Lightkeeper Island:
      • Use EFT's LighthouseTraderZone class for tracking which bots are allowed on the island and currently on the island
      • Use the collider in LighthouseTraderZone to determine the boundary of Lightkeeper Island for changing bot hostilities instead of hardcoding corner locations (but keep the hardcoded points as a failsafe in case the collider is null)
      • Force Zryachiy and his followers to become hostile toward you if your DSP encoding is removed
      • Force your DSP encoding to be disabled and Lighkeeper trader rep to be reduced if you kill another player on Lightkeeper Island, unless that player is also an aggressor on the island
    • Added (configurable) overrides for EFT's new bot hostility settings:
      • Added override to force all PMC groups to be hostile toward each other
      • Added override to force PMC groups to be hostile toward Scavs (and vice versa)
    • If the spawning system in this mod is used, remove all PMC waves in BSG's PvE settings
    • If Performance Improvements versions 0.2.1 - 0.2.3 is loaded, show a constant error in the game, and write an error to the server and game consoles.
    • If Please Just Fight is loaded with the Questing Bots spawning system enabled, show an error in the game, game console, and server console.
    • Automatically disable this mod's spawning system if Reality is loaded
    • Hardcoded some quest locations on various maps
    • Slightly reduced the chances that PMC and PScav groups of 3 or more members will spawn
    • Prevented PMC's and Partisan from being included in Boss Hunter quests
    • Wait for EFT's "bot preset" bot generation to finish before starting this mod's bot generation
    • Ensure the server's PMC conversion chance is 0% before EFT's "bot preset" bot generation begins
    • Adjust PMC conversion chances when the /client/game/start endpoint is called instead of when the plugin loads. The endpoint might be changed in the future to improve compatibility with Realism.
    • Improved the robustness of the code that verifies PMC-conversion chances haven't been changed by another mod, and write warning messages to the server to explain what changed if the verification fails
    • Create a "fake stash" for keys before transferring them to bots that are about to unlock doors
    • Only show warning messages about null quest templates once when loading into a raid instead of when processing each quest
    • Removed many debug options and moved them to a separate mod
    • Changed the logging level for many client messages (mostly from Info to Debug)
    • Some refactoring but much more is needed
    • Removed obsolete methods from the client and server code
    • Bug fixes for problems introduced in SPT 3.10:
      • Bug fix for remaining members of a bot group generated by this mod not becoming followers after a boss is set
      • Bug fix for a new boss of a PMC group generated by this mod not being set when the initial one dies
      • Bug fix for a new boss not being selected if the current one is separated from its group (due to being stuck for too long)
      • Bug fix for bot paths not avoiding airdrop crates (EFT issue)
      • Bug fix for initial raid setup failing when WorldInteractiveObjects with the same ID are found on the map (EFT issue)
      • Bug fix for exceptions when sounds fail to play while bots perform certain actions if you're using a third-person view
    • Bug fixes for remaining problems from previous SPT releases:
      • Bug fix for door and switch interactions not working for all clients when using Fika
      • Bug fix for PScav groups generated by this mod allowing Scavs who spawned earlier to join
      • Bug fix for bots generated by this mod being allowed to join other bot groups
      • Bug fix for PMC spawn points being too restricted when spawning at the beginning of a Scav raid
      • Bug fix for 0 bots being infinitely generated for bot groups. Ensure at least 1 PMC and 1 PScav is generated (if those generators are enabled).
      • Bug fix for StackOverflowException when finding the required level for a quest added by a custom trader that has circular references in its prerequisites. When this happens, show an error in the game console and server console, and set the required level for that quest to 1.
      • Bug fix for exception when airdrops land for Fika client machines


    config.json files from previous releases are not compatible.

    DanW added a new version:

    Quote

    This version includes a new version of the LateToThePartyFikaSync plugin, available here

    • Improved the robustness of the code used to destroy loot
    • Ensure the position of the main player is tracked immediately after spawning (instead of having a 100ms delay)
    • Changed the logging level for initial door messages from Info to Debug
    • Refactored LateToThePartyFikaSync plugin code
    • Bug fix for incomplete loot destruction (loot that's unable to be picked up) when using Fika
    • Bug fix for exception when airdrops land for Fika client machines


    config.json files from the 2.3.1 through 2.8.0 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.

    DanW added a new version:

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    • Increased required version of Waypoints from 1.6.0 to 1.6.2
    • Restored Fika compatibility:
      • Requires the newly included LateToThePartyFikaSync plugin, available here. Thanks to Lacyway for creating the plugin code!
      • If Fika is detected without the LateToThePartyFikaSync plugin installed, show an error message in the main menu, game console, and server console when the game first loads
      • If the LateToThePartyFikaSync plugin installed, show an error message in the main menu, game console, and server console if it's not a compatible version
    • Significantly reduced the time needed to destroy loot when setting up the initial state for Scav runs
    • Rewrote code so all components attach to GameWorld instead of being static
    • If destroy_loot_during_raid.loot_ranking.enabled=false, do not retrieve any loot-ranking data from the server
    • Show an error message if a weapon with undefined properties is found when generating loot-ranking data
    • Removed some debugging messages
    • Removed outdated server code
    • Lots of refactoring, but much more is still needed
    • Bug fix for trying to make the VEX leave when it isn't present
    • Bug fix for allowing the VEX departure to be aborted after the animation begins


    config.json files from the 2.3.1 through 2.7.1 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.

    DanW added a new version:

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    • Bug fix for not being able to place some unexamined items into your secure container


    Config.json files from the 2.0.0 - 2.1.0 releases are compatible.

    DanW added a new version:

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    • Updated for SPT 3.10
    • Added requirement for Waypoints 1.6.0 and removed redundant features that perform similar functions
    • Made Fika incompatible. There is currently no way to synchronize door, switch, etc. states between clients.
    • If Lockable Doors is loaded, show a warning message in the main menu, game console, and server console when the game first loads about known limitations
    • Added SPT version check (currently set to allow all SPT 3.10.x versions)
    • Reduced toggle_switches_during_raid.exclusion_radius from 150 to 75 or many switches on Labs would never be activated
    • Removed trader-stock-adjustment feature because it doesn't look like BSG will be restoring trader stock limits
    • Removed the bot-conversion-chance adjustment feature because there are now plenty of spawn mods that do a better job
    • Removed logging buffer and crash detection because this hasn't been needed in a long time
    • Removed most debug options and transferred them into a separate mod
    • Do not try to directly despawn items that are locked in their parent items (i.e. soft armor inserts)
    • Do not force doors near loot to open if something is already interacting with it
    • Do not force doors near loot to open if open_doors_during_raid.enabled=false
    • Ignore and show warning messages for items with invalid templates
    • Removed warning message when checking for VEX's if there are no alive players in the map
    • Made all Unity methods protected instead of private because the recent Visual Studio update is dumb and forces them to be faded out
    • Began refactoring (but much more is still needed)
    • Removed manifest from WinForms app (LootRankingDataReader) to reduce VirusTotal false positives


    config.json files from the 2.3.1 through 2.6.1 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.

    DanW added a new version:

    Quote
    • Updated for SPT 3.10.0
    • Refactoring and minor performance improvements


    Config.json files from the 2.0.0 - 2.0.2 releases are compatible.