Pages: [1] 2 3 ... 10
 1 
 on: June 05, 2019, 12:52:56 pm 
Started by Neon_Knight - Last post by Neon_Knight
Cleaned up ai_team.c

This should allows us to take a better look at how the bots are organized in team matches.

 2 
 on: June 05, 2019, 04:55:31 am 
Started by Neon_Knight - Last post by andrewj
There's a fork created by Id's own Timothy Besset. And Sago also forked it.
I am working on my own fork too, but it is not ready to go public yet.

 3 
 on: June 05, 2019, 04:51:10 am 
Started by Neon_Knight - Last post by andrewj
When I thought about this idea some months ago it would be within UI3 but i'm not too sure about writing .c files it can't do a pure check given that ease...
If you're talking about an in-game editor, then you could skip the .c files and send the bot characteristics directly from client to the server via some new command(s) implemented in the game qvm.

Quote from: Neon_Knight
In order to make the tool simple and easy to use, it should request only two values per attribute, one expected when skill=1 (the "minimum", which in some cases would be the "maximum") and another expected when skill=5 (vice-versa).
The current bots already skip skills 2 and 3, they don't exist in the .c files, they are interpolated from skills 1 and 4.  You could in theory skip skill 4 too and just interpolate between 1 and 5 -- see BotLoadCharacter() function in game/ai_char.c

 4 
 on: June 05, 2019, 02:53:21 am 
Started by The_cheeki_breeki - Last post by Gig
Are you sure the "Servers" field on the top says "internet"? Did you try to stop scan (spacebar) and try again (click "refresh" button on bottom)?

The first time you launched the game, Windows should have asked you if you wanted to allow network access for openarena.exe, and you had to allow for all networks. If you didn't and the popup window does not appear anymore, you should allow it through Windows Firewall Advanced settings. If you wish, before going into Advanced settings, you may temporarily disable the firewall completely and try again, just to be sure the problem is with your firewall.

Note: you might be using a firewall bundled with some third party anti-malware software instead of Windows Defender Firewall, in that case you should check in that firewall settings.

 5 
 on: June 04, 2019, 07:25:16 pm 
Started by The_cheeki_breeki - Last post by fromhell
Yeah, if you compile this particular SDL 1.2 fork
https://github.com/vanfanel/SDL-1.2.15-raspberrypi
and this
https://github.com/OpenArena/engine/

it should be able to start (while using the GL kms driver)

 6 
 on: June 04, 2019, 06:27:39 pm 
Started by The_cheeki_breeki - Last post by The_cheeki_breeki
Edit: Im running 8.8.8

 7 
 on: June 04, 2019, 05:55:25 pm 
Started by The_cheeki_breeki - Last post by The_cheeki_breeki
Hello. Whenever I get on OpenArena and select multiplayer, the screens says " No Servers Found". What do I do? My friend is using linux while I am using windows, and his works fine. the version I am using is 8.5.1 if that helps.


Thanks in advance,
                           -The_cheeki_breeki

 8 
 on: June 04, 2019, 05:51:55 pm 
Started by The_cheeki_breeki - Last post by The_cheeki_breeki
I was wondering if anybody here has gotten OpenArena to work on a raspberry pi. I know that the pi can work for servers but i'm not sure for actual gameplay. I got a raspberry pi last week so i was going to use it for open source projects. If anybody has any answers that would be coolio.



thanks in advance,
                            -The_cheeki_breeki

 9 
 on: June 04, 2019, 04:43:09 pm 
Started by Neon_Knight - Last post by fromhell
When I thought about this idea some months ago it would be within UI3 but i'm not too sure about writing .c files it can't do a pure check given that ease...


I do find making individual bot .c files a little tedious and would rather make one set of sliders and have the other skills modulate from that...

 10 
 on: June 04, 2019, 02:10:00 pm 
Started by Neon_Knight - Last post by Neon_Knight
So, here's the situation:

OA/Q3 bots have quite the amount of attributes. And if that isn't enough, different skill levels may request different values for each attribute (for example, in skill 1 a bot plays like a noob, never uses weaponjumps and seldom uses the grapple, while in skill 5 it plays like a pro and practically uses weaponjumping and grappling in order to move across the map). Also there are up to three values per weapon (personal preference, accuracy and -for projectile-based weapons- skill). With that amount of values, it would be a good idea to have a bot generator.

In order to make the tool simple and easy to use, it should request only two values per attribute, one expected when skill=1 (the "minimum", which in some cases would be the "maximum") and another expected when skill=5 (vice-versa). Values for skills 2, 3 and 4 should be calculated based in those two peaks. That way the bot would provide a better challenge depending on the chosen level of difficulty. Weapon and item weights (preferences) should be implemented independently from these attributes, as those remain constant throughout skills 1-5. Finally, for the chatlines, that may require a different generator.

Leaving this before I start to think about it more often. And because someone surely have better ideas.

PD: BoomBox is Windows-only and requires installation, so there should be a better, multiplatform alternative.

Pages: [1] 2 3 ... 10