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 on: October 15, 2019, 04:21:16 AM 
Started by Gig - Last post by Gig
Hello, just placing here a reminder for an idea which surfaced on Discord.
While developing the milestone tribute mappack, we noticed that in the original q3tourney6 map, bots behavior of shooting at the shootable button is an hack hard-coded into gamecode by id software, which cannot be applied to other maps. The code shows that, in case the name of the map fits, bots check if there are enemies (but not themselves or teammates) in the hardcoded coordinates of the crusher trap, and in that case, they start shooting at the hardcoded coordinates of the button. Hence, it's not possible to reproduce a similar behavior on other maps.

So, the idea would be to see if it may be possible to have bots shooting buttons. A low priority thing of course, but in case someone wants to try looking into it, it may be nice.

So, some considerations:
- Bots might at least randomly shoot at buttons by now and then, as at the moment it looks like to me that they never to that. Or at least, I don't remember ever seeing them doing that (well, there are also very few maps with shootable buttons around), apart q3tourney6 where it is a map-specific gamecode "hack".
- Pay attention to do not make it shoot at there continuosly, in case the button is always visible like in q3tourney6ish maps...
- I don't know if it may be possible, or how hard it may be, to have bots learn the cause-effect relationship of shootable buttons, like to understand when to shoot at them (e.g. shooting them when there is some enemy in the trap they activate, or shooting at them to open a door they wish to enter).
-- I think I've seen bots trying to enter a (push)button-activated door, finding out it won't open just running into it, then pushing a button nearby and opening the door. I don't know it that may be used as a starting point for a shootable-variant of the same. I don't know if bots activate button-activated traps knowing what's actually going on, or just randomly.
- I'm not sure if bots do actually try to push pushable buttons also on their own, or only if there are item_botroam next to them. Surely item_botroam can be used to invite bots to randomly push buttons more often... but that cannot be applied to shootable buttons as item_botroam mimics something to pickup, not an enemy to shoot at.
-- Maybe an optional key like "shootme/1" on item_botroam, or a complete new entity, to suggest bots places where to randomly shoot? That starts to sound a bit complex...
- Even if we add in new gamecode the ability for bots to shoot at buttons, things like shootable-button-activated-doors would still be a problem for bots when playing in any old mod, and map makers should use them carefully!
- Now that I think about it, I don't even know if bots do shoot at shootable-only doors (func_door with health key)!

 on: September 02, 2019, 10:01:01 PM 
Started by xerxes - Last post by MysteriousLinux

 on: July 26, 2019, 10:34:45 PM 
Started by beastlycoward - Last post by MysteriousLinux
Bunny hopping, to me, is something to be discouraged not encouraged.
Funny how that is always said by people without the skill to strafe jump.

Exactly! Like, COD kids always say that. In fact I've seen addons for Source games that disable bunnyhopping, when hardly such a thing exists in any of them!  grouch

 on: July 26, 2019, 10:31:24 PM 
Started by fromhell - Last post by MysteriousLinux
That's awesome you can still play this game on a PC with 98! Going to have to get a new (old?) 98 rig to try this out sometime.  Cool

 on: July 01, 2019, 04:23:02 PM 
Started by fromhell - Last post by fromhell
It's slightly more involved than the usual .  It involves this repository because it fixed a few W9X regressions.

1. Get Mingw32 / GCC 4.7.2
(I forget the links to get all the necessary packages for this particular version, LATER GCCS WILL NOT WORK)

2.  Take the wspiapi.h header from the ReactOS project, place into code/qcommon
2a. Install or compile the dependencies/headers if you haven't already (SDL1.2, OpenALSoft, XMP, Ogg/Vorbis etc). (I urge compiling because the binary releases have blindly regressed Win9x.)

3. Make

 on: June 29, 2019, 07:12:10 AM 
Started by Neon_Knight - Last post by carca55gr1nd3r
Last reminder about this deadline: July 1st to tell which maps each mapper is going to make for the mappack.

Here I am Gig  punched

so is it just to name the map I will do for the map pack?

How ever I will be provide for sure (allmost finished):

- Q3DM0
- Q3A The Proving Grounds
- Q3DM17 - The Longest Yard

Requested not started yet (my goal is to start soon):
- Q3DM7

Cheers CarcassGrinder

 on: June 29, 2019, 03:38:04 AM 
Started by Neon_Knight - Last post by Gig
Last reminder about this deadline: July 1st to tell which maps each mapper is going to make for the mappack.

 on: June 24, 2019, 11:36:52 AM 
Started by Neon_Knight - Last post by Gig
First (and penultimate) reminder: there is one week remaining to decide/tell which maps each mapper is going to make (expected deadline July 1st).

 on: June 21, 2019, 08:18:58 AM 
Started by Pyrarrows - Last post by Neon_Knight
Neat! I'll mirror it soon, for preservation purposes.

Most of us are now on Discord. I don't know if you're in the channel as well. If not, I can give you the invite link via PM.

 on: June 20, 2019, 09:39:37 PM 
Started by Pyrarrows - Last post by Pyrarrows
Kind of surprised to see this post near the top of this section again!  Can't edit the top post any more, probably due to the fact that this thread is ~11 years old now...  oof, where did the time go...

Starting to get back into Open Arena so I -might- start working on this map again, though I probably should create a new thread if I do.  For now, here's the links.

These are the final set of files that I released back in '08, so no changes at the moment.

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