.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Developer's Farm > General Bot Coding
General Bot Coding See what a pain it is to get those little mechs shooting around

Reply
 
Thread Tools
Re: Autowaypointing...
Old
  (#11)
Immortal_BLG
Member
 
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
Default Re: Autowaypointing... - 20-09-2008

hmm... But I read about this on russian wiki page: http://ru.wikipedia.org/wiki/Бот_(игры)

following there is written (ru): "исключение - Zbots, в котором используется режим AAS"
translation: "exception - Zbots, in which is used a mode AAS"

strange, but on english page is not present: http://en.wikipedia.org/wiki/Computer_game_bot
There in general is not present word about zBot.

P.S. I apologize for a false information
  
Reply With Quote
Re: Autowaypointing...
Old
  (#12)
Count Floyd
Member
 
Status: Offline
Posts: 21
Join Date: Nov 2007
Post Re: Autowaypointing... - 23-09-2008

Whistler's right:
http://www.gdconf.com/conference/arc...th_michael.zip
(the old gdc presentation by the author of zbot)
Meanwhile Q3 and the AAS Sources are open-source you could have a look yourself (isn't the Q3 Thesis in the File repository here as well?).

It's fairly obvious that they are different when you compare the 2 generating methods used. Have a look at the navmesh editor of the bots. zbots uses the 2.5D representation where the AAS System used by the Q3 Bots and derivates use a simplified (real 3D Volume) BSP Tree. Also, AAS parses the existing Game BSP File (offline) where CS etc. generates online when starting the map. Dunno how this false information slipped into that wiki. It's 2 different shoes actually
  
Reply With Quote
Re: Autowaypointing...
Old
  (#13)
Immortal_BLG
Member
 
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
Default Re: Autowaypointing... - 24-09-2008

Mr. Count Floyd can you advise me clauses about zBot navigation and, or something about them.

P.S link does not work.
  
Reply With Quote
Re: Autowaypointing...
Old
  (#14)
Count Floyd
Member
 
Status: Offline
Posts: 21
Join Date: Nov 2007
Default Re: Autowaypointing... - 24-09-2008

I'm sorry that the link's not working (funnily it was just yesterday).
I do have a local copy of the presentation but it's several mb and too big to upload this from my workplace. Just try finding it in the forgotten realms of the internet

As I'm not the author of zBot nor affiliated with Mike Booth or Turtle Rock I can only speculate and tell you things you could find yourself by doing some research, I'm sorry. Why are you so interested in it, anyway ?
  
Reply With Quote
Re: Autowaypointing...
Old
  (#15)
KWo
Developer of PODBot mm
 
KWo's Avatar
 
Status: Offline
Posts: 3,425
Join Date: Apr 2004
Default Re: Autowaypointing... - 24-09-2008

yapb and podbot mm are much more advanced in the general functionality than CZERO bots. They are also still supported/improved/developped - CZERO bot is not since about 3-4 years. The only advantage CZERO bots have is - auto generating waypoints/navmeshes which yapb / podbot mm don't have. Once that is not true (yapb / podbot mm can generate waypoints for the map automatically), the people have no reason to use those CZERO/zbots. I heard many times also at other boards (AMX / AMX X) the people are using zbots/CZERO bots ONLY because those bots don't force the admin to make manually waypoints nor search long time in the internet for them. Helping with making a function for auto generating the waypoints for the map (with existing yapb /podbot mm waypoints format) You would help to make podbots rules.
  
Reply With Quote
Re: Autowaypointing...
Old
  (#16)
Immortal_BLG
Member
 
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
Default Re: Autowaypointing... - 25-09-2008

I join to KWo opinion, I now am engaged YaPB (business slightly that I badly understand in programming - I ask to not criticize ) and consequently it would be rather interesting to me
  
Reply With Quote
Re: Autowaypointing...
Old
  (#17)
Count Floyd
Member
 
Status: Offline
Posts: 21
Join Date: Nov 2007
Default Re: Autowaypointing... - 25-09-2008

AFAIK CZero does a variation on this:
http://www.gamasutra.com/features/20020405/smith_01.htm
(and have a look into the HL2 SDK)

AAS parses the Level BSP File and creates a simplified BSP for itself.
Both don't use waypoints for navigation though.

I've posted some other links previously.
There are at least 3 ways to auto-waypoint a map
  • Parsing the Map File
  • Recording Player movements
  • Analysing the map in the game
Do whatever you prefer...
Btw. I don't need to remind you who started the Podbot craze, do I ?
  
Reply With Quote
Re: Autowaypointing...
Old
  (#18)
Immortal_BLG
Member
 
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
Default Re: Autowaypointing... - 25-09-2008

You are, great man

P.S thx for info
  
Reply With Quote
Re: Autowaypointing...
Old
  (#19)
KWo
Developer of PODBot mm
 
KWo's Avatar
 
Status: Offline
Posts: 3,425
Join Date: Apr 2004
Default Re: Autowaypointing... - 27-09-2008

Quote:
Originally Posted by Count Floyd View Post
Btw. I don't need to remind you who started the Podbot craze, do I ?
That's why I think You said the first word in the podbots business, You can also say the last one (helping with making the algorithm for auto covering map with waypoints in podbot's waypoint style).
  
Reply With Quote
Re: Autowaypointing...
Old
  (#20)
Immortal_BLG
Member
 
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
Default Re: Autowaypointing... - 29-09-2008

2KWo: for a basis I think it is possible to take algorithm from RACC bot (mapdata.cpp), but there it is necessary very much to alter...
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com