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Bots for Sauerbraten

by Quin on 09/25/2006 10:28, 30 messages, last message: 05/03/2008 16:59, 15278 views, last view: 04/30/2024 01:21, closed on 05/04/2008 05:15

I've noticed (recently) alot of interest in Bots being written for the Sauerbraten Engine, and have decided to heed that call as it seems an interesting modification project.

So far, it's allowed me to test Sauerbraten's modding capabilities, learn a bit about three dimensional programming, and play with some AI ideas (during the creation of this so far, I have run into some limitations).

Note that no textbooks or tutorials (and etc) were consulted when making these, I used "monster.h" as a reference and went from there, learning things the way I like to: By doing.

Even though it is (extremely) alpha, I thought I'd put it out there (on the forum only) for anyone who's interested (IMPORTANT: you're gonna need the CVS version of Sauerbraten for best chances of success). I'd be very much interested in feedback, suggestions, and (friendly) critiques.

You can grab the archive at: http://qreeves.googlepages.com/sauerbot.zip

Happy fragging :)

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#11: Re: ..

by Passa on 09/26/2006 23:48, refers to #10

Or.. you can work with Quin to make em better :P

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#12: quin you are a legend

by chads bro on 09/27/2006 07:08

Thanks for your contribution. The only thing i am not sure is how to select what multiplayer mode to fight ie instagib without being killed when you access the main menu whilst in the middle of the game with bots.I don\\\\\\\\\\\\\\\'t like how the mouse freezes in the middle of a selection. Is it possible to include a pause key which freezes the bots movements before accessing the main menu.

A little funny feature i noticed was when you hit the esc key and move forward you go through the selection screen. Very strange. Likewise when you press and hold the tab key and move forward the player rankings are also like another curtain. A glitch with attitude.

All i ask is a pause key possible to add.
cheers.

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#13: Update v1.1

by Quin on 09/27/2006 09:15

Firstly, I'd like to note that I am trying to follow Aard's coding philosophy as much as possible (minimalism).

These bots may never be incredibly smart, but they will offer what the current AI in sauerbraten doesn't: Multiplayer action. I will endeavour to make use of all game modes, but so far only basic DM play is really accounted for. There may even be a use for COOP SP.

I'll probably look at using Quadropolis soon, just not ready for anything but a preview release on the forums yet.

@shadow: lol, Rick banned me from #cube a while ago when I first came to #sauerbraten.

@Drakas: I have a headless Linux server, I'll try to make some Makefiles and binaries for v2 if no-one else cares to offer their assistance.

@chads_bro: The menu isn't my doing, that's the preview of the menu system that will be (I use the CVS version for development). If you need to move around and use the menu, try '/spectator 1'.

I had a fair bit of time offline last night (net was down) which gave me the opportunity (read: I was forced) to keep myself occupied by improving the bots.

* colourful ''to'' and ''from'' waypoint nodes in botshow mode
* improved navigation choices
* bots node choices limited to ones that haven't been to last
* waypoint dropping takes into account corners and finds/creates needed nodes if out of sight
* improved waypoint dropping to take into account line of sight (no more paths through walls)
* preliminary strafing with added randomness
* reduce fakeness of retaliation by homing in first (to look like a search)
* limit line of sight angles
* limit line of sight distances
* update internal nodes after teleport
* force bots to wait a few secs after being fragged
* cl.bs.botkilled() added for cl.dodamage()

And of course, the new v1.1 preview release: http://qreeves.googlepages.com/sauerbot11.zip

reply to this message

#14: Re: Update v1.1

by noro on 09/27/2006 11:08, refers to #13

Super!!
Hope bots does using all weapons ?!
And jumppads?

reply to this message

#15: Re: Update v1.1

by chads bro on 09/27/2006 11:09, refers to #13

man i was not expecting you to upgrade it that soon. I bet many people out there will be happy. I'm pretty pleased. Keep up the great work.

many thanks

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#16: Re: ..

by Quin on 09/27/2006 14:13, refers to #9

I've realised that with a headless machine, I would not be able to test any binaries I compiled, and installing the libraries would be a waste for one program.

To render a new makefile, you must modify the makefile to use the alternate bot sources, as the bots are _based_ on the CVS version of sauerbraten, I suggest you check that out of the sourceforge repository if you haven't already. The included source files in ./src/bot *replace* certain ones in the main source tree, make sure you've extracted the zip (retaining paths) into the sauerbraten root directory.

What follows is a short description of what to do.

$ cd src
$ cp Makefile Makefile.bot

Then edit Makefile.bot and replace the necessary file `fps.cpp -> bot.cpp`, and add src/bot/ to the _front_ of the list of includes.

WARNING: Do not use my provided 'pch.cpp' and 'pch.h', these are ones I needed to tailor to enable use of a Dev-C++ compilation environment only.

The includes will be automatically pulled in by 'bot.cpp'. When you're done compile it using your new Makefile.

$ make -f Makefile.bot [whatever]

TIP: If you're someone who commits to Sauerbraten but needs to ignore the modified bot files, use .cvsignore

I dunno if I can be more or less verbose here, but that'll do.

