hehehehe
well you know what? :)
since today 6:00 AM RACC is completely engine independent. :) All the bot code is self-contained, and can compile by itself, without a single header from metamod or the HL SDK. The only file that needs to call these headers is the engine abstraction layer in interface.cpp. Porting it to another game engine is a matter of minutes. :) I'm packaging up a minimal bot framework and I'll tease the folks a bit in the United Bot forum :P |
Re: hehehehe
nicely done :)
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Re: hehehehe
nice work pmb w00t! you roxorz t3h big ONE!111 8D:P
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Re: hehehehe
yay!
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Re: hehehehe
Will you be porting RACC to CS:Source or HL2DM?
I havn't seen RACC since last year sometime, template 2 I believe... |
Re: hehehehe
Very probably. But so far I want to iron it out on what I have that I know well, i.e. CS and HLDM. The advantage is that with such an engine-independent way of coding, what you code for a game/mod works for all the others as well.
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Re: hehehehe
yeah yeah yeah... gimme the source and show it works :P i've seen enough of "i got this working" threads in this forum! :P
/me runs away ;) |
Re: hehehehe
ok, since you asked for it:
http://racc.bots-united.com/releases...dent-beta1.zip Please note that this is still an early BETA. There are a few crash bugs left. And the rest of the bot code has been affected a bit by the "change". Not counting that it's still a big mess in the areas I was working on. All HL related code is in interface.cpp. ALL the rest of the bot code is completely self-contained, and can even be compiled without any header from the HL SDK or the metamod SDK: it's just standard C. It links to the engine and maintains its own engine-independent entity list and player list. The struct members the bot needs are fetched and translated in realtime. All engine calls have been abstracted. My favourite achievement is that in the game DLL API, only StartFrame() remains hooked -- well, nearly. The rest is to fix bugs in the HL engine. What can be done from now on would be to make interface.cpp a separate "engine driver" DLL, and hold the rest of the bot code in an engine-independent RACC DLL. But enough rambling, grab, compile, and see for yourself 8) and don't forget to tell me your impressions 8) |
Re: hehehehe
omg, i am almost just dr00ling because of ur text in the forum post. I am checking it right now... :D
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Re: hehehehe
ok. I am fiddling around with it. I removed interface.cpp just to see what happens with compiling:
Quote:
But, when compiling WITH that file, it needs a .h file Quote:
I read through interface.cpp, you did not suprise me with the updating entity list and such. Its actually exactly what i expected! very nicely done pmb! And you have such clean code, i can read it fine. You have zillion of structs though. WOW. I bet this can be stripped down to a bare minimum and get some template out of it? If you let me , i can play around with that idea... i will practicly remove everything then , as long as it spawns ;) |
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