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Author Topic: New Bot Chat  (Read 100289 times)
fromhell
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« Reply #25 on: July 23, 2009, 09:38:22 AM »

When I came up with Tony, I hadn't even seen The GodFather yet. At that point I was just picking up the usual stereotypes you'd find in Time Splitters which is a game i'm highly drawing inspiration from for OA.

Neko and Ayumi are both Japanese, though different mindsets - Neko thinks she's an idol (after a dozen or so hideous animal implants), Ayumi doesn't.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
chaoticsoldier
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« Reply #26 on: August 31, 2009, 09:59:22 AM »

Updated progress in first post.

I attached a draft of Assassin's lines so far. There's still a bit to go yet. Some characters are more complete in some areas than others. Feedback would be very nice. Smiley
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chaoticsoldier
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« Reply #27 on: November 17, 2009, 01:25:48 AM »

I'm back after spending about a month away from OA. I'll start to get back onto this now.

BTW, does anyone know if we ended up getting permission to use the Brainworks bots?
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cosmo
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« Reply #28 on: November 17, 2009, 03:34:11 AM »

The autor of Brainworkz bots told me I should bug him if he does not dual license it in time. Wink
I need to check and send him another email...

Looking forward to see your new botchats.
@NeonKnight: Did you submit the new SP to SVN already? Would be good to have it in RC2 for testing.
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Neon_Knight
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« Reply #29 on: November 17, 2009, 05:59:19 AM »

Yep, but it's just the version you uploaded to this forum with a temporal arrangement.
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Falkland
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« Reply #30 on: November 17, 2009, 09:29:42 AM »

The autor of Brainworkz bots told me I should bug him if he does not dual license it in time. Wink
I need to check and send him another email...

Brainworks code _cannot_ be used as it is now : it needs to be _ported_ to OAX : the code is generally a bit more dirty than Gladiators bots code ( ID bots ) , it comes without MP support , it produces lots of warnings and it had also some issues in headers inclusion last time I've tried to port it.

Anyway I've produced a diff between original q3 1.32b sources and brainworks code : http://www.filefront.com/14941479/brainworks.diff
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chaoticsoldier
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« Reply #31 on: June 06, 2010, 12:14:00 AM »

Progress is going good again. Cheesy
I updated the status in the first 2 posts. I am quite happy with Tony and Assassin.

Many thanks to Graion for your ideas and contributions.
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Graion Dilach
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« Reply #32 on: June 06, 2010, 05:33:37 AM »

Ah, never mind. I got too much free time.

Still, I'll keep my version updated. It took me some time to sychronize them... but that just means I still work on that as well. Although I wrote 2-3 lines today...

Link won't change.
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chaoticsoldier
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« Reply #33 on: June 13, 2010, 10:00:04 PM »

HELP!  Huh   Cry

I made a test pk3 for Assassin today. He's not finished, I just thought I'd give him a spin.

The game reads the initial chats from assassin_t.c just fine but the random strings in rnd.c aren't being read at all. It comes up with the same error for each string.
Example:
Error: BotConstructChat: unknown random string interjection_negative

So I tried it with other bots and they can't use rnd.c either.

I've looked at everything in that file. There are no illegal characters that I know of. Every line starts with " and ends in ";. Every string starts and ends with the brackets too. Syntax looks fine.

Are there character restrictions, size limits or something else that I am not obeying? I attached a copy of the pk3. Could someone please have a look and find my error?

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andrewj
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« Reply #34 on: June 14, 2010, 03:10:45 AM »

I see this error:
Code:
Error: file rnd.c, line 449: expected ,, found }

The string on the line has a semicolon inside it instead of after it.
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chaoticsoldier
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« Reply #35 on: June 14, 2010, 04:38:25 AM »

Brilliant! Thanks a lot!!!  I pored over the file twice and still didn't find that.  Embarrassed
It's funny how one misplaced character can render the file useless. Everything is working fine now. Cheesy
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Gig
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« Reply #36 on: June 14, 2010, 10:32:20 AM »

It's funny how one misplaced character can render the file useless.
It's computing. ^_^
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GrosBedo
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« Reply #37 on: July 21, 2010, 08:56:44 AM »

It's funny how one misplaced character can render the file useless.
It's computing. ^_^

It's formal language :

http://en.wikipedia.org/wiki/Formal_language

Anyway, what about including Brainworks code into ioq3 ? Is there any progress ?
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chaoticsoldier
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« Reply #38 on: December 27, 2010, 07:05:53 AM »

Just an update. As you can see, it's been a while.

Progress has been good lately! I updated the status in the first post to show what's going on. Tons of new lines have been added, rnd.c is a healthy 40kb now, and today I started writing rchat.c (I had lots written down on paper for it, but now I'm actually rewriting the file.)

