Frikbot Waypoint Improvements

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Lightning Hunter
Posts: 169
Joined: Wed Nov 28, 2007 6:15 am

Frikbot Waypoint Improvements

Post by Lightning Hunter »

THIS POST IS NOW OUTDATED. PLEASE VISIT AND DOWNLOAD THE DEFINITIVE FRIKBOT WAYPACK INSTEAD!

All Frikbot waypoints in this thread have been created by other authors, but improved by me - sometimes significantly. I decided to start a new thread for this, because I didn't want to add these to my already massive Frikbot Waypoints thread. It will also be easier on Shadowborg, so he knows which ones need to be updated on the Frikbot resource cube - if he chooses to do it that way. I'm not going to post links to maps on this thread, since most of them are popular enough to find easily. If a quick google search doesn't find them, then check these four map archives:
http://ftp.unsix.net/pub/games/quake/maps/all/
http://www.gamers.org/pub/idgames2/levels/deathmatch/
http://www.apocalypse2000.org.uk/downloads/maps/
http://www.quaddicted.com/multiplayer/filebase/

On with the updates!

Aerowalk, originally by Monster:
-Bots use the wind tunnel better
-Bots are much more successful at performing the Rocket Jump to obtain the Red Armor.
-Minor tweaks to waypoints here and there so bots move more smoothly. They will less often fall off an edge when they didn't mean to (although they still do this when engaged in a fight, which can't be helped by waypoints).
Aerowalk Ways

Croctear, originally by CocoT & Monster:
-Bots will now obtain the Mega Health using a Rocket Jump
-Many, many tweaks to waypoints around hallways and under the bridges to prevent bots from getting snagged on pillars and walls like they previously did.
-Higher success rate of getting the Quad damage without falling
-Way too many other tweaks to name...
Croctear Ways

Fragtown series, originally by Monster:
This includes improvements for Fragtwn1-7, and Fragtw16. The entire series has gone through major changes. I've probably just about doubled the amount of waypoints to prevent bots from getting stuck in tight spaces like they so often did before. They perform jumps better, visit more rooftops, get stuck on lifts less often, and much, much more. It took me many hours of tweaking to fix up this series...
Fragtown Way Pack

Strafin series, originally by Quest:
Improvements for Strafin1-6. These waypoints were pretty good, but the lifts were not correctly set, so the bots wouldn't wait for them to return - resulting in them getting stuck below. I did plenty of other minor tweaks here and there, but nothing huge. Strafin6 was actually not changed at all, but I included it anyway to make the series complete. I do not claim credit for anything on Strafin6. ;)
Strafin Way Pack

Plpak8b, originally by Electro:
-Bots now obtain the Red Armor that requires a jump across a slime pit.
-Better behavior around the wind tunnel
-Lifts fixed so bots now wait for them to return
Plpak8b Ways

A2, originally by Quest:
-Bots use wind jump much better
-A teleporter is now used. It was missed in the waypointing before
-Sooo many tweaks here and there that prevent bots from getting stuck, and allow for smoother movement.
-Bots will use a lot more shortcuts to get around
A2 Ways

Crdm1, originally by Monster:
-Lots of shortcuts added
-Many tweaks so bots don't get snagged on walls and move more fluidly
-Bots use the button lift much better than before, and will wait for it to return before getting on.
-too many more tweaks to mention...
Crdm1 Ways

Crdm2, originally by Cocot & Monster:
*sigh* Two people built these waypoints, and I felt they could have been built from scratch due to all the bugs... Oh well, they have been overhauled majorly.
-Bots now use the ladder correctly
-They use the lift correctly
-A plethora of new shortcuts has been added
-Almost every waypoint has been moved in some sort of way to improve bot movement
-Amount of waypoints has been about doubled so they no longer get snagged at the entrance of tight hallways
-Bots no longer behave strangely on the broken up slime floor
-I'm sure I'm missing a lot... I spent 2 hours fixing these waypoints up. I probably could have built them from scratch in the same amount of time. :P
Crdm2 Ways

Chesdm2, originally by Quest:
-Didn't change a whole lot. Only tweaked a few things here and there. Biggest fix was a lift the bots now use better.
Chesdm2 Ways

Chesdm3, originally by Quest:
-Bots now successfully ride the platforms to obtain the Quad
-A few tricky jumps are now performed better
-Bots collect the LH with greater success
Chesdm3 Ways

Head-shot, originally by bta.monster:
-The ladders are now used correctly
-Bots have a much higher chance of obtaining the megahealth now. They only have problems when a lot of action is going on (can't be helped).
-Movement is smoother around the map in general
Head-Shot Ways

Exdm5, originally by Quest:
-Bots now jump across the lava pit to obtain the LG, rather than using a rocket jump.
-The megahealth is now obtained much easier by the bots. They only sometimes obtain damage from the slime, rather than almost every time before.
-Bots obtain Quad with a much higher success rate now, using a rocket jump.
Exdm5 Ways

Baldm1-8, by various artists:
Most of these maps were originally done by Electro, but one was done by CocoT & Monster, while another was done from scratch by me. I included the one I did from scratch in this pack to make it complete, even though it's in my "improvement" thread. Like always, I fixed a lot of the same problems. Bots use lifts and ladders better, navigate more smoothly, get stuck less often, and obtain powerups better on all maps.
Baldm1-8 Way Pack

Damaul1, originally by Plumb:
-Waypoints were not previously complete! The bots previously not visit certain areas, did not collect some powerups, etc. This has all been remedied.
-Heavy modifications to previous waypoints. Bots use even the complicated tricks very well in this map now!
Damaul1 Ways

