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Minion | Minion Arena

 

• Some New Things Oct 13

      As I get back into the habit of updating the Cafe, you'll see me tring some new features. One of these is the "Cool Picks" column on the right. You see, I just eat up entertainment. For instance, I buy a new game about every other week. I get a new music CD every week. I see about two movies a week. In addition, I read countless magazines and books.
      So I figured, why consume all that multimedia without sharing some of the highlights with you? I like just about every type of music, especially electronica and ambient, I love Honk Kong action cinema, and I'm into gothic games. If any of these interest you then maybe you'll find a worthy recommendation.
      On the Quake front, I'm looking for playtesters for my new mod, code-named "Ballz" (it's a funny, light-hearted game influenced by Nerf). If you're curious, email me at coffee@planetquake.com. I'd like to get some feedback on this before I release it.
      And please, if anything on this page looks funky to you, let me know through a quick email or IQC message. Thanks.

• Back to School Sept 17

      Well, my summer vacation is over.
      That will be my excuse for not updating in so long. It's now back-to-school season, so I figured it is a fitting time to return to the cafe. And you can return to QuakeC school with the new Environmental Damage Tutorial written by Rabies.
      As you could guess, the future of the cafe is up in the air. Oh, I'll keep it around for reference material and Quake newbies. But as for new content, well, I don't know where to take it.
      I am in the process of shopping for a new PC. After buying one, I was thinking of switching to Unreal Tournament or even Quake 3 Team Arena. We'll see though.
      But of course, I'd love to finish all these damn unfinished Quake 1 mods lying around my hard drive ...

• The Great Quake Competition May 29

      I'll tell you something, Quake is one lively dead parrot.
      Yeah yeah yeah, there are fewer Q1 sites now, and people visit these sites less regularly, and there are fewer posts on the message board, and so on and so forth. But that does not and cannot change one simple fact: Quakebility and Quake 1 Arena are two of the best mods ever made for this game.
      These are the first two mods to seriously interest me in a year. I've been playing them a good deal. Both add a breath of fresh rocket smoke into Q1. Both make the game feel new, which is the best thing a mod can do.
      So which offers a better arena experience? Quakability gets a lot of points for presentation and personality, but loses some of those points for its tedious installation. Q1A is easy to get into and possesses great sounds. Yet it is begging for its own new weapon models.
      But are these mods actually competing with each other? I say hell no: download both of these bad boys! And you should note that I don't often use exclamation points, so you know something good is going on here.

• The Rumors Are True May 20

      Yes, I have been coding.
      It feels kind of strange, too, you know, doing something productive. I've been trying to complete my mod Run, and I'm actually making good progress.
      As you know, Run is a soccer-type mod with close-range weapons. Recently I have included more weapons, more features, and more maps. Indeed, I'd like to finish enough levels so the mod can have a tournament mode in which you would unlock the next map by beating the current one. We'll see, though.
      In my fit of inexplicable productivity, I also managed to write a tutorial (no, I have not been replaced with a coffee clone). This one will give you a neat random weapon feature for maps.

• A Hard Drive Full of Em May 7

      Okay, I'm going to be completely unoriginal for this update: I am still considering releasing one (or more) of my incomplete mods, since I have so many of them, and since I can't seem to finish the damn things.
      For instance, I have Run, a bot team sport based on melee weapons and soccer-like gameplay. I realized that I created a good number of maps for it, so it would be foolish of me not to do something with it. We'll see.
      Of course I have also been wondering about the fate of Tutor Bot and his BotBall mod. I think there is some good potential there, again, if I ever complete it. What do you think about these? Tell me what you think in the Tutor Bot forum. Thanks. I'll try to update soon.

 

Just a Quick Note April
9

      I don't have much for you today, just trying to keep in the habit of updating. In actuality, I've been -- yikes! -- coding. When things take more shape, I'll post some real news.
      Also, I did want to say that if you have a bot, a mod, a patch, or a Quake site which you'd like to see mentioned on the AI Cafe, just send me some email at coffee@planetquake.com. True, I'm not a news site -- and I am slow with email, yet I really enjoy posting information about any Quake mod on this page.
      Indeed I would like to feature your project on my front page. Any publicity for Quake is good for all of us.

 

Source Code 'n Stuff April
1

      One of the most common types of email I get is requests for source code. My mods were always a little bit rough around the edges, and many guys have asked me if they could have the code to make improvements and such.
      Unfortunately, I'm an unorganized person. Since I always felt that my mods were incomplete, I had a bad habit of altering the source code right after release. For example, I immediately began Minion Arena 2 with the MA code -- before backing it up.
      In other words all of my code (including the source to my mods Run and Quake Tac Toe) is in development, so it's not of much use to many people. However, I did scour my hard drive and came up with some source code to SkyBlazer. This is not directly from the mod itself; it may not even compile properly, and it's very old and undocumented. But if you are looking for a few AI ideas, you can peruse it to your liking.
      I wish I had more source code to give you. In fact, this is why I came up with the idea for BotBall, so we could build a mod together here at the site. Speaking of that mod, work is going slow but well. The project will feature a city map, a tech map, a Quake 3-styled map, and more. Check back later for more news.
      One more note: the AI Cafe has just become an Allied Site of Inside3D. In case you didn't know (and I wouldn't admit it to anyone if you didn't), this is one of the finest tutorial sites out there, and it's where I learned QuakeC. Go there now, or I will come after you.

i3d

 

Down But Not Out March
19

      Yet another cycle has happened again. Real life has kicked me around once more. I won't bore you with the details; suffice it to say major personal strife has kept me too preoccupied to code or update. I apologize. I won't ever give up, though.
      Alright, enough of that crap. It is true that our esteemed Tutor Bot is getting older, yet he is still being implemented into mods, like Quakability and Quake 2000. I still receive email and new ICQ contacts from guys who have just discovered my site. This makes me quite happy.
      Thus I am continuing the tutorial series (today's is on alternative walkmove navigation). However, the series will soon take on a whole new direction.
      In the near future, these lessons will focus solely on the Tutor Bot sport, BotBall. The following paragraphs -- the first details on this upcoming mod -- are rough excerpts from the readme.txt file ...

      You hear the roar of the crowd.
      You clutch the ball in your hands.
      You run hard toward the goal.
      You feel the impact of a rocket.
      Welcome to Project Botball. This one-on-one sport puts you in an arena with a bot, a ball, and a goal. Your job is to catch the ball and run it into the goal. However, that is the bot's job as well, and he will try his hardest to kill you and score that point himself.
      Think of it as football with big guns. You will have special weapons and entities at your disposal to help you score points. The emphasis is on running, yet you may not be able to run straight at the goal. The bot may be there with a rocket launcher, waiting for you.
      To create an opponent of random skill, type impulse 100. To create a foe of skill one through five, enter impulse 101 to 105 respectively. The playing fields are small and simple, thus you will only be allowed to spawn one bot.
      You may set the console variables "fraglimit" and "timelimit" to give your matches an end. Botball possesses a built-in tournament mode: when you reach one of these limits, the game will load the next map with a bot of increased difficulty.
      So crack your knuckles. Stretch your legs. Load your shotgun. Have a ball.

