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Cube bots ver 0.1 done :-)

by Rick on 10/06/2004 21:27, 92 messages, last message: 10/17/2005 13:06, 20858 views, last view: 05/18/2024 22:44

Alrighty, I finished my first bot release for cube :)
Its based on the latstes cube(2004_05_04).

Current features:
- Bots will use all the available weapons.
- Simple, waypointless, navigation.
- Bots should be able to play all gamemodes and shouldn't shoot at team mates :-)
- You can add bots in DMSP, bots will attack the monsters and monsters will attack bots.
When there are bots in a DMSP game, it won't restart when you die.
- When a bot doesn't have an enemy he will search for entities like ammo, teleporters and jumppads.
- Windows and Linux support.

Site(which contains a download link):
http://cube-bots.cjb.cc/

Its pretty basic at the moment but thats where a first release if for :)
If you have any questions/suggestions or bugs please lemme know.

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#1: ..

by j.c.d.p.c. on 10/06/2004 21:46

wow. awesome.

reply to this message

#2: l33t.

by Pxtl on 10/06/2004 22:41

One step closer to co-op SP too.

reply to this message

#3: YAY

by makkE on 10/06/2004 23:15

First of all: Thank you very much for those bots!!

They seem to work fine in dm , but in insta (with the rifle in general) they are WAY too good (hitting every shot) This could be a little more realistic... do you plan on giving them skill levels? That would be cool :)

Their movement looks already good.

I will test them out more and give you feedback :)

Great job, Rick!!

reply to this message

#4: Thanks all

by Rick on 10/06/2004 23:22

Thanx all :)

Yes the next thing will be skills, at the moment their aim is too good and I havent made any reaction time for the bots.

As for the SP coop, this shouldn't be too hard in some maps probably, but the maps would require waypoints.(waypoints are spots in a map, mostly 'made by hand', to tell where bots can/should move)

reply to this message

#5: ..

by makkE on 10/07/2004 00:50

yeah, i already noticed :) It´s quite a challenge...

They really should have some "skill levels"...

Also I noticed: Sometimes you will meet the bot while he shows you his back and he instantly shoots you.. maybe some more human (also depending on skill level) turning speed?

Also, the bot doesn´t seem to mind water (on nudist for example) and he also seems to try to jump up spots he can´t reach... so maybe implemend some "i will only enter water if it´s worth it-stuff?"

Maybe you could make him use the weapons depending on how far the enemy is away also? Like sg for short range, rl for mid and short, mg for mid and far, and rifle for really far away? (using what he has if he has no choice?)
Atm he does use every weapon, but rather randomly (just what he gets first)

I noticed he´s already quite good in pickin up health...

Just suggestions, typing what comes to my mind :)
I could also think of diffrent playing styles like "jumpy" or "strafy"
(I am not a coder so I can´t really know what I talk about code-wise)

But anyways , really nice, hope you will work on it more :D

reply to this message

#6: Re: Thanks all

by Pxtl on 10/07/2004 02:17, refers to #4

Perhaps rather than waypoints they could simply attempt to "escort" the human players in co-op?

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#7: ATI

by blackfeet on 10/08/2004 12:48

Thanks for the Bots, but i have a problem with them. I\'m using an ati card and i downloaded the workaround, cause without the workaround it\'s like shooting on a invisible wall in front of me. I have to start cube from the linux_client file. And if i now start the cube_bot_linux the bug is here again.

Thanks for help

reply to this message

#8: superb!

by D.plomat on 10/08/2004 14:18

They're born to kill :)

This coop DMSP is excellent.

reply to this message

#9: ..

by Rick on 10/08/2004 17:24

blackfeet: I've emailed Aard if he could tell me what he changed to make it work, since he didn't put any source code in the ati work around zip.

Pxtl:
Thats a nice idea, maybe I'll make it like that untill I've made waypoint support. Although bots might get stuck on more complex maps.

makkE:
Thanks for the suggestions.
The bots already look at the distance to the enemy before selecting a weapon. But I'm going to tweak this more.

reply to this message

#10: ..

by CK|Davros on 10/08/2004 18:30

I like this...

I was playing against a bot in ffa, only trouble is, it's too damn good, and when i get fragged, the map re-starts 8-O

Damn bot just ran at me with the shotgun...

Could you add a commands menu? Have a new keybind to pop up a menu, commands like, "go find triggers","defend me" and "go attack monsters"? I play UnrealTournament by the way ;-)

Navigation seemed to work ok, only when I was higher up , the bot ran around looking kind of stupid instead of using the jumppad to get to me. Look shooting fish in a barrel, not very entertaining, unless they are sharks, yeah it didn't even shoot at me from below.. although it did try to jump up :-/

reply to this message

#11: well..

by Aardappel_ on 10/08/2004 20:44

it sounds like a cool project, but the exe you supplied makes the ati driver crash (winxp) followed by a forced reboot.

No idea why your mod crashes and the original code doesn't... I guess you must have hit something sensitive...

reply to this message

#12: ..

by Rick on 10/08/2004 22:03

I'm not sure as far as I can remember I didn't changed anything graphically related, just the 'game rules'.
Maybe I compiled wrong, I don't have MSVC 2003 but 6.0 instead, this might give some trouble with libraries or something.
Well thanks for telling me Aard :)

reply to this message

#13: So Aard...

by Pxtl on 10/08/2004 22:22

Since I understand you're prioritising Sauerbraten, why not just throw stuff like this into Cube and call it the next version, so you don't have to worry about it? After all, Quad's still sitting out there with features everyone's been itching for in Cube (but Quad doesn't seem to have a masterserver or the ATI patch or anything like that).

reply to this message

#14: ..

by m o s h a on 10/08/2004 22:52

hey! great...a bot for cube. i forgot to mention a bot in my cube wishlist but it was one of my wishes. ;-)

reply to this message

#15: Re: So Aard...

by Aardappel_ on 10/09/2004 03:24, refers to #13

I guess you don't understand the point of cube. I don't throw stuff in. I carefully control both the featureset and the simplicity of its code.

reply to this message

#16: ..

by entrunner7 on 10/11/2004 21:01

the bots work great in all but one regard- it's hard to seperate them from the ordinary monsters. the little text in the corner is great, but i often notice it after i've unloaded with my RL or shotgun- which is very uncool. would it be possible for you to make it so bots are orange or have a beacon over them, or use a different model perhaps? i need to make some monster models anyways...

reply to this message

#17: ..

by Rick on 10/11/2004 22:40

Hmm...I can make them blueish, like team mates in multiplayer. I think thats clear enough and easy :)

reply to this message

#18: ..

by entrunner7 on 10/13/2004 04:40

ja, that'd do it nicely.

make 'em something other than blue though (grey would be cool) because blue gets awful old.

reply to this message

#19: ..

by e:n:i:g:m:a on 10/13/2004 23:38

Ahh, the website is down :(

Is there a linux binary out too?
And, does your mod contain wayponts for the default maps?

reply to this message

#20: Re: ..

by D.plomat on 10/14/2004 09:45, refers to #19

There is a Linux binary too, but this version does not includes the ATI Linux patch.

The site is working for me, and it says "Simple, waypointless, navigation"

However, they seem to find their way thru most maps (but i still didn't tested them in huge or "Labyrinthic" maps)

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