KNOWN BUGS -Medic's wheel looks quite odd in some animations designed for the original Medic (with legs) and will not stay on the ground as it should. -The mercs behind the glass in pl_thundermountain play the wrong animations which looks quite strange (when using "bots_player.vpk"). I'm not sure why this is, but I don't think there's an easy fix. -Some animations will cause Sniper's lower left leg to rotate 90 degrees. There is no way to fix this without going through and correcting every animation by hand, which is currently impossible. This also affects ragdolled Snipers which may flail their leg about uncontrollably. -In 'thirdperson', the intel is sometimes invisible when you pick it up. However, if you taunt, it re-appears. No idea why this happens. -Some cosmetics will still clip, it's not possible to fix everything without modifying a few of the cosmetics themselves. The most affected are skin-tight shirt type cosmetics. There will eventually be a seperate VPK you can install that replaces some items with refitted/redesigned robot versions. -Medic's wheel looks odd in ALL animations, if using the Voodoo Cursed Zombie Soul replacements. -When ubered using the Voodoo Cursed Zombie Soul replacements, the players original human ubered head will poke through the robots head. This occurs on every class except for Spy and Pyro. It isn't seen in gameplay particularly often, nor is it even that noticable except in closeups, and therefore won't be fixed. -When using the Voodoo Cursed Zombie Soul replacements, Heavy's robot fists will clip through all of the glove hand replacements. I decided this bug would look less weird than human hands on robot heavy that toggle on and off correctly. -When using the Voodoo Cursed Zombie Soul replacements, Sniper's quiver will float away from his back slightly. Using the human quiver is only a temporary measure, a robotic version of it bolted to his back should be made eventually. The quiver has to exist, or using the Huntsman will cause the reserve arrows to float in the air. -Some of the Romevision cosmetic items don't fit the modified heads/hats properly, and will need to be refitted. -Sniper doesn't hold his SMG correctly, it floats out of his hands slightly. PLANS FOR FUTURE VERSIONS (some of these may not come to fruition) -Custom revive markers for MVM, when the playermodel bots are installed. -Custom HUD stuff, for when the playermodel bots are installed. -Better gibs for bots -An option to install the bots without the MVM animations. So they would move smoothly, like the regular playermodels. -A version of Medic with legs instead of a wheel, to be used with the above option, and with the Voodoo Cursed Zombie Soul version. -More mechanical looking taunts -Add rim masks to bots that don't have them for consistency (most bot heads, and the whole of Engineer). -Add robotic versions of Sniper's weapon-based bodygroups. His arrow quiver, bullets and darts. -Further modifications to the shape of bots to allow them to wear more misc items correctly. -If an animation decompiler ever comes out, it may be possible to fix a few animation bugs that are currently unworkable. ----------V1.1 Changelog---------- MESH FIXES -Fixed bullets floating underneath Spy's gun in thirdperson, when the Enforcer is equipped. This also slightly changes the Enforcer's reload animation. This fix is only applied to "bots_player.vpk". MISC FIXES -Fixed Gatebot Scout using the red skin instead of the blue skin on his hat ----------V1 Changelog---------- NEW STUFF -A third VPK is now available, Voodoo Cursed Zombie Soul replacements. These bots will look slightly different than the bots in the full playermodel replacement VPK, due to limitations in the way the zombie souls work. The bodygrouped parts of bots will look like the human versions, Sniper-bot wears glasses and there are a few bugs listed near the bottom of this changelog. -For file size reasons (and because it's easier to maintain), the materials are now a seperate VPK (bots_shared.vpk). Don't forget to install them! (or else you'll suffer lower quality textures, and missing ones on top of Scout, Soldier and Sniper's heads.) -The giant bots now have heads sized in proportion to the rest of their body, just like the regular bots. They also now have extra human animations and bodygroups. The head change fixes several problems. Mainly hats floating (including Gatebot cosmetics). MESH FIXES -Added a neck to Soldier and Demoman -Reshaped Scout and Spy's heads to look more natural, and fit some hats better. As a side-effect, Spy can no longer wear the Dapper Disguise without noticable clipping. -Minor mesh smoothing fixes on some classes. -Fixed Scout's "dogtags" bodygroup not removing the entire necklace. -Adjusted Soldier's mesh to prevent clipping with the the Mantreads and Lieutenant Bites (and Lieutenant Bites the Dust). Mantreads were prioritized over other boots because they serve a gameplay function. -Adjusted Engineer's mesh to prevent clipping with Beep Boy, and lense-based miscs. Notably the Deus Specs and Special Eyes. -Added any previously missing LODs. MISC FIXES -Fixed glitchy attachments/bones (This fixes problems such as the flag/Power Up Canteen/certain cosmetics appearing under the classes feet instead of in the correct place. Also fixes professional killstreak effects not working.) -Fixed wrong illumposition (may have caused lighting problems in certain conditions) -Fixed bot eye attachment positions (this fixeds the eye