Here any one that wants to talk about it, ask anything or post your problems is welcome, for starting I am putting some of the new features that are ready or I am working for the next version until now:
New Radio code: With this radio code the marine will say what is doing from firing, moving into fire position or following player, until now there is only one command, when the marine see a enemy it will get onto fire position and it will say Fire, Fire. New .DEF files With this most of conflicts/incompatibilities with original sentry robots are fixed, also the marines now get a much more bug free .def file with almost no problems. New AI for all of the units: The new marines AI code is one piece of work, the “getOutOfWay” code now work perfect, the marines will move when you push them, also the navigation system is new, the marines will move much better, they will cover, advance or strafe in combat, the new AI system is very stable and with “only” a few major bugs. For the sentries, the new AI stop making conflict with the original one and it improves some aspects. Only one console warning left, and is a warning related to a duplicated value in two of the marine def files, it will be fixed, but is not really a bug or a problem. Now you can safely make more than one unit, if your system can handle it, also I have added a new code for the marines, now you can make two of them and they will work as a squad, it still has some bugs but it work good. Version Explanation: 2.0 BETA2 - More than 90% of the big bugs fixed - More than 50% of small bugs or code issues fixed. - New .def file code for the sentry robot. - New .def file code for the marines. - More AI improvements for the sentry robots - Completely new AI for the marines. - New code that allows to have a marine squad.
Some one may tell me why the forum don let me put images?, I have plenty of images from the new version to show, but I cant put it here.
The getOutOfWay code sounds like a great addition! If you need any beta testers PM or EMail me I'd be glad to help out with testing. One question about your new marines, do they use the player model now or are they still a moded monster (ZSec or other) to look like one?
Sure if you want to be a tester, I will send you a Private Message asking for your e-mail en next 2-5 to send you the most recent “compilation”, taking in count that I have re-write a lot of code, is still not “assembled” as a full release... The model is a “edited” monster, the security machinegun guy (monster_zsec_machinegun), I am making some tests with other models, like for example the real marine model……..but that model lacks of animation information…..so it cant handle any gun…. I am planning to add more marines with different guns, and a robot with flashlight.
Sceenshots from next version::)
Very nice can't wait!! This Mod is definately one of the more promising AI enhancements I've seen around. PM me when ever your ready I know development takes time, and I'll reply back with my EMail address. Can't wait!! :D
7th September 2004
Normal marines have skeletal models right? Have you tried assigning/making animations for them to use in combat? I know I've seen normal marines - atleast bravo squad - do attack animations.. but those are all in cinematics, I guess. I'm going to be revamping the AI for offworld, and I'm planning on making orders able to be issued via team chat. I'm mainly just waiting for the SDK right now. I might could give you a hand with any pathing issues, if there are any. I haven't downloaded guardsentry yet, but I plan on taking a look. I'd be interested in 'beta testing' aswell.
The main issue with pathing is the maps don't contain paths everywhere the player can go. Someone will also have to write code for ladders, jumping (harder then it sounds), and a lot of other things the player can do that the monsters don't. Currently only area's monsters can reach are pathed, the easiest fix is probably to have the player drop paths if none are nearby, and have the bot follow those if he can't find a built-in path to link him to the owners (players) location. In terms of animations, check out the player defs and you'll see a massive difference between the player attack and monster attacks. It's a lot easier to work with one weapon at a time, which is why I think all of the marine mod's to date have a separate follower for each weapon. Of course this is something I'd like to try once the SDK is released. Hopefully the SDK will be out soon!
