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My Squad AI Thing
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Wazat



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

PostPosted: Mon Aug 03, 2009 2:23 am    Post subject: Reply with quote

This is cool. They probably need some run while firing animations (forward, backward, strafe). That's where I killed them most often. They would try to run past me or run away, etc. I think I managed to clear both stages, but the enemies don't register as monsters so I can't hold TAB to tell. I really like how they managed to keep flanking me -- I'd be gunning down one around a corner, and his buddy has made it to my other side somehow and is killing me fast.

To up the ante, I recommend you make all soldiers aware of the player when he first spawns, so he isn't able to get into a good position first. Have them start hunting him right from the get-go. Very Happy

BTW, the teleporters appear to be broken in the industrial map, and that makes the lava impossible (it seems) to escape without dousing oneself in the lava for a second. The crates are also hovering, among other graphical oddities on that level. Also work to improve the sound if you can. The weapon's sound is probably a bit quiet compared to, say, the player jump sound, and it's not terribly good sounding anyway. Otherwise the weapon works fine.

What I missed having was a Left4Dead style melee attack so I could blaze past one of them or temporarily stun him before I shoot... but if you give me that, next I'll ask for a shotgun and hand grenades. Very Happy Plus, the enemies could use a melee attack too against the player. Twisted Evil

It would be really cool to unleash some of the Quake monsters with this AI too. Imagine fiends, ogres and scrags etc hunting you through the level, flanking you, taking cover... That could be awesome. Kind of like what I was trying with Monster Swarm (which I still need to get back to btw).

All in all this is very cool, MauveBib!
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Mon Aug 03, 2009 1:36 pm    Post subject: Reply with quote

Wazat wrote:
This is cool. They probably need some run while firing animations (forward, backward, strafe). That's where I killed them most often. They would try to run past me or run away, etc.


This is somewhere where I'm limited by the model I have. It doesn't have any running while firing animations, apart from the two strafing ones which are already used. If I could find a similar model with a wider set of animations I'd use it.

Wazat wrote:

I think I managed to clear both stages, but the enemies don't register as monsters so I can't hold TAB to tell.


I'll fix this in the next version.

Wazat wrote:

I really like how they managed to keep flanking me -- I'd be gunning down one around a corner, and his buddy has made it to my other side somehow and is killing me fast.


Yeah, I'm pretty happy with how that works. It's quite simple but has a big effect. The A-Star navigation algorithm gives a "cost" to each waypoint, and they tag waypoints they are moving to with a high cost, so other guys automatically take a different route and so end up attacking from all different directions.

Quote:

To up the ante, I recommend you make all soldiers aware of the player when he first spawns, so he isn't able to get into a good position first. Have them start hunting him right from the get-go. Very Happy


That would certainly make things harder Smile

Quote:

BTW, the teleporters appear to be broken in the industrial map, and that makes the lava impossible (it seems) to escape without dousing oneself in the lava for a second. The crates are also hovering, among other graphical oddities on that level.


Yeah, I'm aware of the graphical oddities and the teleporter problem, but I'm not hugely bothered. It's a techdemo after all, and I did just lift that map from elsewhere. I put more effort into polishing the city map though, so maybe I should at least fix the floating crates.

I only really added the crates so I could add the "He's behind that crate!" line of dialogue.

Quote:

Also work to improve the sound if you can. The weapon's sound is probably a bit quiet compared to, say, the player jump sound, and it's not terribly good sounding anyway. Otherwise the weapon works fine.


Yeah, the sounds are pretty poor atm. I think I made that weapon sound at least 10 years ago Surprised

Quote:

What I missed having was a Left4Dead style melee attack so I could blaze past one of them or temporarily stun him before I shoot... but if you give me that, next I'll ask for a shotgun and hand grenades. Very Happy Plus, the enemies could use a melee attack too against the player. Twisted Evil


The enemy model does actually have a melee attack animation which I keep meaning to code up.
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Wed Aug 12, 2009 9:43 pm    Post subject: Reply with quote

This seems really really nice!


It makes going trough quake less of a kill room!


I am in the process of changing this to not required Dark Places.

Dark Places doesn't run on my PC, so it saddens me that I can't use any of the mods that require dark places, which is well, a lot.

I do think this is a really good idea!
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Fri Apr 09, 2010 6:51 pm    Post subject: Reply with quote

MauveBib, do you have plans of updating this? Also, can you make a list of the required DP extensions and such? I'm planning to port it to a Vanilla Quake engine. Or the extensions.
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Apr 09, 2010 7:01 pm    Post subject: Reply with quote

I posted a partial list of used extensions earlier in the thead:


Q3BSP (variable hull sizes for crouching, HLBSP could work too I guess).
Frik_file (for the waypoint file loading)
External model/map textures including _luma
EF_ADDITIVE (barrel fire)
EF_NOSHADOW (barrel fire)
.ent files
md3 models
a couple of shaders
findchainfloat
cl_prydoncursor (not directly used by the player, but there is a half working prydon cursor based waypoint editor in the code that could probably be stripped out no problem).
.scale (used by the waypoint editor again).
te_lightning1 (used by the waypoint editor).
.alpha (not in relased version, but in the new version i'm working on)
.glow_size
.glow_color
EF_LOWPRECISION (not in relased version, but in the new version i'm working on)
EF_NOMODELFLAGS (to get rid of grenade smoke)
effectinfo.txt (not in relased version, but in the new version i'm working on)
SOLID_BSP on models (crates, lamp posts, barrels)
tracebox (for waypoint autolinking)

There are definitely others too, but I've not looked at the source for a while.


As to updating it, I actually have an updated version ready to release that I really should get around to letting out there.

I'd like to find a few more suitable maps too, any suggestions?
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Fri Apr 09, 2010 7:47 pm    Post subject: Reply with quote

Apart from the bells and whistles (effects and graphics), it shouldn't be very hard to create a Vanilla-compatible version of it.

I'll be waiting for your new version so i can start messing around with the "downgrade". Laughing
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Apr 09, 2010 7:55 pm    Post subject: Reply with quote

The only things I'd regard as essential are:

q3bsp (though if you get rid of crouching it's not needed)

frik_file (unless you hardcode the waypoints into either the map or the qc)

tracebox (without which you'll have to manually link the waypoints)
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Fri Apr 09, 2010 9:41 pm    Post subject: Reply with quote

Exactly what i had in mind. Losing crouch sucks, but i believe we can live without that. Rolling Eyes
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sat Apr 10, 2010 12:01 pm    Post subject: Reply with quote

You can still have crouching just fine, if you don't need being able to crouch under stuff. Crouching behind crates and that sort of thing still works in q1bsp, which is what crouching in this Squad AI thing is used for as I understand, so you wouldn't need to lose that.
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