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Shockbot - taking its first steps

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Postby Electro » Sat Nov 10, 2007 9:52 pm

It's pretty much up to the engine if it wants to carry them over from map to map. I will probably code it in manually for the engines that don't have this working though.

QW engines that I know of that will have the required extensions will be: FTE (when the bugs are ironed out), ezquake, zquake, mvdsv
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Postby Orion » Sat Nov 10, 2007 10:48 pm

I see.

What about fuhquake? Won't it work?
I have mvdsv here, if I create a server in mvdsv and connect to it using fuhquake or a regular QW engine will it work?
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Postby Electro » Sat Nov 10, 2007 11:43 pm

Yeah that would work. It's the server running the bot (which in that case is mvdsv) so you could then connect with any client. :)
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Postby Electro » Sun Nov 11, 2007 9:23 am

This morning I wrote up the early signs of rocket jumping... again like the rest of the bot it's still in early stages and will be improved upon later on.

A cheeky little piece of emergent behaviour is that if they stuff it up sometimes, they will attempt again if they like ;)

I've sliced together some footage of the bots playing some different maps, to show their jumping abilities currently (although as basic as they are, it's sometimes cool to watch). As well as some combat and general stuff.

The vid is up here - http://www.youtube.com/watch?v=bIBPrCvxAl4

I think the video quality is even worse than last time... if that's possible (seems so! hah)

Let me know what you guys think :)
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http://www.reflexfps.net/
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Postby xaGe » Sun Nov 11, 2007 2:43 pm

..What do I think?! ..ummm.. awesome?? 8) ..They RL jump pretty player like and its great that they miss once in a while and try again sometimes...
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Postby Nash » Sun Nov 11, 2007 3:17 pm

I'm just wondering, is your bot anything like Nexuiz's bots? I really, REALLY hate Nexuiz's bots because they are either too dumb or too perfect. Hopefully yours is balanced.

(I will play your bot later this week... work's been pretty hectic)
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Postby xaGe » Sun Nov 11, 2007 3:42 pm

..Nash as far as I know ShockBot is not released yet... The bot is still in early development...
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Postby Nash » Sun Nov 11, 2007 8:15 pm

My bad!

I was watching the videos, but my brief scan-through of the original post led me to believe that it was out by looking at the link with an EXE (which turned out to be the personality editor). Just goes to show my crappy post-reading skills. :P

The AI does look very impressive. But I hope they won't suck like Nexuiz's. They're just no fun to play against.
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Postby Electro » Sun Nov 11, 2007 9:47 pm

Shockbot is meant to be like humans. I haven't seen the Nexuiz bots so I have no idea what they're like.
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Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
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Postby Orion » Mon Nov 12, 2007 11:29 pm

Hey Electro... do you have a beta release prevision?
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Postby Electro » Tue Nov 13, 2007 12:09 am

Things I'd like to do before making a first release:
    Ledge avoidance
    Jumping AI (removing the need for jump flags on nodes)
    Button support
    Lift support
    More human-like turning
    Making more use of bot personality files (take into account reaction times/reflexes etc)

I think the bot would be in a good state for a first release at that point.
I'm not sure when the first release will be, it really depends on how much time I get to spend on the bot. I've been really sick lately so that's really hindered development :(
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Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
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Postby redrum » Tue Nov 13, 2007 4:48 am

Quake Rocks!!!
Orion, any luck with that enforcer?
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Postby Urre » Tue Nov 13, 2007 7:05 am

Electro: still sick? :o

EDIT: how can this -> :o resemble a surprised face? Looks too much like it's smiling. Anyone wanna make new smileys for I3D? The tongue out smiley (:P) is crap too, the tongue shouldn't be in the middle!
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Postby Nash » Tue Nov 13, 2007 1:05 pm

The "shocked" smiley looks more like it's about ready to take a load in the mouth...
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Postby Orion » Tue Nov 13, 2007 2:50 pm

Redrum: I'm trying to fix, but I'm getting many bad vector errors with the waypointed maps. :(
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