 Monday, March 22, 1999 10:48 AM | |
Whoowee That Are Good!
The latest beta of the Cajun is being tested. Some noteworthy items are the ability to "freeze" things in time, while you can run around & look at the frozen bots & projectiles. I'm not sure this will be in the final release, but it sure sounds cool! Also, pressing "b" will spawn bots. This is good to hear, since the console method was rather cumbersome... thanks ParadoX for the news!
Lest we forget Fly, he is hard at work on some very new changes for TF. Those of you in the know, shhhhh... Let it suffice to say that it will be very much worth the wait.
 Wednesday, March 10, 1999 08:49 AM | |
Cookin' On
Yoghurt dropped me a line to say that work is going well on the Cajun Bot. He's solved the "roaming mystery", & is cooking on.
I've been a little preoccupied with the Deathbot & my own Valkyrie mod lately, hence the dearth of updates on this page.
I must say, it is pretty trippy using that ghost spawner thing in Valkyrie. Send off a ghost in each direction, & they're sort of like ethereal hunting dogs. "Go find the bot, boy!" Wait until the minotaur spawner is finished . . .
BTW, Valkyrie fits in really well with the gothic style maps. The Doom guy & Doom weapons always seemed kind of out of place in those maps.
 Thursday, February 25, 1999 12:38 PM | |
Turn Your Head & Cough
Mike has been working with Gokuma on those TF Bot skins, & this is a preliminary skin for . . . yes, the Medic. He looks very hygenic in his face mask, & will not spread germs amidst all the gibs. I noticed, however, that he is lacking the required gloves to protect himself from blood-borne pathogens--I hope that OSHA doesn't see this!

BTW, Mike's also working on a Breed DM map that features a wrecked aircraft & burning crater. He asked me to post a screenshot, so here it is:
The Cajun Bot will open doors! I discovered this last week while running around in addictiv.wad, but neglected to mention it in my state of the bots address.
 Wednesday, February 24, 1999 11:00 PM | |
Credit Where Credit is Due . . .
The new screenshot that Fly posted of the TF Bot features the work of Gokuma, who compiled some quick skins for the bot. He & Mike Tawney are working together on improving those skins, so what you see now will not necessarily be representative of the final product. Also, people should recognize the work of Black Shadow Software in that gun from their Twilight Warrior TC. There is a lot of great work going into this bot project!
I finally tried out StrainDM, & I'm glad I did, because I wasn't too crazy about the single player Strain. Nothing personal to A. D. A., as anyone who knows me know that I'll take DM over SP any day. Those DM maps are nice, & the textures are drop-dead gorgeous. I guess I'll finally go check out Wildman's Strain map he's been telling me about now . . .
One thing about Strain though, is that the player sprites are very grainy, like they need to be smoothed or something. Also, the replacement plasma & BFG reminded me of those old 1950's sci-fi weapons--very out of place in Doom, unless you are going to do some kind of "Lost in Space" TC, & I'm talking about the TV show, not the recent movie adaptation. "Warning, Will Robinson!" Oh, yeah, & the sawed-off shotgun was silent, which is a problem that Black Shadow had with some of Twilight Warrior's weapons.
 Friday, February 19, 1999 12:59 AM | |
State of the Bots Address
My fellow Doomers, I feel your pain when you're fragged by those bots. I decided to fire up a British import map, edge.wad, & try out all three current bots on them for a serious side-by-side comparison. I wound up going into Ragedm map01 as well.
Doombot: This bot is tough, & it roams well. It has deadly aim, & can cap you pretty quickly when it has those instant-delivery weapons, especially the SSG. It strafes side to side while attacking. It is unaffected by lava or slime. The game will automatically respawn the weapons, making the -altdeath parameter unnecessary, however you cannot get more ammo by picking up the same weapon again. Also, you cannot go from map to map by using idclev or the exits, which means that you will have to stop & restart every time you want to change maps. However, the Doombot doesn't slow down your machine like the other two will.
Cajun Bot: Now this bot is very different from the Doombot. You can edit an included cheat file to allow the bot to respawn with certain ammo, weapons, etc. Also, each bot has its own name & its own config file, which you can edit to change its skill. This bot will also roam pretty well, though it will get stuck at the base of ledges if it sees an item on top of the ledge that it wants. It also gets stuck on impassible linedefs that it can see through, like gratings etc. it is also unaffected by lava or slime. When it attacks, it doesn't strafe side to side as mechanically as the Doombot. It will sometimes charge you, or it may run back & forth behind cover. it moves very strangely, yet it does seem more lifelike, even though it is the easiest bot to hit. & what is really nice is that you can pull down the console & invoke "weapondrop 1" to make everybody drop weapons when they get fragged. They will also trash-talk, even calling each other by names. They can activate switches, & there have even been times when the bot was the one who triggered the exit switch to send us to the next map! & here is the best feature IMO--the bots will follow you to the next map & continue fragging away, which makes for some very nice tours of the big dm megawads. On another note, the Cajun bot didn't quite handle the breed_dm.deh stuff properly, as the flamethrower still shot plasma. Also, there were times when the game bogged down badly, giving me a framerate of 0.33-0.5 fps. Yeah, that badly, but most of the time it was acceptably smooth.