glows appearing in the wrong place, previously particularly noticable on Scout) -Added replacebone/bonetreecollapse commands from original classes. This should result in items that use such commands clipping a little less, and is also a minor performance booster. -Fixed Soldier's head texture appearing upside down if you install a seperate texture mod to override bots_shared.VPK, such as one of the Grey bot texture mods. TEXTURE CHANGES -Cleaned up the VMTs slightly -Made the colour of Heavy and Pyro's eyes match the other bots better -Tweaked colours on Red Sentry Buster, should hopefully feel less overly saturated -Synced the red and blue textures up with each other beter. -Fixed some artifacts in Soldier's head normal map -Reduced size of Pyro's head texture to match the other classes -Cleaned up the class body texture's dodgy shadows some more -Desaturated the zombie bots a little ANIM FIXES -Replaced duplicate taunt animations with their human counterparts. Also fixed the Ullapool Caber taunt looking like the Sentry Buster taunt. -Replaced weird static animations for Sniper (primary) and Scout (item2, secondary) with their human counterparts -Scout no longer goes into the ref pose and slides around when you lose a match. He will now use the human animations for that, as the bot ones are sadly nonfunctional. KNOWN BUGS -Medic's wheel looks quite odd in some animations designed for the original Medic (with legs) and will not stay on the ground as it should. -The mercs behind the glass in pl_thundermountain play the wrong animations which looks quite strange (when using the playermodel replacements). I'm not sure why this is, but I don't think there's an easy fix. -Some animations will cause Sniper's lower left leg to rotate 90 degrees. There is no way to fix this without going through and correcting every animation by hand, which is currently impossible. This also affects ragdolled Snipers which may flail their leg about uncontrollably. -In 'thirdperson', the intel is sometimes invisible when you pick it up. However, if you taunt, it re-appears. No idea why this happens. -Some cosmetics will still clip, it's not possible to fix everything without modifying a few of the cosmetics themselves. The most affected are skin-tight shirt type cosmetics. There will eventually be a seperate VPK you can install that replaces some items with refitted/redesigned robot versions. -Medic's wheel looks odd in ALL animations, if using the Voodoo Cursed Zombie Soul replacements. -When ubered using the Voodoo Cursed Zombie Soul replacements, the players original human ubered head will poke through the robots head. This occurs on every class except for Spy and Pyro. It isn't seen in gameplay particularly often, nor is it even that noticable except in closeups, and therefore won't be fixed. -When using the Voodoo Cursed Zombie Soul replacements, Heavy's robot fists will clip through all of the glove hand replacements. I decided this bug would look less weird than human hands on robot heavy that toggle on and off correctly. -When using the Voodoo Cursed Zombie Soul replacements, Sniper's quiver will float away from his back slightly. Using the human quiver is only a temporary measure, a robotic version of it bolted to his back should be made eventually. The quiver has to exist, or using the Huntsman will cause the reserve arrows to float in the air. -Demoman holds the Horseless Headless Horsemann's Headtaker backwards. That's just how Valve animated it, I may pack a fix for this that rotates the Headtaker MDL in a seperate VPK in a future version. -Some of the Romevision cosmetic items don't fit the modified heads/hats properly, and will need to be refitted. PLANS FOR FUTURE VERSIONS (some of these may not come to fruition) -Custom revive markers for MVM, when the playermodel bots are installed. -Custom HUD stuff, for when the playermodel bots are installed. -Better gibs for bots -An option to install the bots without the MVM animations. So they would move smoothly, like the regular playermodels. -A version of Medic with legs instead of a wheel, to be used with the above option, and with the Voodoo Cursed Zombie Soul version. -More mechanical looking taunts -Add rim masks to bots that don't have them for consistency (most bot heads, and the whole of Engineer). -Add robotic versions of Sniper's weapon-based bodygroups. His arrow quiver, bullets and darts. -Include a seperate VPK to fix the Headless Horsemann's Headtaker being held backwards. -Further modifications to the shape of bots to allow them to wear more misc items correctly. ----------Beta2 Changelog---------- -Included .phy models for every class (this fixes the game crashing when Sniper-bot dies). -Added glowing eyes to Pyro's head, to match every other class. -Fixed missing bot animations for Medic. -Fixed odd rigging on Engineer and Sniper heads -Added LODs for Medic and Sniper heads. Pyro head is still very much a WIP, and doesn't yet have any LODs. -Made Spy's head a little less small and fixed a texture error on his neck. -Improved zombie textures. Now classes are tinted green if zombie souls are equipped, and use gib textures where applicable (many gib textures are unfinished). The zombies will probably not be improved much beyond this, as making proper zombie versions of the bots is a project in it's own right. If anyone else feels like eventually attempting this after the final release, they're more than welcome. ----------Beta1 Initial Release----------