-
Notifications
You must be signed in to change notification settings - Fork 7
/
Copy pathdmbt20b2.txt
397 lines (336 loc) · 19 KB
/
dmbt20b2.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
DoomBot v0.20b2 by Roscoe A. Sincero ([email protected])
for the Legion of Doom patch.
DoomBot is an eliminatorbot/roambot hybrid.
FILENAME: dmbt20b2.zip
Next version: v0.21. I had planned to release it June 13th but it will
be delayed. I'd originally planned to add the Cujobot in
this next version but I decided that I'd add the grappling
hook instead. I just downloaded the source for hook23.
I'm planning to work on it next week.
[Prediction: Chicago Bulls vs. Utah Jazz, Chicago 4-2]
Things you need: You'll need to download DOOMBOT.ZIP. That is the
original release version that contains all the
modified maps, mdls, sounds, and text files. This
file only contains an updated progs.dat to make
it easy to upgrade. If you don't have doombot.zip,
I suggest you download it if you wish to play the
bot properly. You CAN play the bots on non-modified
maps such as the original ID's deathmatch maps but
it plays better on modified maps. This means that
you do not need the modified maps to play the bots.
If you wish to play the bots with other modified
maps, use the maps for the eliminatorbot. You can
get more maps from
ftp.cdrom.com/pub/quake/quakec/bots/eliminator/
Changes from v0.20b1 --> v0.20b2
* invisibility "stuffcmd" bug fixed. So game should not
crash on DM6 anymore.
* modified supernailgun has been modified again to
reduce lag (ie. no more explosions) for those of
you with high-resolution. Weapon uses same amount
of ammo as the original supernail gun but it is a little
more powerful (25 points vs. 18). My original
modification had the supernailgun using the same
amount of ammo as the nailgun but it is less
powerful than the original SNG (15 vs 18). However,
it had explosions which I liked. Unfortunately,
these explosions are responsible for the lag.
* I toned down the momentum by 50% for being hit by opponent's
weapon. I increased it too much the first time.
* tweaked bot_movetogoal function. This function is
now used in all ai_functions with one exception,
ai_run for eliminatorbot-type roaming of map.
bot_movetogoal function is used in chasing player,
random roaming of map (for levels without waypoints),
and while moving towards items. Originally,
bot_movetogoal is used only in attacking. Quake's
own movetogoal was used in everything else.
bot_movetogoal is not compatible with ai_run for the
simple reason that bot_movetogoal includes the jumpai.
ai_run has its own jumpai which obtains its direction
for jump from waypoints. Thus, can't use
bot_movetogoal in ai_run. Other than the conflicting
jump code, bot_movetogoal works okay. If you are
curious, bot_movetogoal also includes the swimai.
* tweaked jumpai a little but still ain't perfect.
* tweaked swimcode so that bot will no longer blindly
decide to go up for air when the time limit is up.
That is, it will only go up if there is room to
move up.
* to encourage operators to set this up on a server,
I've changed the throwaxe.mdl to a lavaball and removed
all the new sounds from the source. Therefore, this
version is server-friendly. This is just for testing
purposes to let as many people use it as possible.
Final release will have everything in place. I don't
have a server, so I never tried it out on a server.
I have only one computer to play Quake on. So I have
no idea if this patch will work on a server.
* added humans vs bots "deathmatch". Bots won't hunt other
bots, only humans. Humans can do whatever they want.
Deathmatch 64 specifies "Humans vs. Bots". Bots do not
use skins in these games. They are always BLUE. Make sure
you specify deathmatch settings PRIOR to loading any levels.
*NEW* server instructions.
a) set temp1 variable in autoexec.cfg to 100
(eg. temp1 100).
- this spawns bots automatically once a REAL player logs in
b) set sv_aim in autoexec.cfg. Follow instructions in autoexec.cfg.
- sv_aim controls how many bots and skill level
c) set deathmatch variable in autoexec.cfg for variation. Default = 1.
d) load Quake:
quake -game doombot -dedicated +map (mapname)
- Alternatively,
a) load Quake:
quake -game doombot -listen 16 +map (mapname)
b) join game as a player on server
c) press F7 (assuming you executed autoexec.cfg that came with the patch).
