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InsideQC Forums • View topic - SuperDuper Quake is back and better than EVER!

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Re: SDQuake -> Working under Linux with DarkPlaces...Yipp

Postby hondobondo » Sun Feb 21, 2010 9:56 pm

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Less suicidal / destructive bots ?

Postby Dark$oul71 » Thu Apr 29, 2010 12:31 pm

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Postby frag.machine » Thu Apr 29, 2010 2:06 pm

I'd suggest to remove any WMD entirely from bot's arsenal. Or, at least, be a last resort measure: if the bot is outnumbered or about to die or cannot use any other weapon, then and only then is okay to nuke everything - including the bot itself.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Dark$oul71 » Thu Apr 29, 2010 8:33 pm

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Postby Dark$oul71 » Fri Apr 30, 2010 9:16 am

@frag.machine:
OK, I've take a colser look to the bot_fight.qc and think I understand where the weapons are selected.
It's within "void(float brange) bot_weapon_switch =" (line 373) where the impulse command is set.

What I still do not get is which impulse triggers each weapon. From what I know each weapon inside quake is triggered by impulse command. So if I use a weapon with is enable by pressing key 5 three times my understanding would be that the command impulse 42 (for example) is executed three times. This is something I am missing inside the bot_fight.qc. :?:

@hondobondo:
I think that also other users of sdquake share the same problem. May be you can simply add a variable to control if the bots are able to use WMD (= weapons of mass destruction) although it would be way cooler if the behaviour of the bots could be fixed. Something speaking like BOTS_NO_WMD would be great.
What do you think ?
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Postby frag.machine » Fri Apr 30, 2010 1:36 pm

Havent' checked the SDQ sources, but the weapon inventory system surely is different from vanilla QC.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Dark$oul71 » Fri Apr 30, 2010 2:15 pm

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Postby frag.machine » Fri Apr 30, 2010 6:09 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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great stuff

Postby hondobondo » Sun May 02, 2010 10:47 pm

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Postby frag.machine » Mon May 03, 2010 1:03 am

Cool! Add some kind of battle cry/warning to the bot just before it going berserk so people can run away. :D
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Dark$oul71 » Mon May 03, 2010 6:36 am

@hondobondo:
Thnx for your reply ! It would be nice if you could post the modified qc code here. I would be willing to test ;)

@frag.machine:
Thanks for your replies. I am afraid that it would take aeons until I understand the sdq sources good enough to make a clean modification.
I like the idea with the war cry. May be we should here a "GERONIMOOOOOO..." before the bot blews up himself *ggg*

Edit: I think Dirty Harry's "Make my day..." would fit in as well :lol:

Edit2: It would be cool if the issues of "close quarter nuking" could be solved. I've seen the corresponding part in the qc code but something seems to go wrong.
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Postby frag.machine » Mon May 03, 2010 12:43 pm

google by "Wilhem scream", it would be an epic LOL :D
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Postby frag.machine » Sun May 09, 2010 1:04 am

for SDQuake 2.5. Not exactly a box, but nothing special either.
Maybe I can make some others later.
Feedback is welcome.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Dark$oul71 » Sun May 09, 2010 12:14 pm

@frag.machine:
a nice map ! Thanks...

Just a few comments:
- I find a map a bit too dark. Could have a higher light level.

- It could be a bit bigger. Generally I rather like to play the more open maps with wider areas. Esp. with the weapons of mass destruction *ggg*

- You could add a tunnel with a big cave in between which connects both ends of the canyon

While tighter maps are also cool to play in SDQuake I think that bigger maps suit more the higher skill levels. Both for the big mass of enemies as well as for the more powerful weapons. Not shure if you have ever played it but compare it to Serious Sam or Painkiller.

@hondobondo:
Have you had a chance to modify weapons.qc in regard to avoid close quarter nuking ?

For the "wilhelm scream" I like this one from the Dark Knight:
http://www.youtube.com/watch?v=QGGArPVeG_Q

BTW: SDQuake seems to have a bug when you are in observer mode. When I play with bots, die too often and then run around in observer mode I still seem to pick up items. At least the items vanish and I hear the pickup sound when I run over it.

Yesterday I experienced another strange behaviour:
I was in observer mode and had around 6 bots still alive in the level. The bots seemed to follow me as observer and were, well, passiv. Although there were tons of monsters still around they didn´t kill them.

Any ideas on this ?
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Postby frag.machine » Sun May 09, 2010 2:30 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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