      If it seems like Botball's gameplay and levels are simple, that's because they are. Consider it the Tutor Mod.
      Like Tutor Bot, Project Botball was designed with simplicity in mind. The Tutor Bot came in one file, and thus it was easy to edit or add to your mod. This project was kept simple so that you could add Botball support to your bot in few quick steps. Or you could understand the source code and edit it easily.
      The aim of this project is for you to learn how to create a mod from the ground up. You can now see how a mod works, from creating custom map entities and forming gameplay rules to writing objective-based AI.
      The rules, the entities, and the levels are all bot-friendly; you don't have to worry about navigation, you can just concentrate on making your bot better at the game or modifying the game itself.
      Botball was meant to be plain, again similar to the Tutor Bot. In other words, it is a blank slate, with much room left for improvement. Change what you want. This project could be transformed into anything from a team sport featuring melee weapons to a King of the Hill-type game with no ball.
      You will notice that each of the levels has extra entities. Theses are there for expandability; you may need them for your particular modification.
      In fact, you can take the Botball map specifications and design your own playing fields. Just like the gameplay, the maps are also straight-forward. Thus, the average map designer could make a Botball level in a day or two. Then he could email it to me so that all the other users could download it.
      I envision a pool of Botball resources, from new models and maps to different modes and improved AI, all available at the AI Cafe website. Moreover, the page will feature a series of project tutorials, starting with adding Botball support to your bot then moving to adding new gameplay modes.
      Learning how to program QuakeC was cool. Learning how to create a deathmatch bot was cooler. Now I think learning how to build your own mod will be the coolest.

 

Been Coding Feb 5

      I was recently told by PlanetQuake that my message board is fixed. And yet, it's still bucked up. I'm going to have to get after them. I appreciate your patience.
      Elsewhere, I do have some fairly significant news: I've been coding. In fact, I hope to post the first build of my new mod this weekend. If all goes well, I will make an announcement on its release soon. Stay tuned.

 

ICQ Debacle Jan 22

      Having spent about three years compiling it, my ICQ contact list had about 125 names of fellow Quakers on it. That was my digital social circle. There was always someone online.
      Being the screwhead that I am, I went poking around where I shouldn't have and -- poof! -- that list disappears. In five seconds it was gone. Should've stuck with QuakeC.
      I did manage to collect several numbers again. You may have noticed my request to be on your list. If you can, please send me a short message so I can find the rest of you. And for those of you who haven't added me yet, my UIN is 2716002. I do enjoy talking to you guys on ICQ, and I receive much valuable feedback there. Thanks.
      Elsewhere, I have been notified that a crack team of ninja coders are repairing my message forum. Hope its fixed soon, because I want to open up discussions about the Tutor Bot sport, Capture the Flag tutorials, and other future features you'd like to see here at the Cafe. I appreciate your patience.
      (Much thanks and p1mpage goes out to JBallou of MDQNet for assisting me with my message board woes; also Frika-C of Quake Standards Group for his feedback and help on the Quake engine source code.)
      We have a guest tutorial writer today, Rabies. He was gracious enough to offer us a lesson on alternate circle strafing. Looks exciting. Thanks Rabies.

 

Dammit, We're Still Here Jan 18

      Yes, the dawn of the year 2000 came and went and the world did not end. And I thought Ricky Martin was a dead ringer for the Anti-Christ.
      I hope your New Year's Eve was enjoyable as mine. My woman and I got a hotel room, attended a party in the grand ballroom, drank champagne at midnight, even ran through the hallways with a hundred helium balloons.
      You know, I wish I could blame the Y2K bug for my lapse in updates, but I can't. These were my busiest holidays ever, so I just haven't been able to get to the computer. Yet I have written a few lessons, including one for today. So those of you who wish my site would just die already will have to wait another millenium.
      As you know, Quake has received a kick in the ass from the release of the engine source code. I can't even imagine what this might mean, but it will sure be good. And yes, there are a couple new Quake mods that have started development recently. That is nothing short of amazing.
      Two of these new projects feature a Quake 3 Arena tournament-style play with a bot ladder and all. Because of the interest in this kind of thing, and coupled with the fact that I have not yet been able to finish my mod Bot Championship, I have decided to release it as a tutorial. Thus, here is tournament mode. Hope you get some use out of it.
      Now that I've returned from my holiday break and realized that the earth has not exploded, I will continue my updates to this page. Coming up is a series of lessons on bot teamplay. Please check back soon. Thanks.

 

One You've Been Waiting For Dec 14

      One of the most controversial of the Tutor Bot is that he jumps into lava and slime. While some would say this underscores his simplistic nature, others might say it points to his brave view on life. Some may suggest that he possesses suicidal tendencies.
      In any case, today brings us a solution: the no more jumping into lava or slime tutorial. The title may not be elegant, but the content is oh-so-useful.
      Elsewhere, I am still constructing my "Unfinished Mods" page as well as trying to finished said mods and write more tutorials. Lots more coming up.

 

Unreleased Dec 4

      Got a different sort of lesson for you today. It allows players and bots to drop their current weapon and ammo. That way, teammates can pick them up if they need them.
      You know, I have to admit, the Cafe message board is a pretty darn cool place. Yeah, it gets a bit silly, but there are some groovy ideas there. I'd love to play a Quake 1 version of Jailbreak, as well as a Pac-Man mod and Rob The Nest. I'm keeping my eyes open for them.
      I suppose a good idea would be for me to add a "Help Wanted" section to the board; I see many different people talking about mods, people who should probably be working together. Modmakers of the world unite!
      In a similar vein, I may create an "Unfinished Mods" page here, which would feature, oddly enough, information and screenshots of all my unfinished mods. I have four major ones which are from 60 to 80 percent done; I just need to decide which one is the most interesting to finish first. Perhaps I should let you the public vote on that, huh?

 

Told You So Nov 24

      See, I told you I'd be back soon with a better bot tutorial. Whoa, coffee does actually keep some promises.
      You are going to like this lesson, too: it teaches your bot improved swimming. Now he won't look like such a moron when he gets dunked in the wet stuff. This works.
      News flash: I actually did some coding on one of my unfinished mods the other day. Does this mean I will release it soon? Don't know; I'm waiting to see just like you.
      I hope to write another tut at work tonight, so check back soon.

 

A Lame Update ... Nov 20

      ... But an update nonetheless. I feel like a letch for giving you a weak tutorial, but I'd feel worse if I didn't update at all.
      I've had the following tutorial written for months now; since I don't have time to complete a better one, this is what you get. It concerns a realistic aiming system. Check it out if you have the time.
      If my girlfriend or my Playstation don't get in the way, I will be back soon with a good tutorial and bot news.

 

Hope You Like Quickies Nov 2

      I have only a tutorial today, one which was written by Koolio, author of the world-famous KoolioBot. This one will teach you how to code locational damage.
      I haven't test it yet, but it looks pretty cool. Everybody wants to be a sniper, you know. I'll be back with bot news and an editorial as soon as possible.

 

Been a While Oct 24

      Yup, it has been a little while since my last posting, but I'm here again. And I have a great lesson for you, the second in my Holy Trinity of AI tutorials. You know how good bots like the Reaper and Omicron are able to chase you around corners and through teleporters, thereby killing you when you are wounded?
      Well, today's tutorial will give your bot that skill. It's true. Now he will be able to hunt and kill his foes even when they are trying to get away. You have to do this one.
      In other news, there are a few great new Quake projects going on, a couple of which I mentioned on my front page. Quake is several years old now, yet we are seing major conversions and bots being introduced even still. To be honest, I'm excited to play some of them.
      Speaking of new projects, I do still plan to finish a bot mod one of these months. Time is obviously tight for me (girlfriend, job-hunting, relocation), but I vow to release a bot sport. Or bot sports.

