Runs In GLQuake, Fitz 0.85, Etc.
#26 posted by Baker on 2010/02/01 02:48:37
Not sure why it doesn't run in Enhanced GLQuake.
If it runs in GLQuake and Fitz, then it isn't the fault of the mod.
Well..
#27 posted by metlslime on 2010/02/01 08:06:57
i think AguirRe's engines add additional error checking in the progs VM. So it could be a (potentially) bad thing in the progs.dat which most engines don't catch and rarely causes a crash.
On The Other Hand...
#28 posted by metlslime on 2010/02/01 08:07:35
maybe it should just be a warning since it obviously doesn't crash most other engines.
Waypoint Needed
#29 posted by eerie on 2010/02/05 08:01:59
anyone can create hipdm1 waypoint for frikbot?
Is that for the mission pack only? Do you have a link to the Frikbots + Hipnotic? I won't be able to make waypoints unless I can load up the Frikbots with that map.
Links and more information, and I can probably make it for you. :)
Hi Koya. My number is 911-6874. Please call!
Lightning_Hunter
#33 posted by eerie on 2010/02/12 07:10:10
Hi, I have frikbot's progs.dat with hipnotic support.. Please see at http://eerie.anarxi.st/progs/
Mucked Around With This Some More
#34 posted by nitin on 2010/02/17 12:04:03
this is a phenomenal job by LH, really I mean the amount of map support is incredible.
I'm not sold on the frikbot but glad to have had the chance to test it out this thoroughly.
Bots
Is LH still around? Was curious if any new maps got added to the rotation. I also found a new DM map that I want to make ways for Frikbot, but the system looks complex. Anyone here got tips on the best ways to waypoint a new map?
As for Frogbot, that DL link still works, however the progs.dat in there gives ne an error on makevectors when the engine tries to run it. Is that mod QW only?
#36 posted by Joel B on 2015/12/22 03:29:48
LH occasionally still shows up at quakeone.com.
Frogbots are generally used for QW, although Baker did make a NQ version of Frogbot Clan Arena a while back: http://quakeone.com/proquake/frogbots-099.zip
Teknoskillz
Have you tried Omicrom bots? They are quite good and do not need way points generated (although you can optionally.) I could not get the Frikbots waypoint editor to work in Quakespasm or Darkplaces so I gave up on them.
http://mrelusive.com/oldprojects/obots/obots.html
FBCA
-099.zip, thats the one that crashes darkplaces engine on a makevectors problem. SRC wont compile because it seems the numpr_globals has been reached. Im using a newer verion of FTE compiler.
I did find an older version - fbca092kt, which does work ok. Frogbot sure does seem like it "cheats". Not sure if its the code, but it decided to spam me with grenades when I was hiding unseen just below the bot..angled in a bunch of grenades on a whim I guess?
Too bad Bakers not continuing with it, if I knew how to port Frogbot into other mode, you can possibly have more than one kind of bot opponent.
Omnibots, yes, I have them. I also contacted Mr Elusive a while ago, he says hes got no src code and is not interested in Q anymore apparently
:(
If Only We Could
code in bot pathing when we compile the map. I would love this level of support, like how you do it in UT '99
Fifth
#40 posted by adib on 2015/12/23 22:33:32
There must be a way to read an entity class from .map, say an info_fbca_waypoint, to generate this .qc
That way, the level designer could set waypoints and generating FBCA data would be part of the map compilation. This is how it should be done for new levels or ones you have the .map
I posted it at quakeworld.nu months ago, but I don't think there are programmers there.
A tool would parse the map to get the entities, and generate a QC source. The map compilation batch/chain would do the rest. Is it possible?
I have no idea whats possible. It would be lovely though if there was a way bot's were set up that had its own entity set that you can stick in the map file and compile it all together and just work. UT 99 had all these little apple things like path_corners that, if close enough together, the bots would follow like bread crumbs to each item. The bots were even smart enough to understand how to get to an item it wanted by following the bread crumbs to the item. Steve Polge is clearly a genius, it's just a shame that the Reaper Bot was never fully realised before he was stolen away to work at Epic.
I have no idea whats possible. It would be lovely though if there was a way bot's were set up that had its own entity set that you can stick in the map file and compile it all together and just work. UT 99 had all these little apple things like path_corners that, if close enough together, the bots would follow like bread crumbs to each item. The bots were even smart enough to understand how to get to an item it wanted by following the bread crumbs to the item. Steve Polge is clearly a genius, it's just a shame that the Reaper Bot was never fully realised before he was stolen away to work at Epic.
@Teknoskillz
#43 posted by Spike on 2015/12/24 00:18:26
that mod has a LOT of vector immediates hardcoded. those immediates alone overflow the 65k globals limit.
fteqcc does have a feature that separates vector immediates into components, which allows them to be overlapped much more efficiently.
just add -Ovc on the commandline (or enable the 'vectorcalls' optimisation in the ui).
this will _massively_ reduce the number of globals needed in fbca, allowing it to fit within the limits imposed by the 16bit file format. the result will be less efficient, so only use it if you actually need it.
regarding parsing .maps to generate .qc files, it'd be better to just directly parse the entities lump from the mod...
of course, this might require some sort of actual cross-bot standard...
on the plus side, you wouldn't need to create a new version of the mod for each new map.
#44 posted by spy on 2015/12/25 20:15:33
Frogbot sure does seem like it "cheats". Not sure if its the code, but it decided to spam me with grenades when I was hiding unseen just below the bot..angled in a bunch of grenades on a whim I guess?
Definitely this is not a cheat, it's called 'prediction'
Prediction
So are you saying that it keeps track of every single client's positions, and if it does not see
the client after a certain period of time, it "takes a guess"? True the bot was not busy in combat, but as I moved to avoid the grenades, the aim seemed to adjust as if it knew what I was doing.
Yeah
#46 posted by spy on 2015/12/26 10:13:36
its a common bot behavior since 0.13 ver. (prediction)
as a bot is trying to find the other client via makers zone(s) it always know where you hiding(running)
frogbot likes to throw grenades into the respawning spots and tele_dest just in case
theres a 'shot for luck' too, that's been added by some other modder
Makers == Markers
#47 posted by spy on 2015/12/26 10:15:54
Frikbot
Got a curious issue with my Frikbots. I ported them to work in Darkplaces using the new SpawnClient () built in so they dont need the included scoreboard logic. Seems they work great except once in a while, a map loads...its got waypoints, but the bots just stay put as if they dont wee the waypoints. Most the time a chengelevel command of the same map gets them going again. I thought maybe move the localcmd that loads the .way and wa1,wa2 files into startframe a few counts outside worldspawn would help, and it seems to but still the bots hang. Im using a olv version of Frikbot, I think its Frikbot 0.09b, or some of its functions are. Other functions may be Frikbot_X but Im not sure.
Fixed !
Ok, this was one tough. Turns out I had to delay the function DynamicWaypoint() until framecount > 30. The regular ID maps, DM1-6 all use hard coded QC waypoints and these never fail, so I guess its something to do with the way files loading and perhaps multiple way / wa1..wa2 files that take longer.
I also found a good array of original ID map waypoint files in the last version of Frikbot_x. They mostly seem to work pretty well, except e1m2 has a problem where they always stop at the func_button near the grenade launcher. Any ideas on how to fix that issue?
Create Waypoints?
Ok, someone had said that all you do is just play and the waypoints get created by themselves? I dont seem to be able to locate that if its a seperate cvar or something? I did see impulse 104 brings up the editor, and I started to make some ways for a map, but seems this process can be kinda complex. Wasnt there a video or a tut showing how to make the waypoints someplace?
|