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We need a frontend for Sabot.
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Tue Dec 27, 2005 1:00 pm    Post subject: We need a frontend for Sabot. Reply with quote

Maybe at some point Sabot will include a menu system. Not sure.
Remembering the console commands and taking the time to type them is the craps.
How about a talented programmer out there to create a frontend to launch Q4 and Sabots??
Q3 had several programs that would work. One notably was Q3offline.
I think the community needs something like this. Using the console is like using the DOS command line in a Windows world.

Get Q4FastStart from twism here:
http://www.youknow.za.net/twism/Q4FastStart05.rar
Surprised Surprised Surprised


Last edited by Masterblaster on Mon Feb 06, 2006 1:38 pm; edited 1 time in total
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Tue Dec 27, 2005 4:36 pm    Post subject: Reply with quote

*EDIT*** (Maybe peeps will find it easier if its on the frontpage)

I Got it uploaded Smile..... yey!!!

You cane get it here: http://www.youknow.za.net/twism/Q4FastStart05.rar

Changes
1. Name changed from "quake4 setup" to "Quake4 FastStart" (thx guladig)

2. Added functionality to browse cfg files for the "Execute config field"

3. Added functionality to create AAS files

4. Added Mapcycle creation(advnced and simple)

5. Fixed issue where selected bots were not being saved.

6. fixed issue where maps had no icon, a default icon is now used

7. Users are now able to delete bots

8. Two extra Bot options added, bot model, and bot rail color

9. fixed issue where bots randomly join teams(autobalance)

10. fixed issue where quake4 menu screen has a white background(still needs testing)

11. improved the def file creation when faststart is opened

12. Added confirmation messages to the various save and delete buttons

13. "Launch game" and "save settings" now do the same thing, except save settings doesnt launch the game. Smile

NOTE* Please give me feedback on this version... there are bound to be bugs in it as I couldn't test it all by myself. Sad

NOTE* Please read the readme. Razz

Thanks to all the guys around here for your help.

Let me know what you think

Twism

*EDIT***

Hey

I am busy writing a little app to to build basic configs for quake4 + a bunch of other stuff (Q4max.7 + bots thread).

I'll be happy to take a look at adding a bot section that will be able to change some settings.

What do you want to be able to do??

The proggie runs outside quake, so it wont be able to change settings once you are in, but I could possibly make a setup for aim accuracy/what eve else. And bind a key to add bots, so you just have to press one button to add a bot.

What settings are there for the bots?

Twis


Last edited by twism on Thu Jan 26, 2006 11:41 am; edited 1 time in total
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Tue Dec 27, 2005 5:52 pm    Post subject: This is great news!! Reply with quote

I think something like this would be very much used by the Q4 community.

Here is a list of wants.
The option to locate the Quake4.exe file.
The option to select and load custom user created CFG files.
The ability to select game types.
The ability to select which team you will start on.
The ability to create and save preconfigured bots with names, aim accuracy, speed, aim rate, etc. Random bots would also be good.
The ability to assign these bots to each team (two panes, one on the left (Blue?) and one on the right (Red?). In other words, If I start on blue, I add two to the left pane and three to the right pane.
The ability to read and display maps (by game type of course) and add a map rotation. I small picture of each map would be great.
Frag limit, time limit, autojoin, warmup time, and other CVARs would be icing on the cake.
That will keep you busy. I wouldn't let allo of this stop you from starting with something simple that will simply launch Q4 with a few bots on a map.
Good luck!!

Laughing Laughing Laughing
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Wed Dec 28, 2005 1:39 pm    Post subject: Reply with quote

The option to locate the Quake4.exe file.
Will be done by tonight(but the way that th proggie runs, its pretty pointless, cos you have to "install it" into the bots mod folder)

The option to select and load custom user created CFG files.
Interesting, will look at it after most of the bot options are working.

The ability to select game types.
Game types?? like DM and team DM.... can the bots run on ctf??

The ability to select which team you will start on.
Busy working on team DM bot (I have red/blue sides where bots can be added to each).

The ability to create and save preconfigured bots with names, aim accuracy, speed, aim rate, etc. Random bots would also be good.
will be done..... sounds like a fun part, I'll prolly be done with this by tonight.

The ability to assign these bots to each team (two panes, one on the left (Blue?) and one on the right (Red?). In other words, If I start on blue, I add two to the left pane and three to the right pane.
will be done.

The ability to read and display maps (by game type of course) and add a map rotation. I small picture of each map would be great.
I am going to try make a map selection process similar to one of the mods in Q3, where all the maps are listed, each having a picture and title. the maps will then be added to a "playlist"(mapcycle).

Frag limit, time limit, autojoin, warmup time, and other CVARs would be icing on the cake.
will be done

That will keep you busy. I wouldn't let allo of this stop you from starting with something simple that will simply launch Q4 with a few bots on a map.
This is already done, but wanna make it a bit nicer, then I will post it.

Good luck!!
thanks Razz
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Wed Dec 28, 2005 4:32 pm    Post subject: Reply with quote

Quote:
The ability to select game types.
Game types?? like DM and team DM.... can the bots run on ctf??

They already play CTF real well. As well as Team DM and DM. I think Arena CTF works as well.

Quote:
The option to select and load custom user created CFG files.
Interesting, will look at it after most of the bot options are working.