 

Bots Winning Games Oct 13

      I have a short update for you today. The new turorial covers bot fraglimits.
      This allow your bots to "win games" when and if he scores the number of points set in your "fraglimit" console variable. The lesson is only one line long, yet is rather significant.
      No one has yet volunteered to serve as my announcer for Bot Championship. It could be fun. See the details on my message board.

 

Bot Championship Exposed Oct 2

      Well, today I have revealed the first details of my unfinshed mod Bot Championship, which may or may not be similar to Quake 3: Arena. I have mixed feelings about the game. You can read about it on the message board in the Bot Ideas forum, then give your own opinions. I may or may not release it, depending on your feedback.
      Like the jealous, aggressive, competitive-minded louse I am, I've noticed that CronosBots 1.06 and FrikBot 0.08 as well as ElfBot 4.0 have all been released. Are the bot wars heating up yet again? Do we really know which is the best bot out there now?
      Skinski introduces us to the new "Radioactive" game mode in today's tutorial. It features a rarely-seen particle effect that id software forgot to use, and I quite enjoyed it.
      In other news, I just picked up the long-in-coming Quake 2 for the Sony Playstation. Is was supposed to feature split-screen deathmatch, Capture the Flag, and even -- gasp! -- bots. Did it end up delivering all this? I'll have a review soon.

 

Fuzzy State University Sept 28

      Finally got my tut on fuzzy state machines finished. It's kind of a follow-up to my fuzzy logic lesson. Remember that this is only my simple, QuakeC-minded take on a rather academic AI subject. So maybe Ingebrigt will write back and correct me on this one too.
      There have been lots of bots released lately. It has amazed me. I keep checking my Bot Ideas forum and news sites like Bot Epidemic, and they just keep coming.
      So, does that mean we need to have inter-bot competitions soon? At least someone out there should compile a list of next-generation Quake Bots (ones which have come out in the last year or so). We could browse them more easily that way. That would be superb.

 

A Darn Good One Sept 25

      Today I bring you the first of the three best lessons ever. It covers strafing into items during battle. Yeah, it's true; I finally pulled it off. This is one of my best AI routines. I do hope you like it. The new method made my bot a good bit tougher to kill.
      In personal news, I just bought a new car, and things are going very well with my girlfriend. They both have taken up a good bit of time, which is why you haven't seen as many tutorials as before.
      I will try to write the other two best lessons (and others) this weekend, and release them sometime soon. Then I hope to move into the next phase of the series, the bot sport. There we will actually be applying our AI knowledge, getting your bot playing a game. Will it will be a ball-based game? A map-oriented mod? A Capture the Flag variant? All are possible, but you'll have to wait to see.

 

Less Fuzzy, More Clear Sept 12

      See, I told you guys I didn't really know fuzzy logic: I got the following email which explains that AI subject very well (and I want to thank the author for correcting me) ...

      Hi! I read your article in the AI cafe about fuzzy logic, and I think it is a nice article that goes a long way towards explaining general concepts and usefulness of fuzzy logic.

      That said, I don't think you are quite on target on the actual implementation. (I don't blame you, the scientific community aren't always very clear when they try to get a message trough to us "normal" people) What you are doing, is making the bot more "random", i.e. acting in accordance with a probability distribution that's great, but not really fuzzy logic. It's just fuzzy.

      What you're really doing in your example, is creating a (kinda) fuzzy VARIABLE. -- danger. What you should be doing is create the same variable, and then use it much the same way you use a bool variable To do that you must define what makes danger true and false. (EX: say 0 is false, 20 is true, and a linear distribution of true/false in between) THEN you use it: if (danger is 95% true) { bla bla } etc. Now the real point comes when you have many such fuzzy variables. Then you do stuff like:

if (drunk && itsDark && noPoliceNear && nearStreetCorner && haveToPiss is 90% true) then piss in the street (of course, here you have to use fuzzy logic operators, which are easy to learn, but not same as boolean logic operators). Usually, you'll also want to add a random function somwhere, like: if (drunk && itsDark && noPoliceNear && nearStreetCorner && haveToPiss > random(0,1)) then piss in the street.

      Anyways, its probably much better explained at this site, it really helped me. Btw, I've been using fuzzy logic on bots for some time now, and its very easy & clean, and it works great. (sorry I can't send you any code, property of the company, you know how it is ;) ). Also, I'd like to say tanx for all the effort you and others put into bots, it's been a help, keep up the good work.

Cheers,

Ingebrigt

 

Not to Worry Sept 8

      Well well, I finally make it make to my computer. I apologize for not updating in some time, but real life has taken a real upswing for me. Not to worry, I have more stuff for you coming soon in the future.
      For now I have a simple tutorial on bot language. Yeah, it might be a lame lesson to offer you after several weeks of absence, but I do have others in progress.
      In fact, I have what I call the "Holy Trinity" of Tutor Bot lessons arriving in a short while. These will be the three best tutorials ever; they will make the Tutor Bot very close to a "Version 2.0" intelligence level debated so hotly on the message forum. They comprise chasing enemies through teleporters, strafing into items during battle, and navigating via buttons, platforms, teleporters, etc.
      These three routines are actually in my unfinished Bot Championship mod, and they work extremely well. Indeed, I was impressed to see how smart and aggressive my bot became. Anyway, that's for the future.

 

Praise You Aug 18

      Hehe, another Fatboy Slim song title for a headline. I guess I live a Fatboy life. Um, that didn't come out right.
      Anyhow, I have to praise you and all the guys who have made my message board into an intriguing hang out. There are some good little controversies and debates raging there. Check it out.
      If you didn't notice, there is some good buzz circulating about the Duel of the Fates Quake mod. Look into that, too. Myself, I thought it was better than the movie.
      I've been short on time lately, with things going on in Real Life. Two mods are itching to get off my hard drive, one called Bot Championship, which is like Quake III: Arena, the other is named Quake Tac Toe, like the paper game, only with no pencils and big guns. Hopefully I can finish them soon.
      (Whoa, coffee is actually talking about new mods!)
      I do have a lesson for you today. Ze0 at the Bot Epidemic wrote it. The subject is dropping backpacks. Thanks to Ze0, the bot pornmeister himself. My next tutorial deals with fuzzy state machines.

 

Friday The 13th ... Muhahahaha!

      Now, you know a superstitious, Halloween-loving, witch-dating, goth-listening guy like me has to do an update on the enigmatic Friday the 13th. I even saw a black cat before I wrote this (okay, not really).
      The strange thing is, I have yet to see the Blair Witch Project. Like many, I followed it several months before, from seeing it mentioned in Cinescape magazine. I guess this rainy weekend is a good time for it, though.
      RiEvEr delivers us another tut today, this one covering better talking for the bots. they learn to use names in taunts. How insulting.
      And, ahem, there is some good content on my front page if you haven't checked that out in a while.

 

Things Are Getting Fuzzy August 7

      What is this? A real, academic artificial intelligence concept on the AI Cafe? What will we have next, flocking algorithms?
      Believe it or not, today's lesson is on fuzzy logic. Those robot builders at Carnegie Mellon won't be impressed, but you should dig it.
      In this unique tutorial, we cut through the crap and find out what fuzzy logic really is. Then we completely throw that definition out, and make up our own. We're such nihilists.