Damaul2, originally by Plumb:
-This map is absolutely huge, and as such, I spent a good 2-3 hours fixing the waypoints up on this one. Bots will now visit every room, complete all the trick jumps, etc.
-There were no waypoints telling the bots how to get any of the secrets correctly, and there are a LOT of secrets in this map. The bots will now visit every secret room and obtain every powerup.
Damaul2 Ways

Damaul7, originally by Monster:
-Bots now obtain the Quad easier
-Bots use wind tunnel near the LG better
-many more shortcuts added
-lots of small tweaks so bots move around better
Damaul7 Ways

Dead, originally by Quest:
-The usual improvements. Bots navigate better, use lifts properly, make more jumps and use more shortcuts, etc.
Dead Ways

Argonaut, originally by CocoT & Monster:
-Practically redid all the waypoints. I don't feel like explaining every little thing I changed, so just trust me that it is much better. :D
Argonaut Ways

Dapak1-12, by various authors:
Heavy improvements have been done to dapak1-8, which were originally created by Electro and Gilgamesh. Dapak 9-12 were done from scratch by me. The usual improvements have been done. Bots get stuck less often, collect the powerups better, use rocket jumps/trick jumps to get around, use more shortcuts, navigate more smoothly, and much more in the 8 maps I improved. The rest were created from scratch, so no need to go there!
Dapak1-12 Way Pack
Last edited by Lightning Hunter on Tue Jan 26, 2010 3:21 am, edited 4 times in total.
Lightning Hunter
Posts: 169
Joined: Wed Nov 28, 2007 6:15 am

Post by Lightning Hunter »

In case nobody noticed, I've updated my first post multiple times since I started this thread. Check it out for a plethora of updated waypoints. The newest update includes dapak1-12 - four of which were done from scratch by me, and all of which have been heavily improved. :)
FrikaC
Site Admin
Posts: 1026
Joined: Fri Oct 08, 2004 11:19 pm

Post by FrikaC »

I always lamented how rushed some of these waypoints seemed. Good job on improving them. I keep checking this thread to see if one day one of mine gets redone. I'm sure I've done some bad ones. :(
Lightning Hunter
Posts: 169
Joined: Wed Nov 28, 2007 6:15 am

Post by Lightning Hunter »

I need some opinions here. I've been literally going through my entire folder full of waypoints, and have been improving almost everything in there. I'm tired of typing a list of things that I've updated for each and every map, because it usually ends up being the same stuff (issues with lifts, ladders, tricky jumps, collecting powerups, smoother movement, etc.) It's come to the point that I could zip everything up into one file and call it the waypoint improvement pack or something. Every waypoint file I've updated has the original author listed, with a note next to it saying "updated by Lightning Hunter", so credit is properly given. Any comments on this idea?

Eventually, I'd like to make two large zip files - one for all the waypoints I've improved, and another for all the ones I did from scratch in the other thread. This will make two very convenient files for people to download. It would be nice if I could include the maps with these archives, but it would significantly increase the filesize. I do happen to have readme files for nearly every map in my Frikbot folder, so credit would be properly given. I wonder if all the mappers would approve of such a thing though. I guess there are plenty of Quakeworld mappacks out there that don't even include readme files...
FrikaC wrote:I always lamented how rushed some of these waypoints seemed. Good job on improving them. I keep checking this thread to see if one day one of mine gets redone. I'm sure I've done some bad ones. :(
Funny you mention that. I've arranged my entire \Map folder by date, and have been going back and improving waypoints in order of when they were created. I've recently come upon some of yours. the Pkeg series was done well, but I touched a few things up anyway. The bots do a better job of grabbing the Quad more often now, and I added a few shortcuts around the map. I also came across the tridm series that you did, and made some improvements there as well. I noticed the bots didn't wait for a few of the lifts, and had trouble getting some powerups and making tricky jumps. :)
ijed
Posts: 64
Joined: Sat Jul 26, 2008 4:26 am
Location: Chile, SA

Post by ijed »

Off topic, but I'm wondering if you'd like a job Lightning Hunter.

I sent an IM through inside3d as well but don't use the board enough to know if it notifies for a reply.

This is for the RemakeQuake team, we've got alot of custom code and maps, and the frikbot. We're finishing off CTF mode and there's plans for future modes as well. We're going to be releasing a multiplayer demo sometime soon, so we're flat out on finishing the required for it.

But have no dedicated AI / Wapoint specialist. All of the maps have waypoints to some degree, but could very easily be better.

Let me know if you're interested.
FrikaC
Site Admin
Posts: 1026
Joined: Fri Oct 08, 2004 11:19 pm

Post by FrikaC »

Also Re: your zip file idea, I'd be happy to post them on the Frikbot page itself.
Lightning Hunter
Posts: 169
Joined: Wed Nov 28, 2007 6:15 am

Post by Lightning Hunter »

FrikaC wrote:Also Re: your zip file idea, I'd be happy to post them on the Frikbot page itself.
That would be great. :)

I've decided to release all known waypoints in one giant pack. There are waypoints for nearly 400 maps now. About half of them were made by me, with about 99% of the rest of them being improved by me. I'm about 15 maps away from being finished with improving the last waypoints in my \maps folder. I'm thinking I will call it the "Definitive Frikbot Waypack", since it should be the only thing people will ever need to download in addition to the Frikbots.

I'll make two downloads - one being all the waypoints, and the other being all the BSP maps with readme files. I'm still debating where to host the maps, since they will be about 150MB zipped. I guess I could put them up on Quaketastic and Filefront, but if anyone has another mirror I could use, let me know.
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