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 11 
 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.

 12 
 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.

 13 
 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.

 14 
 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.

 15 
 on: February 02, 2020, 09:38:07 AM 
Started by Simone98RC - Last post by Simone98RC
Please, delete my account.

 16 
 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

 17 
 on: January 30, 2020, 05:31:37 AM 
Started by cheb - Last post by Neon_Knight
This is one of the things UI3 should tackle. In Nexuiz/Xonotic, the SP is composed of a series of rungs that show the players what every gamemode/option is about. Players won't know there are more gamemodes than the default ones if the game itself doesn't show them.

OA3 will have 13 gametypes and plenty of options inside of those gametypes. The highly requested "Capturestrike" mode was already present in OA0 as the one-way mode of CTF Elimination, but very few know about this, for example. It's the responsability of the SP to show the players about these modes, regardless of their popularity (remember: popularity != quality).

My idea for the SP are 14 rungs, 13 for each of the game modes, and a bonus one which is unlocked after everything else has been unlocked. Each of the rungs would be 3 maps long. The order of the rungs would be the following:

  • Rung 1: Free For All - introduction to Free For All with Fraglimit, Deathmatch with Timelimit and another option.
  • Rung 2: Possession - introduction to Possession with Capturelimit, and two other options.
  • Rung 3: Last Man Standing - introduction to LMS with round limits, LMS with many lives and one round, and another option.
  • Rung 4: Team Deathmatch - introduction to TDM with Fraglimit, and two other options.
  • Rung 5: Elimination - introduction to Elimination with Capturelimit, and two other options.
  • Rung 6: Domination - introduction to Domination with Capturelimit, and two other options.
  • Rung 7: Overload - introduction to Overload with Capturelimit, and two other options.
  • Rung 8: Double Domination - introduction to Double DOM with Capturelimit, and two other options.
  • Rung 9: One Flag CTF - introduction to 1FCTF with Capturelimit, and two other options.
  • Rung 10: Capture The Flag - introduction to CTF with Capturelimit, and two other options.
  • Rung 11: CTF Elimination - introduction to eCTF with Capturelimit, and two other options.
  • Rung 12: Harvester - introduction to Harvester with Capturelimit, and two other options.
  • Rung 13: Tournament. Three straight 1-on-1 matches without gimmicks.
In addition to these rungs, once a rung has been cleared, an Endurance rung of that gamemode would be unlocked. Endurance rungs are rungs that play the same gametype across all the supported official maps, without any modifier. If the player lost a rung, one option would be enabled for a less frustrating experience. (The so called Anti-Frustration Features)

Clearing all regular and Endurance rungs (thus ensuring players have played at least one match in every gametype and every map, thus getting used to them or at least having the idea) would net the player a bonus 1on1 match with a Nightmare++ (i.e. something even more difficult than Nightmare) bot against the most difficult bot to deal with.

And then the credits, lol!

 18 
 on: January 30, 2020, 04:49:06 AM 
Started by Gig - Last post by Neon_Knight
Once I finish with the AI and some other projects I have, I'll try my hand at doing g_elimination_items. After getting used to the code, it shouldn't be that much difficult.

 19 
 on: January 22, 2020, 02:30:00 AM 
Started by Neon_Knight - Last post by Gig
Adding the link to github conversation: https://github.com/OpenArena/gamecode/pull/37

 20 
 on: January 20, 2020, 07:24:12 PM 
Started by Gig - Last post by fromhell
Some of the third person variables are already cheat protected as it was in baseq3, and i'd personally prefer to make third person more playable instead (i.e. having a 3d crosshair and getting the camera to point to it)

The UT games didn't lock out third person.

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