Deathbot: Now this bot is brutal. Hard-hitting, & hard to hit. The extra blood effects that come stock with DosDoom make for some very gory deathmatches. The bot has killer aim, & is definitely the most challenging of the bots, although there are times when it will mysteriously ignore you momentarily. This bot also bogged my machine down pretty badly, especially on detailed maps like gothicdm2. It definitely bogged down the worst of the three. It will strafe side to side when attacking, & it will actually fly up into the air if you hit it right with a rocket. & this bot is affected by lava & slime! Yes, it will choke & die after a few moments of running around in the lava. All it needs now is some sort of lava avoidance routine. Ironically, the only bot that avoids lava, the Doombot, is also one of those which are unaffected by it. The Deathbot will repeatedly run lemming-like to its death into the large lava areas of ragedm map01. One big drawback to this bot is that multiple bots don't fight each other. & of course, DosDoom doesn't support dehacked, so all those Breed DM & ROKS mods are not gonna work. You need DDF based mods, which unfortunately don't work with the bot either, as the bot is based on a yet unreleased 0.651 maintenance release, not the 0.65 that everyone has access to. It is hoped that this bot gets retrofitted with the 0.65 code, both to make it work with Gokuma's DDF weapons mod & to lose a weird bug in 0.651.
All in all, these are three great bots. They each have their own style & their own strengths. Pick one, & start fragging!
A Nit to Pick
This is just a grammar/spelling pet peeve of mine, & I see it mangled everywhere.
It's = It is
Its = belongs to it
Sorry, it just makes me cringe every time I see it messed up, like "It's weapons are powerful", which should be, "Its weapons are powerful".
 Friday, February 19, 1999 12:59 AM | |
Cajun Cooks Again
You can't keep a good bot down, & Yoghurt has come back home to Doom after a brief stint with a Quake TF clan. He has plans to integrate CTF support into the Cajun Bot, as well as his own mod. He has also taken his show on the road to another site.
 Thursday, February 18, 1999 01:10 AM | |
Death Becomes It
I am going to be busy testing the new Deathbot & trying not to drool over the keyboard. This thing is already way better than the N Bot was, & is less buggy than the Cajun (not a fair comparison, I guess, since the Cajun isn't finished). Is it better than the esteemed Doombot? Well, hmmm... I am going to have to take a better look before I make that call. If it was released today, it would be a very respectable bot.
No, I haven't tried any of the new DDF weapons with it yet. Nor have I played with the new things.ddf file yet. Still trying to figure out some weird lighting effects that I have noticed. Maybe a different -usepan parameter?
Surprisingly, Kester didn't use much of the Doombot source. Also, switch activating is planned . . .
Detour here . . . Wildman has posted an excellent tutorial on CTF mapping. I had posted lots of information here & there, but I have yet to organize it, & Rick Clark has written up a very good primer on this topic that you should see.
One more thing . . . Fly still needs some TF skins! It's a lot of work, but one real easy way would be to use QME to view the Quake TF models & just take snapshots of them from the appropriate angles. It's how Sir Robin did the work for his Quake conversion, & the Legacy guys were considering this technique for making skins as well. Surely there is someone who can take care of this--it's for the cause, people!
 Monday, February 15, 1999 01:41 AM | |
New New Breed DM
Fanatic's upgrade for Breed DM 1.2 is out, & it is better. The napalm gun no longer crashes, & there are some new blood effects as well as non-blocking flames. Note: the new blood effects don't work with the -add#bots parameter, so you won't be seeing this effect in any demos. To see the new effect, just fire it up on your own, using "b" to spawn the bots.
Also noteworthy is the new Breed DM map for it that Wildman just made. It's a bombed-out base. Fires burn here & there in holes in the floor. Its dark, claustrophobic layout means that you will get your butt kicked pretty hard, because in Breed DM, a split second is all it takes. You definitely stand a better chance in a well-lighted map.
John Tawney has contributed a 24 frag demo that I have not posted yet (busy weekend), & I must say that it's about time we saw some action in the BOThered MAP30 arena, & Breed DM style to boot! This was recorded on Breed DM 1.1, so if you have already upgraded, you'll need to re-install the old breed_dm.deh file to view this demo.
 Monday, February 15, 1999 01:41 AM | |
Breed DM News
Mike has reviewed Breed DM, taking quite an in-depth look at the weapons of this mod.
Be on the lookout for a new & improved Breed DM in the near future. Fanatic has just fixed the napalm gun bug! You know, the bfg replacement that was crashing the game? Heheheh & you thought New Breed was too tough before . . .
You know, you really should just take a look at what Fanatic has at his page about this . . .
Wildman has a new map in the works for New Breed, & it sounds like it is very cool--a bombed-out, burning base.
 Friday, February 12, 1999 12:12 AM | |
It Ain't Fair!
Yep, that's what some will say if they venture into the Breed DM arena, where the weapons are too powerful & the frags are too fast. Yes, Breed DM is demo friendly, & I will now feature Breed DM demos in the arena alongside the regular demos. It is fitting that the first Breed DM demo for RageDM04 is by none other than our own MTawney, with 27 frags.
Bots Compared
Sir Robin has just posted a comparison of the pro's & con's of the Doombot & the Cajun Bot. He makes some very good points. However, I don't think the Doombot is too hard. I like the challenge. He doesn't mention that the Cajun is very buggy atm, & cannot record demos. But the Cajun can go from map to map, which is better than the Doombot does. & it can do co-op, which is very cool. They both have their strengths & weaknesses, & both are cool. However, I think the Doombot is going to get used more, as it is in active development & doesn't have as many bugs.
