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Pbot GPP
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Topic: Pbot GPP (Read 6652 times)
Celestial_Rage
Turrets: +120/-8
Posts: 623
Pbot GPP
«
on:
March 14, 2011, 01:35:21 AM »
QVM+Patch:
http://www.mediafire.com/?xdqnrbj43txhnpq
Paths:
http://tremulous.net/forum/index.php?topic=11791.0
Thanks Bauer.
Installation: Put the qvm in your gpp/vm directory and the paths in base/paths.
This is just a working model. Right now, the bots fairly suck and I haven't gotten skill to work on them. If enough interest is shown on these, I'll improve them further, otherwise, just use the other bots.
«
Last Edit: June 19, 2011, 08:14:02 PM by Celestial_Rage
»
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
DraZiLoX
Turrets: +24/-24
Posts: 844
Re: Pbot GPP
«
Reply #1 on:
March 14, 2011, 09:28:06 AM »
Awesome!
eDIT:
http://dl.dtrem.com/QVMs/gpp/PBot_GPP/
dTrem mirrors will never die!
«
Last Edit: March 14, 2011, 09:31:44 AM by DraZiLoX
»
Logged
ULTRA Random ViruS
Turrets: +4/-94
Posts: 719
Re: Pbot GPP
«
Reply #2 on:
March 18, 2011, 12:48:47 PM »
Quote from: DraZiLoX on March 14, 2011, 09:28:06 AM
Awesome!
eDIT:
http://dl.dtrem.com/QVMs/gpp/PBot_GPP/
dTrem mirrors will die! [signed provider of [W]]
Logged
The new wave of feeding
ULTRA
Random
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i
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Youtube
- Tremulous + Various Stuff
Teapot
Turrets: +11/-3
Posts: 84
Re: Pbot GPP
«
Reply #3 on:
March 18, 2011, 01:55:49 PM »
How appropriate that I was talking about children kicking and screaming only moments ago *looks at Virus*
Logged
DraZiLoX
Turrets: +24/-24
Posts: 844
Re: Pbot GPP
«
Reply #4 on:
March 18, 2011, 07:36:29 PM »
Virus, just shut the fuck up and go fuck yourself, please.
Logged
Sleepman
Turrets: +0/-0
Posts: 24
Re: Pbot GPP
«
Reply #5 on:
March 19, 2011, 02:32:10 PM »
i tested this bots but how can i change their behavior?
they do the same as the other
Logged
DraZiLoX
Turrets: +24/-24
Posts: 844
Re: Pbot GPP
«
Reply #6 on:
March 19, 2011, 02:33:38 PM »
Quote from: Sleepman on March 19, 2011, 02:32:10 PM
i tested this bots but how can i change their behavior?
they do the same as the other
What do you want them to do? If you want them to move in the map, check paths!
Logged
Sleepman
Turrets: +0/-0
Posts: 24
Re: Pbot GPP
«
Reply #7 on:
March 19, 2011, 06:45:34 PM »
what i have to do with paths?
im a noob in this
Logged
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Pbot GPP
«
Reply #8 on:
March 19, 2011, 07:14:07 PM »
It's all in the thread... You just have to read it. You put them in base/paths
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
Sleepman
Turrets: +0/-0
Posts: 24
Re: Pbot GPP
«
Reply #9 on:
March 19, 2011, 07:37:31 PM »
sry i should read more
Logged
swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: Pbot GPP
«
Reply #10 on:
March 24, 2011, 08:56:14 PM »
Still getting that mismatch thing...i suck at this :S
so, i have a folder called GPPbots, which i have a data-gpp1.pk3 unmodified in, and a vms-gpp1.pk3 with the game.qvm switched with the bots.qvm
then i have the bot.patch and bot.c laying un.pk3ed in my mod folder, and a vm folder in my mod folder with the game.qvm un.pk3ed
and i have an exact copy of that in gpp/vm
ANNNNNND.... client/server game mismatch: base/
I aslo made a .pk3 with the exact contents of vms-gpp1.pk3 exept the game.qvm (which was changed for the bots.qvm thingy) in the gpp/ direectory. Any help?
