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- Name of Mod : The Famkebot
- File Name : famke70.zip
- Version : 7.0
- Date : January 01, 2000
- E-mail : thefatal@telefragged.com
- Web Site : http://www.telefragged.com/thefatal/
-
- Additional Credits : All the people that've helped me and offered their
- continued support ever since I started the Famkebot.
- Particularly Hondo, Cube (and the rest of the staff
- at the Bot Epidemic), Shane Killen, and the other
- bot authors that helped me so long ago when I had
- questions. Thanks to whoever made the famkebot.ico
- file, too (sorry, forgot who it was).
-
- AUTHOR INFO
- -----------
- I did Head Soccer and quite a few other things, such as the Jumbot for
- Half-Life.
-
- TYPE OF MOD
- -----------
- This is a DeathMatch and Cooperative bot for Quake II.
-
- Programming : All of it.
- Sound : Nope.
- MDL : Nope.
- Maps : Nope.
- Graphics : Nope.
-
- VERSION HISTORY
- ---------------
- 7.0:
-
- -Lava avoidance when strafing and going after enemies and such.
-
- -New double priority system.
-
- -Large AI redesign, though much of it is still there. Bots now
- move in a more human-like manner.
-
- -Optional fuzzy-aiming technique for default-skilled bots.
-
- -Redid the bots.cfg stuff to allow an unlimited number of bot
- profiles.
-
- -Auto-pathing for coop so you don't have to waypoint the levels
- when playing through with the bot in single player mode (but you
- still can optionally).
-
- -More things that I've forgotten about.
-
- 6.9:
-
- -Realistic and customizeable bot vision, allowing you to sneak up on
- the bot (if you're careful) among other things.
-
- -Realistic bot hearing. This allows the bot to be more aware of its
- surroundings even though its view is limited to its FOV.
-
- 6.8:
-
- -More AI fixes (didn't get the major changes I'd planned on done,
- unfortunately).
-
- -Fog support, for absolutely no reason at all.
-
- 6.7:
-
- -Lots and lots of bug fixes (thanks to Ingo for pointing most of these
- out).
-
- 6.6:
-
- -More bug fixes.
-
- -Full teamplay support added, as well as new teamplay AI.
-
- 6.5:
-
- -Several small bug fixes.
-
- -Gamex86 code wrapper for famkebot.dll is now available.
-
- 6.4:
-
- -Noticed that moving platform support broke q2dm2, removed NFR for. Bots
- are still fully capable of playing that level, but the NFR will need to
- be remade for it.
-
- -Seperated all the bot AI, client emulation, and waypoint stuff by putting
- it in a seperate DLL (famkebot.dll). This file should go in your main Q2
- folder. I'll probably release the gamex86 code to incorporate the DLL in
- a bit. My DLL linkage method is, however, a bit of a hack, but it still
- works quite well.
-
- 6.3:
-
- -Put practice mode back in from the old Famkebot.
-
- -Practice mode has a practice_weap cvar to set weapon and item
- options.
-
- -Added tracewp cvar. See "SETTINGS AND COMMANDS" for details.
-
- -Added configurable bot chatting via botchat.cfg file.
-
- -Cvars are available to disable bot chatting, and set how often
- bots will engage in chat.
-
- -Added very basic moving platform support (bots can now get the quad
- in q2dm3 if the level is waypointed correctly).
-
- 6.2:
-
- -Restructured main AI loop to make movement as smooth as the player's
- at all times.
-
- -Added item finding checks to make sure bot wouldn't do something stupid
- to get to an item, such as jump off of a tall ledge or into lava/slime.
-
- -Bot is now capable of playing through most levels due to more advanced
- waypoint following and item finding code. Moving platform support is being
- implimented for a future release.
-
- 6.1:
-
- -Improved ladder support.
-
- -New waypoint placement system, plus it now stores jumps and manages
- crouching better. This means that bots can now reach new areas by
- knowing quickly when to make jumps. Note that NFR files from 6.0 still
- work just fine.
-
- -NFRs for city1 and q2dm2 are now included.
-
- -Bots now activate items such as the quad in cooperative mode and when
- instant items isn't turned on in a DM (and they use the items
- intelligently).
-
- 6.0:
-
- First release of the Famkebot rewrite.
-
- INSTALLATION
- ------------
- Extract the zip file WITH DIRECTORY STRUCTURE (-d with pkunzip) into
- your Quake II directory. Then follow the standard procedure for starting
- Quake II with an add-on (set game famkebot, etc... if you don't know how
- to do that, find out from someone other than me). Also, before loading a
- level, set deathmatch or coop to 1 (depending on which mode you want to
- play in).
-
- SETTINGS AND COMMANDS
- ---------------------
- *addbot command*
- Adds a bot to the server. You don't have to worry about specifying the
- type or anything, it's chosen in the AI depending on the mode (coop or
- deathmatch). If you wish to change the names or what the bots look like,
- edit the bots.cfg file in your main Famkebot directory.
-
- *removebot command*
- Disconnects a bot from the server.
-
- *botnum cvar*
- Used to maintain a constant number of bots throughout the game (recommended
- for use with dedicated servers). Note that bots also carry their
- persistant client data (inventory, etc.) through level changes.
-
- *botskill cvar*
- There are 2 skill levels. Moron, and standard. The default is standard (1).
- Setting this to 0 and adding a bot will give the bot the "moron" skill.
- Note that bots maintain their skill levels after being added, so you can
- have bots with moron skills and standard skills in the same game.
-
- *bot_fuzzyaim*
- Setting this to 1 enables fuzzy aiming for default-skilled bots so that
- they don't aim perfectly. This is 0 by default (I personally enjoy being
- shot to death from across the level repeatedly).