Captain Motrin
Tip of the day: If you haven't done free weights in a while, do not hold a kid in each arm & do a set of dead-lifts! My aching back. :-P
 Friday, February 12, 1999 12:12 AM | |
New & Improved New Breed DM
Ah, the new player graphics are now in place in the latest version of the New Breed DM mod. Go check it out!
 Thursday, February 11, 1999 12:49 PM | |
New Breed DM
Fanatic & Wildman have released a DM version of New Breed, which has sparked a bit of controversy due to the devastating power of the weapons. New Breed is known for brutal power. ROKS is more balanced. Fanatic is taking feedback re: the power of the NB weapons--whether they are too powerful or not. Yes, they are too powerful. They are extreme. But New Breed is about being extreme. That's what makes it distinctive. When you fire it up, you know that you are going to be using the most extreme firepower available in the Doom community. Someone is going to complain about being mowed down in an instant by your twin Apache guns, but they can always turn around & give you the whithering blast of the flamethrower. I for one find it very annoying using underpowered weapons that you peck away at each other with, & that is why New Breed is so great.
Do you remember in the movie Robocop 2, when a committee altered the Robocop's programming to make everybody happy? The result was a Robocop who was so hamstrung that he was useless at what he was once best at. Well, my fear is that this will happen to New Breed--that it will become weakened & neutered, leaving it just another variation in a homogenized set of mods. If you don't like New Breed's power, then New Breed is not for you. There are other mods like ROKS around for the more balanced play you desire.
One thing I noticed missing from New Breed DM was the new player sprites. The dehacked is currently set to use the chaingunner monster graphics instead of the player graphics. The chaingunner goes very well with the weapons, but every single bot is red, red, red.
 Wednesday, February 10, 1999 12:54 PM | |
Rage On
I have neglected to post ParadoX's other RageDM demo in the arena. This one is for map05.
Old news, but Mike posted a nice review of RageDM with bots a few days ago over at his page. BTW, more RageDM maps are in the works!
 Tuesday, February 09, 1999 12:36 AM | |
Cajun Released "as is"
Well, Yoghurt has laid the Cajun to rest... but he has released his current exe! It has skins support, co-op mode, & it will follow you from map to map for great tours of those megawads. Start it in single player, & it will play as a co-op bot. Start it in dm, & it of course plays dm. You will still need the original bot that Yoghurt wrote, as the latest release of the Cajun bot is just an exe. Be warned--the original bot will overwrite Fly's Doombot, so you will have to reinstall Fly's bot (unless you use separate dirs--a good idea). The info I have on the original bot is still pretty much applicable, so read about it here. Thanks to ParadoX for the scoop!
 Monday, February 08, 1999 12:39 AM | |
More New Arenas, & A Reunion with Steven Polge ;-)
Well, the finest ctf maps to come out so far have been crafted by the Wildman mapping machine, & I have added a version of his first one, ctf1rdc, to the CTF Arena as well. BTW, check his brand new page. This brother is a dynamo! & keep your eyes peeled for a cool new version of New Breed. :-)
RageDM, which just came out, is a very sweet set of maps, particularly 4 & 5. Paradox has made a few demos for those.
BTW, it seems that people are crashing the Doombot on RageDM. ParadoX & I can get it to work fine, so don't forget:
doombot.bat -file ragedm.wad
I am going to start taking requests for the arenas. Fly has requested map01 from TeamTNT's Grievance, & when he sends me a demo I will post it.
BTW, I just tried the bots in Unreal--woah! Steven Polge, how far your reaper bot has come! Built in teamplay, multiple meshes & skins, cool weapons--it was very nice. Also silky smooth on Ma Mellow's Power Mac G3 (disparage Macs if you want, but I have seen firsthand that the G3 is an absolutely smoking gaming rig). Unreal has been knocked a bit because of its poor internet play, but the built in bots are awesome. & at $29, you can't beat it! Well, you do need a pretty fast machine to run it (which is why I bought the Mac version).
 Friday, February 05, 1999 02:06 AM | |
Nethr World
Well, I must say that the Nethr World beta release makes for some fine dm with bots, after you rip out the annoying key remapping from the dehacked file. Just search for the text "cheat" & then delete the entire section under that heading. Of course, you first need to remove the read-only property from the dehacked file. I really get annoyed by invoking the idclip cheat every time I try to go forward. A word to any other dehacked programmers: Please don't make the keys do anything weird. Just leave the keys alone. We all know the cheat codes, & if we really need them, we'll type them in. We don't want our movement keys to be triggering any cheat codes. Thanks!
The best part of the Nethr World was the dehacked work, the graphics, & the sound--I just personally don't care for the puzzle-type single player maps. I just fired it up with a decent dm map. The rocket launcher replacement was the stormtrooper rifle from Dark Forces. It shot what looked like the secondary fire of the concussion rifle from Dark Forces. The plasma gun replacement looked like something from Duke 3d (I can't recall too much from that game, though). The BFG replacement was very slow, & useless for dm unless you're shooting down a very long hallway I guess. It probably packs a good whallop, but the bots weren't standing still long enough for me to nail them with it.