- this will execute bot.cfg to create bots based on your specifications
in bot.cfg
- or alternatively (recommended)
a) set temp1 variable in autoexec.cfg to 100 (eg. temp1 100).
- this is to spawn bots automatically
b) set sv_aim in autoexec.cfg. Follow instructions in autoexec.cfg.
- sv_aim controls how many bots and skill level
c) set deathmatch variable in autoexec.cfg for variation. Default = 1.
d) load Quake:
quake -game doombot -listen 16 +map (mapname)
e) join game as a player. bots will then spawn automatically.
NOTE: Only the SERVER needs the modified maps. The clients do not
need the modified maps. The original will do.
*known bugs*
* bot will face in very odd directions. Can affect game
play. Haven't found a "workaround" for the stupid
Quake "world" bug. Quake (sometimes called "Quake
engine") resets the goalentity to world causing the bot
to face in odd directions. You can *NOT* modify the
Quake engine with QuakeC but I'm trying to find something
that can counteract this ignorant Quake bug. Quake
has a nasty habit of "forgetting" the values of various
variables/entites and then remembering it. Forgetting
the coordinates of "goalentity" (the target the bot is
heading to) is a big NO-NO. This severely hampers the
bots ability to hunt down its target once it loses sight
of target. Besides facing odd directions, the other
side-effect of the world bug is that the bot will head
towards crazy directions as if it was "lost". If you are
getting your butt kicked, you'd probably not notice this
bug. But I know it is there. If you know of a way to
counteract this ignorant Quake bug, please send me e-mail
to [email protected], [email protected] and
(Note: the-hermes.net e-mail account will be active for
at least 3 months starting June 3rd, 1997.)
Things you should know:
a) After all the bugs have been ironed out, this bot WILL
be added to the LOD patch. Right now, it is *NOT* part
of the patch.
b) This is just a beta version. E-mail me bugs and comments
to [email protected] with a carbon-copy (cc) to
[email protected]. Yes, I know there are bugs in the
patch. I won't list them here. I want to know if people
can notice them. Why bother fixing bugs that nobody notices?
Well, actually, I will mention one -- "NO FREE EDICTS". Remedy:
pick a better map or use fewer bots. This is a problem with
Quake itself. There's nothing that can be done using QuakeC which
this patch is obviously written in.
c) Other than the modified super nailgun, there are no new
weapons for PLAYERS. Momentum on players when hit by some weapons
have been modified. Get shot with a double-barrel and you will
see what I mean.
d) use the listen parameter when invoking Quake. For instance,
"quake -game doombot -listen 16". Make sure you type in lower
case and not in upper case. It is amazing how so many dummies
insist on typing in upper case or worse, mixed cases like
"qUAke - GaMe doomBOT -LiSTEn 16".
e) I'm releasing the bot as a separate patch because I wanted to
know if people liked the improvements I've made over the original
eliminatorbot and roambot.
f) two modified maps are included, START and DM6.
g) impulse 200 to add the bots, upto 9. There is no way
to remove the bots except by exiting the level.
h) read the individual text files for credits on other patches
that were added to this patch. There should be four text
files. Without those authors as well as J. E. Wright of Cujo
v1.4, DoomBot would not have been created.
i) there is *NO* substitute for intelligent roaming. That is why
I chose the eliminatorbot as a basis for DoomBot. Other bots like
the ZeusBot and the Reaper bot are no match for the DoomBot at the
maximum skill level. (This, of course, assumes that the map being
used have waypoints.) Why? Because DoomBot can find all the good
items like the Red Armor on the START map. The other bots find
these items by "accident". This is not good enough. Some bots
like the roambot, karnagbot, bgbot (and the "derivatives") and
others can't even find the red armor.
j) backpacks now contain all the weapons that deceased player had
k) deathmatch 16 puts health in backpacks. Don't use this setting
with skill level 3 if you are a beginner.
