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FrikBot 0.10.2 (FBXb) Released.

 
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Mon Nov 22, 2004 8:59 am    Post subject: FrikBot 0.10.2 (FBXb) Released. Reply with quote

A new version of the FrikBot has been released. This is a bugfix update that removes serious problems discovered throughout the bot's last 3 years in the public eye. I can't believe I'm updating it after all this time. The new version can be downloaded from the FBX homepage at http://www.inside3d.com/frikbot/fbx/ .
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Megazoid



Joined: 17 Oct 2004
Posts: 116

PostPosted: Mon Nov 22, 2004 4:25 pm    Post subject: Hmmm Reply with quote

Shocked

I guess it needed doing.

(QT news updated)
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Mon Nov 22, 2004 4:34 pm    Post subject: Reply with quote

Just out of curiosity, what's been fixed?
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Wazat



Joined: 15 Oct 2004
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Location: Middle 'o the desert, USA

PostPosted: Mon Nov 22, 2004 4:36 pm    Post subject: Reply with quote

*gasp*

*choke* Wha... wha....

/me passes out from surprise and lack of oxygen...

.
.
.
.

It... It's true! AWESOME! Thank you, FrikaC! Downloading right now!
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Mon Nov 22, 2004 5:54 pm    Post subject: Reply with quote

I'm going to give this a very thorough trial over the Thanksgiving Break, and I'll report back my findings.

From what I've seen, Frikbot uses FRIK_FILE, if available. However, you should mention in your instructions that any mods that are using dpextensions.qc will need to comment out frikbot's redefinition of strcat.

Cheers, and thank you for releasing this!
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Mon Nov 22, 2004 8:45 pm    Post subject: Reply with quote

/me downloading.....

Last edited by Tei on Fri Nov 26, 2004 6:35 pm; edited 1 time in total
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Justin Thyme



Joined: 26 Nov 2004
Posts: 1

PostPosted: Fri Nov 26, 2004 4:20 am    Post subject: Reply with quote

Wazat wrote:

From what I've seen, Frikbot uses FRIK_FILE, if available. However, you should mention in your instructions that any mods that are using dpextensions.qc will need to comment out frikbot's redefinition of strcat.


I'm using DarkPlaces. Can you please be more specific on what needs to be done? The bots work ok, but map cycling with maps.cfg locks me up.

Thanks!-
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sun Dec 05, 2004 11:01 pm    Post subject: Reply with quote

I am SO sorry it took me so long to do this. I've been bogged with homework and Conquest, and haven't had the time. And I kept forgetting... Oye! I appologize, FrikaC. I know how it hurts to release something important and not get any real feedback on it.

I played a normal vanilla Quake DM game against one frikbot at skill 1 and won 15 to 5. My therapist and I are still working on helping me to cope with what happened on skill 3, but he assures me that, given time, the shaking should stop. Smile Basically, the frikbot won 15 to 3.

My greatest aggravation was that once he got a rocket launcher, I'd die every time I turned a corner. A human would notice a flash of movement or something and have to let the message from his brain order his hand to move and fire, but a frikbot has fired before that message even gets sent. It gets quite maddening.
That's why in Jeht & Ace of Nails I toned down the skill levels, giving bots worse aim and lower response delays with lower skills. Skill 3 was un-touched, though.

Anyway, I played on DM5 and the bot didn't seem to get stuck in the water AT ALL, which is awesome. He did occasionally get stuck on the door frame between the switch and the door that opens to the rocket launcher & megahealth, trying to run through the wall toward the switch. He also discharged in the water a number of times, but I'm thinking that was a calculated move... Wink
He also got stuck a couple times coming out of the teleporter toward the Super Nailgun and yellow armor: he ended up in the corner on the right side of the door frame, as if trying to run straight toward the super nailgun or armor, oblivious to the wall in the way.

Playing in Skill 1 was enjoyable, but I won quite easily. Skill 2 seemed about right, and I'm going to need some practice before I can start winning again in skill 3. I can win in my own mods against FBXa in skill 3, but in normal quake my pride just got hurt real bad. Smile

I'd like to test FBXb further, both in normal quake and a mod or two, probably in Jeht. I'll let ya know!
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sun Dec 05, 2004 11:50 pm    Post subject: Reply with quote

I've just tested it against skill 2 frikbots in Jeht, on maps dm6, dm2, dm3 and dm1. I forgot how fun Jeht was to play against bots. Wink

So far as I can tell, the bots are better fighters and they get stuck waiting much less often. I forgot to mention ealier, sometimes bots will start bunny-hopping all over, neurotically, and it seems like they can jump a whole lot highter than they should be. I noticed this in normal quake and in Jeht.

Frikbot continues to be a lot of fun, and they seem to be a lot better at avoiding the lava (dm2 & dm4), and navigating water. I applied the same changes to FBXb in Jeht as I had for FBXa, namingly a little aim offset and lower response time at lower skill levels, so frikbots couldn't respond unfairly-fast (except in skill 3, which remains untouched by that code). I found this to be more fun for me back when I was coding Jeht, and for people who try my mods, who always complained that the skill 0 bots were kicking their butts.

The waypointing of DM1-6 is tight. The only discrepancy I noticed was that frikbots will still wait patiently forever on DM1 for the bridge to be extended by someone else so they can reach the yellow armor, when they should just move on. Beyond that, they play really, really well! Almost too well... Skill 2 bots kicked my trash in my own mod on DM6. My ego and I are so glad I got them back later. Wink

Thanks for releasing this, FrikaC!
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Thu Dec 09, 2004 3:24 am    Post subject: Reply with quote

Thanks for the feedback. Needless to say, this is how FBX was meant to have been released, but last minute changes caused last minute bugs - some of which I only recently noticed.
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