Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Sun May 19, 2013 9:53 am

All times are UTC [ DST ]




Post new topic Reply to topic  [ 34 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Stupid Angry Bot alpha7
PostPosted: Sat Sep 03, 2005 2:23 pm 
Offline
fired 300 rounds

Joined: Sat Aug 21, 2004 11:00 pm
Posts: 393
Location: New Zealand
Yep, finally kicked out of the door.

Major changes since SABot a6:
- Navigation: Bot now navigates off ledges, jumps on crates, navigates though teleporters and uses elevators (still rough as guts).
- Combat: Bot can strafe to items during combat, will retreat if too beat up.
- RoE Expansion: Bot can play capture the flag (not well mind you, but better than not at all).
- AAS Files: Bot navigation files built on multiplayer retail maps tweaked for better navigation. Fixes many problems of AAS files compiled off the original stock retail maps.

ROE Edition here:
http://doom3.filefront.com/file/SABot;46802

Vanilla D3 edition (non expansion) here:
http://doom3.filefront.com/file/SABot;46918

For the last version I pointed feedback/help to a thread on this forum, but in hindsight that was a bit of a poor choice considering the focus of the forum.
So 'official' feedback/help here:
http://www.forumplanet.com/planetdoom/t ... id=1737824
But whatever, I'll be checking both.

And finally big-ups for this version go to custom3 for the low level elevator code (and a bit of not so low level that I was too lazy to do).
Also son of sam for testing, it's certainly good to have a fresh pair of eyes looking at things.

_________________
-


Last edited by TinMan on Mon Sep 05, 2005 12:27 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: sabot
PostPosted: Sun Sep 04, 2005 9:33 pm 
Offline
picked up 100 armour

Joined: Wed Jun 08, 2005 11:33 am
Posts: 129
Location: Decatur, Alabama---USA
i have to admit i had lots of fun working with tinman on this project....


Top
 Profile  
 
 Post subject:
PostPosted: Mon Sep 05, 2005 8:10 am 
Offline
picked up 75 health

Joined: Sat Jan 01, 2005 3:53 pm
Posts: 76
yah.......the bots were better than the last release.........

but i have an issue with this release.......

why is it that i can't create the .aas48 files for some of the custom maps using the 'runaas mapname' command ?? A '.lin' extension is created instead of a .aas48..

the maps that i create .aas48 files for it are

-gwdm1
-Doomchess
-xpac_dm1

_________________
Support the Doom 3 Mod List !!!
http://www.doom3world.org/phpbb2/viewtopic.php?t=8322


Top
 Profile  
 
 Post subject: sabot
PostPosted: Mon Sep 05, 2005 11:28 am 
Offline
picked up 100 armour

Joined: Wed Jun 08, 2005 11:33 am
Posts: 129
Location: Decatur, Alabama---USA
basically its because those maps have leaks and it will not create ass files as long as a leak is present.. lin = leak


Last edited by son_of_sam2 on Mon Sep 05, 2005 11:59 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: SABOT
PostPosted: Mon Sep 05, 2005 11:58 am 
Offline
picked up 100 armour

Joined: Wed Jun 08, 2005 11:33 am
Posts: 129
Location: Decatur, Alabama---USA
heres what needs fixed before the sabot will work for doom 3 chess
1. extend all 4 walls down 1 unit
2. only the top of the floor has a shade, so on the outside of the square
give it a texture color, do not forget the bottom
3. i would give the map more player_info_deathmatch 's but thats up to you
4. there are two areas of the map that need to be lit up, but likewise thats up to you also.......

sabot runs fine now


damn leakes but good try


Top
 Profile  
 
 Post subject:
PostPosted: Mon Sep 05, 2005 1:23 pm 
Offline
fired 300 rounds

Joined: Sat Aug 21, 2004 11:00 pm
Posts: 393
Location: New Zealand
Like son of sam said it seems to be because of a leak, the aas process in this case uses player_starts as valid entities - you'll see a message at the end of aas compile like:
Warning: reached outside from entity 262 (info_player_deathmatch)
Odd thing is on my (admittedly quick) attempts to fix one of gwdm1 I'm having absolutely no luck. Very strange.

_________________
-


Top
 Profile  
 
 Post subject: sabot
PostPosted: Mon Sep 05, 2005 1:31 pm 
Offline
picked up 100 armour

Joined: Wed Jun 08, 2005 11:33 am
Posts: 129
Location: Decatur, Alabama---USA
best fix for this map would be to eighter slap a texture on every blank wall or my fix which is on a map like that just create a very large box that encompases the whole structure and slap a caulk texture on it then hollow it out thusly sealing the leaks inside ahhh no more leaks
(works fine)

one last thing when doing this method the bsp will take a while and
doing the aas will take awhile, just be patient

also alot of what keeps the bots from getting stuck under a lift is the modified aas files in the mod... so in the new map you will have to add monster clip in those areas or just accept it as a limitation......


