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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Mon Apr 26, 2010 8:22 pm    Post subject: OrionTF beta Reply with quote

Oh no! One more TF derivate, there are already dozens of TF clones!
At least this one include offline bots (coded by me) for those who's got dial-up connection.

The mod also features visible weapons, which are separate weapon models from the player. Unfortunately, if don't play on DarkPlaces or FTE you'll get a bug like this in 1st person view, as shown in the image below:



If you play on a regular Quake engine, I recommend using chase_active 1.
Also, I couldn't test this mod playing with real people, because here I don't have any friend who plays Quake, so I only tested with the bots... but it's ok.
There's also a bug that happens with FTE that when you play with bots, their frags aren't updated on the scoreboard, even if an UpdateFrags() function is called. This doesn't occur in another engine (I think).

Screenshots here: http://img265.imageshack.us/gal.php?g=ss6k.jpg


File: http://www.quaketastic.com/upload/files/multiplayer/mods/oriontf.zip
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Mon Apr 26, 2010 8:36 pm    Post subject: Reply with quote

Awesome, I can finally experience TeamFortress without the lag, high pings or lack of players!

What are you using that causes the bug, that only FTE and DarkPlaces support?


EDIT:

Your spawning an additional model that is lined up with the player model, which is still visible in first person view, right? Maybe if the angles were lined up just right so they looked good in first person view and third person view, you could use

self.weaponmodel = "";

Instead of using DP_SV_DRAWONLYTOCLIENT or DP_SV_NODRAWTOCLIENT
If those are what you are using?
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Mon Apr 26, 2010 8:48 pm    Post subject: Reply with quote

weaponmodel = ""; if for the v_models.
Also, the screenshot above was taken with FitzQuake. On DP or FTE that doesn't happen.


EDIT: If I want to play without seeing 2 weapons on 1st person, I'd then set r_drawviewmodel to '0'.
But the problem is, when you're not playing on DP or FTE, when you look down, the weapon will block your vision.
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Mon Apr 26, 2010 10:50 pm    Post subject: Reply with quote

are these the coffee bots? anyhoo, props for modding tf!
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Mon Apr 26, 2010 11:41 pm    Post subject: Reply with quote

Orion had his own bots in his soccer mod, so maybe he wrote these? Either way, gonna have to check this out when I get some free time!
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Mon Apr 26, 2010 11:48 pm    Post subject: Reply with quote

No, these aren't coffee bots. But the bots will use coffee_move() when they can't see a waypoint. I just took the function from TutorBot and adapted it to my bots. That's why I haven't changed its name.
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Team Xlink



Joined: 25 Jun 2009
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PostPosted: Tue Apr 27, 2010 12:25 am    Post subject: Reply with quote

I just tried them out, there amazing! I had an eight verses eight game on 2fort5! The opposing team owned me, your bots are great! It was a lot of fun!
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scar3crow
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PostPosted: Tue Apr 27, 2010 2:32 am    Post subject: Reply with quote

Pretty cool, but I had a very hard time getting them to stop telefragging as they all seemed to be spawning from the info_player_start rather than the red and blue steam spawn spots already present in the map.

Also their pants colors dont reflect the team they're on which makes for some awkwardness on the scoreboard.
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UrbanKid



Joined: 22 Aug 2008
Posts: 44

PostPosted: Tue Apr 27, 2010 12:59 pm    Post subject: whoa nice... Reply with quote

Awesome....so you mean this runs only on fte and darkplaces
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Orion



Joined: 12 Jan 2007
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PostPosted: Tue Apr 27, 2010 4:48 pm    Post subject: Reply with quote

Don't forget to set teamplay to 1 (teamkill off) or 2 (teamkill on). Wink
If you set to zero the bots will pick random colors, and they won't have any team_no assigned, that's why they'll spawn on info_player_start instead.
And UrbanKid, it runs fine on any engine. But if you run it on dp or fte you won't see a moving weapon in front of you, blocking your vision when you look down (I'm not speaking of the v_models).
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Tue Apr 27, 2010 7:38 pm    Post subject: Reply with quote

Can't you just check for the required engine support via DP_CHECKEXTENSION and disable/adapt the vwep ? So the mod could be used in any engine in a transparent way ?
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Tue Apr 27, 2010 7:40 pm    Post subject: Reply with quote

I'm seriously thinking on doing it, and it's not hard.
Maybe I'll release this as a little patch...
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Dr. Shadowborg
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Joined: 16 Oct 2004
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PostPosted: Wed Apr 28, 2010 1:53 am    Post subject: Reply with quote

Just tried this. (in winquake) I like this alot better than TF with TFBots. The only real complaints I have with this is that the revolver is ugly (not your fault though) and that the bots are a bit too reaperbot like with their aim. (Either that or they deemed me a bigger threat than the enemy bots and as such focused their fire my way...)

Soon as I have time I'm gonna try again at getting frikbot to do ctf / objective based games. (for HellsmashTF)
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UrbanKid



Joined: 22 Aug 2008
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PostPosted: Wed Apr 28, 2010 1:39 pm    Post subject: tried it on the ds....with alot of null.mdl Reply with quote

well somethings wrong with my download.......i keep getting 3hours...
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Wed Apr 28, 2010 4:13 pm    Post subject: Reply with quote

Dr. Shadowborg wrote:
The only real complaints I have with this is that the revolver is ugly (not your fault though) and that the bots are a bit too reaperbot like with their aim.


Agreed. When I converted the revolver model to Quake, I had to unify its textures to a bigger image file, and then set the texture coordinates properly. The problem is, chrome textures don't have a coordinate at all. And the hand ant the revolver barrel use the same chrome texture, and I painted the barrel grey, and the hand were grey too. In the case of the bot's aim, that is easily fixable. I'll use my good old one-line target leading code:

Code:

missile.velocity = normalize((self.enemy.origin + self.enemy.velocity*random()) - self.origin) * 1000;


It will make the bot unpredictable with his aim using a projectile weapon.
With my 'old' target leading code, it's SURE that the bot WILL hit you if you keep going that way. Even if I'm a Scout I can be easily killed by a Medic's nailgun.
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