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-   -   development screenies (http://forums.bots-united.com/showthread.php?t=556)

dead bwoy 29-04-2004 22:01

Re: development screenies
 
Also, like on cs_assault nav areas are created in unreachable (in-game) areas, like the road behind the bridge. Also like the tops of walls in de_dust. If these areas are connected, the bots will try to reach these areas they can't reach. I have to go in and hand-tune the navs in CSBot as they do the same thing.

Pierre-Marie Baty 29-04-2004 22:25

Re: development screenies
 
no, that's the difference. They will NOT and never try to go there if they've never seen anybody going there, or if they never went there themselves.

My navigation mesh is 2 layers high, that's the main difference with the official CS bot.

The first layer is the global mesh, that all bots share in common. It tells the bots what are the surfaces a player can stand on (but NOT can reach).

The second layer is the individual cognitive map, that each bot discovers for itself. It tells the bot where and of what quality are the passage points between two areas of the global mesh.

The first layer can be seen as the construction map of a house, with all the areas being the rooms in the house. But this map has no doors represented on it.

The second layer, of which each bot builds its own copy, can be seen as an addition to that map, with the doors between these rooms represented on it.

that's the KEY difference between my navmesh and Michael's one.

Huntkillaz 30-04-2004 00:14

Re: development screenies
 
Quote:

Originally Posted by DarthInsinuate
>:( 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?


o man that ones funny......

reminds me of podbot2.6mm recently one of the ct threw a smoke genade ..a t ran into it (de_dust ramp) and then the ct went round back n jumped off the wall and camped in the corner looking at the t but nothing happened till the smoke had gone ......

edit: i wouldn't be surprised if they took pmb to help make bots for cs2.....

just hope pmb comes back....if they ever do...:(

Pierre-Marie Baty 30-04-2004 03:09

Re: development screenies
 
Yay! I fixed the navmesh dropping faces bug tonight! :D

BEFORE:
http://racc.bots-united.com/racc-navmesh-de_dust.png
AFTER:
http://racc.bots-united.com/racc-navmesh-de_dust-2.png
w00h00t

FrostyCoolSlug 30-04-2004 03:18

Re: development screenies
 
w00t! J00 G0 G1RL! :p

dead bwoy 30-04-2004 03:54

Re: development screenies
 
Nice!!! Can we expect a release soon?
Definatly the most anticipated bot for me. Apart from Realbot WIP 10.

Bill 30-04-2004 04:41

Re: development screenies
 
Quote:

Originally Posted by dead bwoy
Nice!!! Can we expect a release soon?
Definatly the most anticipated bot for me. Apart from Realbot WIP 10.

Last year, I ran RACC on my laptop to pass time during cars rides, etc...and I've been a big fan since. I can't wait for the next big release...

MarD 30-04-2004 07:22

Re: development screenies
 
Heyyo,

Wow, each time you post PM, I get more excited... closer to the bots release date. :)

I'll definately have it installed on my CS v1.6 if it supports steam, if not, np, cause I still prefer v1.5 and I'll just see if it's compatible with botmixer and E[POD]bot... Cause some bots don't comingle properly.. hopefully these bots go hand in hand... as they shoot the crap outta eachother. :)

[NvT]_KaszpiR_ 30-04-2004 09:41

Re: development screenies
 
as we see on the pics the bots should look around whn camping

i had exackly the same event with Realbot WIP #9 - but there bots are stuck when they plant the bomb :D

gonzo 03-05-2004 15:01

Re: development screenies
 
n1 n1 n1
will you save the copyright for this navmesh-thing?
maybe you can make some money if other developerteams buy it ?!?


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