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Re: development screenies
people who play CS like quake generally get screwed very quickly.. cause.. THERES NO ROCKET LAUNCHER IN CS (there should be.. but there isnt :p)
although its frustrating. Having the bots playing tactically may encourage normal people too well, probably not, but its worth a shot :p |
Re: development screenies
Heyyo,
Actually, CZ supposed to add a rocket launcher. :P I know what ya mean, but on some maps with tight corridors, and lots of corners, you don't really have a choice but to do it quake style IMO. On CS 1.6, you really can't play CS quake style, cause the aim's just horrible when moving, nearly impossible to hit stuff while moving (well, at least for me. On halo, I can hs easy all the time, but then again, cause the pistol has great accuracy..). |
Re: development screenies
I think the rocket launcher you're talking about is included in condition zero:deleted scenes, which is MAD buggy. Even the ending movie has a bug in it so you dont see what happens in the end... cumon ritual!!! update!!!
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Re: development screenies
Heyyo,
Oh, so they diddn't include it afterall? odd.. |
Re: development screenies
i've not played CZ yet, but from what i've heard, i'm not missing out on a lot. The only 'cool' thing about it is the bots, but from what i've heard and seen, once RACC is complete, its gonna be better :)
*tries to push this thread back 'on topic' :p |
Re: development screenies
Heyyo,
Lol, true. The bot seems nice with autowaypointing n' stuff, but RACCbot? don't need that. :D Oh, and PMB, since you're hella busy all the time, if ya want a forum moderator for the E[POD]Bot forums, I'll be glad to do so since I pretty much post there each time some1 asks anything. :) |
Re: development screenies
It's time for a little update I guess... :)
I'm working on the navmesh again. I thought I would not need to touch this code ever again, but it looks like it's still dropping areas of the map in some cases, and that would explain why sometimes my bots stop and behave like a 3-year old kid who just lost his momma inside Walmart. I've not found the bug yet but I've improved the navmesh to make it discard more faces where a player couldn't stand upon. It saves me storage space in memory and on disk (especially in memory, since each bot has its own copy of the navmesh). On some map it works perfectly well, like cs_assault (here below) http://racc.bots-united.com/racc-navmesh-cs_assault.png but in some others not http://racc.bots-united.com/racc-navmesh-de_dust.png and I'm yet to figure out why. I'd enjoy help on this one. Fiber_Optic, I've got no news from you, I suppose you don't have time anymore ? As a comparison with the official CS bots, here's how it looks like in game. It's not exactly the same thing. The official CS bot merges adjacent faces into larger axial areas and discards the small ones, whereas RACC doesn't. Another difference is that the passage points are continuously updated in RACC. http://racc.bots-united.com/racc-navmesh-detail.png Oh and about the bot AI in general, they know now how to defuse a bomb :) They get cautious sometimes, however I'm not sure if it's a bug or not http://racc.bots-united.com/de_vertigo0000.png The usual bomb planting http://racc.bots-united.com/de_vertigo0001.png Here's one of my funniest moments on this map :D http://racc.bots-united.com/de_vertigo0002.png Bomb defused (ROFL!) - look at the terrorist, if " WTF? " exists in a bot's language, I bet that's what it is saying !! http://racc.bots-united.com/de_vertigo0003.png |
Re: development screenies
>:( looks like something out of Metal Gear Solid, without the strangling and hiding the body
http://racc.bots-united.com/de_vertigo0002.png CT: *sniff* hey did you fart? |
Re: development screenies
When it comes to the broken meshes, is it possible to get something to detect this, then get it too 'connect the dots'? :p
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Re: development screenies
I'd rather figure out WHY some meshes are dropped than to re-create them later on, you understand...
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