Author Topic: GOTO ZIGBOT  (Read 15891 times)

Offline Whirlingdervish

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Re: GOTO ZIGBOT
« Reply #15 on: March 20, 2013, 10:37:57 AM »
Tweaked the bots to use ctf_r skin, as it was available for all {male,female,crakhor,cyborg} models.

So it's easier to tell the bots from regular players now, for those inclined to differentiate.

(Though nothing prevents anyone from also using that skin.)


I noticed there is something preventing people from hiding amongst the bots using the [BOT] tag on their alias. It's like you know.
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Re: GOTO ZIGBOT
« Reply #16 on: March 20, 2013, 11:21:30 AM »
These bots fuckin cheat like hell. They can jump higher from a stand-still than any normal player should EVER be able to. Was playing on ztn2dm4 ("Recycler") a minute ago and watched a bot jump from the GL room ledge up to the quad ledge to grab the quad damage. That jump is physically impossible to do without help from a rocketjump or grenade jump.
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Offline Whirlingdervish

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Re: GOTO ZIGBOT
« Reply #17 on: March 20, 2013, 12:32:22 PM »
I have seen them do some amazing double jumps that are not normal. I think it has to do with how insanely fast they enter their movement inputs.

Near the end of a map yesterday I saw one jump from one ledge to another at the same height and chain this into doing what appeared to be a standing dj on thin air that launched him a good 4-5 player heights straight up in the air.

 :forceac:



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Offline bluemeanies

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Re: GOTO ZIGBOT
« Reply #18 on: March 20, 2013, 01:25:28 PM »
The high jumping is interesting. I need a bind so that I can do it!
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Offline quadz

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Re: GOTO ZIGBOT
« Reply #19 on: March 20, 2013, 01:42:35 PM »
I noticed there is something preventing people from hiding amongst the bots using the [BOT] tag on their alias.

Hehe yep.

My thinking was we'd suppress all [BOT] vs. [BOT] combat in the frag stats and in #tastyspleen-live, so there needed to be an unambiguous way to differentiate players and bots when parsing the server logs.


I have seen them do some amazing double jumps that are not normal. I think it has to do with how insanely fast they enter their movement inputs.

The bot code uses its own physics which doesn't simulate player movement cases like strafe/circle jumps, double jumps and ramp jumps, etc. So the bot author added a "super jump" case apparently to compensate for the bots' default inability to reach places the players can with special jumps. So the bot code appears to first evaluate whether it can reach a target with a regular jump, and if not shifts to super jump mode (without being constrained in achieving the jump in a way a player would be.)


:dohdohdoh:

« Last Edit: March 20, 2013, 01:55:25 PM by quadz »
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Offline |iR|Focalor

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Re: GOTO ZIGBOT
« Reply #20 on: March 20, 2013, 04:14:41 PM »
The bot code uses its own physics which doesn't simulate player movement cases like strafe/circle jumps, double jumps and ramp jumps, etc. So the bot author added a "super jump" case apparently to compensate for the bots' default inability to reach places the players can with special jumps. So the bot code appears to first evaluate whether it can reach a target with a regular jump, and if not shifts to super jump mode (without being constrained in achieving the jump in a way a player would be.)


:dohdohdoh:

That's bullshit. You go to shooting at a dude thinking you can safely take him out with your low level of current ammo... and then he jumps over to a place he should NEVER be able to reach to grab the quad damage and proceeds to totally prolapse your asshole with it. :razzberry:
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Offline Sgt. Dick

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Re: GOTO ZIGBOT
« Reply #21 on: March 20, 2013, 05:12:57 PM »
 :WTF: :ban: :evilgrin:
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Offline VaeVictis

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Re: GOTO ZIGBOT
« Reply #22 on: March 20, 2013, 06:17:41 PM »
the super jump idea makes sense

watching them a bit what it seemed like is that behaved like a REALLY high fps player (higher than what would normally flood the server and DC them, but it is local so might not?)

i watched a couple of them fall directly through the floor after twitching out, and their speed/jumping looks that way as well


personally though the thing I missed most on the server was it telling you who you were spectating like the normal FFA servers :) was hard to track down a real player and the bots are too weird to watch
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Offline ImperiusDamian

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Re: GOTO ZIGBOT
« Reply #23 on: March 23, 2013, 01:01:10 PM »
That's bullshit. You go to shooting at a dude thinking you can safely take him out with your low level of current ammo... and then he jumps over to a place he should NEVER be able to reach to grab the quad damage and proceeds to totally prolapse your asshole with it. :razzberry:

It sure as hell wouldn't be the first time I've had my asshole prolapsed in Q2.  :eyecrazy:
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Offline |iR|Focalor

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Re: GOTO ZIGBOT
« Reply #24 on: March 23, 2013, 01:15:15 PM »
Well I've also seen the little bastards fall in the lava and then jump OUT of the lava on dm6 out in the MG area, which is unadulterated
BULLSHIT!

