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 1 
 on: March 02, 2020, 09:28:39 AM 
Started by Pyrarrows - Last post by Neon_Knight
Mirror MEGA

 2 
 on: February 28, 2020, 07:01:12 AM 
Started by Gig - Last post by Neon_Knight
This could be given the appropriate format of a patch (i.e. having the same name as the original map) so it can properly "replace" the older map.

EDIT: Here's the repackaged map as a patch. It takes precedence over 0.8.8 mlctf1beta now.

 3 
 on: February 23, 2020, 08:36:55 PM 
Started by Amphetamine - Last post by Neon_Knight
In 0.8.8 oa_shouse was supposed to have support for DOM and DD. Here's a patch pk3 which gives support for those, as well as Possession. Also there's an .info file.

https://www.dropbox.com/s/52rk4r0n5dml5z4/z_oa_shouse-patch.pk3?dl=0

 4 
 on: February 23, 2020, 05:50:00 PM 
Started by cosmo - Last post by Neon_Knight
Small, entity-edited patch.

* Items that should be marked available for Team Deathmatch now appear in the mode (they were marked as "tdm", now are marked as "team").
* .info file. Contains Possession support.
* Support for Possession, the flag is located atop of the spire.

https://www.dropbox.com/s/dceh9gjpiyfkwee/z_oa_koth2-patch.pk3?dl=0

 5 
 on: February 07, 2020, 10:54:30 AM 
Started by Neon_Knight - Last post by Neon_Knight
Test pk3 for "droprune": https://cdn.discordapp.com/attachments/405518544382590987/675339088877846548/z_oax_v2.pk3

My point stands: I'm not saying that every keybind must be there, but the absence of some of them such as dropweapon and droprune when every other major multiplayer AFPS not named Quake III Arena (and even the most important online mods for the game which aren't called "Defrag") had them is jarring and makes the game to feel incomplete. It was something acceptable in the past, but not in present times.

 6 
 on: February 05, 2020, 09:52:21 AM 
Started by Neon_Knight - Last post by Neon_Knight
Another separate AI improvement branch has started, this one focuses on the handling of both Personal Teleporter and Grappling Hook.

Here's a test pk3.

What needs to be tested in this case?

  • AI behavior when using the Personal Teleporter
  • AI behavior when using the Grappling Hook

Additional notes

The current implementation (of this PK3) has the following set of checks (some more may be needed):

  • If a bot has both the Grapple and the PT, the GH checks run before the PT. The GH's first check checks if the bot has a PT. (Should this change in the future?)
  • Bots will instead use the Grappling Hook if (in order): they don't have the Personal Teleporter, the general grappling setting for them is off, they have the GH in their inventory, they aren't in a lava or slime pit (they will ALWAYS use it in that case), and their personal bot settings allow for it.
  • Bots will use the Personal Teleporter if (in order): they have the PT in their inventory, they aren't in a lava or slime pit (they will ALWAYS use it in that case), they're holding a key game objective (team/neutral flags, Harvester skulls...) and their personal bot settings tell if they're self-preserving.
To-Do

  • Should the PT checks take priority over the GH checks?
  • Account for death pits in both cases. The current checks for death pits check if the map triggers the sound "*falling1.wav", which excludes maps with death pits that don't trigger this sound. This isn't really useful and needs to be changed. They should ALWAYS use the teleporter when falling to the void/death pit.

 7 
 on: February 02, 2020, 09:05:33 PM 
Started by Neon_Knight - Last post by Neon_Knight
After so many attempts, I guess I have the AI for Double Domination and Domination tackled. Bots now respond to orders and have initial formations, though I had to include some files from the /botfiles/ folder, since they have the required code for some of the messages to be interpreted.

Here's a test pk3 as well.

What needs to be tested in this case?

  • Botmatches in Double Domination and Domination.
  • How bots react to orders.
  • If the bots do indeed go to pick the DOM points.
  • Anything else that I'm missing.

Additional notes

  • Currently the bots have the following formations for the following cases in DD:
    • Both/No points taken: each bot will pick one (50% A/50% ccool if only one teammate, it will pick one at random) and hold onto it. Odd numbers will have one bot roaming the map.
    • Point A taken: 60% of the teammates will take the B point while 40% will instead hold onto the A point.
    • Point B taken: 60% of the teammates will take the A point while 40% will instead hold onto the B point.
    • Domination: All bots are set to pick a random point and hold onto it.
  • As for their behavior, for Domination, the bots will pick a random point (if it falls inside of both established map and gametype limits -WIP-) and act upon it. If the point is already taken, they can choose to hold onto that point, or go chase after another empty/enemy-controlled point. If all the points are taken, the bot will pick one at random and hold onto it.
  • Double Domination has a similar logic to Domination, however if the bots already have a clear order about which particular point to hold on, they will stay on it.
  • The generic "Defend/Attack the Base" orders have different behaviors in both gamemodes. In DD, "Defend the Base" will make the bots to go take and hold CP ccool while "Attack the Base" will make the bots to go take and hold CP A. In DOM, both orders do the same thing: tell the bot to pick a random point and take/hold it. Each time any of those functions are called in DOM, however, the bot will pick a random point.
  • In both gamemodes, absence of control points will make the bots to roam through the map. Also behavior in both modes now account for the presence of a team leader, last goal, aggression and preference.

To-Do

  • Bots take a lot of time to reach the points and often get distracted in fights. They should go straight to the CPs, especially if they're empty.
  • A feature I'd like to add, yet I haven't thought about how to put it in the code: if an info_camp entity is linked to a DOM point or a flag, the bot should use it as a defense point. Obviously the "angles" key should be pointing to the direction the bot should cover while defending.
  • While checking ai_team.c, I figured out that bots have different team formations for aggressive and passive modes. I'd like to implement those as well in these modes.

 8 
 on: February 02, 2020, 09:02:01 PM 
Started by Gig - Last post by Neon_Knight
And here's the PR and initial test pk3.

 9 
 on: February 02, 2020, 09:38:07 AM 
Started by Simone98RC - Last post by Simone98RC
Please, delete my account.

 10 
 on: February 01, 2020, 05:40:23 AM 
Started by Gig - Last post by Gig
Link to related "issue" on github: https://github.com/OpenArena/gamecode/issues/86

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