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#17: Thank u for this script !

by rock.n.rol on 09/27/2006 16:10

Man, this script is really cool !

First i didnt wanna download it, since i dont like the singleplayermode very much, but its really very useful to test and try out the overall playability of selfmade maps, congratulations for that !

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#18: ..

by Rick|1 on 09/27/2006 20:13

"Rick banned me from #cube a while ago when I first came to #sauerbraten."

Just to clear things up; that couldn't be me. Before yesterday it was a few months since the last time I used IRC.

Anyway good to see you're progressing well :)

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#19: Re: ..

by shadow,516 on 09/28/2006 00:26, refers to #18

Heh, well then someone impersonating you was banning everyone saying "I don't like people"

But nice to see you're back ;)

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#20: Update for GUI Edition

by Quin on 12/13/2006 10:14

For all those hungry to play GUI Edition with bots. Here you go: http://qreeves.googlepages.com/sauerbot_03_gui_edition.zip

Enjoy!

---
Changes
---
* make cg shooting smarter/faster
* don't populate bots automatically on waypointless maps
* update internal nodes after teleport
* entity/pickup emulation
* timings tweaks to improve stupidity:accuracy ratio
* bots avoid shooting teammates directly in team games
* preliminary weapon switching
* improved source layout for modularity and compilation on other machines/mods

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#21: sauerbot

by norocel on 12/13/2006 22:01, refers to #20

Nice improvement, and thanx for the great addiction for this game.

I think the next bot version will be a really mature one, please keep improving.

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#22: Linux bots

by MeatROme on 12/15/2006 21:48

Looks promising!

Gotta disable that output though,
it really makes the game too slow for me ... hmmm. ... something seems to be a little wrong - can it be the bots shoot faster than they should? I see some strange gfx ... fat rifle trails in instagib and heavy particle fountains when I die ... more than from a single impact that is ... I've done no source reading yet, so dunno really.

For other linuxers out there :
diff::Makefile

3c3
< CXXFLAGS=$(CXXOPTFLAGS) -Wall -fsigned-char -Ienet/include -I. -Ishared -Iengine -Ibot -Ifpsgame `sdl-config --cflags`
---
> CXXFLAGS=$(CXXOPTFLAGS) -Wall -fsigned-char -Ienet/include -I. -Ishared -Iengine -Ifpsgame `sdl-config --cflags`
10d9
< bot/pch.o \

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#23: Re: Update for GUI Edition

by ryo2049 on 05/01/2008 21:45, refers to #20

hello~
thank's for your update...
but the link is dead~could you or anyone please reupload this great stuff again?

thank you very much~ ^u^/

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#24: Re: Update for GUI Edition

by Quin on 05/02/2008 00:54, refers to #23

Wow, it's been over a year and a half since this thread was first created, I feel kinda nostalgic now.

Anyway, SauerBot has gone through many incarnations since it was first created. Firstly, it turned into an all-out mod "SauerMod" which included the bots, some other nice stuff, and a side scrolling platformer game. The last version of this was "0.30 for Summer Edition".

http://sourceforge.net/project/showfiles.php?group_id=198419&package_id=246945&release_id=542083

There are no plans to continue SauerBot or SauerMod, or update them for the current editions of Sauerbraten.

If you are interested in the progression of this, I have since teamed up with Acord to create a total conversion based on these technologies I developed within the Cube 2 Engine, called Blood Frontier.

WWW: http://www.bloodfrontier.com/
SVN: http://sourceforge.net/svn/?group_id=198419 PIC: http://picasaweb.google.com.au/qreeves/BloodFrontier/photo#5190209539895164946

Hope that helps!

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#25: Re: Update for GUI Edition

by ryo2049 on 05/02/2008 07:14, refers to #24

thank you very much~^^/

i downloaded BloodFrontier before, but i don\'t know how to add bots...
and there is a screenshot with zombie on Quadropolis, but i can\'t found them in game >u<\"...

i am a noob in this new great Engine...
sorry for my stupid noob question...
^^

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#26: Re: Update for GUI Edition

by SheeEttin on 05/02/2008 23:23, refers to #20

Hey Quin, maybe you can set up a CVS server so I can update this at the same time as Sauer? ;)

By the way, that link to the 1.1 version gives a 404... I want to play too. :(

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#27: Re: Update for GUI Edition

by Quin on 05/03/2008 00:06, refers to #26

Um, look at post #24?

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#28: Re: Update for GUI Edition

by SheeEttin on 05/03/2008 05:34, refers to #27

Heh, didn't notice there was another page (or that the thread was years old). :P

How's BF going?

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#29: Re: Update for GUI Edition

by Hirato Kirata on 05/03/2008 16:06, refers to #28

this should give you a faint idea of how it's progressing

http://picasaweb.google.com.au/qreeves/BloodFrontier/photo#5195637512364802562

Trust me or quin when either of us say it's very far advanced beyond the last release, (but that's an under statement as the last release was made with the summer ed's code... mostly)

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#30: Re: Update for GUI Edition

by MovingTarget on 05/03/2008 16:59, refers to #29

LOL! Major paint skillz there :D
Anyway, I've been checking out the Blood Frontier repository for a while now, and its looking pretty good so far.

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