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sambot.txt
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Title : SamBot
Filename : sambot.zip
Version : 0.9
Date : 8th September, 1996
Author : Sam Stephens (Spam-man on IRC, Quake, etc)
Email : [email protected]
Credits : Micheal Polucha (co-designer of Original TM bot)
Tim Polucha (co-designer of Original TM bot)
Nathaniel Gorham (Original DM bot)
Punisher (BG bot...some ideas used)
Carson Sutton (Roam Bot, starting point for my work)
Dennis Noordsij (creator of multiskin)
Type of Mod
-----------
Quake C : yes
Sound : no
MDL : yes
Format of QuakeC
----------------
unified diff : no
context diff : no
.qc files : yes
progs.dat : yes
Description of the Modification
-------------------------------
Firstly it uses pretty much all the roambot AI. Read Roambot.txt for a
basic description
I got rid of the ejected shells as I found more than 5 bots all fighting
on The House of Cthon cause massive amounts of packet overflows. However
the mod is now combined with the multiskin patch
When I played Roambot, I found it to be quite a fun Deathmatch substitute.
However it still was too much like a monster. So I made this bot you see
now. These are the basic differences to Roambot.
- Bots are now player shaped, with random skins out of multiskin
- Bots are named after their skin type
- Bots can be gibbed (mwuhahaha :-)
- Bots don't ever flinch in pain
- Bots don't make idle noises, seeing noises, etc.
- Bots respawn when killed (total kludge code :-)
Be warned, they're now fairly bloody lethal because of the lack of flinching.
If you want a bit of fun, try House of Cthon with 5-12 bots. But get the
rocket launcher before you start it.
How to Install the Modification
-------------------------------
Make a new dir in your quake directory (eg: c:\quake\sambot).
Then extract the contents of this zip into that dir.
Make sure you extract with directories on (eg: pkunzip -d sambot)
Otherwise just move player.mdl in the PROGS subdir (eg c:\quake\sambot\progs)
Start quake with -game [name of subdir]
Like this:
quake -game sambot
Bind a key to impulse 100 to activate the bot.
Technical Details
-----------------
To get a play-by-play from each bot (careful, not uniquely
identified!) indicating direction changes and decisions
during roaming, change the following in bot.h:
from:
float ROAM_DEVEL = FALSE;
to:
float ROAM_DEVEL = TRUE;
Nothing much in the way of AI is changed from Roambot by this patch,
my alterations are mainly cosmetic. However, I would hope people will see
that the Deathbots gone so far have been far too monsterish, even flinching
in pain. Changes made mostly have been moving stuff from player.qc
to botai.qc and changing the animation to match the player frames. But lots
more can be done. Here's what really needs to be done to this bot
- make it so it shoots all the weapons properly (watch a bot with a nailgun
to see what I mean). The current animation is a nasty hack, and should
look more like the player code
- needs to telefrag properly
- needs to be able to use axe and lightning gun and grenade launcher
- needs to be able to move while shooting (my attempt led to a stack crash!)
- needs to have defensive and evasive manuvers :-)
- once it gets all this, it will need a screwup factor to stop it from
being invicible
- needs to be able to jump/swim/walk off ledges and all those human things
that it can't do know
- need to have a frag count etc
Bugs
----
- Bots will appear one on top of another and get stuck. This problem will
disappear when telefragging is fixed
- Bots will get stuck in running mode, and not do anything else, even when
attacked
- Sure to be more waiting to be found :-)
Author Information
------------------
Massey Uni student, 2nd year Comp Sci, guy whose machine is too small
to REALLY play quake (486dx2/66 :-(
Copyright and Distribution Permissions
--------------------------------------
Copyright (c) 1996 Sam Stephens
Authors MAY use these modifications as a basis for other
work providing they credit me if reusing or modifying any
original code.
Availability
------------
This modification will initially be available only from
the following:
FTP : ftp.cdrom.com