Author Topic: FFA Changes?  (Read 13873 times)

Offline Sgt. Dick

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Re: FFA Changes?
« Reply #30 on: April 05, 2013, 03:40:37 AM »
Vae is right, Mutant is configured to do all that has been mentioned. 
The problem is getting enough players there to play  :raincloud:
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Offline VaeVictis

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Re: FFA Changes?
« Reply #31 on: April 05, 2013, 03:43:17 AM »
usually it is pretty good to drop by dm, ask if anyone wants to play mutant, goto mutant, then invite :) might get one or two people at first, that gets it attention and then more people will show up
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Offline haunted

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Re: FFA Changes?
« Reply #32 on: April 05, 2013, 04:26:57 AM »
I doubt that's the most plausible situation elysium. If there were 9 people on vanilla and 4 on dm, $$ says that that person is still going to dm. There's several other examples to show that "most" aren't going to the dm server just for the activity. It's the server for the above-novice ffa player on the traditional maps. I don't think people are "die-hard" stock dm map fans like everyone is saying, either.
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Offline quadz

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Re: FFA Changes?
« Reply #33 on: April 05, 2013, 04:38:28 AM »
Vae is right, Mutant is configured to do all that has been mentioned. 
The problem is getting enough players there to play

Incidentally, attempting to help that situation was an original long-term motivation for getting the Zigbot code functioning and stable. (Still needs work.)

The intent was eventually to merge the bot code into the tastyspleen FFA mod, and include some sort of mechanism to request bots or dismiss bots on servers like mutant.

So that one could goto mutant and play bots for a bit while inviting opponents... and when real players showed up the bots could be told to vamoose.

Anyway, that was the general idea...

:exqueezeme:
« Last Edit: April 05, 2013, 06:06:13 AM by quadz »
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Offline Whirlingdervish

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Re: FFA Changes?
« Reply #34 on: April 05, 2013, 08:44:08 AM »
And a glorious idea it was.
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Offline Jay Dolan

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Re: FFA Changes?
« Reply #35 on: April 05, 2013, 12:04:36 PM »
Quadz, where can I find that bot code?  :help:

Offline Whirlingdervish

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Re: FFA Changes?
« Reply #36 on: April 05, 2013, 01:19:32 PM »
https://github.com/tastyspleen/zigock-q2

didn't dig too much but I think it may be here somewhere
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Offline quadz

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Re: FFA Changes?
« Reply #37 on: April 05, 2013, 02:08:28 PM »
Quadz, where can I find that bot code?

https://github.com/tastyspleen/zigock-q2

Yup, that be it.

Jay: From an engineering standpoint I've found the Zigock code leaves much to be desired. Its main think function is Bots_Move_NORM() in bot_za.c, a 3000+ line behemoth ad-hoc state machine. In general, the whole codebase has been a chore to debug or modify.

By contrast, the Q3 Arena botcode seems far more pleasantly engineered. It's an evolution of the Q2 gladiator bot, and it still resides in its own "botlib", separate from the game source. This is interesting because with the Q2 gladiator bot, only the game source was released, while the botlib was closed source.

So after tinkering with the Zigbot code, I'd begun a separate project to backport the Q3 Arena botlib to work with the Q2 gladiator game source. I'd made some initial progress on this a few weeks ago, and it's still an option I'm interested in pursuing (been busy with other projects recently.)


:beer:

« Last Edit: April 06, 2013, 02:33:21 AM by quadz »
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Offline Jay Dolan

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Re: FFA Changes?
« Reply #38 on: April 06, 2013, 02:45:07 PM »
Very cool! If you wanna throw that on Github and add me to the repo (jdolan), I can probably start poking at parts of it for you. Q2W needs bots :)

 

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