:throw: :forceac:

STOP CHEATING, YOU FUCKIN' VIDEO GAME!
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Offline VaeVictis

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Re: GOTO ZIGBOT
« Reply #25 on: March 23, 2013, 03:00:08 PM »
Well I've also seen the little bastards fall in the lava and then jump OUT of the lava on dm6 out in the MG area, which is unadulterated
BULLSHIT!

:throw: :forceac:

STOP CHEATING, YOU FUCKIN' VIDEO GAME!

depending on where you fall you can get out of it legitimately, if it is between the lower door and mg no problem, the other side of mg nope though
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Offline [BTF] Reflex

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Re: GOTO ZIGBOT
« Reply #26 on: March 24, 2013, 10:51:49 PM »
I had fun with them.  The jumps impressed me.  Seeing bots pull off the mega jump on dm1 was kewl.
Ztn2dm3, the ladder by red armor they would jump from the top while going up it and hit the ceiling.

I was on with matster, after a long battle with one bot in the dm1 water I was thinking to myself how real they act...
Turned out to be matster after he killed me :)
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Offline Whirlingdervish

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Re: GOTO ZIGBOT
« Reply #27 on: April 03, 2013, 11:28:07 AM »
Does anyone know how annoying is it to make the route files for other maps? I'd be willing to make some if it's not too time consuming so we can expand the map pool on this server.
It's quite fun but I think I've seen the whole rotation now a couple times.
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Offline quadz

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Re: GOTO ZIGBOT
« Reply #28 on: April 03, 2013, 03:22:32 PM »
Does anyone know how annoying is it to make the route files for other maps? I'd be willing to make some if it's not too time consuming so we can expand the map pool on this server.

It's not too egregious a process.

The master list of Zigbot FFA route files is here, and will be kept up to date as more are submitted:

https://github.com/tastyspleen/zigock-q2/tree/tsmod/3zb2/chdtm

(Note that this directory mixes routes from various FFA mods together, so you'll see routes for some xatrix maps there as well.)

The mod provides a config file with some fancy addbot/removebot binds:

https://github.com/tastyspleen/zigock-q2/blob/tsmod/3zb2/addbot.cfg

However I prefer using the lower level commands directly from console like "sv spb 5" (spawn five bots.)

The following explains how to create route files (better rendered as HTML, but anyway...)

https://github.com/tastyspleen/zigock-q2/blob/tsmod/doc/user_guide/ugfiles/chaining.htm

Basically from Q2 console it's:


] game 3zb2
] set chedit 1
] map whatever
// run routes on map to efficiently navigate between relevant areas and items
] sv savechain
] disconnect


A couple useful extras are being able to undo the last N recorded steps (cmd undo 20), or being able to watch the bot try to follow the last N steps (sv dsp 20). Generally the bots will succeed in following your route unless you've tried something that requires complex interactions with dynamic map elements or high precision jumps.

Note also that the bot can't mimic speed jumping or double-jumps off boxes, etc. However it can cheat a little to get a distance boost to mimic strafe jumping.

So for example on tastydm2, there's a yellow armor on top of a large crate that a player can reach via either a double-jump off a small box, or by a slower series of jumps along light fixtures and ledges. The bot is able to follow a route for the latter, but not the former.

Oh... also, important note: Routes should be created using the same map overrides the server will be using. The current set of server-side overrides for tastyspleen baseq2 mods is here:

http://tastyspleen.net/~quake2/baseq2/r1q2-bsp-overrides.zip

So those should be unzipped into baseq2/maps before creating routes. (This also means r1q2 needs to be used to create the routes, as q2pro uses a different override format.)


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Offline Sgt. Dick

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Re: GOTO ZIGBOT
« Reply #29 on: April 03, 2013, 04:22:35 PM »
I appreciate anyone who has the knowledge and is willing to take the time to expand this servers map pool  :righteous: :notworthy:
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