-
- *bottalk cvar*
- Default is 1. Setting to 0 turns the bot's chatting off.
-
- *chatfreq_died cvar*
- Should be set to a value between 0 and 1. This determines how often a bot
- will speak after being killed by another bot. 0 is never, 0.5 is half the
- time, 1 is always, etc. The default value is 0.2.
-
- *chatfreq_killed cvar*
- This is the same as chatfreq_died, except it determines how often bots
- speak after killing another bot instead of after being killed. The default
- value is 0.2.
-
- *botfov cvar*
- Allows you to set the bot's field of view. This works just like the player's
- FOV, and the default is also 90.
-
- *botusefov cvar*
- This is enabled by default. It tells bots to only be able to see things within
- their FOV. Disabling it (setting it to 0) will allow bots to view their
- surroundings from all angles at all times.
-
- *bothearing cvar*
- This is enabled by default. It allows bots to be more aware of their
- surroundings by using the ability to hear other players and bots. Setting this
- to 0 will disable bot hearing.
-
- *practice cvar*
- Set to 1 to enable practice mode (default is 0). In practice mode, scores
- are calculated by damage and no one dies. DeathMatch must be enabled for
- this to work.
-
- *practice_weap cvar*
- Setting this removes all items from the level and gives all players (and bots)
- the specified weapon with unlimited ammo. Set the value to one of the following
- numbers for the appropriate weapon:
- 1-Blaster
- 2-Shotgun
- 3-Super Shotgun
- 4-Machinegun
- 5-Chaingun
- 6-Grenade Launcher
- 7-Rocket Launcher
- 8-Hyperblaster
- 9-Railgun
- 10-BFG10K
- 11-Hand Grenades
- Note that practice mode must be enabled for this to work.
-
- *COOPERATIVE MODE MANAGEMENT COMMANDS AND CVARS*
- cooproam (cvar): In coop mode, setting this to 1 will tell the bot to go off
- and roam the level on its own instead of following you. The default is 0.
-
- coopnoitems (cvar): Setting this to 1 in coop mode will tell the bots not to
- collect items. The default is 0.
-
- stopattacking (command): Tells all the bots in coop to stop attacking their
- current enemy.
-
- dontgetthat (command): Tells all the bots in coop to stop trying to get the
- item they're currently after.
-
- *WAYPOINT MANAGEMENT COMMANDS AND CVARS*
- nowaypoints (cvar): Setting this to 1 will disable the use of waypoints
- entirely. This is not at all recommended.
-
- tracewp (cvar): Default is 1. Setting to 0 will disable the tracing of
- waypoint to waypoint while placing waypoints for a level with no NFR
- file.
-
- makepoint (command): This will add a waypoint at your current location, it
- is used while constructing a waypoint file for a level (see below).
-
- doneplacing (command): Use this after you've finished placing waypoints
- for a level.
-
- *FOG CVARS*
- gl_fog (cvar): Set to 1 to enable fog.
-
- gl_fog_dens (cvar): Change this value to set the fog's density.
-
- gl_fog_r (cvar): Set the fog's red color value (0-1).
-
- gl_fog_g (cvar): Set the fog's green color value (0-1).
-
- gl_fog_b (cvar): Set the fog's blue color value (0-1).
-
- Note: For fog to work correctly, you must have default OpenGL selected
- as your video rendering device. 3dfx users require special drivers for
- this.
-
- CONSTRUCTING WAYPOINT (NFR) FILES
- ---------------------------------
- When you load up a level that doesn't have an NFR file for it in your
- Famkebot\wpfiles directory (also note that coop NFR files are saved
- seperately, in Famkebot\wpfiles\coop), you will automatically begin
- placing waypoints (which will be visible to you in the form of data
- discs) whenever it is determined by the checks in the program that
- one should be placed. The program is often incorrect in its
- assumptions as to where they need to go and will sometimes neglect
- to place one in an area where it is needed. If you see this happening,
- use the makepoint console command to place a waypoint manually. Here
- are some good tips for creating waypoint files:
-
- 1. Always make sure each waypoint is visible from the previous waypoint
- and the next waypoint.
-
- 2. When going through doors, place a waypoint somewhat close to the door
- on each side of it.
-
- 3. Make sure you stay crouched while placing waypoints in areas that
- require the player to crouch to avoid certain obstacles.
-
- 4. Try not to go off any ledges that can't be climbed (note that the bots
- DO have support for ladders, so using ladders is fine).
-
- 5. Don't get killed.
-
- After you've finished constructing your waypoint file, use the doneplacing
- command to save the waypoints to an NFR file and restart the level. The
- NFR will be automatically loaded each time the level is loaded from now on.
- If you don't like the job you did on the NFR and want to redo it, simply
- delete it from your Famkebot\wpfiles (or Famkebot\wpfiles\coop) directory
- and reload the level. Each NFR file will have the same name as the level it
- is for (base1.bsp is base1.nfr, etc).
-
- BUGS, ETC.
- ----------
- There are, of course, a variety of bugs. Though if the level is waypointed
- well enough, they won't be noticed and might not even be present. As far
- as I know, dedicated server support works fine and there are absolutely
- no crashing bugs. If you find a bug that causes the server to crash,
- please notify me and tell me exactly what was going on as it happened.
-
- COPYRIGHT/PERMISSIONS
- ---------------------
- The bot may only be distributed if this file and all the others files that
- came with it are included in the redistribution, and no money is charged
- for the product being distributed. This excludes such things as video
- game magazines which include a CD and things such as that, which are
- permitted to include this bot (provided they meet the requirements above)
- as long as they notify me before doing so.
-
-