The normal marines don’t have any animation map, only those in the cinematics use weapons.....so that don’t work, with the SDK you can make totally new models and animations, so that will fix the problem.:) I don’t think there is a way to make marines go up on ladders or jumping with simply scripts, maybe with the SDK that can be possible. The fast way is to some one make a 400mb map pack with paths….easy:rolleyes: , but with the new code there is no need for that to make a perfect player follower, even with advanced combat tactics.:bows: The problem is how to make something jumps in the game with actual code…:deal:
I haven't checked but I remember from Quake III iD has a program that paths the maps for you, instead of the Unreal series where the map maker puts the AI paths in themselves. I'm pretty sure that's what the .aas48 (.aas something) files are, a list of co-ordinates of the paths the monsters and sentries follow to get around the map. Jumping is quite complicated, you have to use tracelines to scan for the ledge and throw a test path in the arc of the players jump (based on his velocity and gravity) and see if it lands on a good spot... eg. not lava, slime, or a giant pit. With some of the trickier jumps in D3 this will be a very difficult thing to accomplish. What I meant by pathing was the areas you have to crouch through are simply not pathed. Even if the bot was small enough or knew how to crouch he wouldn't follow you through as he doesn't know where to go. You can see this more with the sentry then with marines (or at least this happens with all the sentry mods I've tried thus far, which is why I think the above). Just received your EMail Nivelxe I won't have time for testing until Thursday (next day off work), but on that day I can dedicate several hours to testing your mod for you. If that's a problem let me know. Can't wait to see the new version though!! :)
7th September 2004
'SP[jONEz']The main issue with pathing is the maps don't contain paths everywhere the player can go. Someone will also have to write code for ladders, jumping (harder then it sounds), and a lot of other things the player can do that the monsters don't. Currently only area's monsters can reach are pathed, the easiest fix is probably to have the player drop paths if none are nearby, and have the bot follow those if he can't find a built-in path to link him to the owners (players) location. In terms of animations, check out the player defs and you'll see a massive difference between the player attack and monster attacks. It's a lot easier to work with one weapon at a time, which is why I think all of the marine mod's to date have a separate follower for each weapon. Of course this is something I'd like to try once the SDK is released. Hopefully the SDK will be out soon!
Brings me back to the days of Zeus bot for Quake 1... Pathing without paths is harder than with paths, although I've had a little bit of expirience with it. Doom 3 doesn't have any direct line-of-sight (edit: 'sweep' of sight, eg within 90 degrees, but it does have a line trace.. and then it applies to hitboxes instead of object's positions, which is costly performance wise, and guessing before tracing saves time and effort.. if it does have a sweep, I'm mistaken, and this is bs :P) feature than I can find in script, but as soon as the SDK comes out, I don't think it'll be too hard to write something to work efficiently enough using distance to object within angles, in the same manner as visual culling.. Physicly, judging jumps is very easy to make bots do.. because you can measure their height to the object's height, and then determine how 'deep' it is on one side, if say, you want them to land on it.. edit; after reading what you said about tracing for space requirements.. there are 'cheats' and such that I've used, using mins/maxs on certain objects, and then you can trace up from the top of a surface of an object, and that gives you a very cheap method of finding a good spot.. Going a tree-trace method, by checking many paths to find a single spot to jump is rather costly.. Deciding how to get from point A behind solid glass, where after spotting the player behind the glass at point B, and having to go through a jumping puzzle off to the side to get around it.. well.. Without pathing, it's more effective to calculate what the AI is doing per frame, or every so many frames, instead of simply spending it finding a path to the object before moving. You avoid collision issues and a few other things. Maybe I should see an AI specialist before I speak further though.. :P It's not easy, but I'm fairly certain it can be done. Even if it's done, you probably want to give some level of error to make it human-like, that'll be the most difficult part, I believe.. making it convincing.. Having no paths is the way I'm going to go with Offworld.. I am probably going to make changes to the models, and as for the differences in defs, yeah there are some differences, but everything takes work, and if you want.. I'll write up a human-player-bot that can shoot for you to mess with... there are animations that work, not on "normal" ingame marines maybe, but DM player models are marines. It'd be a lot of effort on something that could be more efficiently done by waiting for the SDK though. You can do jumping/climbing by playing an animation on a model, then having per-frame calculate it's new position, with it's 'launch' position in store.. maybe a few interrupts for if it gets hit mid-air, and whatnot..