Search found 185 matches

by daemonicky
Mon Sep 05, 2011 9:42 am
Forum: Artificial Intelligence
Topic: simple pac man game
Replies: 17
Views: 11987

Re: simple pac man game

toneddu2000 wrote: simple pac man game in quakec, just to learn the language. ...
http://web.archive.org/web/200904121251 ... _Diffusion might help later on
by daemonicky
Wed Aug 24, 2011 1:12 pm
Forum: Artificial Intelligence
Topic: How do Waypoints work?
Replies: 12
Views: 9434

Re: How do Waypoints work?

It really doesn't phase me how Waypoints work. http://en.wikipedia.org/wiki/Graph_traversal They select a goal node and then path from nearest node from where they are is found. Goal node is selected based on some AI rules. Like, in Thief 2 nodes had "smell" or "noise" so neares...
by daemonicky
Wed Aug 24, 2011 12:42 pm
Forum: General Discussion
Topic: Asking for help with old Quake mods
Replies: 107
Views: 24860

Re: Asking for help with old Quake mods

Hello everyone, I hope someone here can help me with an issue I have. I like the modern graphics provided by the Darkplaces engine coupled with all of the new graphical enhancements, but I also like to play oldschool Quake once in a while. I recently upgraded to a new pc with the following specs: A...
by daemonicky
Sat Aug 06, 2011 4:46 pm
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 15808

AAS = Area Awareness System Basically just convex volumes filling up the level to be used as navigational data. 90% of the time it's wasted as they're just walls, good for water and things. (simply talking about comparison to navmesh which is purely ground information) Hm, AAS is just some cached i...
by daemonicky
Thu Aug 04, 2011 12:25 pm
Forum: Artificial Intelligence
Topic: Funniest AI You played against in FPS
Replies: 3
Views: 4938

Funniest AI You played against in FPS

What bots/AI You had most fun with in FPS game?

I liked CoD series, but it might mainly be because of story and atmosphere. I also liked Thief. Half Life had IIRC most fun AI, but maybe memory serves my wrong. So I am personally really not sure which one it was. :)
by daemonicky
Thu Aug 04, 2011 12:21 pm
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 15808

Wow, small world! The Theif source code was fun on a Dreamcast dev kit from a member at Dreamcast-Talk.com Thanks :). Will look at these links sometime. Another thing that has always intrigued me, is the *potential* a chat or bot-to-player communication system has. I remember Kooky was funny. It wa...
by daemonicky
Thu Aug 04, 2011 12:12 pm
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 15808

daemonicky: Why not QuakeC? With all the engine extensions available, I don't see why it's not viable. 1. It is too simplistic language, so You will have hard time doing more complex stuff. There are variants of QC though wchich can do it. 2. It is imperative language. I know it can be hacked and i...
by daemonicky
Thu Aug 04, 2011 9:04 am
Forum: Engine Programming
Topic: Daikatana alpha's palette...
Replies: 22
Views: 5110

Re: Daikatana alpha's palette...

hogsy wrote:So the maps in the Daikatana alpha...
It is alpha of the Daikatana or is it Yours or someones remake?
by daemonicky
Mon Aug 01, 2011 3:32 pm
Forum: Artificial Intelligence
Topic: Visualisations of planned paths in games
Replies: 1
Views: 4360

Visualisations of planned paths in games

I found out that SOF can show paths AI is planning, and it was interesting to see them. I believe one can learn thing or two from this. I believe Darkplaces has some visualisation too. I know how to show paths in Kingpin and Soldier Of Fortune. Do know about other games :?: Soldier Of Fortune in con...
by daemonicky
Mon Aug 01, 2011 12:34 pm
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 15808

You can also ask there http://gamedev.stackexchange.com/ , a server specialized to answer questions on game development.
by daemonicky
Mon Aug 01, 2011 12:29 pm
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 15808

Inspiration for AI * You can check leaked Thief 2 source code , ... look for files with SCR extension * Thief 2 postmortems on Gamasutra from TTLG * Thief design docs * Thief dev articles * some other links * explanation of Thief sensory system * AFAIK Thief uses waypoints, then it propagates suspi...
by daemonicky
Mon Aug 01, 2011 12:07 pm
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 15808

Forget waypoints, use Navmesh. Or combination of both. :)
by daemonicky
Mon Aug 01, 2011 9:20 am
Forum: Artificial Intelligence
Topic: Kingpin AI
Replies: 0
Views: 4710

Kingpin AI

Hi, do You know how does Kingpin AI works :?: Some people claim it is very good, what makes it so great? This should show You paths bots planned. I edited autoexec.cfg, and added set console 1 developer 1 set developer 1 debuggraph 1 set debuggraph 1 set win_noalttab 0 set skill 0 set nav_aipath 1 s...
by daemonicky
Mon Aug 01, 2011 9:01 am
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 15808

Re: Bots, the pros and cons, what are they for you?

In short... what do YOU think makes a good bot? This also doesn't need to necessarily be limited to existing bots in any way. What do you think you'd like to see in a bot that you haven't yet? On the other end of the spectrum, what sucks and is obvious a deal breaker? Advice : I would not do it in ...
by daemonicky
Sun Jul 31, 2011 11:43 am
Forum: QuakeC Programming
Topic: path_corners and the z axis
Replies: 6
Views: 1739

Does movetogoal fail because of that height? I suspect it might work only on straight lines. Try walkmove.

I found some tutorial on how to move to goal in Quake C. Move to goal should be implemented this way, maybe it will help.