Title: Monsters Post by: fromhell on March 05, 2016, 10:36:57 PM Hi again!!! I wanna try making some sort of simple monsters implementation, because we know the FOSS fps scene has a shortage of singleplayer/coop games and it's probably possible to have OA fill this gap somewhat a little more without altering the core arena gameplay.
but here's my catch - no The Dark Conjuction code, even though that's open source, it's under the restrictive Q3A SDK license - no hacked up bot code Monsters I want to make: - a weak punch monster - a weak projectile monster - a weak explode monster or barrel - a medium projectile monster - a strong big smash monster - a weak flying monster - a weak swimming monster AI i want to make: - run to player - no "smart AI" like strafing and crouching. - pretty much Quake AI, which is literally "see/hear/get damaged by enemy, then run to enemy fire at enemy in range" Gametypes: - Singleplayer - coop - DMSP (like Cube etc. uses any map as an invasion waves kind of thing) Title: Re: Monsters Post by: Gig on March 06, 2016, 04:27:09 AM Interesting... will it be a Mod?
Will it have a "story" to follow, like "the dark conjunction" (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/ModCompat/The_Dark_Conjunction or will it be something more similar to the two extra modes of "hunt" q3 mod (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/ModCompat/Hunt ? That "dmsp" thing seems something similar to the "stu" mode of "hunt". Gig from cell phone. Title: Re: Monsters Post by: sago007 on March 06, 2016, 05:03:25 AM It sounds great.
I am not completly sure about the bot code. I believe a little roaming would be a good thing. I would recommend starting with a proof of concept with just "a weak punch monster" to see how it works. Title: Re: Monsters Post by: fromhell on March 07, 2016, 02:33:31 AM So far i've:
- imitating quake behavior, made doors with wait -1 stay open, for doors that are opened switches (or potential other uses......like breaking glass :) ) - converted a few Open Quartz monster MDLs to MD3 to serve as placeholders - made monster_puncher just an entity that displays models/monster/puncher/tris.md3 - made monster_army, monster_dog, monster_knight alias monster_puncher to get my broken oblige test map useful Title: Re: Monsters Post by: Gig on March 07, 2016, 04:57:41 AM Cool! :) Please provide us a test mod when possible!
Title: Re: Monsters Post by: fromhell on March 07, 2016, 06:41:54 AM They can be shot and gibbed now
Monsters are being devved here btw https://github.com/OpenArena/leixperimental/commits/master I think it could be data driven, with the server defining the monsters by reading .cfg files i.e. scripts/zombietree.monster or models/monsters/zombietree/monster.cfg where health/score/size/variousmovementspeeds/behavior can be defined Title: Re: Monsters Post by: fromhell on March 08, 2016, 07:46:50 PM Can't seem to have function pointers in structs on QVMs so far,, so can't make the typical sight/melee/attack/walk/death/etc pointers quake and quake2 monsters use, so i'll have to figure out some workaround
Title: Re: Monsters Post by: Gig on March 09, 2016, 02:42:49 AM Maybe taking a look to The Dark Conjunction code may give you some hint?
I'm not saying to copy-paste their source code... just to figure out how they managed this thing, in general. Title: Re: Monsters Post by: asmanel on March 10, 2016, 07:59:27 PM Monsters I want to make: - a weak punch monster - a weak projectile monster - a weak explode monster or barrel - a medium projectile monster - a strong big smash monster - a weak flying monster - a weak swimming monster What happen if the swimming monster try to follow you outside from water or if an other monster try to follow you in water ? This evoke me several monster ideas I had for a game (to exploit this idea (http://cubeengine.com/forum.php?action=display_thread&thread_id=2706)) : - a monster that run at an average speed but swim twice faster - several monsters that can't swim but can walk in water as if there were no water (except they can have an other speed in water) - a monster able to fly but not swim (if it go in water, it sink but can walk in, like the previous ones) - other flying monsters, that can swim or can't enter in the water - a floating monster (a boat robot or something like) - a monster that alway jump when it move - monsters that can't move (mainly turrets but also a boss; some of them can be pushed an others can't move at all) - swimming monsters (they can't leave water) Gametypes: - Singleplayer - coop - DMSP (like Cube etc. uses any map as an invasion waves kind of thing) I suggest also add DMcoop. |