You might notice most of the female characters' files are listed as "moderately filled". I've been finding it harder to write for them, but I'm getting there. Smiley

I haven't touched syn.c yet. I was thinking of keeping it simple so people can understand it - so no silly nicknames for characters and weapons to begin with. sago007 summed up the reason for this nicely:
While I can understand the urge to make the bot sound more real, I believe the chat are the least of there problem. Also bots speaking correctly have the benefit that they are easier to understand for people who are not that good in English. This is actually somewhat important. A few grammatical errors or slang and the message becomes unreadable by many.

Intentional badly typed text also gives a very negative expression about a product and is generally warned against. Not that it needs to be formal just not lazy. Even if you are lazy there is no reason to give yourself away.

One thing that's been bugging me though, is American English vs British English. I'm going to include both versions of commonly-used-but-differently-spelt (or spelled, see? Cheesy) words in syn.c, so the bots can understand them (very important), but they can also use them interchangeably.

If we decide to have the bots speak only one variant in particular, I could do it easily enough. Any thoughts?
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Falkland
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« Reply #39 on: December 27, 2010, 03:01:35 PM »

Anyway, what about including Brainworks code into ioq3 ? Is there any progress ?

There's a new ioq3 based project that includes Brainworks instead of ID bots and the author wrote also a tutorial : http://dev.qlone.org/wiki/brainworks/start
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Graion Dilach
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« Reply #40 on: December 27, 2010, 03:45:13 PM »

GPL v3, Falkland. Unfortunately, they're uncompatible.

Hmm... I should've finish q3chat.c soon. Only MISC, TAUNT and PRAISE entries are missing.
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One shall remind what have he left behind... to actually realize that it's still cool.
fromhell
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« Reply #41 on: December 27, 2010, 04:07:30 PM »

I tried the "mad libs" approach. The overwhelming feedback I have recieved has been truly motivating.

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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Falkland
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« Reply #42 on: December 27, 2010, 06:33:03 PM »

GPL v3, Falkland. Unfortunately, they're uncompatible.

In fact I wrote an answer for a question and gave the input for whom is still interested in ID bot AI code substitution with Brainworks .

Anyway , I found a real thesis about ID bots long time ago : http://www.kbs.twi.tudelft.nl/Publications/MSc/2001-VanWaveren-MSc.html ... maybe it could be still useful.

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Graion Dilach
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« Reply #43 on: December 27, 2010, 07:13:07 PM »

Oh, sorry. I missed the quote and I thought it's about Brainworks in OA...
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One shall remind what have he left behind... to actually realize that it's still cool.
chaoticsoldier
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« Reply #44 on: February 26, 2011, 03:52:17 AM »

W00t! I've finished rnd.c and rchat.c for the time being. (I took a break from writing initial chat lines for a little while.)

Now I'll move on to syn.c, which shouldn't take as long to edit. Once the synonyms are done I've got to go back to the other files and pump them full of tildes so they will be 100% complete.

After that, I'll finish those initial chat lines...

(Updated status in first post.)
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chaoticsoldier
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« Reply #45 on: March 06, 2011, 05:51:13 PM »

First versions of syn.c, rnd.c and rchat.c are complete.

Just the initial chat files to go now. There's a light at the end of the tunnel.  Cheesy

(Updated status in first post.)
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fromhell
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« Reply #46 on: March 06, 2011, 06:24:21 PM »

CAN I HAVE EM!!? SO FAR!
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
chaoticsoldier
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« Reply #47 on: March 07, 2011, 06:59:36 AM »

Sure Cheesy

The initial chat lines are still in that xls spreadsheet you couldn't open before. Do you still want them?
I was only going to create the _i.c files once I had the lines all sorted out.

Also, there is Graion's q3chat.c file as well, but I won't post it because I'm not sure if he has reviewed the latest edits I proposed yet.


EDIT: I should mention that there are naughty words in rchat.c (all of them at the end). The bots don't say them, but they do respond to them.
« Last Edit: March 07, 2011, 07:13:18 AM by chaoticsoldier » Logged

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Graion Dilach
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« Reply #48 on: March 07, 2011, 07:13:01 AM »

Just sent the reply while you posted this up. Cheesy

Go for it.

EDIT: After further discussions I dare say this one is also finished. Went with the 'fishes'-modification regarding TAUNT5, Chaoticsoldier.

For those who would like to use the old bot _t.c-s along with the new main core files, the amount of mismatches can be reduced with adding my q3chat in.
« Last Edit: March 07, 2011, 07:46:08 AM by Graion Dilach » Logged

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chaoticsoldier
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« Reply #49 on: September 17, 2011, 05:13:43 AM »

Getting there... It's been a while since I posted in this thread Smiley

Progress is slow, but I have some holidays coming up in a week or so. First versions of Assassin, Beret, Merman, Sarge, Sergei and Tony are finally written. I hope to get more done soon. Any feedback is welcome.

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