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To fellow Bot Makers

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Roscoe A. Sincero

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Jul 17, 1997, 7:00:00 AM7/17/97
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My new bot project called the Doombot Bot Skeleton Project is now ready
for its initial release. Its purpose is to help others make their own
bot. The only thing missing is an AI to go along with the other
functions.
This bot patch is, however, a working skeleton. It contains a small
portion of BGBot's AI so all you need to do is to compile it (the source
is included) and play it. The modified BGBot will not search for items.

I'll be uploading it to ftp.cdrom.com. I wanted to do it today but the
archive maintainer will be at QuakeCon so all uploaded are disabled
until Sunday at the earliest. When I finally upload it, the file should
be in /pub/quake/quakec/bots directory.

The file to look for is called btsk22.zip. It contains the source code
and 10 demos showing off the new movement plus 4 demos of Zeus bot and 1
demo of the reaperbot. I suggest you take a look at the strafe1.dem and
strafe2.dem for some real bot strafing without using walkmove. Now can
you tell me with a straight face whether or not Zeus can do the things
you see BGBot doing in these demos? For new players, you will see first
hand while MOVING AROUND is so important while engaged in combat.

So look for http://ftp.cdrom.com/pub/quake/quakec/bots/btsk22.zip soon.

If you want to have a copy now, e-mail me and I will send it to you as
an attachment. See .sig below for address.

Note: the demos were recorded on a 100 MHz machine. When I played the
demos on a faster the machine, the results were different. So I
recorded
strafe3.dem on a P200 machine. I didn't expect the results to be so
different.

Now if you are wondering why I used BGBot rather than some other bot, I
picked BGBot because it has like five lines worth of code for its AI
(just
like sport death with 5 attograms of neurons). Pretty easy to add to
the
package. I just didn't feel like adding the other two lines plus a new
search function so the bot can find items. I've been busy flaming.

I don't have a Quake webpage. This is why I depend on ftp.cdrom.com to
make my releases.

Here is the description listed in my btsk22.txt.

===============================
Description of the Modification
===============================
This package contains the latest copy of my norse_movetogoal function.
The version number is v0.31.1. The instructions to use this new
movement
is contained in the botmove.qc file. Please read the file.

The skeleton package (minus the AI, of course) will allow your bot to:
a) move on broken ground, swim, jump over gaps, etc. (See demos).
b) male and female bots are supported as well as male and female
skins. The female sounds are included in the package. You will
need to supply your own skins. Read the source for more important
information regarding skins.
c) your bot will move while attacking.
d) random names for bots. Real names are used, not like
Reaper7skill3
or something like that.
e) classes are supported. Currently, two classes are in use. You
will
need to create more if you want. Fighters and Original Quake
soldiers are the two classes.
f) Thud reduction code. The bot is far less likely to make the thud
sounds now. Zeus bot requires you to have a new demon wav sound
file to remove the thuds. This package will allow you to have a
bot that is unlikely to make thud sounds. However, the faster the
bot moves, the more likely the sound will occur, especially if
bot was shot straight up into the air from a rocket blast. This
is all done using QuakeC, so no new wav file is needed.
g) circle strafing without using walkmove is used as well as normal
strafing (again without using walkmove).
h) bots use all eight weapons well including the axe
i) backpacks contain *ALL* the weapons the deceased had.
j) a message of the day is included.
k) Deathmatch settings are supported. Deathmatch variable is a bit
variable.
1 - normal Quake rules
2 - items don't respawn
4 - axe only DM
8 - Fighters only DM
16 - health in backpacks
64 - humans vs. bots (well, bots won't attack each other)


NOTE: Fighters in Fighters-ONLY DM games are different from
normal fighters. The range for the axe as well as the
maximum damage from the axe have been reduced to add
some balance to the game. Axe from fighters are DIFFERENT
from normal axe used by Quake soldiers.

l) weapons modified so that shootable doors, etc. don't bleed
m) skill levels for bot's yaw speed, aiming, movement speed (if you
don't specify the speed yourself), strafing abilities and pain
frame use. Skills range from zero to three. Yes, this means that
skill 1 bots can miss with their shotguns from close range but
don't expect the bot to miss often. I suggest that you MOVE
around
to make it more likely that the bot will miss.
o) bot suffers from weapon hit momentum like real players so you
can bounce them around now with your rocket launchers
p) bot's pitch is +/- 45 degrees. So players can see the bot looking
up or down. However, it's AIMING pitch is +/- 80 degrees. The
bot's yaw and aiming yaw are identical. This is roughly the same
as real players. Maybe 45 degrees is too high. It could be 35
degrees, I don't know. Play around with the value until you get
a more realistic view of the bot's body. Since a real player can
not shoot straight up or down, the aiming pitch can not be +/-
90 degrees, it is more like +/- 80 degrees.
q) And thanks to Alan K., the bots show up on rankings.


--
later,
legion, leg...@keg.zymurgy.org
Download btmv31.zipfrom ftp.cdrom.com/pub/quake/quakec/bots and watch
Demos of Zeusbot losing to BGBot in four battles of moves. Download
dmbt21b3.zip, the zip archive of a new bot for the game Quake,
http://www.gameaholic.com/idgames/quakec/bots. Features grappling hook,
skill levels, etc. Download it and test it out today.

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