l) to use patch on a server, the clients must have a copy of
throwaxe.mdl in their progs directory. That's it. The sounds
are not necessary but if the clients don't want to get that
annoying error message, then they should get a copy of all
the sounds in the sound\axe directory, too. The player.mdl
is optional. However, if they don't have the right player.mdl,
then all the bots will look alike except for the colors.
m) IMPULSE 200 to add bots.
n) favorite: DEATHMATCH 128 to force axe only deathmatch.
o) deathmatch 144 (128 + 16) to force axe only and have health
in backpacks.
p) Bots were designed for maps with waypoints but bots
CAN BE USED ON MAPS WITHOUT WAYPOINTS. For those of you who
used the eliminatorbot before, this means that doombot will
not simply jump around like an idiot. Doombots will roam the
map unlike the eliminatorbot. Without waypoints, the bots
are unfortunately easier to kill for the simple reason that
the bots do not know how to get to the more powerful weapons
and armor. In other words, the bots suffer the same limitations
as the Zeusbot, Roambot, BGBot, Darkbot, Oakbot, Reaperbot,
TMBot, etc., etc.
If you decide to use maps without waypoints, why don't you play
a fair game by using deathmatch 128 rules? Jason does *NOT* throw
the axe in these deathmatches.
q) Jason bot is THE ONLY ONE who can throw the axe. No other bot nor
player has this ability.
r) Jason is one of TWO bots that revives rather than respawn. The
exception is that these two bots will not revive in slime or
lava. The other 7 bots will revive based on chance. Lower the
skill, the less likelyhood that the bot will revive.
s) Impulse 200 to add bots and please send bug reports, suggestions,
comments as well as suggestions on how to remove bugs to
t) grappling hook, 16 new weapons, and many other things like 15
new monsters will be added. This patch will be called Legion
of Doom v0.90. So once this bot is finished, look for
LOD v0.90. The current version of LOD does not have this bot.
Instead, it has two bots: eliminator v1.4 and BGBot v1.6. Those
two bots will be replaced with DoomBot when I am finished.
For those of you who have tried the LOD patch already, why are
there only 16 new weapons since the LOD patch already has 17?
The answer is that Jason will be the ONLY one with the throwing
axe. When version 0.90 comes out, the throwing axe will be
removed for the PLAYERS. So the PLAYERS and the other 8 bots will
only have 16 new weapons.
I might change my mind later on but that is what I am planning
to do.
u) Some of you might be wondering why I named the patch "legion of
doom". I really wanted to name my patch "ultimate" patch but there
are two other patches by that name already. I also considered
"Killer Quake" but that name is already taken. So I named it
after my alias I used since 1988 when I started playing an on-line
game called tradewars. No, not the tradewars by the Martins. It
is the one where you can bribe mercenaries for three credits per
fighter and where you can "trick" mercenaries to join you for free
by leaving one fighter defense forces all over the place.
v) Some of you might be wondering why did I name the bot "doombot".
Well, I liked the name eliminator and terminator but those names
are already in use. Although the author of the eliminatorbot is
no longer continuing with the project, someone else has taken his
place. The terminator is a client-side bot, not a QuakeC
(server-side) bot like mine. But like I said, the name is already
taken. I could not think of any other name.
I was tempted to name it "LagBot" after my alias, "I Cause Lags!",
I used in playing netquake. But I decided not to. For the curious,
YES, there were dummies out there who actually thought that I caused
lag when I logged on. Some people simply don't have any brains in
their head.
w) You will need to start quake using the "-listen 16" parameter or the
game will crash when you try to add more than three bots (assuming
you are the only real player in the game). So load quake by
using one of the following:
1) quake -game doombot -listen 16
2) q95 -game doombot -listen 16
x) For those of you who wish to practice loading quake, add the
bots in single-player games. DoomBot is a deathmatch-only
bot.
