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InsideQC Forums • View topic - Who let the bots out? Who? Who?

Who let the bots out? Who? Who?

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Who let the bots out? Who? Who?

Postby CocoT » Sun Nov 12, 2006 10:51 pm

Sorry for the stupid subject title :P

There have been so many mods released in the last 10 years, including many we forgot about and many we don't play because, well, we have nobody to play them with.
Just for the sake of having some discussion going, I thought maybe we could talk about some mods we'd play with again if they had bots. Not that having bots is a condition for a mod to be good, of course. However, I guess it wouldn't be that hard to tear apart the code of some older mods out there and plug-in the excellent FrikBot. Some of us will find the challenge interesting, as it could prove a good exercice at finding way to refine the AI around the new rules.
So, if you were to go back to an old mod and add the FrikBot to it, which mod(s) would you choose? How hard would it be? Hopefully this thread might see the birth of some bot patches :)
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Postby scar3crow » Tue Nov 14, 2006 12:50 am

I was a fan of the Navy Seals mod, the precursor to CS iirc. The feel of all the weapons was great, and wouldve made for some fast paced deathmatch.

I also really enjoyed the Vorpal Sword mod, simply for it being a solid melee weapon. It would be also to dm with it or fight bots in a game mode that understood that only vorpal kills matter... wound with various guns, but if you want that frag, youve got to get in up close with your hefty blade and really work for it.

Dark Majick by nightbringer/nb would be good fun with bots that understood the Personal Defense Systems, mines, and so on....

We really should do more pickup games of odd mods on irc. Surely one of us can host a decent server? And just regularly change the mod being played on it. Id love to get a game of Get Rich Quake going again. Maybe we could collaborate with the QuakeOne people on this, get them to play something other than runequake or CAx.
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Postby Electro » Tue Nov 14, 2006 5:13 am

yeah navy seals was awesome!

I actually did a version with frikbot in it.. i think frikbot was at 0.8 or something at the time. Also did a heap of bug fixes.. i remember one being particularly silly... you can set your skin to change your appearance.. but the mod sets self.skin = 0 on respawn.. o_O

I'm in the middle of moving house, sort of... well i'm lazy anyway and stuff is still in boxes for the most part, i'll see if i can dig up an ancient backup cd that may have it on it.

I didn't really do any work to change frikbot... it was hilarious to play the mod with them on hard skill though, gibs flying everywhere with their aim with the sniper rifle.. would need to be tweaked.

Did some basic reload logic, like reloading if they only have a couple of rounds left and nobody is around, and reloading when they run out of ammo.. but yeah, otherwise it was like standard deathmatch with realistic weapons. Which wasn't that far from how the mod was anyway.

Navy Seals would really shine with some new gamemodes, namely using FTE and having support for actionq2 maps ;)
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Postby CocoT » Tue Nov 14, 2006 9:18 am

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Postby Dr. Shadowborg » Tue Nov 14, 2006 5:41 pm

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Postby CocoT » Tue Nov 14, 2006 6:03 pm

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Postby scar3crow » Tue Nov 14, 2006 10:41 pm

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Postby Sajt » Wed Nov 15, 2006 1:55 am

The thing that scar3s me about scar3crow is that he's probably completely serious about not being sure he was typing that.
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Postby FrikaC » Wed Nov 15, 2006 1:56 am

I remember Akuma once begged me for bots for Horror Show.
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Postby xaGe » Wed Nov 15, 2006 11:28 am

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