Logged
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Pbot GPP
«
Reply #11 on:
March 25, 2011, 12:46:46 AM »
Ah. Try this setup swamp:
You don't need to run it in a mod folder, running it from GPP works fine.
Navigate to
Code:
%APPDATA%/Tremulous/GPP/
and made a vm/ directory. Put the bot game.qvm in there.
Next, move all the vms-rgpp####.pk3 (The latest dl'd from US1 Official) to C:\Program Files\Tremulous\gpp (or where ever you have trem installed).
Then, if you run tremded-gpp, it should work.
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: Pbot GPP
«
Reply #12 on:
March 25, 2011, 02:21:09 AM »
Run tremded? I wasnt running that. Is that maybe the problem? I was running tremulous-gpp.exe in my desktop/tremulous directory.
Anyways, I added the update QVMs to the vm/ folder. games still load, its just when i run adminhelp for the bot commands, i dont see any, so i assume it isnt working.
and did the same for the mod folder. still the mismatch thing. I added all the other crapvms i haave from FSW and stuff. Still doesnt work.
A neat fact: Did you know if you use
^1colours
^8 in your mod folder name, it will turn up colourful?
Logged
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Pbot GPP
«
Reply #13 on:
March 25, 2011, 03:19:42 AM »
Did you move all the pk3s to Program files and have only the vm folder with the game.qvm from the zip file in %APPDATA%/Tremulous/gpp? If you don't see the bot commands, that means that Tremulous is loading the wrong QVM. Tremulous loads the QVMs in the pk3s before it loads the qvm in the vm/ folder if there are pk3s there.
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: Pbot GPP
«
Reply #14 on:
March 26, 2011, 02:35:07 AM »
Quote from: Celestial_Rage on March 25, 2011, 03:19:42 AM
Did you move all the pk3s to Program files and have only the vm folder with the game.qvm from the zip file in %APPDATA%/Tremulous/gpp? If you don't see the bot commands, that means that Tremulous is loading the wrong QVM. Tremulous loads the QVMs in the pk3s before it loads the qvm in the vm/ folder if there are pk3s there.
hrm...and the fact that its loading FSW commands means that it is reading the wrong QVM...ill check it out soon.
Logged
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Pbot GPP
«
Reply #15 on:
April 07, 2011, 06:40:04 AM »
Updated link in the OP. Should work with latest data paks.
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
GeneralScott
Turrets: +3/-8
Posts: 291
Re: Pbot GPP
«
Reply #16 on:
April 07, 2011, 12:00:41 PM »
Where does the path go? Like, which base folder? I'll just put it in both...
UPDATE: Never mind, I should have tried it first. Homepath base.
This is great. The fact they actually go into the ATCs hall and attack you is a HUGE plus. Love it!
There's only a little problem, and that's that you're still "coaxing" them to attack you. It seems like their main objective is to go to whereever they're trying to go, and you are just an obsticle they're trying to get past. When they see you, they'll attack, but a good dodge will bring you out of their range and they'll keep on their path, just like you were never there. For more of a "training mode" they should follow the path UNTIL they see you, and then lock on to you and never let go.
«
Last Edit: April 07, 2011, 01:14:58 PM by GeneralScott
»
Logged
GeneralScott
Turrets: +3/-8
Posts: 291
Re: Pbot GPP
«
Reply #17 on:
April 07, 2011, 01:16:28 PM »
I think that arises from these originally being 1.1 bots, and there was no way to get out of range. Now, we have dodge. Increase the "sensor" range of the aliens to compensate.
Logged
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Pbot GPP
«
Reply #18 on:
April 07, 2011, 07:30:53 PM »
Yeah, and that's the main reason why I feel the other bots are better than Pbot. The other bots attack you more fluidly.
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: Pbot GPP
«
Reply #19 on:
April 07, 2011, 08:35:09 PM »
For that problem, heres a solution:
Each bot has a sepearate Int, String or Array dpending on which works. Once a bot sees an enemy, his Int/String/Array will change to that targets GUID/IP, or if its another bot, the bots personal number, and attack the target until the bot or the target dies, which then makes the int go back to 0, or another number indicating they have no target. Like this:
Sorry for my fail coding and use of TAB:
Of course a LOT more code is needed, but here are some basics. I also included a part to prevent a bot from TKing if putteamed and found a target.