 

Jumping For Joy July 31

      Because of the limitations of movetogoal(), jumping AI is one of the thorniest issues in QuakeC. I have spent days and days over the course of months trying to write better jumping code, and I've never really succeeded.
      Good thing we have RiEvEr around, because he has given us a solution. He has written a tutorial on better jumping for sure!, and, um, the title says it all. We bow our heads in praise to RiEvEr.
      Also, I am going to post an interesting mini-lesson on the message forum soon. You've heard of rocket-jumping; well, I came up with lightning-jumping (which I call "ride the lightning"). Take a look for it.

 

You've Come A Long Way, Baby July 28

      That headline is the title of the new Fatboy Slim record, which is by the way pretty damn good. But it also refers to the AI Cafe.
      This site just keeps growing, and the new message board is proof of that. Thanks to all of you who have made that kick ass in less than a week. Feel free to ask your questions and publicize your own bots there.
      I've received word that the new Cronos Bot is out. You should take a look at that. Also, I think a new edition of FrikBot is out or on the way; keep your eyes open.
      The new tutorial will teach your bot alternate target leading, which means he will shoot in front of his enemy perfectly. Very groovy in battle.
      Also, a question to be answered in the future: will Coffee ever release a mod again?

 

Lob This July 24

      Thanks to all who have posted words to my new message forum. In just a few days, it has become a smash. Answers to many AI questions and even mini-tutorials are springing up there. If you haven't registered yet, I highly recommend it.
      I have to thank Frika-C, RiEvEr, and Ze0 for inspiring me to actually get the board going.
      SkinSki serves up today's lesson, one which touches on improved grenade aiming. Simple yet effective.

 

Happy Birthday July 20

      Today is a momentous occassion. It has been a long-time coming. I didn't think it would ever happen. Alas, I am pleased to anounce the opening of the AI Cafe Message Board.
      I think this is the perfect addition to the Cafe, for many reasons. Mainly bcause I am horrible at not responding to email, but also because we can all openly trade answers, ideas, suggestions and complaints.
      Of course I encourage you to ask any intelligence questions and give any bot ideas. In fact, I will try to look for future tutorial ideas at the message forum. As always, I hope you have fun with it.
      And I still can't believe it happened.

 

RiEvEr is the Holy Man July 17

      Both of today's goodies come from my PlanetQuake mate, RiEvEr. First, the big news. He added the Tutor Bot to the deathmatch mod Holy Wars. Now our humble little bot can go head-to-head with the FrogBot, which was also added to HW.
      You can download this fun 360K mod right here or from the front page. If you don't, you may be jeopardizing your very soul.
      Next, the talented RiEvEr wrote today's tutorial. It will allow your bot to ride platforms. You know that is helpful.
      Lastly, the gracious RiEvEr has been helping me with a few technical issues lately, and I thank him for that. All this coding and writing makes me a bit scatterbrained at times. Guys like him are the reason I stay involved with Quake.
      Oh, and by the way, there will be an AI Cafe message board soon! Keep watching.

 

Coffee hates redesigns July 11

      Got an easy and useful lesson for you today. It will show you how to make your bot burp.
      Just kidding. Calm down.
      Actually, you'll like this one. It concerns more aggressive bots. In other words, the Tutor Bot will be harder to kill. Other tutorials are being written as we speak.
      I'm sure by now you've noticed my front page is different than my news page (this one). If you don't like to go to it, you can re-bookmark your browser to this page. However, I do plan to offer special content and secret links on the front, so I hope you check it regularly.
      Ironically, I hate redesigns. Amateur websters seem to do it every three months, and of course they try to make it news. Anyone in graphic design knows it is bad to change your image too often. However, my site needed it, and I like this new feel. Hope you do too.

 

Bad-ass-rocket-jumping-bot-mofo July 8

      Rocket jumping is sexy.
      It's just one of those hip things to do, a phenomenon born completely out of online gaming. Rocket jumping is what the hardcore players do.
      And now it's what hardcore bots do, including yours. Yep, I have written a lesson teaching you how to make your little guy rocket jump. you know you want to see it.
      I also have a tut coming on making your bot chase his enemies through teleporters. So cool it's scary.

 

Coffee's farts cause
international controversy
July 5

      Damn you guys.
      I tell you what, either some of you don't have as much sense of humor -- or as much imagination -- as I had hoped. My farting tutorial created an uproar, causing many of you to complain or ask me if I was running out of ideas. Huh.
      Yes, that lesson was "weird," but so are a bunch of guys creating little artificial men that run around in their computer. Chill out, you know.
      Anyway, I've still been very busy with bot-related work. I do have several projects active and hopefully coming soon, yet this page and these lessons are taking a load of time. Trust me, there is lots to come.
      Right now, I will teach your bot to camp near weapons. A decent lesson. Oh, and I also recommend you visit the main Tutorial page to see if there are any instructions you missed.

 

Smell This June 27

      Just have to say a word about the tutorial series. Obviously, each lesson has code in it that might conflict with the others. The series was not intended to be an A to Z affair. That is, your not just supposed to do each and every tut when it's posted.
      Instead, I intended the series to be more of a buffet: take what you want, as much as you want, and leave what you don't want. After all, you'd be pretty silly merely to leap right into a tutorial without reading it or backing up your source code.
      More than that, I wanted each of your bots to be different. If everyone did all the lessons, we'd have a hundred exact Tutor Bot clones. Mix it up. Add other source code, different AI. And sometimes my lessons are just for silliness, just for you to learn raw code.
      Speaking of silliness, today's tutorial is in that category. It gives your bot gas. Specifically, it teaches your bot how to fart. Don't like it? Just ignore it.

 

Tutor Bot 2.0? June 23

      It seems as though I've updated a lot, but I guess I haven't. That's because I've been hard at work at several bot things. This includes vastly improving the Tutor Bot source code.
      I have made quite a few breakthroughs in AI, including navigation by teleporters and platforms, strafing into items during battle, and more. That leads me -- and many of you -- to ask the question: "Will there be a Tutor Bot 2.0?"
      Um, no.
      Or at least, proably not. However, it's not impossible. What's more likely though is that these tutorials will go on getting better, more sophisticated.
      In fact, with all of the AI on my hard drive right now, I honestly believe the Tutor Bot can rival the other public project, the FrogBot (which I feel is a great but very limited, fiddly program). In time, in time.
      Speaking of great AI, today's tutorial is rather good. It will teach your bot how to circle strafe like a professional game player. Later.

 

Too Busy To Update June 5

      Well, almost too busy. I am getting quite active again. I have written a good number of lessons. I have also created a new section for this site.
      Last and certainly not least, I have been developing a couple of mods. Yup, that's right. Actually have a beta floating out there somewhere too. I will offer details when it/they are close to finished.
      For now, I serve you with a tutorial written by SkinSki, which tackles the problem of opening secret doors. Yeah, you need to read it.

 

Even More Bot Stuff June 16

      I already added more goodies to the Links page. I have a feeling this is soon going to be a massive storehouse of bot accessories. I highly recommend exploring the urls there.
      I ran across a groovy article at PlanetQuake called Less Is More. It discusses why many mods don't succeed due to the fact that they are usually too damn big. This one is a must-read for mod developers.
      Got a lesson for you too. It offers a technique for alternate navigation. This may or may not be useful to you.
      I have a bunch of tutorials coming, too, including ones on rail guns, bot classes, finding teleporters, and even farting. Come back soon.