This is an important option as anything not included in your program can be added here.

This is great news. It sounds like you have a great deal done. Can't wait to try it out.
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Wed Dec 28, 2005 7:47 pm    Post subject: Reply with quote

Quote:
The option to locate the Quake4.exe file.
Will be done by tonight(but the way that the program runs, its pretty pointless, cos you have to "install it" into the bots mod folder)


If your program could use either the Quake4.exe or the Doom3.exe, I'm sure your fronend could be used on Sabots for Quake4 or Doom3. I have both. The game engines and bots all seem to share the same commands.
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Wed Dec 28, 2005 11:50 pm    Post subject: Reply with quote

Ok kewl.... ill have a look at locating the .exe file. But only once I get the rest of it done

I have started rewriting the program, as some of the new features messed up the way it used to work. But at least its way better now.

A friend of mine is working on getting a rad map selection menu going. It should be quite kewl.

So once we can smack it all together it should be nearly done.

Point being, that there is going to be a delay till I got a working proggie.

Twis
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Thu Dec 29, 2005 1:50 am    Post subject: Reply with quote

I just purchased and played Resurrection of Evil for Doom 3.
I loaded up some Sabots and played Capture the Flag.
I have to say that the multiplayer in Doom 3 is much more polished than Quake 4. The maps are much more detailed. Threewave handled the addition of CTF and no one does it better. The flags are back!!
The Sabots really played well on all of the maps. These bots are great!!
Laughing Laughing Laughing Laughing
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shrewm



Joined: 14 Dec 2005
Posts: 12

PostPosted: Thu Dec 29, 2005 10:28 pm    Post subject: Reply with quote

sabot is going big Smile I like that Razz
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Sat Dec 31, 2005 6:34 pm    Post subject: Reply with quote

Any Progress??????
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Sun Jan 01, 2006 11:18 am    Post subject: Reply with quote

I made a bit of progress last night just before I went out. I got it to display a picture of the map that you select to play. its quite kewl except that the picture displays upside down for some unknown reason.

I still want to make a more user friendly map selection process, maybe 3 x 3 tumbnails on a page like q3 defrag had.

but yeh.... this is a bit of a tricky part for me, but once its done the other code can be added in within a couple of minutes and then there should be a almost fully working proggie.

Just have to spend time with my gf today, she has been away for a few weeks.... but i'll work on it tonight when she falls asleep... lol Very Happy

by the way.... where are you guys from??

im in SA, so the times are a bit screwed... I think there is a 6 hour time difference between here and america :/

anways...
Twis
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Sun Jan 01, 2006 1:03 pm    Post subject: Reply with quote

twism,
I'm from Dallas Texas USA however I was born and raised in Southern California USA.
That's what is great about communicating on the WWW. You can talk to almost anyone from anywhere.
Nice to here you haven't given up on the frontend.
If you would like an additional tester, I would be interested.
I have been involved in testing game frontends that go back to Botjohnny, Quakeon, and Q3Offline. Others as well that I can't remember.
Anyway, good luck.

PS, is that South America, South Africa, South Australia, or other???
Surprised Surprised Surprised
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Sun Jan 01, 2006 2:56 pm    Post subject: Reply with quote

lol...... South Africa.


Once I get something that will install ill send it to you so you can let me know if there is anything wrong.

Right now im working in a test directory, so the files are all messed up and shit.

Twis
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Tue Jan 03, 2006 4:34 am    Post subject: Reply with quote

Ok...... so im getting near the end now.... 99% of the bot functionality works, this includes.

Automatic adding of DM bots (drop down list to select a bot)

Automatic adding of team bots (drop down list to select a bot and which side they are on)

Selection of Team colors/or just one color for normal DM.

Scanning and listing of all maps(with a picture)

also A map browser (9 maps per page with a picture each)

Server settings: Server name; timelimit; fraglimit; team damage; wait time for bots to join.(explanation later).

Creation of custom bots and the ability to save them to the bot_sabot_characters.def file with proper format.(bot customisation: weapon priorities; accuracy; aim rate; ingame name; console name) (85% complete)

After that I must make a zip file that will extract all the nessasary files to the correct places and ill post it Razz

Ran into a few speed bumps, but it seems to be getting somewhere.

I just need to know a few things:

1. Do all the weapon priorities have to be unique, e.g. can both the rg and rl have a priority 9, or does the one have to be 8 and the other 9?

2. what are the valid numbers for aim rate and aim accuracy? plzz gimme correct info on this, like values 0-4 are valid with no decimal. I need to know which values can have decimal and what are the min and max values for these settings


Thanks
Twis
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Wed Jan 04, 2006 1:07 am    Post subject: Reply with quote

Quote:
1. Do all the weapon priorities have to be unique, e.g. can both the rg and rl have a priority 9, or does the one have to be 8 and the other 9?

2. what are the valid numbers for aim rate and aim accuracy? plzz gimme correct info on this, like values 0-4 are valid with no decimal. I need to know which values can have decimal and what are the min and max values for these settings


1) Someone else will need to answer this.
2) The readme states that aim_accuracy has a value range of [0-4]. Higher being less accurate. Doesn't look like decimals are allowed.
The aim_rate has a value range of [0.1-1]. Higher being faster. Looks like decimals are allowed.
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