Nazi zombies portable released
Moderator: InsideQC Admins
52 posts
• Page 3 of 4 • 1, 2, 3, 4
MasterSplinter wrote:Not that this thread is about translators, but, this iPhone app (Word Lens) is pretty dam cool.... My sister's roomie is in this video...
http://www.youtube.com/watch?v=h2OfQdYrHRs
Spirit wrote:Please do not quote excessively and do not post offtopic nonsense.(
Don't worry. MasterSplinter will be fine. He just found out that half past ten, for the first time in history its gonna be raining men.
That being said, this wonderful mod could use a better readme. But it is a wonderful implementation and a mod to be proud of.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Hmm we have hit a big roadblock. And its ai. My codig "skills" cant do that. I have tryed but every time i mess the zombie. If anyone knows someone or wants to help us. we would be very happy. We are wantting to release original nz map nacht der untoten but it doesnt work cause we need a pathfinding.
- Jukki
- Posts: 214
- Joined: Wed Apr 07, 2010 4:59 am
thanks guys!
Jukki and I have put a lot of hours, sweat and tears into this mod
glad to see people enjoying it.
and as for AI...
well yeah, ceriux, the problem is, is that they need to be dynamic, i.e., the zombies need to find the find the player no matter where the player(s) is(are) in the map, something similar to the frikbot, but alas, we have failed at implementing frikbot into monsters.
I AM currently attempting to code in some pathfinding for the zombies, but still not sure what the end result will be. I am not doing half bad, I have a few ideas about how I could make this work.
-blubs
Jukki and I have put a lot of hours, sweat and tears into this mod
glad to see people enjoying it.
and as for AI...
well yeah, ceriux, the problem is, is that they need to be dynamic, i.e., the zombies need to find the find the player no matter where the player(s) is(are) in the map, something similar to the frikbot, but alas, we have failed at implementing frikbot into monsters.
I AM currently attempting to code in some pathfinding for the zombies, but still not sure what the end result will be. I am not doing half bad, I have a few ideas about how I could make this work.
-blubs
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it 
-

blubswillrule - Posts: 68
- Joined: Mon Oct 04, 2010 9:08 pm
- Location: Lincoln, California
the problem comes when the zombie has to navigate around complex obstacles.. i.e., there is a zombie at the end of e1m1, and you are at the beginning, would the zombie be able to find you?
again, pathfinding by waypoints is ideal for this.
again, pathfinding by waypoints is ideal for this.
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it 
-

blubswillrule - Posts: 68
- Joined: Mon Oct 04, 2010 9:08 pm
- Location: Lincoln, California
Well lets say. Main point is 1.i am finnish, english not my best language. (1.5 i dont like translators) 2. i am still naab. If you see the source...well you would scream lodly running around and making suecide how someone can do thease things so worse
I am mapper
I am mapper
- Jukki
- Posts: 214
- Joined: Wed Apr 07, 2010 4:59 am
@ceriux, I do read
see, the problem isn't as you described it, what you posted basically says if player is closest, go the player.
that's not our problem, our problem is allowing the zombie to navigate the map, of course what you said will come in handy once the zombie close to the player.
and I am terribly sorry if I am creating a bad image for myself in your mind, it's not my intention at all, I may not be the most experienced coder, but I don't intend to stop learning. I'm not half bad, I just have a lot to learn and I know it.
and @jukki, you're a hell of a lot better at coding from when you joined this mod
see, the problem isn't as you described it, what you posted basically says if player is closest, go the player.
that's not our problem, our problem is allowing the zombie to navigate the map, of course what you said will come in handy once the zombie close to the player.
and I am terribly sorry if I am creating a bad image for myself in your mind, it's not my intention at all, I may not be the most experienced coder, but I don't intend to stop learning. I'm not half bad, I just have a lot to learn and I know it.
and @jukki, you're a hell of a lot better at coding from when you joined this mod
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it 
-