 

Quake Bots Bigger Than Ever June 10

      For quite some time now I have been trying to get a message out. I mention it in editorials. I talk about it on ICQ.
      The fact is, I don't need to tell you: Quake bots are more popular than ever. The signs are everywhere.
      So instead of my writing another enthusiastic article, I have put together a new section for the AI Cafe. Basically it's a links page, but I think it is more.
      This new section includes new player models, excellent deathmatch maps, development sites, and much more. In fact, I am planning on adding to the page regularly, so it becomes a definitive list for modern bot projects.
      I just can't believe all of the Quake 1 deathmatch maps and bot projects still being made (I found many new games myself when creating these links). You could download new levels and bots every week! Check em all out at the Links page now.
      I also want this page to be the list for all Tutor Bot-based games, so if yours is not listed here, tell me at coffee@planetquake.com. Hope you enjoy.
      Got a tutorial for you as well, naturally. It's a short one, but pretty good. Teach your bot how to flee when injured. Until next time.

 

New Mobot Projects Released May 31

      It's Memorial Day, and summer has officially begun. Damn. I hate summer. Too hot for me. I'd rather sip coffee in a cafe on a rainy, chilly day than swim at a public pool or something.
      The good news for today is that the Interference Bot by Chris "ArwingX" Dozier has finally been released. Arwing has put a lot of effort and talent into this project, and I know many of you have been anxious for it. Without further ado, you can download it at:

Interference Bot 7.9Z

      This is neither your usual deathmatch bot nor your normal SP/COOP helper, but a new Quake experience. The Interference Bot is a monster bot, or mobot, similar to those found in Minion and Minion Arena.
      As a mobot, the Interference Bot has a few great advantages, include nondecaying weaponry, better ways of movement, and different styles of attack. It's not the same old thing.
      You probably don't deserve to have any more fun than this, but there is more: Interference Bot Arena has also been released. This takes the whole idea of mobots one step further, applying them to the popular mod Rocket Arena. Get it at:

Interference Bot Arena

      All of this mobot madness will likely keep you in the house for the whole summer. At least it's two more reasons for me to avoid the sun.
      Thanks to Arwing for all his hard work. Visit my Interference Bot page for details. Quake rules forever.

 

Bot Development
Going Strong
May 19

      Damn, I had one bucked up weekend. First I had crippling email problems, then my hard drive nearly crashed. I had to reinstall Windows again. I hate computers.
      Anyhow, a lot is going on in the bot world. Quake 3: Arena and Unreal Tournament may change the very face of gaming. But there's still plenty of user development happening.
      For instance, the Tutor Bot-based SuPeRMan Bot by (KSA)Tekken has just been released. Check it out or deal with the ramifications.
      Also, the indefatigable Harb!ngeR of Fish and SkinSki continue their series of Quake mods at E.L.F. Quake Site. There's a patch there called Catch the Shrimp which you gotta see.
      Speaking of SkinSki, he has offered another lesson to us, this one on adjusting aim to avoid obstacles. Thanks, man, we appreciate it.

 

Gambling Man Mode
Has Finally Arrived
May 15

      You sure had enough time to do that last homework assignment, so you better have finished it. In any case, the solution is finally here, and it's called Gambling Man deathmatch mode.
      I know this was only a homework project, but it's actually a game I like to play. Lots of drama to it. I like winning one hundred frags at a time. You should give it a try.
      Sorry that the lessons have kind of slowed down; I've been doing various things away from the computer, like watching movies (I highly recommend Cube) and playing Playstation games (I suggest Ridge Racer Type 4). But there are plenty more tuts coming.

 

I Call Your Bluff May 12

      So did you figure out Gambling Man yet? That is the new deathmatch mode proposed in the last homework assignment. It's a game I enjoy playing, so I hope you completed it. If not, I'm going to make you wait a little more.
      I do have a tutorial for you, one written by the magnanimous ZeO from the Bot Epidemic, and also author of the Square Bot. It covers thumping removal, which is an issue for every bot out there. Read this or suffer the consequences.
      Also, I added some missing code to the Rocket Arena lesson. Even though I do test most of the tuts, bugs do slip through sometimes. I do, however, recommend that you try to solve bugs yourself, because that can sometimes be the best way to learn.
      Elsewhere, I think I am going to do one more map for the hush-hush Tutor Bot sport. There should be about six maps on release. Also, the mod should include multiple models for the ball and the goal, and perhaps player skins, for you to mix and match.

 

Rocket Arena Support

      May 1 ... Without further ado, I present the Rocket Arena support tutorial. Now your bot can play this popular deathmatch game with tons of maps.
      A couple of notes: one, this lesson offers a simplified version of RA tuned for the Tutor Bot. Two, you may have to do some additional programming to make your bot play the game well. Three, RA was coded by David 'crt' Wright, who I really respect.
      In addition, the tut is long but simple I think. I tested it, and it seems to work fine. If you detect any bugs, just send me some mail.
      Rocket Arena is a really groovy mod, so I'm happy with this tutorial. Give it a look.

 

Can You Do It?

      April 30 ... I bring you the last homework assignment (or at least you hope its the last, right?). This is likely the toughest one, yet its the coolest one: it will offer you a new and unusual deathmatch mode.
      As a bonus for all your hard work, I have a fun, non-AI lesson for you: gibbable corpses. Blast those bot bodies into itty bitty chunks.
      The next tutorial will probably be the one covering Rocket Arena. Obviously, that'll be a groovy one. After that we'll start to get into creating our own deathmatch sport (make your bot catch a ball and score a goal!). I'm getting aroused just thinking about it.

 

The Next Level

      April 22 ... I bet you've been waiting anxiously for the third homework assignment answer. Well, I hope you have anyway. In either case, here it is.
      Been trying to finish up the new Tutor Bot project lately. That's going to be a goodie. It'll take your bot -- and your knowledge of AI -- to the next level. Stay tuned.
      In other news, I heard that a HeadHunter Bot is back in the works. Cool. Also, I have a tutorial graciously submitted by Harb!ngeR of Fish and written by SkinSki (who maintain that cool E.L.F. Quake Site). The lesson covers improved weapon selection. Thanks men.
      In still other news, guys keep asking me about Future VS Fantasy Bots and Team Fortress Bots. Well, I hear that one of those projects is dead, but the other is very much alive. I may have exclusive news on one of them soon. Talk to you later.

 

Run For Cover, Baby

      April 10 ... Today I present you with a superb tutorial, one of the best. It teaches your bot how to run for cover during battle.
      You think other bots do this. Nope. You think this is simple. Nope. Check it out.
      Flash news: the Tutor Bot will have his own sport soon! New maps, new models, and new AI, as well as a series of tutorials to learn it. Check back soon.

 

Coming Closer

      April 7 ... The Interference Bot by ArwingX is arriving soon, and it's gonna be good. You just have to hear about this game. Check out the new Interference Bot home page right here at the AI Cafe.
      I'm excited about this new project. It carries the torch of the Minion tradition very well.
      To help you cope with the wait for this monstrous new mod, I have the new homework project for you. They are definitely taking shape now.
      I wanted to tell you that I have a big big bot tutorial coming: Rocket Arena support. Uh huh, that's right. Soon your bot will play the popular deathmatch mod with a bunch of maps and a ton of action.
      Also, I fixed some bugs in the second homework assigment answer and the newer bot item grabbing lesson. Hey, I'm far from perfect. If you had trouble with these, check em out again.

 

Answers and Questions

      April 3 ... Got the second homework assigment answer for you. Are you hardcore or just hard up? Find out.
      Also have a psuedo-tutorial for you, a very helpful one dealing with common QuakeC errors. You wanted it, you got it.
      People have asked me if I am going to compile all the tutorials and their features into one bot and release it. Ehh, no. But the lovely and talented DJ is working on something like that, so check out his DJ Quadmire site.
      Guys have also asked me if and when I will release a new game of my own. Yes, oh yes. That's why I've been busy lately. (The less updates you see from me, the more programming I do.) I hope to have news and screenshots of these new bot mods soon.
      But what are they?