Code:
Int/Array/String bot1 = 0
{
If (botnumber1 SeeEnemyTarget)
{
if EnemyTarget = bot
{
bot1 = EnemyBotNumber;
}
if EnemyTarget = player
{
Bot1 = EnemyPlayerGUID;
}
}
if (bot1 != 0) //The whole following process was mainly to reduce Teamkilling when putteamed
{
SearchGuid
{
If (SearchGuid = False) /*If it doesn’t find the GUID/*
{
SearchBotNumber
{
If (SearchBotNumber = True) /* does find the bot with this number*/
{
If Bot1 = Teammate/*Putteamed?*/
{
Bot1 = 0;
}
If BotNumber = Enemy
{
EngageBotNumber;
}
}
If (SearchBotNumber = False) /* doesn’t find the bot with this number*/
{
Bot1 = 0
}
If (SearchGuid = True) /*Found a matching GUID*/
{
If Bot1 = Teammate
{
Bot1 = 0;
}
If Bot1 = Teammate
{
EngageGUID
}
}
If (Botnumber1 = died)
{
Bot1 = 0;
}
If (Bot1Target = died)
{
Bot1 = 0;
}
}
Logged
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
GeneralScott
Turrets: +3/-8
Posts: 291
Re: Pbot GPP
«
Reply #20 on:
April 07, 2011, 08:39:38 PM »
Riiight.... Can you make the other bot work with the paths? Probably not...
Logged
GeneralScott
Turrets: +3/-8
Posts: 291
Re: Pbot GPP
«
Reply #21 on:
April 07, 2011, 08:48:59 PM »
It seems to me that it would be fairly easy to make it follow the path ONLY until it sights somebody, when it will fight until either it or the player dies, before resuming the path.
Logged
swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: Pbot GPP
«
Reply #22 on:
April 07, 2011, 09:51:58 PM »
Quote from: GeneralScott on April 07, 2011, 08:48:59 PM
It seems to me that it would be fairly easy to make it follow the path ONLY until it sights somebody, when it will fight until either it or the player dies, before resuming the path.
Thats what my code does.
Logged
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Pbot GPP
«
Reply #23 on:
April 07, 2011, 11:54:57 PM »
The current code follows someone until you get out of range. I'll try to improve them now since some degree of interest has been shown. By the way, there is a command to show the paths (dnodes or something).
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Pbot GPP
«
Reply #24 on:
April 11, 2011, 05:44:01 AM »
I tried editing these again and no dice. Other than roaming around the map (the other bots can do the same, just more clumsily) I can't see any reason to use this. I probably won't work on improving these and focus on the other ones.
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
zoomer
Turrets: +0/-1
Posts: 23
Re: Pbot GPP
«
Reply #25 on:
June 06, 2011, 04:00:54 PM »
when i try join human it say
"There is no overmind. an overmind must be built to control structure you tried to place"
Logged
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Pbot GPP
«
Reply #26 on:
June 06, 2011, 08:57:59 PM »
Sorry, I need to update it.
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
zoomer
Turrets: +0/-1
Posts: 23
Re: Pbot GPP
«
Reply #27 on:
June 07, 2011, 06:51:47 PM »
Fairly weak at programming if you could help with a few questions that be great
how do you add gbot.c functions to compiled game.qvm
example "G_DeleteBots( void )" to the server console
via g_svcmd.c, g_local.h?
«
Last Edit: June 07, 2011, 07:00:51 PM by zoomer
»
Logged
Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Pbot GPP
«
Reply #28 on:
June 07, 2011, 07:29:58 PM »
Actually, all you need to do is (assuming you're using Linux):
Code:
svn co svn://svn.icculus.org/tremulous/branches/gpp
cd gpp
<extract contents of the zip into the directory>
mv g_bot.c src/game
patch -p0 < <name of patch file>
make
I'll get around to doing it myself in a few days though, if you can wait.
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
zoomer
Turrets: +0/-1
Posts: 23
Re: Pbot GPP
«
Reply #29 on:
June 07, 2011, 08:06:06 PM »
using winxp
>patch -p0 g_bot.c
>patch **** Only garbage found in the patch input.
Thanks alot for help dont mind waiting for update just wanted to play about with the code
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