Extraction directions:
a) create the following directories within Quake main directory
doombot
doombot\maps
doombot\progs
doombot\sound\axe
doombot\text
b) extract all *.bsp files into the doombot\maps directory
c) extract all *.mdl files into doombot\progs
d) extract all *.wav files into doombot\sound\axe
e) extract all *.txt files into doombot\text
f) extract progs.dat into doombot
g) execute quake by
quake -game doombot -listen 16
*NEW* extraction directions for v0.20b2:
a) copy progs.dat into doombot directory
b) execute quake by
quake -game doombot -listen 16
Bot features:
a) varying skill levels (0 to 3).
b) uses waypoints to move around like the eliminatorbot. Skill 0 to
0.9 bots, however, do not use waypoints. They roam around in
random directions by spawning markers called "leaders".
c) bot uses *ALL* weapons including the axe.
d) bot can use buttons, platforms, etc., etc. It can even exit
the level so use "noexit 1" at the console. Don't worry, bots
don't jump around wildly.
e) bots can swim, jump, pickup health, weapons, etc., etc.
f) bots die in slime and lava, drown in water. Will swim up for air,
however. So you can't trick bots to kill themselves by jumping
into water.
g) bots will chase enemy around as long as enemy is alive. Will follow
enemy into the water or slime. Most of the time, it won't follow
enemy into the lava.
Neither the roambot nor the eliminatorbot can chase its enemy. This
is my own addition to the bot. So it ain't perfect.
What do I mean by chase? Well, play the patch and find out.
h) uses Jonathan E. Wright's findledge function of Cujo v1.4 to
determine if bot should jump or not.
i) uses new bot_movetogoal function rather than Quake's own movetogoal
function to chase targets. So bot can move over "cracked" ground
pretty well. For instance, try the rocket launcher corridor of
the START map. Bot uses Quake's movetogoal function when roaming,
however. So you will only notice the smoother movement when the
bot is chasing you.
j) bots show up on rankings with own name and colors.
k) bots use skins but players currently can not.
l) bots can camp. Criteria for camping is stricter for DoomBots
than eliminatorbots. Thus, a camping doombot is tougher to kill
than a camping eliminatorbot.
m) upto nine bots can be created, two of which are modified bots.
n) bots make comments but only very few comments. Will add more later.
o) bot dead bodies are SOLID for a brief moment. So jump over them or
simply wait.
p) other things but I've forgotten them already.
q) send comments to [email protected]. Try to include suggestions
for improvements or corrections for bugs.
r) for best results use three to five bots and use small (eg. START)
to moderate (eg. DM6) size maps.
s) I almost forgot: the bot's classname is player just like a
real client. I mention this for fellow bot makers who believe
that you can't have a classname "player" for non-clients like
bots. Just make sure that you are not printing to non-clients.
NOTES: Doombot does *NOT* cheat like the reaperbot. It reacts quicker
and aims better than real players but it does not cheat. The bot
is relentless in fighting unlike real players when they sometimes
give up. A bot armed with any of the nailguns or lightning gun
is one very dangerous bot regardless of skill level. If a bot
is chasing you with a nailgun, unless the bot is weak to begin with,
you will be dead within 5 to 10 seconds. Get yourself a nailgun!!
Against bots, these are your best weapons. Hell, these same weapons
are also their best weapon against you.
The firing rate for bots are the same for players. Okay, bots may
be a little slower but the rate should not be noticable. The
only exception is skill 3 bots. They fire 0.1 seconds quicker than
other bots.
You won't notice the difference between skill 3 and lower skilled
bots, however, for the nailguns and lightning gun. Bots can't
fire the weapons any faster than you can. I've tried. They can't
use the axe any faster either. The difference, if you are really
anal, can be detected in its use of the shotguns, grenade launcher
and rocket launcher.
Copyrights/Permissions/Misc
This patch is obviously FREE! You are given permission to distribute
this patch UNMODFIED. This means that all the text files including this
text file and the text files written by others must be part of your
distribution. These text files must not be modified in any way. The
distribution process, whatever it may be, must not be commercial and it
must be free to all.
If you are unclear as to what the above paragraph means, visit the
ftp.cdrom.com archive and pay close attention to how the files are
distributed free to all and unmodified by the archive maintainer.