 

Bot Writing Poll

      March 28 ... There is a poll over at the great site Bot Epidemic concerning bot authoring. The question was: "If you had the knowledge required to, would you write a bot?"
      The results were clear and positive. Some 61 percent said yes, they defintely would. Another 25 percent said it would be an interesting project, and seven percent said they'd give it some thought. Only a mere eight percent said they prefer to play them.
      Ha! This of course makes me happy. No wonder the Tutor Bot has been such a smash. So, for those of you who still feel apprehensive about QuakeC, I say give the bot a look. You may be surprised at how quickly you learn about bots.

      I offer you two things today. One, I have the next homework assigment, which is a bit tougher and more fun than the last. Two, I have a superb tutorial submitted by Harbinger of Fish and written by SkinSki. It covers target leading. You need to do this one. It's that cool.

 

A New Bot Is Coming

      March 26 ... Have the first homework assigment answer for you. Now you can see if my demented ramblings have taught you anything.
      Got some more bot news. Zaius Quake page is up, where there are a few screenshots and a features list. The mod has not only the features available for single player and deathmatch, but also has the GerBot (Tutor bot based). Here is the URL: http://www.det5.com/drzaius/
      Still trying (and failing) to catch up with my email. Getting very little time for programming lately. Might even need an assistant for the page.
      And the Monster Mash 2 DM Interference Bot, wriiten by the talented ArwingX, is coming real soon!

 

Homework

      March 24 ... Got a very useful tutorial for you. It covers improved bot item grabbing. I realized that the previous tut on item touching was a bit tricky, not to mention buggy. You should try this one, easy and effective.
      I have something different for you as well, a homework assignment. That's right. Don't worry, it's a interesting way to test and increase your bot knowledge.
      More news and happenings coming soon.

 

Whoa, Holy Isht!

      March 21 ... After I made the post about submitting your bot news, I didn't receive any email for days. I was bummed. I took the day off yesterday. Then when I checked my box today, I found 11 emails! Whoa. I haven't received that many at one time in more than a year. Both this site and Quake are really rolling again. Thanks to all of you, that is.
      Of course, all that mail puts me way behind. I guess it's a good problem to have. So now I'm working on two bot games, the tutorials, and bot news. Anyway, enough of me.
      The Harb!ngeR of Fish tells me that the ELFBOt will soon be implemented into the Storm Quake mod here. He says its like Killer Quake Pak, and includes a railgun. I'm there, dude.
      Ze0 of the Bot Epidemic has released v0.1a of Square Bot over at the Square Bot page. That bots has so many features that it would make your modem slow down if I mentioned them here. Take a look.
      Shawn F has done a pretty damn good bot which you can find at right here. He is open to feedback as well. Cool.
      Check this out: Fat Controller has judged me worthy of bearing his immensely powerful Seal of Approval for being a great resource to Quakers. Look at this:

      I wear this seal with pride, especially since Fat runs an awesome site himself, called the Quake Plague Vector You'd be missing out if you don't visit it often.
      And, um, oh yeah, I have a tutorial for you. My boy Renegade has kindly written us a lesson on how to improve the Tutor Bot's terrible jumping AI. Check it out or else.
      Much more news, announcements, and lessons coming soon. That's guaranteed.

 

PaintBall Boyee!

      March 16 ... Yeeah, das right, da PaintBall tut is here. Yo, check it.
      Anyway, it's a cool lesson. Shoot your enemy with paint pellets, muss him all up, and earn extra frags. I made some skins for it; unfortunately, they kinda suck. Maybe one of you could improve them and email them to me.

 

What About Your Bot?

      March 14 ... You know, I've been getting wonderful reponse to the Tutor Bot project. In fact, I feel that this site is more successful than ever. I relish all your mail and all your comments. But I could be happier.
      I would be even more pleased if I heard about your bot. After all, I don't do all of the lessons for academic purposes; I want to play new bots!
      People are just itching to play new bot mods. Obviously, bots are now --finally-- hip, as companies like id software and Epic MegaGames know. But QuakeC is also hip again, and it's still the most fun way to program a bot.
      So, we want to hear about your bot. I want to begin posting news about Tutor Bot mods. Moreover, if you do not have your own website nor the time to maintain one, I would like to host your bot here at the Cafe.
      I talk to a lot of coders on ICQ, and I know there are a lot or projects that aren't in the Quake news. There is no reason for this. Send in your bot news now.
      I'd like to create a page here with links to all your bot mods and bot pages. And I was even considering a "Best Tutor Bot Mod Contest," so tell me what you think.
      Naturally, I have a tut for you. With it your bots will talk as if they have a doctorate degree. Well ...
      In other news, I'm holding off on my announcement a bit longer. Not because things are going badly, but because things are going well. Fixed the bug in the names tut. Also, believe it or not, I wrote a lesson on adding PaintBall to the bot! Great! Splat! Check back for that tomorrow.

 

Special Guest Star

      March 9 ... Dear Coffee, I think I\m being really stupid but I've been looking for the tutor bot for half an hour on your site but with no luck. Where do I download it?
      Also, will these tutorials teach someoone like me, who as no prior programming experience other than basic, how to make a bot? Sorry if you're busy.

      email from Robes

      No, I'm the really stupid one. I've been pushing the Tutor Bot for a month now, but I don't even have a link to it! Sorry. As you can see, he now has a section of his own. You can download it there or here.
      Will the lessons help those with no coding experience? Good question. I don't know. If you study everything on the tutorials page, including the link to Inside3D, perhaps. The less knowledge you have, though, the more challenging it may be.
      I've always grappled with this issue. I'd love to teach everyone QuakeC. But if I write extremely simple tuts, that takes away from the cooler AI stuff. I think it is one way or the other. Plus, there are literally hundreds of basic QuakeC lessons on the net.
      Anyway, I have a new tut, today, coincidentally enough. Interestingly, I didn't write it. So I have a special guest star.
      It was written my the talented Captain Snark, who seems to change his nickname every month. It's on a better bot naming system. Thanks, Captain.

 

Graduation Day

      March 6 ... It's an important day for your bot. Today is the day he shows up on the Quake scoreboard.
      I have posted the bots on scoreboard tutorial. And I guarantee satisfaction or your money back. That is, it's been tested, it works, and it's stone-cold cool.
      Now your bot is big and bad and on the board. So where do we go from here, you ask? Further, of course. Not only do I have more lessons like railgun, rocket jumping, and running for cover, but I have a major announcement concerning bots and bot games coming soon.
      If I announced it now, I could cause mass chaos in the streets. So you'll just have to check back soon.

 

Join The Bomb Squad

      Later February 27 ... Yup, two updates in one day. I just had to come back with this one: Bomb Squad.
      That's right, the Bomb Squad tutorial is out. It's a new deathmatch mode in which the bots drop bombs that you have to defuse. I tested it, and it works well.
      Speaking of bugs, the coop lesson was really a mess; I fixed it and added to it, and it looks good. Check it out.
      And just because I didn't do much updating the past week, i wrote a bonus tutorial for you. It's shows you how to make a bot camera. That is, you can see what the bot sees. I tested it too, and it works well. Easy, too.
      The next tut will put bots on the scoreboard.

