Author Topic: Amine's Trembot modified, includes QVM  (Read 29507 times)

Thomsen

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Amine's Trembot modified, includes QVM
« on: March 06, 2008, 07:02:42 pm »
I really like Amine's trembot, but it missed some things which, I thought, should be in it.
So bit-by-bit i modded it so it has these extra features:
  • As a human: Buying guns when near armoury, and buying the upgrades the bot's friend has
  • As an alien: Evolving to all possible levels
  • As a human: Automatically use medkit on low HP
  • As a human: Jetpack features, it can follow a friend (working on following enemy too) with a jetpack, also automatically turns the jetpack on when the friend turns it on, and same with turing off.
  • The aliens (humans too btw) can now jump when the enemy is high (I'm working on the goon pounce). They also do a secondary attack once every second. The human luci always fires secondary now, I'm working on that too.
  • I also added some things which were mainly for debugging and fun like taunting when it has an enemy and crouching when it has nothing to do.

Don't flame on my unclean code, this is just an addon to amine's trembot, don't take it to serious.
This is NOT meant as a bot patch to run on public servers, etc. But just as a testing, developing code for people who like to mod or test it.

The patch for SVN 966 + a qvm for the lazy ppl can be found here:
http://tspace.nl/trem/trembot-thomsen/

The google code project can now be found here:
http://code.google.com/p/better-trembot/

It is also running on my server (T's Fun Server) (Almost never online, only when i'm testing)

Thomas AKA Thomsen
« Last Edit: March 08, 2008, 01:41:41 pm by Thomsen »

nerowinger

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Re: Amine's Trembot modified, includes QVM
« Reply #1 on: March 06, 2008, 08:08:08 pm »
hmm jumping aliens is fine
evolving alies is okay too (already did that)
jetpacking bots (might be camper bots ??)
medpack could be nice

but humans buying weapons .. thats ridiculus ... if they buy something like a md than they are ivincible .. the bots have a hitrate about 99.5%
(I've already thought of that ... maybe make the bots unprecisly)
flying bots can't always shoot cause of their limited range ...

when do the aliens decide to evolve ?
when do the humans decide to buy ?
need the human bots to go to the armory ?

it would be very intresting, if the bots could find ways around (if there are some walls between him and the target)

HF nero

Thomsen

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Re: Amine's Trembot modified, includes QVM
« Reply #2 on: March 06, 2008, 10:02:50 pm »
I am working on a skill level (randomness to the aiming). the hum bots only camp when their teammates do so, and buy weapons when in range of arm and credits > 0. And the aliens try to evolve every 2 seconds. It would be very cool if someone could help me with very simple pathfinding functions :D

amine

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Re: Amine's Trembot modified, includes QVM
« Reply #3 on: March 07, 2008, 01:32:07 am »
Awesome job!

There are a few people who are working on waypoints: Ender has added AAS support, and I believe that Defense|Twin created his from scratch. I'm not sure how flexible they are but they both seem to work very well (assuming waypoints are correctly placed in the environment). There is also cyrri who has created a bot framework but you may need to clean the rust off of it before you will get it to work. You can try contacting them and see if they'd be willing to share. I could setup hosting for a website and subversion over ssh if you are interested in keeping track of your project.

Once again, great job and keep up the good work :-)

EmilyS

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Re: Amine's Trembot modified, includes QVM
« Reply #4 on: March 07, 2008, 08:47:25 am »
but i cant put the pach to cvm

EmilyS

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Re: Amine's Trembot modified, includes QVM
« Reply #5 on: March 07, 2008, 08:47:47 am »
oops qvm

Thomsen

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Re: Amine's Trembot modified, includes QVM
« Reply #6 on: March 07, 2008, 02:09:16 pm »
Amine: Thanks for the offer!, but I think I'm going to use Google code. It works just fine, and I don't need a big site. :)

whitebear

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Re: Amine's Trembot modified, includes QVM
« Reply #7 on: March 08, 2008, 03:09:14 pm »
When players start to roar differently from pain (health is low) could the bot go rampage and try to hunt these players with sprint?

Argetlam

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Re: Amine's Trembot modified, includes QVM
« Reply #8 on: March 09, 2008, 03:11:26 am »
so yea, i put this on my server (doesnt show up on server list >_<) and my friend Her3tic connected.  Well i put 12 human bots down and we went alien.  and the server was treating him like a bot, it was auto aiming him, auto evolving him.  all he could do was move around, he said it was like a slide show.  i lol'ed alot, but since this is what the bots are supposed to do (auto evo and auto aim) i think its a bug.   just an fyi.

