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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, 20857 views, last view: 05/18/2024 07:52

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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#53: ..

by makkE on 12/13/2004 04:04

let´s hope aard will implement ctf one day :D

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#54: ..

by Rick on 12/15/2004 00:29

Alrighty my site has moved to bots-united(www.bots-united.com). The new link is: http://cubebot.bots-united.com/

I've got a forum for it now aswell:
http://forums.bots-united.com/forumdisplay.php?f=77

Current bot progress:
I'm mostly busy with the navigation; I've made support for "waypoint flooding", this will simply fill a map with waypoints. That way the bots can navigate on not to complex maps quite well without someone needing to "waypoint" the map.


So for further bot related stuff please go to my new forums :)

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#55: ..

by tentus on 12/18/2004 01:52

OK, I'm about ready to give up on my ogro replacement. My computer ate my file when I was ridiculously close to finished, so either I'll have to start completely over or give up. and with sites like http://www.planetquake.com/polycount/downloads/index.asp?game=1&sort=date&order=DESC offering tons of already finished models, giving up is looking increasingly attractive.

Any input? Should I give up completely, start over, or perhaps take a middle ground and simply edit an existing model?

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#56: 0.2 Released

by Rick on 01/13/2005 22:18

Just wanted to let you guys know that I released a new version: 0.2.
More info here: http://forums.bots-united.com/showthread.php?p=32285#post32285

reply to this message

#57: ..

by makkE on 01/14/2005 20:39

Very nice!! They work fine !
TNX a lot :D

reply to this message

#58: Excellent!

by D.plomat on 01/14/2005 21:22

Just some minor bugs:
-a bot can get stuck standing on the head of another(and you get stuck yourself if you jump over the 2 blocked bots)

-if an enemy stays on top of a high wall and the bots want to attack with (? shotgun/fist ?) they keep jumping in front of the wall instead of taking some steps back for shooting (or is it when they have only the fist left?)

-They seem to avoid high areas, like in vaterland SP map they'll never get after the second carrot where you need to jump some blocks to go to the upper area. I'll try to add some waypoints and if that works i'll send you the waypoints file. quick suggestion: they should "learn" from human player how to get to certain areas, or in some circumstances try to follow player in SP.

Had great fun playing skill 9 DMSPs on huge maps with 3-4 bots, very intense action!

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#59: Re: Excellent!

by D.plomat on 01/14/2005 21:40, refers to #58

> "learn" from human player how to get to certain areas...

...this is autowp 1 :)

About adding jump waypoints, it helps a lot on this area, but unfortunately /wpsave makes a segfault, i tried with or without adding a filename.

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#60: ..

by makkE on 01/15/2005 20:28

a little bug I noticed: the jumping sound won´t play if the bot jumps..

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#61: ..

by Rick on 01/16/2005 22:00

Alrigthy thanks for trying it out guys :)

"-a bot can get stuck standing on the head of another(and you get stuck yourself if you jump over the 2 blocked bots)"

Actually this is a bug in cube, happens with normal players aswell. I'll try to fix it anyway :)

"-if an enemy stays on top of a high wall and the bots want to attack with (? shotgun/fist ?) they keep jumping in front of the wall instead of taking some steps back for shooting (or is it when they have only the fist left?)"

Ah yes, solution should be like "If I have ammo walk back and shoot otherwise search for ammo.

"-They seem to avoid high areas, like in vaterland SP map they'll never get after the second carrot where you need to jump some blocks to go to the upper area. I'll try to add some waypoints and if that works i'll send you the waypoints file. quick suggestion: they should "learn" from human player how to get to certain areas, or in some circumstances try to follow player in SP."

Currently they randomly(about 60%) avoid falls higher then jump height + a bit. I guess I can lower this.
I'm working on SP support now, currently they will just follow you. I'm also experimenting with waypoint flooding(filling a map with waypoints on all valid places). This works good on MP maps, but SP maps are mostly to compicated.
But with a good waypointed map and some code tweaks I think the bots might be able to play some SP maps by their own :)

" > "learn" from human player how to get to certain areas...

...this is autowp 1 :)"

Heh lol, yeah you could use it for that :-)

"About adding jump waypoints, it helps a lot on this area, but unfortunately /wpsave makes a segfault, i tried with or without adding a filename."

Hmm thats weird, can you check if the right permissions are set for the 'cube/bot/waypoints' folder?

" a little bug I noticed: the jumping sound won´t play if the bot jumps.."

Never noticed this, but now you say it...I'll see what I can do.


PS: Aardappel, can you put a link of my site(http://cubebot.bots-united.com/) on cube's homepage? Thanks


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#62: ..

by sinsky on 01/17/2005 00:04

Cool!

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#63: Re: ..

by D.plomat on 01/17/2005 19:34, refers to #61

wpsave: ok, the directory wasn't here, i just mkdir and it's ok now

reply to this message

#64: ..

by Rick on 01/17/2005 20:21, refers to #63

Arg seems I forgot to do that in the packed file :(

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#65: Waypoints file for Vaterland SP map

by D.plomat on 01/18/2005 18:59

You can get the file at the bottom of the page at:

http://www.chez.com/dplomat/cube/

reply to this message

#66: ..

by Rick-Ubuntu on 01/19/2005 18:04

Sweet I'll try them later :)

reply to this message

#67: Re: ..

by D.plomat on 01/19/2005 18:34, refers to #66

They're working somewhat well on this map, however they can probably be much more improved, for instance i don't know if the best thing to do is providing long 1-line path or if it's better to have lots of alternative paths. I've did a blend of the two.

Also i've put all waypoints connected, but there is probably a way to have the waypoints only in places when the path is harder to find. I've tryed but the bots then seemed to stay on their waypoints groups even if player goes further in the level.

reply to this message

#68: ..

by Rick-Ubuntu on 02/16/2005 11:17

I've set up a masterserver at bots-united (www.bots-united.com). That way you can register your server online(should work for other mods to!).
If you want to use it, use the following command line option:
-mcubebot.bots-united.com/cube/masterserver.cgi/

reply to this message

#69: ..

by tentus on 03/08/2005 19:56

Rick:
I'm trying to start over with my MOD's code, using your bot src as a basis. With any luck i can get it working properly in the next 24 hours or so and then add in CTF in the following 48 hours or so, thanks to D.plomat's invaluable help.

However, I've been stopped short very quickly. Whenever I try to compile it spits out an error message saying the CBotManager is unresolved. There are about 9 of these errors, none of which mean anything to me. Could you advise me as to what I've done wrong?

I'm using Visual Studio 7.1, if that's any help.

reply to this message

#70: ..

by Rick-Ubuntu on 03/08/2005 20:05

Did you add all bot files to your project?
I'm not sure if anything else but missing cpp files can cause that.

BTW: I'm making my code more 'portable' for cube mods, so it might be better to wait for me to finish it...

reply to this message

#71: Re: ..

by dcp on 03/08/2005 21:29, refers to #69

@tentus: about the email you sent to me... it's OK, use the bowl's flame as you like. if you run into problems with the UV-coordinates, contact me. but it should be very easy and obvious, where on the skin they belong ;-)

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#72: Re: ..

by tentus on 03/08/2005 23:28, refers to #70

sw33t. i can wait until the next release then.

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