Hard-coded symbol to label bots?

Developer discussion of experimental fixes, changes, and improvements.

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Postby [-z-] » Wed May 13, 2009 7:10 pm

divVerent wrote:Why not use a special player model for bots?

Is there a way to set a bot model server-side without letting clients use it?

I mean, they have to download the package, so they'll have the model... unless you don't package a full model and it's left out of the menu... but a player could still set it manually through the console.

I feel like this would be a good thing tied into a universal login system if that ever goes forward, but maybe that goes without saying.
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Postby Flying Steel » Wed May 13, 2009 8:11 pm

Sepelio wrote:Well, why not just use a little nexuiz symbol to indicate the bots are game controlled? I assume there isnt a nexuiz symbol to be used by players anywhere in game currently...


In consideration of future class-based mutator(s), I think this idea would be preferable to a special player model for bots.

Specifically a semi-transparent solid colored gear or chip (rectangular box with pins coming out) icon floating (and maybe spinning) over the heads of bot players would get the point across, methinks.
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Postby mand1nga » Wed May 13, 2009 10:51 pm

I don't like the idea of putting a chat-like image above bots heads because it will make them more visible in some circumstances, which is not intended.

Having a new player model only for bots or creating a bot icon on the scoreboard sounds good to me.
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Postby divVerent » Thu May 14, 2009 9:11 am

[-z-] wrote:
divVerent wrote:Why not use a special player model for bots?

Is there a way to set a bot model server-side without letting clients use it?


Sure, put it outside models/player, then nobody can choose it.
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Postby Ed » Thu May 14, 2009 9:21 pm

terencehill wrote:that stupidly runs with the bots without any prefix or suffix, and this may lead to noobs or distracted players to believe they are playing with humans. (Yes it happened to me too once :P :D )

To me that's a good thing. Why take away the fun of a new player who doesn't know they're playing a bot but is still having fun? Yes, an experienced player will notice a bot, so why give it away to ruin the fun for a newcomer?

Bots need to be able to emulate a human so I would never force them to be purposefully marked out. Adding a ping for bots would be a good idea in my view. Eraser bot for Q2 had this feature.
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Re: Hard-coded symbol to label bots?

Postby fragit » Wed Jan 27, 2010 2:03 am

lately i have been specing and not playing, but when i do play and realize im fighting bots on some server, i usually quit. Don't need to visit servers to fight bots, its really a waste of bandwidth imo. instead of making a game modification, maybe servers should choose not use bots at all. they are super unnecessary given that when you have nexuiz installed, you have the offline ability to fight bots, right?

How about change the server setup instruction manuals/tutorials out there to say something like: "Having bots on a server is a waste of bandwidth, as a general rule it is redundant and superfluous, therefore not necessary. The practice of enabling bots on servers is collectively contraindicated by the Nexuiz community."

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Re: Hard-coded symbol to label bots?

Postby Dahveed » Wed Jan 27, 2010 5:58 am

fragit wrote:lately i have been specing and not playing, but when i do play and realize im fighting bots on some server, i usually quit.


Me too. I don't undestand why servers have bots at all. It is totally a nusiance, especially when you are two or three people and the server has a minimum player quota of 4, and you have this one stupid bot. I've had unofficial 1v1's where my opponent spent more time chasing the bot around than me, just because it was an easier kill and they wanted to boost their score.

I guess an argument could be made that "well, you can join an empty server and fool around with the bots while waiting for someone else to join." But honestly, in such a case I'd rather have a *really* empty server, so that I could practice moving around the map and doing trick jumps etc. Yes, there are beginners who find the bots challenging but really, again, who wants to join a server and play bots when you can play offline without lag?

Perhaps if Nexuiz's bots were really incredibly well done and human-like they might serve more of a purpose in online play. But since that is really so difficult to code...I don't think it'll happen anytime soon.
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Re: Hard-coded symbol to label bots?

Postby Sepelio » Wed Jan 27, 2010 4:12 pm

What gets me about the bots in CTF is that most maps dont have waypoints. So the bots just go and sit ontop of the nearest shiny thing (ie megahealth) and instablast anyone that comes into their view. Its a pain in the ass if you deliberately join an empty server to try and break the cap record :(

As to the bots being shown up on the scoreboard... why not replace their n/a ping with some sort of bot symbol?
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Re: Hard-coded symbol to label bots?

Postby lda17h » Wed Jan 27, 2010 7:50 pm

It's easy to add waypoints..

g_waypointeditor 1
g_waypointeditor_spawn
g_waypointeditor_save

then add the waypoints file to the pk3 and you're done.. The commands might not be 100% correct Just do

apropos waypoint

in console..
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Re: Hard-coded symbol to label bots?

Postby esteel » Thu Jan 28, 2010 8:26 pm

Well if a server admin removes the bot prefix its their decision.. most of the time you can also spot bots because of their ping ;-)
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