Making bots aim perfectly

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Making bots aim perfectly

Postby xoltra » Tue Oct 30, 2007 4:58 am

Just for my own amusement I hacked the bot aiming code to see what it would be like to play bots that had perfect aim and reflexes (that is, beyond skill level 10, which still emulates some lag and inaccuracy in the aiming).

Applying the patch only changes Nexuiz when the skill level is set to 100. With it bots are extremely good when armed with a Nex. It's fun to try it with a mode that bots do badly at, such as CTF, to see if perfect aim sufficiently compensates for their lack of understanding.

You can get my patch here:
http://home.austin.rr.com/selliott4/nexuiz/nexuiz-skill-100.diff
xoltra
Member
 
Posts: 19
Joined: Sat Jul 15, 2006 11:03 pm
Location: Austin TX USA

Postby Xeno » Tue Oct 30, 2007 5:14 am

For those who don't want to apply a patch to get the effect, just play with Hafner, ai, tZork, t0_drunken_master, and CUISINER. :)
Xeno
peregrinus originis incognitae
 
Posts: 396
Joined: Wed Nov 15, 2006 10:42 pm

Postby morfar » Tue Oct 30, 2007 1:06 pm

Xeno The Blind wrote:Hafner, ai, tZork, t0_drunken_master, and CUISINER. :)

:(
morfar
Site Admin
 
Posts: 938
Joined: Tue Feb 28, 2006 6:08 pm
Location: The Island

Postby Xeno » Tue Oct 30, 2007 3:40 pm

morfar wrote:
Xeno The Blind wrote:Hafner, ai, tZork, t0_drunken_master, and CUISINER. :)

:(


Sorry morfar, I just haven't played with you enough, so I don't have any memories of going "HTF can he keep hitting me like that?".
Xeno
peregrinus originis incognitae
 
Posts: 396
Joined: Wed Nov 15, 2006 10:42 pm

Postby ai » Tue Oct 30, 2007 5:31 pm

:)

A nice demo: http://www.origionstudios.com/ai/nexuiz ... fa_ctf.zip

You'll need to have this map in the /data directory.

http://www.origionstudios.com/ai/nexuiz ... obots3.zip

Today my aim way almost the way it should be. This is my true power (plus little more ;D), unfortunately I rarely have this form.
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Update to patch

Postby xoltra » Wed Oct 31, 2007 4:49 am

I've update the patch so that it now upstates the bot's enemy origin every bot thinking timeslice. I've also resized that g_shootfromeye helps. With those changes the bot is practically 100% accurate with a Nex (the only misses seem to be when it occasionally fires a shot after the human is dead, or before the human is fully spawned). See the comments in the patch for details:
http://home.austin.rr.com/selliott4/nexuiz/nexuiz-skill-100.diff
xoltra
Member
 
Posts: 19
Joined: Sat Jul 15, 2006 11:03 pm
Location: Austin TX USA

Postby AceOfThumbs » Wed Oct 31, 2007 6:55 am

Amazing shots ai!

Do you use an FOV zoom? I didn't see any zoom in the demo. If you don't mind me asking, what FOV and sensitivity do you use for normal and zoom settings?
AceOfThumbs
Alien
 
Posts: 158
Joined: Tue Sep 04, 2007 11:12 pm

Postby ai » Wed Oct 31, 2007 7:23 am

AceOfThumbs wrote:Amazing shots ai!

Do you use an FOV zoom? I didn't see any zoom in the demo. If you don't mind me asking, what FOV and sensitivity do you use for normal and zoom settings?

Yup I use fov zooming from time to time, I like it better than Nex's zoom (even when tweaked it). For normal settings I use fov 110 and sens 6 (different values differ on the mouse settings. I basically use any value that gives me about 30-34 cm for a whole circle when draging the mouse).
When zooming it's 40 with sense 1.2, it's about the same as the '5' value with the Nex secondary.

And to Xoltra: For those who do not know what a .diff file is. Could you explain a little what to do with it and how to use it? :)
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby xoltra » Thu Nov 01, 2007 5:11 am

ai,
I had fun watching your demo. That's quite a huge map.

As to what to do with the patch:

The patch contains the differences between Nexuiz 2.3 and my change. You can apply it to the source code with the following steps. Note: These steps are for Linux. Hopefully Windows users can translate these steps for their OS.

1) Get fteqcc in order to compile Quake C code from
http://sourceforge.net/project/showfiles.php?group_id=116842
2) Unzip the gamesource20070531.zip Quake C code:
unzip gamesource20070531.zip
3) Apply the patch using Larry Wall's patch program
patch -p0 < nexuiz-skill-100.diff
4) Build the server:
cd qcsrc/server
fteqcc
5) Copy the resulting progs.dat file to your data directory:
cp progs.dat ~/.nexuiz/data
6) Run Nexuiz with variables set that allows the bots to show off their aim:
g_minstagib 1
g_shootfromeye 1
skill 100

If someone runs this patch on a minstagib server let us know people's reactions, but don't run it to long - that would be mean :twisted:
xoltra
Member
 
Posts: 19
Joined: Sat Jul 15, 2006 11:03 pm
Location: Austin TX USA

Postby K-LorvianChant » Fri Nov 02, 2007 7:07 pm

I'd like to see this in 2.4 but divverent keeps rejecting everything even tzorks turrets. This ain't an opensource project, this is divverent's dictatorship. Nexuiz needs to be forked or more help gotten or div sent to cool down so he don't block the way like he is now.
K-LorvianChant
Banned
 
Posts: 7
Joined: Fri Nov 02, 2007 6:50 pm

Next

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron