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Showing results 1 to 25 of 45 Search: Posts Made By: SamPlay
Forum: General Bot Coding 04-07-2017
Replies: 53
Views: 3,849
Posted By SamPlay
Re: Navigation using AABB

hi,
I am currently re-coding to be able to find connections in full-3d, so i will look into fraps but I cannot shoot anything right now ; when? depends on what you'd rather see - tell me ...
1. my...
Forum: General Bot Coding 01-07-2017
Replies: 53
Views: 3,849
Posted By SamPlay
Re: Navigation using AABB

hi again,
some answers...
1. "nav along segment": Associated with a velocity controller and a state of the art waypoint nav controller, you can get extremely tight trajectory control w/o jitter (...
Forum: General Bot Coding 21-06-2017
Replies: 53
Views: 3,849
Posted By SamPlay
Re: Navigation using AABB

hi!
Here is what I am working on:
I separated the bot movement issue in 2:

1. planned navigation( to move from any point to any other point):
I started by adding a "nav along segment" process...
Forum: General Bot Coding 19-06-2017
Replies: 53
Views: 3,849
Posted By SamPlay
Re: Navigation using AABB

hi!
I am working on navigation system too, though with a different approach, so I am following this thread with interest.

I coded a bot from Podbot in the past;
As regards Podbot, as far as I...
Forum: Half-Life and HL1 Mods 17-10-2015
Replies: 2
Views: 2,577
Posted By SamPlay
Re: Xash3D (HL1 engine clone) for Android

Hi,
I have compiled a former version of Xash3D under windows/PC and tried it.
It is an impressive re-implementation of Hl1 using Quake engine solutions/code, not a clone( "hl-sing" is a clone but i...
Forum: General Bot Coding 03-09-2015
Replies: 73
Views: 13,930
Posted By SamPlay
Re: Recast / Detour

hi,
1. I think forwardmove,.., upmove are not in map coordinates but rather in "local" coordinates, with forward= dir. of wished move, ie dir. of look; climbing a ladder requires a positive value...
Forum: General Bot Coding 09-07-2015
Replies: 73
Views: 13,930
Posted By SamPlay
Re: Recast / Detour

"The devil is in details..."
Hi again,
I understood you are now "coding in other directions", but for sake of completeness...
1. Recast uses cylinder along walls, but apparently not around...
Forum: General Bot Coding 08-07-2015
Replies: 73
Views: 13,930
Posted By SamPlay
Re: Recast / Detour

Hi,
Half-life does not handle collision the same way than Quake.
It is POINT based, and move computations -like traces- are at least partly performed in hull-specific clip-bsp trees , which are...
Forum: General Bot Coding 12-02-2012
Replies: 54
Views: 12,142
Posted By SamPlay
Re: code to get the illumination at any point on the map

Hi,
I think that looking at the modified common/com_model.h file in the hlsdk23_msvc2008.zip downloadable from ...
Forum: Other SDKs 26-10-2011
Replies: 6
Views: 4,566
Posted By SamPlay
Re: Xash3D Engine - Almost clone of HL (GoldSrc) Engine

Not quite,
Xash is rather a partially improved "half-quake"; for example, movement code is quake-code which is close to but different from hl ( see pm_move); as far as I remember, client prediction...
Forum: Half-Life 1 SDK 27-07-2011
Replies: 4
Views: 2,662
Posted By SamPlay
Re: Half life SDk with Visual Studio 2010?

have a look there (bottom of comments):
http://www.moddb.com/games/half-life/downloads/half-life-sdk-23
Forum: Half-Life 1 SDK 26-07-2011
Replies: 4
Views: 2,662
Posted By SamPlay
Re: Half life SDk with Visual Studio 2010?

HI,
you should not expect a lot of activity during summer holidays!
I am using vc9 , not vc 10 but I compiled several old programms developped with vc6. It works but you unfortunately have to...
Forum: General Bot Coding 18-07-2011
Replies: 2
Views: 2,208
Posted By SamPlay
Forum: General Bot Coding 12-07-2011
Replies: 2
Views: 2,208
Posted By SamPlay
Question looking for a good set of cs maps to test nav?

hi everyone,
Is there any bot-coder that knows/uses a reasonably small set of counter-strike maps ( some hl1 maps might be needed also) which are good for testing bot movement/navigation...
Forum: The Agora 26-03-2011
Replies: 1
Views: 4,124
Posted By SamPlay
Re: Lord of the Rings Oline bot Creation.

Hi,
be aware that it is difficult to guess what your skill in math/coding/... are, so do not feel insulted if what I tell in the following is obvious to you. I am not an expert but i have been...
Forum: General Bot Coding 26-02-2011
Replies: 14
Views: 5,527
Posted By SamPlay
Re: switching player/bot:coding question

It's never too late!
Thanks for sharing, I will have a look and compare with what i have coded, but the basic swapping operations seems to be the same( though I do not know what a CSSPlayer is).
I...
Forum: General Bot Coding 15-02-2011
Replies: 7
Views: 2,924
Posted By SamPlay
Re: Why bots get stuck in each other?

Hi,
I had the same problem of bots getting stuck when bumping into each other, and I do not understand why either.
I have coded a "player collision avoidance" system but it cannot make sure ...
Forum: Releases, Installers, Docs & Coding 26-12-2010
Replies: 569
Views: 136,841
Posted By SamPlay
Re: Podbot Beta 3.0 Updates? ^^

hi,
as regards bots not following the path defined by your waypoints, there is nothing you can do but anticipating the inertia of the moving bot and adjust your waypoints accordingly.
This a flaw...
Forum: Bug Reports 09-09-2010
Replies: 3
Views: 1,570
Posted By SamPlay
Re: Various - stuck bots issue

I think I have read somewhere that when 2 or ( a lot) more bots bump into each other like 2 crowds moving in opposite directions , one way out of the problem is to order each of the bot to move...
Forum: General Bot Coding 23-08-2010
Replies: 31
Views: 7,944
Posted By SamPlay
Re: BSP file: a couple of question linked to geometry

Sorry, I did not understand
origin can be any point lying on the plane, which you can find using the plane equation ( for example by setting x and y and computing z for a non vertical plane).
Forum: General Bot Coding 23-08-2010
Replies: 31
Views: 7,944
Posted By SamPlay
Re: BSP file: a couple of question linked to geometry

well if you do
'origin[0]-=' instead of 'origin[0]+=' , you should get what you are looking for.
Now that I understand your goal, Minkowski sum will not help you! Zhlt should have use it instead of...
Forum: General Bot Coding 22-08-2010
Replies: 31
Views: 7,944
Posted By SamPlay
Re: BSP file: a couple of question linked to geometry

To be sure I understand what you are looking for:
1. the point-hull bsp provided in the bsp file, as opposed to the 3 others bsps ( human, head,..) is used in HL for drawing, not for movement( ie...
Forum: General Bot Coding 22-08-2010
Replies: 31
Views: 7,944
Posted By SamPlay
Re: BSP file: a couple of question linked to geometry

How does Minkowski sum relate to collision? : google for"Minkowski sum bsp".
Almost all references on the first page are interesting.
I am using it to (re)create bsp's for hulls (obviously..)...
Forum: General Bot Coding 21-08-2010
Replies: 31
Views: 7,944
Posted By SamPlay
Re: BSP file: a couple of question linked to geometry

My guess is that what you implicitely want is to shift FACES.
Shifting their supporting planes does not work if the face and its plane have opposite normals, which cannot be always avoided.
I...
Forum: General Bot Coding 10-02-2010
Replies: 14
Views: 5,527
Posted By SamPlay
Re: switching player/bot:coding question

Hi,
Yes , I have already downloaded AmxModX 1.8.1 source code, and I am sure that I can find what I need. I did not explore that solution yet because
1.- it relies heavily on the identification of...
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