might be the answer to the bad q3 bots...

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fKd
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might be the answer to the bad q3 bots...

Post by fKd »

http://www.youtube.com/watch?feature=pl ... UQrCzDnxt0

http://www.moddb.com/mods/quake3-hopper ... 0-released

have not tried it out yet, will be fun to see how it does on q3ctfp22, lol bots hated that map with a passion!
deqer
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Re: might be the answer to the bad q3 bots...

Post by deqer »

that's awesome.
EmeraldTiger
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Re: might be the answer to the bad q3 bots...

Post by EmeraldTiger »

iirc, the Hopper Engine uses map overrides (changing / adding / removing entities without having to recompile the .bsp) to add bot waypoints and other things, which allows them to perform such delicate tricks. My guess is that they use some kind of "botjump" entity for the Dueling Keeps circle jumps at mid, and are aimed towards destinations with targets / targetnames, etc.

So tuning a map for advanced bot physics does require a bit of hacking, but it's not too bad because you won't need the .map file since it's an override. Just imagine the kind of possibilities for bots with this kind of technology. I could finally get bots to cross the pedestal near RA on pasdm1. :p
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obsidian
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Re: might be the answer to the bad q3 bots...

Post by obsidian »

Hopefully, bots in this mod will still have a certain spacial knowledge of the map that the .aas format provides without relying solely on "cookie crumb" navigation. IIRC, the original Unreal Tournament for example, used a system of cookie crumb navigational entities which was inferior because they would often run down halls or walk through doors predictably as if they were attached to a rail. It did provide a certain level of fuzzy logic to deviate from the path, but still rather predictable.
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EmeraldTiger
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Re: might be the answer to the bad q3 bots...

Post by EmeraldTiger »

obsidian wrote:Hopefully, bots in this mod will still have a certain spacial knowledge of the map that the .aas format provides without relying solely on "cookie crumb" navigation. IIRC, the original Unreal Tournament for example, used a system of cookie crumb navigational entities which was inferior because they would often run down halls or walk through doors predictably as if they were attached to a rail. It did provide a certain level of fuzzy logic to deviate from the path, but still rather predictable.
I think, if my entity assumption is correct, that once a bot hits a waypoint with no target it will resume to free navigation. I think it is mainly used for doing tricky jumps (for bots, anyway) like in Dueling Keeps, not for typical walking and running. I guess once a bot gets close to a waypoint the game "attaches" the bot to it at a certain distance when the bot sees it, and then it keeps going along those points until it comes up to a waypoint with no target set.
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