View Full Version : SP with bots ?
I am curious about the ability of using the Fritz-bot in custom SP maps. Maybe even make something for fun....levels with bosses and such, I can be very creative when it comes to level scripting.
www.spyjuice.com/ld.htm (http://www.spyjuice.com/ld.htm)
Maleficus
03-09-2005, 06:53
Fritz uses the MP code, not the SP code. In fact - I eliminated all of the SP code remenants that were in the MP source. It might be possible, with a LOT of work and effort, but not something I have the time for sadly.
Sorry. :(
btw: kewl tutorial site!
would it be too hard to code some kind of limitation that playes can only join allied and a multitude of bots go on axis
then you coudl alter things to give allies just one class and be able to pick up all guns etc to simulate some kind of co op mod
the hard bit i think would be to have scriped spawns for the bots so it was like SP rather than spawn ever 30 seconds kinda thing
you could realy take it far by make each axis class differnt player from SP like have solder as grunt and medic as paratrooper. then change their atrbutes to simulate the SP characters. then you can have multiple AI oponents
just a though
[DS]-=Pencil=-
05-09-2005, 23:42
Yeah, such thing would be great
Maleficus
06-09-2005, 02:25
What your describing would actually already be possible with the SP game with creative mapping and scripting. IIRC, some mapper was going to make a map that used the SP A.I. but simulated a MP game. I don't if that map was ever released, but it was a very ambitious project.
Right now, its easy to stack the teams and have a bunch of axis bots, and only humans on allies (as an example), you just need to add the bots by name (check out the botindex.txt file to see the diff bot names).
nice idea with the SP game but it doesnt work, you cant run needed files in the MP
Right now, its easy to stack the teams and have a bunch of axis bots, and only humans on allies (as an example), you just need to add the bots by name (check out the botindex.txt file to see the diff bot names).
true but to create something that feels SP style bots need to have lots of spawn points and looks so the players can work though the level
it might be posible to make something COD style perhaps, where the map is in sections and the players must fight there way up to a point, when they reach here the bots switch spawn so it apears the allies have compleated that part of the map or something. could work whel when combines with skin pack etc. extra coding for allowing all weapons to be picked up etc and disabling the killed message
weekend now so might migh an ugly test map or something and try find some authentic german skins or rip of some SP ones
maby if there was a way to count how many bots were spawned/killed in each area it would make it more like a figh for control
anyway ill post my findings
Hi,
with the bots enabled in MP I think it IS possible to create a coop mod.
But I got one question:
What do I have to add to the code and where so I get rid of the error message
"BotLoadMap: Bot library used before being setup". ?
Thanks for help
redM
Maleficus
24-09-2005, 06:51
Hi,
with the bots enabled in MP I think it IS possible to create a coop mod.
But I got one question:
What do I have to add to the code and where so I get rid of the error message
"BotLoadMap: Bot library used before being setup". ?
Thanks for help
redM
Thats from the leftover Q3 bot code thats in there, the path system of which the SP game also used. To setup the bot library, you have to load up a AAS, which is the path system file, but IIRC, most of the AAS related traps were broken/crippled in the MP engine, and are totally useless.
I totally stripped all of that old code out of Fritz, so I have never really played with it, but from what I remember, it was totally b0rked. :-/
Hi ,
I tried to initialize the bot library, but I failed.
I know it must be somewhere in the game.dll but where.
Maybe you can print the lines I have to add here ?
Thanks for help
redM
Maleficus
29-09-2005, 07:08
You must understand: the Q3 bot code is BROKEN in MP wolf. There is nothing you can do to fix it, without having access to the engine source. If you want bots in MP wolf, you will have to code them yourself. :(
Sorry.
Fritz uses the MP code, not the SP code. In fact - I eliminated all of the SP code remenants that were in the MP source. It might be possible, with a LOT of work and effort, but not something I have the time for sadly.
Sorry. :(
btw: kewl tutorial site!
NP @ all and thanks for the compliment.
I may look further into this SP-botted scenario at a later date...I think I could come up with a resolve for a lamed-out scenario that would still be fun.
I wish everyday had 100 hours. :sigh:
Hi ,
to get a SP bot mod or coop mod to work you have to question whether
it is easier to add the AICast to WolfMP or add the network code to WolfSP.
With the Quake 3 engine source released it should be possible to do both ways ?!
Broken/missing traps_ or other functions in WolfMP/WolfSP could be added to a .dll . It is all in the Q3 source code.
What is your opinion about that?
Maleficus
12-10-2005, 12:29
RtCW has some game specific trap calls that it doesn't share with Q3. Many of the SP AI trap calls are broken too. So, without having the code or the functionality, you'd be better off coding it yourself.
In all honesty - it would probably be easier to make really simple bots for MP that simulate SP: I'm not sure how feasible it would be to get netcode running in SP.
You'd have to modify the SP maps a lot, or create new ones. You'd have to change a lot of the MP code to make it feel SP-ish, but its probably possible. Its not something I've ever considered before tho, so I may be wrong.
Either way, it would probably take a LOT of work. :-/
vBulletin® v3.7.1, Copyright ©2000-2009, Jelsoft Enterprises Ltd.