 

Bot Shoot Monster

February 20 ... Today's tutorial is another simple one. It deals with how to add co-op support to your bot in case you want to see him shoot monsters.

I had planned to have something more exciting for you, but I've been busy this week. I promise to hang in there if you do.

Anyway, you just gotta see the bots-on-scoreboard and "Bomb Squad" lessons. They'll be worth the wait. Hehe.

(Btw, you are a map designer and you like bot projects, contact me at coffee@planetquake.com. I have some interesting things that need done.)

 

A Graphic?

February 16 ... What is this I see before me? Coffee is using a graphic logo on his page after a year and a half? Say it ain't so! Seriously, tell me what you think of the little facelift.

Hey, I fixed a potential bug in the Last Man Standing lesson. I added a little something to the look_for_others() routine. Speaking of bugs, if you are getting a stack overflow problem with your Tutor Bot, it's likely coming from the routine bot_set_currentammo(). You'll notice that the grenade launcher is missing from that; you have to make a section for it.

I uploaded a new tutorial as well, one on weapon preferences. It's very easy. More coming this week.

 

Damn Good

February 14 ... I meant to update before now, but I've been busy with many things. One, I'm still improving my deathmatch sport called Run, and it's looking good. Thanks go out to Godhead for his creative input.

Two, I've been writing tutorials. Yeah, I know, you're thinking that there don't seem to be that many. But that's because I've been busy writing them! In fact, I have more than five written now, including a new deathmatch mode called "Bomb Squad." I am testing them more strictly than before, because of the recent bugs.

I have one covering better navigation right now. I'm working on the scoreboard lesson as we speak.

Three, I am working on the cool Tutor Bot game; I can't divulge too much info now, but just remember that my lessons will culminate in a big, fun project.

And four, I've been playing Paroxysm. It's actually a damn good combo mod. Frank did a great job improving the Tutor Bot. You should check it out.

 

Tutor Bot Gets Around

February 10 ... Hey. Lots for you today. First, I corrected the errors in the bot items lesson. Sorry about those; that was a friggin hard tut to write. Everything should be okay with it now.

Next, I have a really fun tutorial teaching you and the bot how to play the deathmatch game Last Man Standing. I like that. It was pretty simple.

I've always thought that every mod should have a bot. I've also thought that the Tutor Bot could be a great utility for you mod-makers out there. I just received an email that reinforces my feelings. Thanks to Frank and everyone else who has been sending me mail lately. Check this out:

 

Hello,

First off, I'd like to thank you for releasing the Tutor bot. I was working on a Single player Quake mod until I got a hold of your source code. Now it Deathmatch/Botmatch only!

I'm releasing a public beta of my mod tommorrow (Feb.7, between 12:00am - 2:00am EST) I beleive this is the first mod to be released that uses a bot based on your code.

I've already implement attack styles (I just noticed your new tutorial), true item/weapon usage, ranking, skill level, and have modified the roaming, ledge detection and water detection (among other things).

The mod (called Paroxysm) features 6 new weapons (with secondary triggers), Regen stations (for armour) and numerous additons (like footsteps, rotating bsp models, all new console graphics, new sounds...). The best part about the mod is that it is compatible with all existing deathmatch maps.

I just thought I'd let you know. Paroxysm website http://www.planetquake.com/paroxysm/. Thanks again!

Frank C.

 

 

Check This Out

February 8 ... Got a lot done since yesterday. First, I made this page and some of my others look good in Netscape Navigator (it really looked like crap; you guys should've told me!). For better or worse, I use Explorer, so I'm not always aware of that.

Next I wrote not one but two excellent tutorials. Your bot will really get tricky with these. One, we teach the bot to throw exploding backpacks. And two, we teach him how to play dead. How cool is that?

Third, I've been working with a couple guys on graphics, logos, and perhaps even a --gasp!-- redesign for this page. I'm still skeptical right now; most of the web has redesign fever, and I don't want to just blindy jump on the bandwagon. We'll see.

 

 

Picking Up Goodies

February 7 ... Back again. I hope you can tell I'm dedicated to the Tutor Bot. I'll tell you a secret: all the tutorials are leading up to something big!

I have yet another important tutorial. It really complements the waypoint lesson. This one allows the bot to pick up items for real. That is, he will actually touch and collect different items.

It's a long tutorial, but very important. The Tutor Bot will pretty much be a real bot after this.

I also fixed the bugs in the Predator Mode tutorial. Sorry about those. Thanks to DJ for noticing.

While I'm at it, thanks to Enthropy, Zeo, ArwingX, Twinkysaurus and the rest of the ICQ bunch for their support. They make it all worth it.

 

 

Whole Lotta Quakin'

Special Note: Yes, there were two bugs in the waypoint tutorial. One dealt with the waypoint list printing, the other dealt with the bot clearing his waypoint values when respawning. I fixed those. Sorry for the inconvience.

February 6 ... Man, I just can't keep up with everything I want to do. I have so many ideas for tutorials, articles, news and more. There's a lot going on with me ... and the Quake One community in general, I'm glad to say.

I do have waypoint improvement lessons coming up. I also have a new deathmatch game tutorial based on the waypoints. In addition, I'll do a tut on how to make the bot pick up items for real. I'll try to keep up as much as I can.

Naturally I have an excellent tutorial for you. And once more, your bot will do things with it that no other bot does: attack in different fighting styles. It's a must-see. Check back when you can. Coffee out.

 

 

Waypoint Navigation

January 31 ... It is here, the tutorial that you've been waiting for: waypoint support. Now you can make your bot roam any level perfectly, make him go anywhere you want. It's true, and it works.

Both the FrogBot and the Omicron use waypoints. Now your bot can travel just as efficiently as them. This makes for many applications and for much potential.

The tutorial is a bit longer than the rest, but obviously it is worth learning. Honestly, it's much simpler than you think. And there are even better lessons to come. Keep checking in.

Also, I want to thank Ze0 at the Bot Epidemic for the kick in the ass to get this tut finished.

 

 

Rockin'

January 27 ... I got another rockin tutorial for you. it tells you how to add Predator Deathmatch Mode to your bot. It's quite suspenseful.

Many more lessons are on the way. Obviously, the biggie is waypoint support. But others include a railgun, a bot hologram, rocket jumping, better fighting and more.

 

 

Hard Core Tutorials

I have not one but two righteous lesons for you today. One is a necessary read for any student of bots, as it deals with bot fundamentals.

The second will make the Tutor Bot run much faster. I mean, much faster, like the Reaper or something. Honest.

Yeah, I know, it's weird for me to update so much. But I'm really into the Tutor Bot. I hope you are too. If you have any tutorial requests, email me at coffee@planetquake.com.

I also wanted to tell you that I'm still working on my own unfinished mods, mainly Johnny Hunter, the bot, and Run, the sport. I really want to release them if I can finish them. Check back soon. Thanks.

 

 

Improving The Bot

Hey dewdz, got another tut for ya. It'll make the Tutor Bot think and move faster. Know you'll dig it.

But that ain't nuthin. I gotst mad tuts comin soon, like makin the Bot run fast like the Reapers, adding Last Man Standing and Predator mode, and adding waypoint support. Ah yeeaah.

So fer right now, just chill. Check you later. Peace.

 

 

Tutor Bot Released

It's been a long time coming, but the Tutor Bot has finally arrived.

This program is a cool deathmatch bot that comes in just one file. The QuakeC is short and easy to understand.

