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

What are you working on?

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Re: What are you working on?

Postby Shpuld » Mon Jan 20, 2014 12:28 pm

Thanks sock! QC +CSQC with FTEQCC feels like real programming and I'm loving it.
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Re: What are you working on?

Postby pitchatan » Tue Jan 21, 2014 11:52 pm

Been tinkering with movement a bit and finally found something i kinda enjoy.
Just need to refine it. :P

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Re: What are you working on?

Postby goldenboy » Wed Jan 22, 2014 12:59 am

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Re: What are you working on?

Postby ajay » Wed Jan 22, 2014 3:02 pm

Been tinkering with enemy code. As a starting point I've made them always looking for you and able to track you down wherever you are in the map. This is hokey and based on code from these very forums; it's a starting point, and one I want to build upon, e.g. you being more easily found if running, if the torch is on etc., less easily found if still, walking etc. Even in it's early stages it's pretty fun with just one shambler; it can't get to you in all areas as it can't fit down all alleys or in all buildings (that's where other enemies, zombies for instance, come in), but just making a dash between buildings, losing sight of it and then turning a corner and running right into it, is pretty exciting :) (imo!)
It's success still depends on making it more sophisticated; at the moment the stock code works well in that sometimes it isn't able to follow you down a path, but will track you parallel to it and catch you at the other end; there's obviously no complex predictive ai here, it's just "seeing" the player thru' the wall, but it's a good con anyway. Whether that's something I can improve (or spoil) remains to be seen.
What is great is having this, comparatively, large city map to play in. Although not finished, it's fun to just play hide and seek in this map that I've spent so long working on.. Whether I can turn that into fun gameplay and narrative is also in question.
What would be useful is to find improved models and less jerky code, as at the moment somewhat slapstick efforts of the shambler somewhat distract from the tension. Also it doesn't understand that fire = ouchy:
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Re: What are you working on?

Postby frag.machine » Wed Jan 22, 2014 4:33 pm

@ajay: look for MauveBib's movetogoal alternative on this very forums, it's a very efficient replacement for monster walk/run original code. Regarding monsters "fearing" stuff: yeah, this makes the whole experience much more realistic, but can be quite challenging to implement.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: What are you working on?

Postby ajay » Wed Jan 22, 2014 5:21 pm

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Re: What are you working on?

Postby frag.machine » Wed Jan 22, 2014 6:15 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: What are you working on?

Postby sock » Wed Jan 22, 2014 7:13 pm

Well he was evil, but he did build a lot of roads. - Gogglor
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Re: What are you working on?

Postby ajay » Wed Jan 22, 2014 7:30 pm

Thanks sock. It's an interesting, but complex problem. They do a number of interesting things in stock code; there's a small area with a low wall and a quite large entrance/exit. They can find their way in really easily, but can take hours to get out; bit like a fly in a room with an open window. I've considered having a waypoint/node system, but I really need to study code people have already written, as there's little point reinventing the wheel. That anyway will take a while, as I get into reading such code quite quickly, but takes to get anything out of it ;)
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Re: What are you working on?

Postby ajay » Thu Jan 23, 2014 6:57 pm

Have cobbled together a basic flowchart to help me get a handle on coding the monster "ai" code, see it here: http://earthquakemod.wordpress.com/2014 ... 3_01_2014/ - it may not be acheivable (by me), or the best way to go about it, but it's a starting point.

sock Is it ok to decompile your progs.dat to look at the code for ITS, or would you prefer not at this stage?
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Re: What are you working on?

Postby Shpuld » Fri Jan 24, 2014 1:37 pm

While working on my top down game I made a quick minigolf game prototype. It uses darkplaces while utilizing the ODE.
This thread is the most documentation I could find about the implementation:

Good stuff.

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Re: What are you working on?

Postby Supa » Sun Jan 26, 2014 8:38 am

After a pretty harsh lighting and general quality pass I've started moving a lot of Brood Hunter's effects over to the client end. It more or less means that I can get away with doing stupid over the top things with the flares and sentry effects now. :D

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Re: What are you working on?

Postby Julius » Sun Jan 26, 2014 12:26 pm

Awesome, still very much looking forward to an official Broodhunter release! For the CSQC work, are you doing it DP or FTEqw compatible? Or which is your target engine for the game?
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Re: What are you working on?

Postby goldenboy » Fri Jan 31, 2014 12:51 pm

Image

Messing around trying to make a HUD for gnounc's excellent WIP coop mod, Operation Grouphug. I've been testing it recently, and I think it's gonna be an awesome mod when it's finished. Like L4D it rewards your group for sticking together etc.

He posted about it at his blog. http://gnounc.wordpress.com/2014/01/31/ ... -grouphug/
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Re: What are you working on?

Postby jitspoe » Sun Feb 02, 2014 7:42 am

Image

I'm experimenting with making bot AI that replays player input to strafe jump around maps. Sadly, I've discovered a lot of problems with the approach:

- No dodging of dynamic objects (ex: other bots/players get in the way and screw up the path).
- Start position and velocity are not always close enough to the recorded position, causing the bot to go off-course and collide with things.
- No correcting if off-course.
- Sporadic movements, like twitch shots, jukes, etc. get recorded, and look really out of place when there is no combat.
- Since movement is aim-dependent, there's no way to aim at targets and shoot while maintaining the recorded player path.

Oh, and I added debug drawing, a long-overdue feature. :)

I've been doing a lot of AI research to see if I can find some feasible approach for more dynamic strafe jumping. Not sure what I'm going to do just yet. Playing with neural nets and genetic algorithms seems like it could be fun, but, from what I've seen, is not practical.

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