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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Postby Electro » Sun Jul 13, 2008 10:51 am

Cheers :)

Not sure if these will even be used, might be best to just go with no viewmodel hands as there will be so many different character models playable... didn't seem to bother q2 though!

Image
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Postby Quest » Sun Jul 13, 2008 12:32 pm

da da da dum *click click*...
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Postby redrum » Mon Jul 14, 2008 1:19 am

Electro, are you still working on the shockbot???
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Postby Electro » Mon Jul 14, 2008 5:11 am

redrum: yes, it's been started from scratch basically though.. i've only brought across the elements from the original shockbot that i was happy with.

A few systems that were brought across were node management (including .node file handling), .bot personality files and umm.. the basics like adding/removing bots.

New things include a completely state based system, allowing for the bots to carry out lots of different specific tasks, making them able to play other gamemodes and things rather easily (like taking cover for example).

The only states that are in place are idle, dead and long term goal. So basically runs around the map getting items with buggy ledge avoidance and other things.. and if it dies it knows to mash buttons to respawn ;) ... doesn't even fire yet although the aiming systems are all in place. So it's quite a fair bit off being playable but i think it's showing promise.

Completely new routing, there is both an A* and Dijkstra variant implementations (which are currently NOT used, but available if needed for other mods where navigation calls for something else more specific). The new routing method I've gone with is like what havocbot has (nice work there LordHavoc) allowing for the bots to easily be able to keep track of the respawn times for items at higher skills, and to truely know the distance to everything to take into consideration prior to choosing a goal.

That's of course not to mention the automatic level learning stuff that's in place. ;) The bot is currently able to play quite a few levels without me having to manually place nodes for it myself. (doesn't support lifts/buttons/plats yet), although it does support teleporters in a buggy state! (not sure why the bugs are there yet, works fine with manual placement)

I had a demo of the bot processing the klzvob map in 15 seconds, then it was able to run around and navigate well, collecting all items... but I don't know where i've put it and i'm at work! Anyway you get the idea :P
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Postby MDave » Fri Jul 25, 2008 7:36 pm

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Postby xaGe » Fri Jul 25, 2008 8:01 pm

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Postby MeTcHsteekle » Fri Jul 25, 2008 10:39 pm

heeh i like the screen shot that has the "if u can make this out send post card" thing on it :D ....it seems i can read almost anything even if its upsidedown and possibly backwards :|
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Hello

Postby ijed » Sat Jul 26, 2008 4:39 am

Thought I'd take a look over here apart from the tutorials since I'm learning (mangling) Qc.

Interesting to see alot of names I know of or half-know from various mods, like seeing another side of Quake.

I'm working on a remake of episode 3 - nothing for The QExpo (Cocot, sorry, I don't think I'll be able to build anything for your transloquake competition).

The remake thing is going, well. I've invested so much time in it that stopping would be stupid, but the maps and Qc are both pretty mangled.

No good without screenshots? Here's one courtesy of Lunaran;

http://lunaran.com/pics/ogrehard.gif
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Postby Supa » Mon Jul 28, 2008 12:36 am

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Postby mh » Mon Jul 28, 2008 5:41 pm

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Postby Chris » Tue Jul 29, 2008 10:48 pm

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Postby Urre » Wed Jul 30, 2008 8:29 am

Pretty awesome shit man, it's really starting to take shape. Look forward to when it's getting a bit more polished, it had some minor clunkyness to it, but overall really cool.

One thing was particularly disturbing though, was how bad the effects for the fire extinguisher were. I'd like to see a slimmer stream of foam, with actual gravity applied to them, rather than slowly flying straight forward. Also give the sprite's name an exclamation mark in the beginning, and they won't be fullbright in dark rooms.

Keep it up!
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Postby ijed » Sat Aug 02, 2008 3:57 am

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Postby GiffE » Wed Aug 27, 2008 7:12 pm

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Postby Chris » Wed Aug 27, 2008 10:40 pm

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