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 30, 2005 1:09 am 
Offline
is sad because his cool title went away
User avatar

Joined: Sat Mar 08, 2003 3:14 pm
Posts: 710
Location: Americanized
Allll RIIIGHT! Now I can play some CTF with bots!


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 30, 2005 2:11 am 
Offline
Addict.
User avatar

Joined: Sat Aug 28, 2004 11:39 pm
Posts: 2240
it crashed on Wils Rustbucket, it freezes and i created a AAS for the map, the bots still fall in the areas in his map were there's pit falls, all thought its a beta9 so would seggest removing the bridges from the map with pitfalls, and the berserk area i fall allmost everytime i try to get it, and the bots fall cause there's no flooring


Top
 Profile  
 
 Post subject: sabot
PostPosted: Fri Sep 30, 2005 7:01 am 
Offline
picked up 100 armour

Joined: Wed Jun 08, 2005 11:33 am
Posts: 129
Location: Decatur, Alabama---USA
looks like you answered your own question..... but if you put the map in the editor and put a monster clip where you do not want the bot to go that help also.....


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 30, 2005 9:05 am 
Offline
Addict.
User avatar

Joined: Sat Aug 28, 2004 11:39 pm
Posts: 2240
yeah well its not my map, but does anyone know his website maybe he updated it :o


Top
 Profile  
 
 Post subject: sabot
PostPosted: Fri Sep 30, 2005 1:37 pm 
Offline
picked up 100 armour

Joined: Wed Jun 08, 2005 11:33 am
Posts: 129
Location: Decatur, Alabama---USA
i hear ya, but you can change anything you want in it just as long as you do not redistribute other peoples work without their permission..... i have made modifcations to alot of peoples maps to make the sabots run better but i keep the modified maps to myself....


Top
 Profile  
 
 Post subject: Re: Stupid Angry Bot alpha7
PostPosted: Fri Sep 30, 2005 4:38 pm 
Offline
Quad Damage!
User avatar

Joined: Tue Jun 22, 2004 6:57 pm
Posts: 4992
Location: Green Bay, WI
TinMan wrote:
- Navigation: Bot now navigates off ledges, jumps on crates, navigates though teleporters and uses elevators (still rough as guts).
- Combat: Bot can strafe to items during combat, will retreat if too beat up.


that's fantastic!

you should implement some of this ai logic to the monsters in the d3 sp game.

great job.

_________________
Don't take the swine flu shot!


Top
 Profile E-mail  
 
 Post subject:
PostPosted: Tue Oct 04, 2005 1:19 am 
Offline
Addict.
User avatar

Joined: Sat Aug 28, 2004 11:39 pm
Posts: 2240
i think theres a bug in Sabot were the berserk vision doesn't show up properly :o


Top
 Profile  
 
 Post subject: sabot
PostPosted: Tue Oct 04, 2005 6:05 am 
Offline
picked up 100 armour

Joined: Wed Jun 08, 2005 11:33 am
Posts: 129
Location: Decatur, Alabama---USA
are you talking about when you are spectating a bot or the playerview when you are fighting the bots? certain player tweeks in an autoexec can mess up the berzerk and invincable and invisable viewpoints also... exactly what does the bug make the viewpoint do?


Last edited by son_of_sam2 on Tue Oct 04, 2005 6:08 am, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 04, 2005 6:06 am 
Offline
Addict.
User avatar

Joined: Sat Aug 28, 2004 11:39 pm
Posts: 2240
the playerview :o


Top
 Profile  
 
 Post subject: sabot
PostPosted: Tue Oct 04, 2005 6:08 am 
Offline
picked up 100 armour

Joined: Wed Jun 08, 2005 11:33 am
Posts: 129
Location: Decatur, Alabama---USA
and what does it do?


Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 04, 2005 6:15 am 
Offline
Addict.
User avatar

Joined: Sat Aug 28, 2004 11:39 pm
Posts: 2240
its all messed up, here's a screenshot

http://i2.photobucket.com/albums/y21/sc ... t00003.jpg :o


Top
 Profile  
 
 Post subject: sabot
PostPosted: Tue Oct 04, 2005 6:37 am 
Offline
picked up 100 armour

Joined: Wed Jun 08, 2005 11:33 am
Posts: 129
Location: Decatur, Alabama---USA
looks like a combo of loading screen and ingame image... eww thats a nasty one.. tinman from time to time checks this post.. and since he wrote the code , he probably would be better to answer the question...
only answer i can come up with, and i'd probably be wrong is some kinda autoexec tweek making the game freek out

son of sams vault of knowledge
http://www.doom3world.org/phpbb2/viewto ... highlight=
http://www.doom3world.org/phpbb2/viewto ... highlight=


Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 04, 2005 7:12 am 
Offline
Addict.
User avatar

Joined: Sat Aug 28, 2004 11:39 pm
Posts: 2240
nah it still does it even after i made sure there werent any autoexec :o


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 34 posts ]  Go to page 1, 2  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: Gazado, simulation and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group