So, you can plug him into other mods. Or you can examine the code to see how bots work and even customize it to your liking.

I hope that you will take him and combine him with popular mods like Starship Quake or Headhunters. If not, you can follow my tutorials to add modes like Last Man Standing and more.

The Tutor Bot travels maps extremely well. He uses all of Quake's weapons. He attacks you in various ways. He even understands teamplay.

Anyway, download the 146K Tutor Bot now!

Or check out his "duck" tutorial right here. Enjoy.

 

 

Long Live Quake

Coffee, I have been looking at your site since it opened, and I am amazed ... blah blah blah ... alright, let's get to the point here.

I thought Requiem for Q1 was an awesome single player mod ... but it wasn't developed fully ... it wasn't as ... ya know ... refined. There were some bugs that were irritating, and the bots didn't actually learn very well. They did the same things over and over.

You personally could revive Q1 from a premature death ('cuz of Q2). If you could make the monster bot more like "Artificial Intelligence" instead of "Toilet Bowl Intelligence." Alright, alright, what have i done? I made a fiend attack other monsters for fun. It's pitiful, I know, but your site is a step in the right direction, just all too late, no one cares about Q1 anymore. Especially single player.

Okay, okay! I know i'm getting preachy again! Sorry, i just wish it could've been different for Q1 ... so much potential, but a squandered youth ... Just keep on doing what you're doing and maybe some more of us will see the light at the end of the enforcer's blaster one more time ...

- email from Aaron

Cool Tutorial Alert!

Listen up: I got a cool lesson for you today. Now you can learn how to make a monster roam the level and pick up items. Oh yes.

I believe this is the heart of most artificial intelligence, and indeed most single player mods overall. Once you know how to make your monster or bot go somewhere, you can really get into some fun.

Take a look right here. I'm on vacation this week, so I should get time to release my bot and source code.

 

 

Monsters With Gatts

Finally posted that tutorial for making monsters fire new weapons. It's been a long time coming, I know.

I don't always get to test the lessons. But I hope since I give you the raw materials that you can solve any bug which may come up. Interactive learning is best.

Also, I'm working on tutorials for level roaming and item grabbing, so those should be interesting. Plus, if you have any specific ideas for lessons you'd like to see, contact me at coffee@planetquake.com.

 

 

More Soon

Hey, just wanted to let you know I'll soon have another lesson up, this time dealing with improving our monster bot.

Obviously, I didn't get to release my bot over the weekend. He is done, though, and has been for a while, so as soon as I get the time, he'll be out.

 

 

Sneaking Past Monsters

Hey, I have a new turorial up. It's about sneaking past monsters. Take a look

The next few lessons should deal with developing a monster bot. Then, this weekend, I'll release my Plug-In Bot source code. After that, there will be a bunch of tutorials about customizing the bot and creating deathmatch mods.

Things should get pretty interesting.

 

 

Run: The Next Big Thing?

There's a bot deathmatch sport sitting on my hard drive. It includes about 10 exclusive maps. It features two teams, one ball, and one goal. It focuses on a gameplay style that is, how can I say this, fast.

It's called Run. I ceased work on it about a month ago, because I had mixed feelings about it.

But I've received a bunch of great compliments about it, both then and now. If you want to playtest the first version, send me a message through ICQ at 2716002.

If more of you like it, I just may complete the darn thing. And you know what, it could be cool.

 

 

Unreleased Mods

Hey there people. I've been cleaning up my hard drive recently, and I realized - whoa! - I have several unfinished mods. Imagine me not completing something.

Well, I was thinking, if I can't finish these projects soon, I may post limited-edition "alpha" versions of them. Two of the major ones include Johnny Hunter, my ultra-hip deathmatch bot, and Run, a team deathmatch sport like soccer.

I will only announce and release these here at my site, so stay tuned if you want to check them out.

Is Quake Dead?

"When are ya gonna show us noble citizens out here in the public that you're alive and well? I mean, your tutorials are great and all, but jeez..... you've disappeared, and now all of us who'd like to make their own compilation MODs with your extremely good code are kinda stuck.

My own MOD, TheHunt 1998, has been on pause for a long time, because quite frankly, I don't know enough QuakeC to put anything else into it. Well ... I guess I'm just hoping for nothing, and talking to an empty mailbox at that.

There is no real hope for a DM "human" opponent, monster team DM, or anything else worth playing anymore. Quake is dead. Nice way to kill an idea, Coffee ... clean and undisturbed ..."

- email from ArwingX

 

 

Quake Will Not Die

Quake is dead? Blasphemy! Hang that man upside down for a week!

No, Quake will live as long as the last person who remembers it, which is to say it will never die. Speaking of death, I'm not dead. I just look that way.

It's quite disrespectful of me to go without updating for so long and not offer an explanation. But as we all know, Real Life is not fair.

I've been busy with getting a new job, finding a place to live. You know, stupid shit. I've actually been balancing this and my Quake career for a year now. I think I've done fairly well for the most part, but I'm getting overwhelmed.

Anyway, I will try to keep updating and developing, but I may be erratic until a settle into a new job. I do have a gift for you now, though.

My present is the most important AI tutorial so far: how to spawn a monster. That's right, now you can create a creature in any map. And it's not that hard.

Also, I'll be releasing my plug-in bot with source code soon. Stay tuned.

August 5

Hey everybody. Just wanted to tell you I have been in Washington DC, so that's why I haven't updated.

I have several new tutorials written, including Make Your Own Monster Bot. I will post them soon, maybe even today.

Plus, I have a new program being released soon. Stay tuned.

 

July 28

I posted up an important tutorial today; it's the coolest yet. It will teach you how to program a helper monster, a demon who will follow and protect you.

With the ideas in that lesson, you could build a neat coop patch where creatures fight with you. Check it out.

I want to thank Fruchle and |Raptor| for the great work they are currently doing for me. They are talented guys. Everyone we'll soon see what we're working on ...

 

July 24

As you can see, I'm trying out new names for this site. I want it to relate more to AI. This one was suggested by my colleague SockMan over at Bot Authors' Guild. What do you think?

I'm trying to catch up on my mail; I am answering questions about the lessons. Speaking of those, I did a new one for QuakeC virgins, so take a look. It comes complete with links to QuakeC and a compiler.

I've have much coming out soon, including monster lessons and bot source code, plus a couple mods.

 

July 19

Hello all. Thanks for the positive feedback oo the tutorials. They have been fun. I posted a new one on strafing, so check it out.

The next lesson will be the coolest yet. It'll be on how to spawn a monster bot into deathmatch games. I know I can't wait.

 

July 17

Wow, an editorial and news on the same day; what more could you ask for. Huh, what's that? You want a new tutorial as well? Okay, you got it.

Yes, I've posted a new AI lesson on how to add night time mode to Quake and to any deathmatch bots. Rather cool. More to come soon.

 

July 12

The Tutorials Section is open! Alright, now we're talking. I have posted the first three lessons, plus a bunch of other helpful material.

This is big news for me, and I hope you too. I've wanted to do AI lessons for a while now. I want more people to be able to program smart monsters and deathmatch bots.

If you have any questions or would like to see a certain tutorial, please feel free to contact me at coffee@planetquake.com. I do take requests.

I hope you enjoy the series.

 

July 11

Hey people. Been working hard this week. I have started my series of artificial intelligence tutorials for QuakeC.

That's right, soon you'll know how create your own mobots and make your own deathmatch bots. I have about five lessons written, and there are many more to come. I hope to post the first three very soon.

 

Click for more information.