All in all, I enjoyed using the weapons from Nethr World in dm with bots. It's a single player mod, but you can take the best from it for use in dm. Some original weapons graphics would definitely have been cooler, however. The use of ripped/modified graphics was of course pragmatic, but a little disappointing. But it was still a lot of work, & a fine job.
New CTF Arena
Wildman Rick Clark has kindly sent me a non-ROKS version of his latest CTF map for use in the CTF Arena, as well as a 33 frag demo!
 Wednesday, February 03, 1999 10:17 AM | |
Arena
^JJ^ has posted demos for the BOThered maps 1 & 2 arenas.
No one's touched my 21 frags in the NB4 arena yet. :-)
 Monday, February 01, 1999 10:20 AM | |
February Arena
A revamping of the arena was in order. We have four fresh new maps. The first three were long overdue at the arena: the three well-flowing maps of BOThered, an excellent wad by Adelusion. The fourth map is something special: an optimized version of map 4 from the New Breed dm mod by Marc Pullen, a.k.a. Fanatic.
One problem with New Breed & the -add2bots parameter is that the 2nd bot doesn't respawn any more after a few frags. No matter, it is still a blast 1-on-1! I posted 21 frags to get things going.
Attempts to record demos of ctf1roks.wad have been unsuccessful, which is a shame, because it is an extremely cool CTF experience. ROKS is CTF friendly, but demo unfriendly, while the opposite is true for New Breed. Hmmm...
ROKS Rocket Arena
Fanatic has released Rocket Arena for ROKS, & Rick Clark has already released a rocket arena map. It's a beautiful thing. Rockets only, & you start with 150% health (& go to 0% health very quickly!). Now, if only ROKS was more demo friendly....
NOTE: You'll have to add a few missing parameters to the roks_ra.bat:
-deathmatch 1 -skill 5 -warp 1
 Saturday, January 30, 1999 08:22 PM | |
ROKS On
Well, it's great to see some more activity in the CTF Bot scene. Rick Clark has been cranking out ROKS maps steadily, & his latest ROKS map is for the CTF Bot. I had been trying out ROKS with the CTF Bot, which was cool, but this new map is especially cool as it was made with ROKS in mind. The framerate takes a hit at times, but for the most part this is a very cool match of CTF. Spraying an arc of napalm from the central platform onto the bots as they run along the walkway below is most satisfying. That you can arc the napalm over obstuctions that would otherwise block your shot is incredibly cool. Also, the high ceiling showcases the very cool ROKS explosions.
On a slightly different front, New Breed is turning out to be extremely cool as well. There is some redundancy in the weapons between New Breed & ROKS, but they each have their own charm, & New Breed's weapons are decidedly more brutal. The range on the flamethrower is better in New Breed, but the arc of the flamethrower in ROKS is more realistic. The rockets are pretty much the same (faster, better than Doom 1 & 2). The pistol in New Breed is unique: a chaingun, hence the chaingunner player sprites. The Comanche guns in New Breed are devastating--probably my favorite weapon. The faster chainguns in both mods are a plus, as they remind me of the Heavy Weapons Guy in TF. The bfg replacement in New Breed is the only real problem, as it crashes the game due to a bfg blast alteration bug in Legacy.
Cajun Hibernation
A bummer has descended upon us. Says Yoghurt:
Hello, its going kind of slow on the coding right know (to little time, other projects and too much bugs) im dropping the project for a while. Someday i'll get starting again (i hope). . . well, im going for "Winter sleep"
G'night, Cajun Bot. :-(
 Friday, January 29, 1999 09:25 AM | |
A "New Breed" of Bots
Okay, I have been spending some time checking out Marc Pullen's site, & Marc has been getting me to take another look at New Breed, & this command line will get New Breed to work with bots:
doombot.exe -skill 5 -deathmatch 1 -warp 1 -nomonsters -file newbreed.wad -deh breed2.deh
It works great, & the weapons are brutal, but there is one problem atm--the weapon that replaces the BFG will crash the game when it blows something up, & gives the following error message:
Error: P_aimlineattack: mobj == NULL !!!
The workaround in the meantime would be to avoid maps with the BFG, or to remove it from maps.
Also, he has explained a way to remove the annoying key remapping from the dehacked file. Just delete the following from breed2.deh, using edit.exe or notepad:
Cheat 0
Chainsaw = kill
God mode = g
Ammo = w
BTW, the maps in New Breed have the best atmosphere I have seen in any maps for a long time--great lighting & music.
If you haven't been to Marc Pullen's site, you really should. He's done much of the very best Doom music ever heard in the community, & he has quite a bit of interesting content at his site. A very productive dude.
 Wednesday, January 27, 1999 08:39 AM | |
ROKS Rocks With Bots
Say that fast three times :-)
I'm sure that the ROKS crew has been wondering why I haven't mentioned this fine dm mod, & the truth be known, I haven't even tried it out until today, because I finally found it up on ftp.cdrom.com (I don't even try to dl anything from Geocities anymore). Well, I must say that ROKS is nothing short of brilliant, & it is 100% bots compatible. If you like bots, then you should get ROKS immediately. But keep in mind that you also need Gothictx.wad, which is of course the textures from GothicDM2. Then run this fat command line:
doombot.bat -file gothictx.wad roks_gfx.wad roks_map.wad roks_snd.wad -deh roks.deh
The enclosed map is huge, with lots of variety. The weapons are excellent, including a mine launcher that replaces the BFG & a flamethrower that replaces the plasma gun. I liked how the respawn at the mine launcher was in a prime sniping location >:-)
The music & new sounds are top-notch.
