======================================
Title    : ZEUSbot 2.05 Source Release
======================================

Filename : ZEUS_SRC.ZIP
Version  : 2.05
Date     : 9/15/97
Author   : Jonathan E. Wright aka Nelno the Amoeba
Email    : nelno@resurrection.com, nelno@ionstorm.com

Quake DM
Name     : Nelno [ION]

Home Page: http://trailerpark.com/phase1/nelno
           Check here for the latest updates to all my Quake mods:
           Zeus, Cujo, plasma gun, BFG, blaze gun and more.
           If you didn't get this mod from my site, it's likely
           that you don't have the latest version.

           Go to the official Zeus bot page at Quake C Archive at:
           http://www.planetquake.com/qca/zeus

Credits  : ID Software for designing Quake with Quake C!

           Otherwise, this bot was built from scratch.

Special
Thanks   :  My select group of hardworking beta testers:
            Gary McMillin, "JumpA" <psyche@hitech.net.au> for
              all the excellent testing and bug reporting he's
              done for Zeus since version 2.03.
            Jeff Blaine, jblaine@shore.net for catching all the
              easily missable bugs in 2.041.
            

            Yowza the All-Knowing for the billions of suggestions
              he's given me (usually reminding me of the nose on
              my face).
            Everyone who's sent me mail with suggestions, praises,
              complaints and ummm... well, that's all.


============
Type of Mod
============

Quake C  : yes
Sound    : no
MDL      : no


==================
Format of Quake C
==================

unified diff  : no 
context diff  : no 
.qc files     : yes
progs.dat     : no


================================
Description of the Modification
================================

This is it.  The source code for the Zeus bot, version 2.05.  It's far
from perfect and has some obvious bugs in it, but I've left those as
excercises for the reader.

Some of the major problems:  
. the shortest path routine does not work correctly, and causes an 
  infinite loop error in some cases.  However, from what I can tell it's
  a bogus error -- the pathing routine should just be rewritten.

. Holo-HUD should be update from PlayerPrethink so that the update is
  made on a frame by frame basis no matter how fast Quake is running.

. the firing delay on some or all of the weapons was trashed in the
  2.05 release -- the code isn't checking self.attack_finished to make
  sure the bot is able to fire again.  The only limiting factor right
  now is the number of frames in each firing sequence.  Anyone who knows
  anything about Quake C should be able to fix this with a single if
  statement.

. Bot-sticking.  The nature of the movement code I used in the Zeus bot
  causes some sticking problems.  I wrote the Zeus bot code before ever
  seeing the Quake source, but since coming to ION Storm I found that
  my movement code very closely parallels the player movement code in
  the Quake engine -- however, in Quake C there is an important function
  missing that allows testing the validity of an object move.  It's
  in Quake, but there's no link to it from Quake C.  The problem with
  the Zeus code is that I'm adding to the z origin of the bot before I
  push it along in the direction it needs to go -- despite LOTS of 
  tracelines, there are just times when obstructions are missed and the
  bot can be moved into a solid object.  I think I got around a lot of
  this with 2.05, but it's been a while and I can't remember.  A word
  of warning: if you change the code in ZEUS_movetogoal, be prepared for
  something to screw up hardcore, it's quite sensitive to changes.

. Item grabbing in 2.05 is screwed.  I had plans to optimize the bot
  by flagging all items on the map that were grabbable just as the map
  started, but I either didn't finished or just screwed it up from the
  start and it's not working correctly right now.  The bots will strafe
  into items to pick them up during a fight, but they don't seem to go
  after items when they aren't fighting.

. In general, version 2.05 can get quite slow.  I added a bunch of crap
  between 2.04 and 2.05 and didn't optimize any of it.  If you go through
  and optimize the bot remember these things:  String compares in QC are 
  REALLY, REALLY slow, so avoid doing them in a loop at all costs.  Try
  to keep searches through the entity list to a minimum -- this is hard
  because you have to do it to acquire targets, but if you're up to it
  it shouldn't be too hard to optimize this part of the Zeus code.

. Check out all of the debugging impulses -- there are a lot of them that
  should help you to understand the bot's node generation and pathing
  procedures.

. there is an included Borland Pascal source file called QSTR.PAS 
  which outputs strings that can be pasted into a .qc file to get the
  orange text effect of a player "say" command.

. this archive ONLY contains the source code for Zeus 2.05.  To get 
  everything to run right off you'll probably need to also download 
  zeus205.zip.


==========================
Questions About the Source
==========================

If you have any questions about what the hell is going on with this 
source, email me at nelno@ionstorm.com or nelno@resurrection.com.  The
latter will always forward to my current address, so it's probably best
to use it.

I haven't even looked at the Zeus source for more than 3 months, and
haven't been hardcore into it for more than 7 months, so unless you're
just stumped, it might benefit you to look around the code yourself a
bit before emailing me, because I may not have any idea what's going
on either.

And yes, I'm sure lots of it is unoptimize lumps of crap, so please 
don't email me telling me that I should have done this instead of that.
Don't get me wrong -- I'm happy to hear suggestions for improving 
algorithms and such, but try not to nitpick my code, k?


=======================================
Copyright and Distribution Permissions
=======================================

The modifications included in this archive are Copyright (C) 1996 by
Jonathan E. Wright and Quake C is Copyright (C) id Software.

The code contained in this archive may be used as the basis for other
public domain works.  The Zeus bot code CANNOT be used, in whole or in
part, as the basis for any commercial or non-public domain work without
the written permission of the author, Jonathan E. Wright.

You may distribute this Quake modification in any electronic format 
as long as this description file remains intact and unmodified and 
is retained along with all of the files in the archive.

=============
Availability
=============

You can find this archive at the following URLs:

ftp://ftp.cdrom.com
http://www.trailerpark.com/phase1/nelno
http://www.planetquake.com/qca/zeus