 I Reckon
#31 posted by ijed on 2008/07/03 20:34:30
A mod could be made, maybe as coop only type of thing, with each player choosing their class and then trying to complete the mission, the game taking care of genestealer / fiend spawning. If the levels stuck to the fairly flat SpaceHulk Layouts (without much in the way of hazards) maybe even bots could be used to fill out the rest of the team.
 Bots
#32 posted by gb on 2008/07/03 21:25:55
There are not many coop capable bots in Q1. IIRC Zeusbot is the only contender here... (Frikbot might technically be another one) I tried it once, and I'd recommend to bind a key to whatever the "teleport bot here" impulse was because they like to get stuck and can't handle lifts etc very well... yup, one lift might be enough to throw them off.
They're not very human like either.
You'd probably want something that takes waypoints, to better handle sticky situations...
Frikbot is made to be plugged into existing mods, however I don't know how good its coop capabilities are...
3zb2 (for example) knows about teamstates, ie it can be follower or leader, and it can either follow a teammate or not... depending on skill flags and circumstances... it checks which weapon teammate has, if he's a flag carrier (in CTF) and decides based on those things...
it wouldn't be difficult to implement commands which do nothing else but setting a teamstate... ie "teamstate follower, follow_mate" or something.
If the bot HAS teamstates.
You could use locfiles to have the teammates report their status... if enough NQ engines support them...
then there are problems like the bot taking every ammo box he can get, instead of leaving it for you... and if you implement that (by checking teammate's ammo status?) they might not know when they're SUPPOSED to pick it up... like for example when they have only 5 health and the axe... (other situations might exist) - they're really pretty stupid when it comes to teamplay.
 Q2 Lazarus
#33 posted by ijed on 2008/07/03 22:05:20
Func_actor had the follow / get out out of the way ability, which depended on if the player was looking at the bot and if it was already following - ie. follow became get out of my way. There was 'all follow' as well and when enemies appeared they had the same 'damagegroup' as the player so got angry at the monster, or just got angry on sight of monsters.
That'd be a hell of a lot of code to implement.
The ammo thing I'd presonally just sidestep - bots always have ammo and don't pick it up, like the Nehahran NPC's, but maybe after firing for a while they are unable to fire for a short time and go into dodge behaviour.
Problem is I've only ever once played Q1 coop, and that was years ago when it wasn't so old hat in mainstream eyes.
#34 posted by gb on 2008/07/04 01:39:07
I'll always be up for a coop session. Only you're pretty far away...
3zb also has the "move out of the way" thing... the angriness is handled by the teamstate, if team leader/mate/flag carrier has an enemy, they'll cover... if in follow mode...
not picking up ammo at all makes it easier, but it would be cooler if they did :) and automatically tossed backpack if player in range and player.ammo < bot.ammo...
For fun, I tried this map with a few Zeusbots; it doesn't look too convincing, they headbutt and either shotgun or axemurder the fiends, and don't survive for long. ie the team WILL get spread out over the map, because they respawn at the starting position. They don't really do the dodging bit either :-/ also of course they don't work with Quoth.
Making a bot lure a fiend in one direction, then strafe in the other, check fiend position, turn around and fire, then repeat until fiend->dead, would be lots of work... plus checking if it's in a corridor, and picking a different tactic... plus checking if and how many other fiends are around... o_O it would be cool to watch though :-) chasecam, hehe...
own mod required is, and lots of bothacking. Maybe you could tune the bots for dodging fiends specially. Not simple... something for the list I guess.
Teambots for Quake.
 Nah;
#35 posted by ijed on 2008/07/04 01:45:26
. . . would be cool to watch though :-) chasecam . . .
Kascam
 Thinking On
#36 posted by ijed on 2008/07/04 03:38:12
I reckon there'd be enough work in just setting up all the resources, like the weapons, models and players.
So it'd probably have to support singleplayer primarily but with the same player class system.
 Ijed
#37 posted by spy on 2008/07/04 07:53:16
 Thanks
#38 posted by ijed on 2008/07/04 16:16:25
Will watch today.
 Good Demo
#39 posted by ijed on 2008/07/04 19:18:03
A bit more run and gun than Trinca's - I thought you were going to get overwhelmed a couple of times.
Made me realise I should have had the eliminators patrolling and had some autokill for the fiend triggers upon returning upstairs.
Ah well.
 I'm Still Trying
#40 posted by inertia on 2008/07/04 22:58:54
to beat it on nightmare.
 Too Hard Imo
#41 posted by bambuz on 2008/07/05 00:24:56
with so little health...
 Ijed
#42 posted by gb on 2008/07/05 01:53:55
 No
#43 posted by ijed on 2008/07/05 02:52:15
But I'll give it a look. Seems like a long time ago, now.
Thanks.
 It's Possible!
#44 posted by RickyT33 on 2008/07/05 18:01:33
I can get to the lift (almost) doing a Nightmare Speedrun! And I have completed it on skill 3!
Excellent map Ijed!
Sielwolf - What's your best time for this mother?
 It Felt
#45 posted by bambuz on 2008/07/06 10:05:15
very space-hulkey (played the computer game only).
That game was hard and desperate.
 Ricky
#46 posted by Sielwolf on 2008/07/06 13:29:18
let's see your speed demo :) the demos I made during playtesting are still here:
http://www.badongo.com/file/10016583
 Well This Is What I'm Talking About:
#47 posted by RickyT33 on 2008/07/06 22:16:47
Skill 3 speedrun *attempt* :)
Havent watched you're "quoth" demo yet, wander if its one demo....
I bet you could speedrun this Sielwolf!
 Whoops
#48 posted by RickyT33 on 2008/07/06 22:16:55
#49 posted by gb on 2008/07/07 12:52:09
I hear Sielwolf plays this one in id1, like a man :-)
respawning ammo, phhh...
;-)
 Ricky
#50 posted by spy on 2008/07/07 14:13:33
nice attempt :)
 Can't You Do
#51 posted by Lunaran on 2008/07/07 17:59:05
respawning items in regular quake with a qc hack? just set 'respawntime' or something on the ent, I thought.
 I Think
#52 posted by ijed on 2008/07/07 18:07:14
You have to set its use to respawn, then trigger it.
Will watch the new demos today.
 @Ijed
#53 posted by Baker on 2008/07/08 07:19:53
Oops I didn't notice your question ;)
I just meant I liked it because I didn't have the confidence of knowing where and when monsters were going to spawn.
It seemed like every time I was opening a door my first few attempts, a fiend or 2 somehow was right behind me killing me.
I adopted a very conservative play style after that but the "safety" of a normal Quake map was not present (you know, clear area ... continue ... retreat back through door ... wait for dumb monsters to come ... lob some grenades ... repeat).
I imagine there was a pattern to the spawning but the not knowing how it worked altered the dynamics for me and I was paranoid due to that.
 Nice
#54 posted by rudl on 2008/08/19 20:26:23
Really enjoyed the map
 :)
#55 posted by ijed on 2008/08/19 20:27:52
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