This newest effort by Marc Pullen definitely supercedes his previous effort, New Breed, another dm mod which I tried out recently. New Breed was interesting, but it changed the "w" key, which I (& many serious dmer's like Thresh, Killcreek, et. al.) always use for "forward", into a "weapons" key (idfa). It was a nice idea at the time, I guess, but imo it detracted from this mod quite a bit, because I really don't like having to remap my movement keys over to esdf just to play a mod.
I am really pleased to see some good dm mods coming out that are bot-compatible like this one. However, it's sad to say that only dehacked based dm mods are bot-compatible, since there are currently no DosDoom 0.65-based bots. DDF is soooo powerful & easy, that a a DosDoom based bot would make very intense dm mods extremely easy to make.
Calling All Skinners
Fly needs some TF skins for the upcoming TF Bot. If you've been living in a cave for the last few years, TF means Team Fortress, which is an enhanced CTF mod that features different classes, such as sniper, soldier, medic, engineer, scout, heavy weapons guy, etc. that was first done for Quake, & is now being developed for Doom. Anyway, if you are capable of crafting some skins of the various TF classes & would like to contribute, email Fly.
 Tuesday, January 26, 1999 11:40 PM | |
Ghandi does CTF ?
Not Ghandi, but UrHaSh made a nonviolent speed run in the CTFLevel.wad arena, racking up 110 frags, & challenges people to beat it:
Highest i've ever racked. I went for all out speed, and let my
touchdowns do the scoring (but i am a good fragger). Anyways, I hope
someone breaks my record, i'm sure its possible, and i'd love to see it.
He does wind up using the pistol a little bit towards the end, though. :-)
Bot screenshots
To take screenshots of your Doombot matches, add -devparm to the command line in your doombot.bat &/or ctfbot.bat file. Then, just hit F1 while playing to take the screenshot. Of course, it's better to get a friend to hit F1 for you, as you can otherwise get fragged while reaching up to hit that button!
 Monday, January 25, 1999 12:34 AM | |
Cleaning House
Well, I have been giving most of my pages a massive overhaul. The code is getting a much-needed cleaning up, as it has almost all been shredded by Netscape Composer, which is a very easy to use WYSIWYG HTML editor that also slops up the code pretty badly. By insulating you from the actual code, it keeps you from learning as much about HTML. I am now going exclusively with Arachnophilia, which is a very sweet raw HTML editor that gives you precise control & teaches you quite a bit about HTML if you have no skills (like me). Oh, and it's free.
The latest page to get renovated is the Bot Info page, which besides being ugly was getting pretty outdated. It's nice to get all these pages looking more cohesive.
Cooking With the Cajun
What a great bot this will be! Start it in single player, & it plays co-op. Start it in deathmatch, & it fights you. Exit to the next map, & the bot's frags display in the intermission screen. Then, the bot automatically spawns into the next map right along with you without skipping a beat. Beautiful. The thing trash talks you, too. :-)
You can make it so that you & the bots drop weapons upon getting fragged--a very nice touch.
 Saturday, January 23, 1999 07:19 PM | |
New Look
While the dark grey font on the darker grey background looked cool, it was a little hard on the eyes, & I had gotten some complaints. So how is this higher contrast design? Maybe I'll just do a whole new look, as I've noticed that this "rounded grey corners" look is pretty widely used. We'll see.
Well, I went ahead & did it. a new color scheme & some new graphics (does anyone recognize them?). They don't quite line up right from cell to cell, I know. Sorry if that bugs you. :-)
I added an image map to aid in navigation. & it looks cool too, imo. :-)
N Bot = Not Bot
I saw that the Nexus site is now dead. I wonder what else is dead over there, like development on the N Bot. :-P
Yep, it's confirmed. The N Bot is officially dead. Says Aurican:
Yes, for all practical purposes, N Bot is dead.
A bot bites the dust, without really seeing full functionality. It's too bad, because I was interested in seeing it work with Gothic98, which is a beautiful map regardless of how slow it is. The N Bot never made it past the Doombot 2.0 stage of movement, I think. It got stuck more often. It didn't attack. Its predecessor, the Nexus Bot, ran in a circuit like a train from node to node. Aurican had hyped his bots, but we never did see a truly dm-capable bot materialize, just a series of experiments. It's a shame that the N Bot will now join the ranks of the not-bots like the Vapor, er, Gravity Bot, which I have never even bothered to mention until now.
Demos Dearth
I've noticed that there haven't been many demos since the new 2.3 bot has come out. żIs it too tough for ya? It's true that the new bot is tougher, but it also has functional skill setting. From the console, type:
botskill #
# = 1, 2, or 3, with 3 being the toughest. The bots are skill 2 by default. Try 'em on skill 1 & see if it's less painful :-) Let's see some demos, people!
All right, Yangwar has picked up the slack by posting 99 frags in the CTFlevel arena. Judging from his movement, I would guess that he is a keyboarder.
