Rock2ober 2014: The Movie (Part 2) is (finally!!) here:
https://www.youtube.com/watch?v=OYMj3RIf-EI
Search found 247 matches
- Sat Feb 21, 2015 4:23 pm
- Forum: Quake Events
- Topic: Rock2ober 2014!!
- Replies: 4
- Views: 12837
- Thu Dec 18, 2014 3:59 am
- Forum: Quake Events
- Topic: Rock2ober 2014!!
- Replies: 4
- Views: 12837
- Tue Oct 21, 2014 12:17 am
- Forum: Quake Events
- Topic: Rock2ober 2014!!
- Replies: 4
- Views: 12837
Rock2ober 2014!!
Calling ALL Quakeworld TF fans,
The LEGEND returns, the MONSTER is back, the BIGGEST TF game of the year is here! This is the seventh annual Rock2ober event, the annual get together where we attempt to fill a quakeworld server w 32 players like days of yore.The big question is, will we make 32 ...
The LEGEND returns, the MONSTER is back, the BIGGEST TF game of the year is here! This is the seventh annual Rock2ober event, the annual get together where we attempt to fill a quakeworld server w 32 players like days of yore.The big question is, will we make 32 ...
- Thu Sep 04, 2014 11:29 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
Pretty sure in that screenshot, there should be a jump or rocketjump waypoint over the obstacles between a and the player,
In this example, there isn't. The current logic is: if(the bot gets stuck) UseWaypoints() - and current ai returns A as the 'final waypoint'.
there should also be a ...
In this example, there isn't. The current logic is: if(the bot gets stuck) UseWaypoints() - and current ai returns A as the 'final waypoint'.
there should also be a ...
- Thu Sep 04, 2014 4:03 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
Just to clarify (in case I'm not explaining myself clearly): currently the bot successfully navigates the nodes and ends up at the final waypoint. The final waypoint is always one that is the closest and has 'line of sight'. This would be fine if the bot needed to attack, but in this case I want the ...
- Thu Sep 04, 2014 3:51 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
It's all about correctly determining the cost to find B, actually. In the example you showed, a blocked waypoint should represent a HIGHER cost than the not so close but visible alternative.
Hi frag.machine
Yes, the thing is, in this situation .. how can WaypointA realise that it's NOT a valid wp ...
Hi frag.machine
Yes, the thing is, in this situation .. how can WaypointA realise that it's NOT a valid wp ...
- Thu Sep 04, 2014 3:17 am
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
You might consider switching to A*. Dijkstra explores all possible waypoints and can be expensive. A* is a bit smarter, so it can be a big performance gain if you have a lot of points.
I have some code here (that I heavily referenced ACEBot source for): http://paintball2.cvs.sourceforge.net/viewvc ...
I have some code here (that I heavily referenced ACEBot source for): http://paintball2.cvs.sourceforge.net/viewvc ...
- Tue Sep 02, 2014 10:42 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
Is c0burn's source avaiable?
I made an custom bot back in the days with waypoint navigation, and if the bot sees the player he will start moving and attacking the player.
Also i added the "tracker system" from aicafe, so if the player walks around a corner / thru a teleporter the bot / enemy will ...
I made an custom bot back in the days with waypoint navigation, and if the bot sees the player he will start moving and attacking the player.
Also i added the "tracker system" from aicafe, so if the player walks around a corner / thru a teleporter the bot / enemy will ...
- Tue Sep 02, 2014 10:30 am
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
Update:
I've put aside my 'newbie guesswork' code and focused on studying c0burn's 'actually working' implementation. One thing I'm confused about is how to make it so the player can call his bot from any position in the map, and have the bot find him, and end up standing right next to him, not the ...
I've put aside my 'newbie guesswork' code and focused on studying c0burn's 'actually working' implementation. One thing I'm confused about is how to make it so the player can call his bot from any position in the map, and have the bot find him, and end up standing right next to him, not the ...
- Tue Jun 24, 2014 3:05 am
- Forum: QuakeC Programming
- Topic: changing map == restarting server? [SOLVED]
- Replies: 5
- Views: 2634
Re: changing map == restarting server?
Thanks Zop, I was just responsing to Cobalt when your post came through.
Update: Thanks Cobalt for your suggestions. Spike has confirmed that issue was an..um.. er.. how shall I put it.. 'undocumented feature', of the FTE dedicted server. I had ruled out a server bug because two people confirmed ...
Update: Thanks Cobalt for your suggestions. Spike has confirmed that issue was an..um.. er.. how shall I put it.. 'undocumented feature', of the FTE dedicted server. I had ruled out a server bug because two people confirmed ...
- Wed Jun 18, 2014 2:45 pm
- Forum: QuakeC Programming
- Topic: changing map == restarting server? [SOLVED]
- Replies: 5
- Views: 2634
Re: Baffling SV_RunClientCommand bug..
Hey people,
Here's a video of me demonstrating the issue, which might clarify the situation better.
ps If anyone can think of a better/more concise way to describe the 'subject' of this topic, please let me know.
Here's a video of me demonstrating the issue, which might clarify the situation better.
ps If anyone can think of a better/more concise way to describe the 'subject' of this topic, please let me know.
- Wed Jun 18, 2014 9:38 am
- Forum: QuakeC Programming
- Topic: changing map == restarting server? [SOLVED]
- Replies: 5
- Views: 2634
changing map == restarting server? [SOLVED]
[edit: I changed the 'subject' from 'Baffling SV_RunClientCommand bug.. ' because this might not necessarily be a SV_RunClientCommand specific issue]
Hi all,
IIUC every map change is a 'fresh beginning', the engine re-loads ALL variables and functions from the dat, including built-ins, and 'entry ...
Hi all,
IIUC every map change is a 'fresh beginning', the engine re-loads ALL variables and functions from the dat, including built-ins, and 'entry ...
- Mon Apr 14, 2014 3:35 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
... dynamically sized arrays are not supported either (although I could theoretically implement that, there's no support right now). have fun.
Well .. is it accurate to say that declaring an entity makes space for an entity pointer, and until it's spawned it doesn't take up much memory? eg ...
Well .. is it accurate to say that declaring an entity makes space for an entity pointer, and until it's spawned it doesn't take up much memory? eg ...
- Mon Apr 14, 2014 5:11 am
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
1) Take a look at the last release of CustomTF coop that gizmo maintained. I sent him some code changes that would address some issues with grunties getting stuck and I know he had some things he did to the gruntie bot code to improve it.
Hey Ratbert! Yes, thegizmo added some finesse to Grunt ...
Hey Ratbert! Yes, thegizmo added some finesse to Grunt ...
- Sun Apr 13, 2014 3:52 am
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
find finds strings. don't use it for floats or ents. that way lies madness (or instability).
Ah.. ok, thanks.
findchain finds a chain of entities. if you call it multiple times within a loop, or recursively, then you lose.
Ahhh.. so my 'super function' with multiple nested loops wont work? Hm ...
Ah.. ok, thanks.
findchain finds a chain of entities. if you call it multiple times within a loop, or recursively, then you lose.
Ahhh.. so my 'super function' with multiple nested loops wont work? Hm ...