Her3tic

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Re: Amine's Trembot modified, includes QVM
« Reply #9 on: March 09, 2008, 03:28:28 am »
Was pretty odd to be a Bot  ;D

I auto-evolved as soon as i had an evo...  ;)
I was auto-aiming on the bots...  ???
Couldn't pounce as Dragoon... >:(
Even if i had 90 FPS and a ping of 11 to 53 , the screen was laggy, like a slide show (As i said to Arge)  :-X
I want to precise that i dont have anything who is reliated to an aimbot thing in my trem folder...

I would have tried this as a humans  ;D

...After all, we're all just here because we love Tremulous...
Every revolutionary ends up either by becoming an oppressor or a Heretic.
Albert Camus

Thomsen

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Re: Amine's Trembot modified, includes QVM
« Reply #10 on: March 09, 2008, 12:46:54 pm »
Oops, I forget to mention that bug, It's very strange, I can't find out what's causing it :/
I hope someone else can :)

benmachine

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Re: Amine's Trembot modified, includes QVM
« Reply #11 on: March 09, 2008, 02:00:14 pm »
A game.qvm-only mod can't 'close' player slots, so when a bot is added the server doesn't prevent another person from joining in that slot. The usual workaround is to set sv_privatePassword and let the bots join in your private slots, but that does mean you can't use them yourself.

The reason why you get 'laggy' aim when posessing a bot is they don't aim continuously but only once every few milliseconds (100 or so I guess), to save on CPU.
benmachine

Argetlam

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Re: Amine's Trembot modified, includes QVM
« Reply #12 on: March 09, 2008, 02:12:43 pm »
ok so i set the private slot password and then make them spawn in the private slots how?

and thats a pretty rad bug lol, gotta lol at it, alot

Her3tic

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Re: Amine's Trembot modified, includes QVM
« Reply #13 on: March 09, 2008, 05:42:36 pm »
It's good to hear some real explanations of the problem!
So, i'm not the problem, it's the Qvm...
Anyway that was funny
...After all, we're all just here because we love Tremulous...
Every revolutionary ends up either by becoming an oppressor or a Heretic.
Albert Camus

Argetlam

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Re: Amine's Trembot modified, includes QVM
« Reply #14 on: March 10, 2008, 01:05:34 am »
i was able to repeat it but with me instead, it was.... weird

mooseberry

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Re: Amine's Trembot modified, includes QVM
« Reply #15 on: March 10, 2008, 02:49:50 am »
It happened to me on one of our clan servers as well.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

cyrri

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Re: Amine's Trembot modified, includes QVM
« Reply #16 on: March 10, 2008, 06:57:03 am »
thomsen, try this patch to alloc the slot serverside. add trapcalls for SV_BotAllocateClient() and SV_BotFreeClient() and use them when adding and removing bots.

@benmachine: smooth viewangle change is possible with 100msec thinktime, especially when the bot's user command is executed every server frame. this one lags because it sets the playerstate viewangles (well, delta_angles which is worse) directly towards the target, without going the usercommand way or taking current angles + turning speed into account. it's the most straightforward way to do the aim, but no fun to spec :)

Thomsen

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Re: Amine's Trembot modified, includes QVM
« Reply #17 on: March 10, 2008, 05:06:00 pm »
cyrri, Thanks for the patch, I've applied it, but I'm not sure what you mean with trapcalls (probably trap_* ?)
This is my first little mod so I still have to learn some of those things :)

benmachine

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Re: Amine's Trembot modified, includes QVM
« Reply #18 on: March 10, 2008, 08:35:54 pm »
cyrri's patch affects the server too. You won't be able to fix the bug in a game.qvm only mod.
benmachine

cyrri

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Re: Amine's Trembot modified, includes QVM
« Reply #19 on: March 10, 2008, 09:41:44 pm »
Thomsens patch isn't qvm only.

a trap- or syscall is a way for the qvm to access engine funtions. to add one do this:
add an identifier to gameImport_t, attach a handler function to it in SV_GameSystemCalls() and call it from g_syscalls.c, then add an entry to g_syscalls.asm matching the sequence of gameImport_t.

Aditya k

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Re: Amine's Trembot modified, includes QVM
« Reply #20 on: October 07, 2013, 04:05:01 pm »
The link dosent work
get the chopstick out of your ass
have you been eating shit out of someone's ass with a chopstick?

CreatureofHell

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Re: Amine's Trembot modified, includes QVM
« Reply #21 on: October 11, 2013, 01:01:13 am »
The link dosent work

You stirred the dust! D:

It was happily sitting here for over 5 years.
What have you done???
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

ULTRA Random ViruS

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Re: Amine's Trembot modified, includes QVM
« Reply #22 on: October 11, 2013, 12:02:46 pm »
Just get CoW mod, it uses all those features + more.

On my mod, gameplay wise my bots vary more but path-wise the current CoW-qvm's better.

CoW isn't compatible with normal path nodes system though, but you won't have to worry about that if you're a first-timer.