Mystery Bug Solved
Ahah, Fly has solved the problem:
When there are more than 20 weapons on the map, it will crash...
So there you have it. Another CTF mapping pitfall to keep in mind when creating your next CTF map. Don't go too heavy on the iron. Really, though, 20 weapons should be enough for anybody.
Clarification Re: Bug
Hmmm... Fly was most emphatic in stating that there is not a bug with the team-only areas if there is more than one per base:
You can make more than one! You can make 1000 one team-only areas and the CTF DoomBot will not crash!!!!!!!!!!!!!!!!!!!
Let me clarify this by explaining that the bug seemed to be there when Gokuma's new TF map was being tested. It would mysteriously crash the Doombot, & the only remedy was to remove the items in one of the two team-only areas in each base. This led me & Gokuma to conclude that there was some sort of bug that pops up when there are more than one team-only areas.
Will this mystery be solved? Will the crashing map & the nonexistent bug paradox be reconciled? Will Fly throttle Captain Mellow for posting libelous remarks re: bot bugs? Stay tuned for the next episode of "All My Bots".
New Maps
BOThered is out for public consumption. It is a truly smoking set of maps, that any Doombot user should download as required fragging. These maps are great-looking, & the bots roam them very well. Now, maybe we can sweet-talk Adel into making some CTF maps...
Gokuma has just released a huge TF map that is currently for CTF use, but it will be updated for use with the TF Bot when it comes out. It is great to stand on the fort walls (I fart in your general direction!) & defend against the oncoming blue team.
I have given the map reviews page a much-needed updating. It was getting a bit dusty from neglect there.
Team-Only Sectors
Ahem, I overlooked a bit of mapping info that you ctf mappers have nonetheless observed: team-only sector types. You can designate certain areas to be accessible only to one team or the other. It is typically used for a team's weapon storage area within their base to prevent the intruding team from grabbing the other team's weapons. If you attempt to enter the other team's weapon storage, you will instantly die, which proves to be a pretty effective deterrent. ;-)
To designate a team-only area, change the sector to type 201 for blue team only & type 202 for red team only.
Make only one team-only area per team base, or you will crash the CTF Bot (thanks goes to Gokuma for finding this bug).
Wolfendoom Meets CTF Bot?
Not really, but what better way to get psyched for the release of Arctic Wolf than to play CTF against Doombots that look like nazi guards or officers in converted MAP31 & MAP32? I also converted some skins over for the Doombot. Here it is. They are maps 01 & 02 in this wad. In the first map, I tried to preserve the setting somewhat by only having chaingun, SG, & RL. But in the 2nd map I decided to just leave in all the weapons. These maps really show how the Doombot 2.3 aims like the infamous Stoogebot of Quake. This is really just something I threw together for fun, but maybe someone can crank out a decent Wolf3d-motif CTF map for these skins.
Another New CTF Map, Fun w/ Skins, Arena Action
Prower has sent me a ctf map, prwrctf1! How cool. I have felt bad about ripping on his map14 in my Surge review, & I am glad to know that it's all water under the bridge. Anyway, this map is a lot of fun, & you should try it out. It's good to see more mappers getting into the act of cranking out some new CTF maps to supplement my converting of old maps.
One nice thing about the CTF maps is that it forces mappers to streamline their maps, sacrificing detail for playability. Playability has become a lot more of an issue with the CTF Bot. Prower articulated something along these lines in the Surge review on his RA show, & I developed this idea somewhat on my pages as well (& as gothic98@doomworld.com vividly demonstrated): the trend of extreme detail vs. extreme playability & the whole need to strike a balance between the two. When a well detailed map also has great playability (like Adelusion's Bothered.wad, & Gothicdm 2 map30), you have really hit the mark.
I have been playing around with some of Legacy's skins, & have rewritten the innards of two of the skins for use with the Doombot. Pretty simple, really--just tedious to rename every graphic. Anyway, I have a snowman skin that works great with Sir Robin's ice castle map. To use it with the Doombot, just run the following command line:
doombot.bat -file xmasdm98.wad snowman.wad
I also have a Doombot-compatible Quake marine skin. It really makes that Gothicdm 2 map30 all the more enjoyable.
Fragman has submitted a new demo for the Head Rush arena. Remember, Doombot 2.3 demos only.
Yoghurt's Cajun Bot
Yoghurt has been pretty low-key lately, quietly coding away on his bot, & it now has a new name: the Cajun Bot. Of course, he has been doing more than writing a new name, he has also fixed the "spin in place like a top after fragging you" bug (which could also mean that the roaming ai has been fixed), implemented co-op play (& made the bots smart enough to avoid running into your line of fire), & improved the nodes to allow up to 1000 nodes per map. Add to that improved nodetable the sophisticated team play that he is planning, & we could have one cookin' Cajun! Oooowhee! "You don't think that's a frag? (BLAM!) Now that's a frag!"
