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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sun Aug 06, 2006 9:56 pm Post subject: SuperTraceWalk! |
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This fun thingy HERE (url will break sooner or later, as the Quake Archive upload folder is rearranged, in which case you can find it in some other subfolder there), is something I'd like to call SuperTraceWalk. Those of you who have ever messed with bots or other types of AI, might know of a phenomenon called tracewalk, which basicly does a bunch of tracelines (or traceboxes) to simulate walking in a direction as a check for accessability. However, it had limitations, and wasn't very accurate. This version simulates client walking, very accurately, but limited to engines which support SV_PlayerPhysics, tracebox and possibly something else (tested in DarkPlaces and FTEqw). Requires also some changes in SV_PlayerPhysics, to override some tests which would otherwise fail the function. I've included here sv_user.qc from the DP site, with the required changes. The required dpextensions.qc is found in a DP engine zip. In the compiled progs.dat, impulse 100 fires the test command.
Have fun! _________________ Look out for Twigboy |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Sun Aug 06, 2006 10:10 pm Post subject: |
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SuperUrreWalk! |
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Tei

Joined: 25 Oct 2004 Posts: 195
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Posted: Tue Aug 08, 2006 4:11 pm Post subject: Re: SuperTraceWalk! |
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I will test it as posible.
How is this better than normal? Bots avoid lava? Move faster? seems more intelligent?
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Tue Aug 08, 2006 4:45 pm Post subject: |
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From what I gather, with greater bot testing of a path before actually moving on that path, you can more easily make the bot look and move more intelligently with greater reliability. A handy tool for the coding types who delve into ai. |
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