blubswillrule - Posts: 68
- Joined: Mon Oct 04, 2010 9:08 pm
- Location: Lincoln, California
and if you had read up above that. i told you a good way to use waypoints... all you do is have its target set as the way point make the monster run to its target, call your tracecheck for the player every so often, and if the player is in the view of your monster then have his primary target change to the player.
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
that's the basis for the pathfinding system I hope to achieve
heres the lowdown...
find nearest waypoint to self (monster)
self nearest waypoint = goalentity
calls that ^^^ every so often.
the waypoint.touch function goes something like this
if class == monster && monster.goalentity == self ,run a function to find the next best waypoint.
the best next waypoint function has some incorporation of the A* algorithm (very popular pathfinding algorithm)
basically check the cost (distance from waypoint to player + distance from zombie to waypoint) of each of the waypoints LINKED to the zombie's current waypoint. (the waypoint that calls this after being touched by the zombie)
so basically it repeats this, and every time a zombie touches a waypoint, it will check if the player is nearby, (of course I didn't account for that here).
that's where you're solution comes in.
the idea that you recommended for the waypoints is for static paths that are always the same. I need something more versatile, something that the zombies can find their own paths without having to follow the preset paths.
because the player may not always be at the end of the preset path.
finding the paths... now that's the problem
... that I soon hope to overcome.
heres the lowdown...
find nearest waypoint to self (monster)
self nearest waypoint = goalentity
calls that ^^^ every so often.
the waypoint.touch function goes something like this
if class == monster && monster.goalentity == self ,run a function to find the next best waypoint.
the best next waypoint function has some incorporation of the A* algorithm (very popular pathfinding algorithm)
basically check the cost (distance from waypoint to player + distance from zombie to waypoint) of each of the waypoints LINKED to the zombie's current waypoint. (the waypoint that calls this after being touched by the zombie)
so basically it repeats this, and every time a zombie touches a waypoint, it will check if the player is nearby, (of course I didn't account for that here).
that's where you're solution comes in.
the idea that you recommended for the waypoints is for static paths that are always the same. I need something more versatile, something that the zombies can find their own paths without having to follow the preset paths.
because the player may not always be at the end of the preset path.
finding the paths... now that's the problem
... that I soon hope to overcome.
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it 
-

blubswillrule - Posts: 68
- Joined: Mon Oct 04, 2010 9:08 pm
- Location: Lincoln, California
you seem to know a little more about AI than i do. but why dont you have the player send update a couple variables x,y,z which updates where he is on the map, then have the zombies follow the way point next closest to it? like basically the zombies would follow the paths that are closest to the player?
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
hmmm, that could work, kinda' like telling the zombie what room the player is in.
I think this would be rather hard to make with bigger maps though, because there may very well be a whole lot of rooms, and making a path from every room, to every other room might be a bit painstaking. :\
I like where you're going with this however
another problem that arises, compatibility with fan-made maps...
I think this would be rather hard to make with bigger maps though, because there may very well be a whole lot of rooms, and making a path from every room, to every other room might be a bit painstaking. :\
I like where you're going with this however
another problem that arises, compatibility with fan-made maps...
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it 
-

blubswillrule - Posts: 68
- Joined: Mon Oct 04, 2010 9:08 pm
- Location: Lincoln, California
okay.. hmm how about just tell the monster where the player is, then have him walk in that direction, next make a waypoint like entitie for mappers to place at hallway opennings and what not. if the monster starts walking into a wall, have its target change to that of the closest waypoint, then set the target to the closest player again?
i mean you will release an fgd right? since your talking about custom player maps.
PS: from what i remember there was a bot that would follow walls instead of just walking into them, might be of use. forget which bot.
i mean you will release an fgd right? since your talking about custom player maps.
PS: from what i remember there was a bot that would follow walls instead of just walking into them, might be of use. forget which bot.
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
52 posts
• Page 3 of 4 • 1, 2, 3, 4
Who is online
Users browsing this forum: No registered users and 1 guest