GL Whatever
This is off topic somewhat, but I feel the need to rant: Raven decided to release the Heretic/Hexen source, which is of course cool. But I was somewhat disappointed by what the Raven rep said--something to the effect of "I can't wait to see what comes out of this: GL Heretic & GL Hexen." Well, I really hope that there is more creativity than that done with the code. If the only thing that happens is that coders crank out unplayable versions of old classics, well, I will just puke. GL whatever is to me an irrelevance. I am not the least bit interested in GL Doom or 3dfx Legacy, as I don't have a raging fast machine with a 3d card. How about concentrating on making it more fun instead of making it less playable? How about adding fun features (mlook, jumping, bots, skins, extensibility, better network play) instead of bloated features (massive hardware requirements)? If DoomBloat99 & HexenBloat come out, I would rather get a slow framerate playing Half-Life in a tiny window at 320x200. Please, leave Doom & its knock-offs as blazing fast & ultra-smooth as they are now.
Ahh, that was most cathartic.
New CTF Map
Cyberdemon has been very cool to let me test his new CTF map called 2faced.wad, & he has now allowed me to distribute it (hey, I'm even in the credits--cool). It's a quick fragging map with some good CTF action. It's been cleaned up & opened up as well, to allow for higher scoring & better flow. Give it a try, you'll like it.
Revamped Arenas
I got some new demos a few days ago, but have been so busy that I only now have been able to post them in some hastily revamped Arena & CTF Arena pages. MTawney has posted 20 frags with the 2.3 bot in the Head Rush arena, & 92 frags in the ctflevels arena.
CTF Bot mania is catching on... Cyberdemon is working on a ctf map that is just brutal. Each flag capture is a hard-won Pyrrhic victory. At the time of testing, it was a very low-scoring map touchdown-wise (one touchdown = 10 frags).
Since the 2.21 demos are no longer being used, the old arena competition will be closed, & the current top scores are to be declared as the winners of the old arena. Congratulations to Unfy, Nemesis, Fly (heheh), me (heheheh), & Fragman.
Team Fortress Info
Over at Gokuma's, there is some great info on the TF Bot project, which is being undertaken by Fly, Gokuma, Mike Tawney, & Barubary.
I confess that in my preoccupation with CTF Doombot, I hadn't really taken much notice of the new Ground Zero project. I will be checking it out now... it may work with the Doombot!
New CTF Map
Today Dru gave the okay to release my converted version of his ctf8().wad, which is an interesting ctf map that is pretty spread out, yet the bots navigate it well. Thanks to Fly, also, who advised me to place an extra node by the blue touchdown to help the blue team to score (they weren't bringing the flag back, which was resulting in some pretty lopsided scores). The layout is somewhat maze-like, but if you follow your teammate bot, he will lead you right to the blue flag.
CTF Demo Recording
Okay, here is the command line for recording ctf Doombot demos:
doombot.exe -timer 5 -skill 5 -deathmatch 1 -ctf -warp 1 -file ctflevel.wad -record testdemo
& to play the demo type:
doombot -ctf -playdemo testdemo.lmp -file ctflevel.wad
So there you have it! I don't have time to set up the ctf arenas right now, but you can start sending me demos of ctflevel.wad & nwxctf.wad maps 1-3.
Three CTF Maps From NowhereX
I just finished taking the best suited maps from NowhereX & converting them for CTF use with the new Doombot 2.3. Go ahead & try them out.
If anybody else knows of some cool maps that aren't restricted by the authors, please let me know.
BTW, since the new bot is out, I will only be accepting arena demos done with the new 2.3 version. In fact, I may start a CTF arena soon.
Doombots meet Unreal
I just checked out Mechanical Pain, which Ricrob is holding onto at his squatter's village for the meantime. It's a Doom2 conversion of an Unreal map, & has some beautiful textures. It is genuine Doombot-tested (says so right in the txt), & it is indeed very bot-friendly. The only door is to the exit, & of course we don't want those bots running for the exit.
I have been checking out cool maps to convert to CTF maps, so of course I'm looking for the ones without the uptight "Authors may NOT use this level as a base to build additional levels" restriction. I need look no further than NowhereX by Dan Twomy. I will see what I can do, knowing what I do about the CTF Bot.
New CTF Map
I just converted map09 from Dan Twomey's NowhereX for use with CTF Bots. It is very small, so the play is quite intense, & the map lends itself well to ctf since it features two fort-like structures. Because of its small size & the visibility of the flags/touchdowns, the nodes aren't really needed.
CTF Bot Map Conversion Tips
The red team (your team) uses 4 dm spawns. The blue team uses the player 1-4 starts.
The flags are card keys (visible as flags in the game), & the touchdown points are skull keys (invisible in the game, so placing them in a distinctive sector is helpful to you, the human--the bots can see them anyway).
The nodes are candles (thing 34, invisible in the game to you, but you don't need to see them anyway). They need to be placed so that they are visible from one node to the next. When a bot reaches a node, it needs to be able to see the next node, so make sure it's not hidden around a corner. Also, the bot prioritizes touchdowns & flags higher than nodes, so make sure that it doesn't see a touchdown or flag before it reaches the node that it needs to go to in order to reach the flag/touchdown. For example, if the bot gets the enemy flag, but then sees its touchdown up on a ledge, it will try to go directly to the touchdown instead of going around the corner & up the stairs like it needs to, which will result in the bot getting confused/stuck.
Fly recommends placing no more than 20 nodes, so be careful when converting a big map.
NOTE: Placing the flag & touchdown directly on top of each other will cause the game to crash when your flag is taken. I like to place them in the vicinity of each other, but be careful to place them side by side.
Doombot Source Released!
It's the DosDoom codebase, which is cool because now we may get to see some DosDoom 0.65 based bots, with all the ddf goodies in place. This could open the door for some incredible bot dm tc's--if some coders get on this. I wish I was a coder, because I would be all over this.
CTF Bot Sunday!
Fly is releasing 2.3 of the Doombot, now called the CTF Bot for obvious reasons. A few things that you can expect is a more aware bot. Gone is the bug whereby the bot would ignore you until it reached its current waypoint. It is looking around all the time now, & it is much tougher! Fly said that he'd fixed the problem with the bot strafing into corners while firing & getting stuck, but in doing so the bot then wouldn't cross certain linedefs. We'll see if he's fixed that problem as well. Now Adel, about that CTF map.... ;-)
On another note, I'll be testing out the bots on some classic dm wads & reviewing them in the near future. Among them are NowhereX, GothicDM (the 1st one), Overload, & maybe some others.
BTW, I tried out the bots on Addictiv.wad by Iikka--very, very sweet wad, but all the doors pretty much disqualify this set of maps for the bots. Even after removing the doors & other funky bot-daunting architectural features, I found that the maps were too lean on the iron (i.e. short on weaponry). Iikka explains that he likes the hunting type of dm experience, & his maps definitely make for that sort of match. I prefer the faster type of fragfest, & these maps need more iron & no doors/lifts. Too bad he doesn't want people using his wads for other wads, because these would make very cool CTF maps.
On the arena front, keyboarder Bel racks up 37 frags in Quake 3:16.
Keyboarder Rampage
Bel continues his no-mouse approach in the ever-popular Quake 3:16 arena.
Exclusive Thrust Bot Screenshots
Darkfang was very cool to provide some exclusive screenies of his lost trooper bots, which are on display in the appropriate area.
Half-Life MP Choke
Well, I tried to pick up some internet HL action yesterday, & it was a vivid reminder of why I love bots so much. Lag, slow framerate, & long server connection times all made me yearn to fire up a fast, smooth game of Doombot dm.
Arena News
Unfy makes a comeback with at least 40 frags on Quake 3:16.
Bel posts 34 frags on Shrouded Ground.
Bot Development
Fly informed me today that the bots can finally find flags! This is great, as I know he's had some difficulties with this.
Aurican did confirm his intentions to rewrite the N Bot again to make it better. He told me not to expect shooting yet, though... This bot has had so many rewrites, it should be called Phoenix Bot! ;-)
Gothic98 Speaks
I hope Gothic98 doesn't mind me quoting him here. He told me what his purpose was behind Gothic98.wad:
it is, in itself, a lesson and warning for mappers everywhere, both in terms of the merits of detail, and the vices.
Epidemic Victim
I succumbed to a growing epidemic--I just picked up Half-Life yesterday morning. Let me tell you, it has an unprecedented immersive quality that comes the closest to the holy grail of the suspension of disbelief that I have ever encountered. Hats off to Valve, who crafted a masterpiece. John Carmack once said something to the effect that he wasn't afraid of the fat cat game companies overtaking him, Rather, he was afraid of the few unknown guys working in their basement. Well, this startup known as Valve may well qualify as the unknown guys, although they are working for the fat cats at Sierra. Anyway, I may lose a little momentum in Dooming due to the Half-Life distraction, but I will not abandon my post.
I had to clean house on the hd before I could have the required 400 meg free space just for this thing to have enough breathing space--out went Quake & all the concomitant paraphenalia (woah!), as well as many other things. I was ruthless.
Any Half-Life bots out there yet? I hear that the Oak3 guy is waiting to jump all over the code when it is released, so let's go, Valve!
Maps
Sir Robin was kind enough to share the bot-optimized ice castle map with me--it's coming along nicely, & the bots no longer get stuck in the moat.
Bothered.wad is looking sweet. Playing map 2 is like listening to an album entitled "John Romero's Greatest E1 Hits". I don't know how Adel does it--the man is simply amazing.
I haven't played many dm maps, for the simple reason that dm hasn't been an option for me until the advent of the Doombot. Consequently, there are a lot of classics (addictiv, etc.) out there that I am trying out for the first time. Hopefully, I will be doing some retro map reviews soon.
The New Look
I like this new layout, & I may very well keep it. The Last Doomer was kind enough to offer this page layout of his for my use. I hope not to bastardize it too much. :-) I like the color motif, & I can still keep my favorite backgound color (black) outside the tables. If you're feeling nostalgic, you can go back to the old page, which I'll keep around as an archive of sorts.
IRC Haze
In the dizzying array of /msg windows last night, I heard that Aurican is rewriting his N Bot again. Sorry, I forget who told me. Stay tuned for more details.
Romero was in #doom2 last night in Efnet. He was no doubt inundated with /msg's, but he did eventually ask me the whereabouts of the Doombot, & he thought the demos competition was a cool idea.
Killcreek (also in #doom2) told me later that Romero had mentioned at work that he was going to download the bot. So among the other things being dicussed at Ion Storm, they are talking about Doom bots. :-)
On another aspect of Doom, Killcreek said that she prefers the original Doom without mlook & jumping. Yup, she's a purist. :-)
Arena News
Fragman posted some new demos for the Head Rush arena, 26 & 33 frags.
Sir Robin told me on ICQ yesterday that he's optimized his snow castle dm map for bots. Hopefully he'll make that map available for us soon.
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