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XSpire AI Mega Demo
#196798
05/13/06 14:02
05/13/06 14:02
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Joined: Jan 2003
Posts: 4,305
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XSpire AI Mega Demo
OK, here it is, a large Demo using the XSpire AI to show 3 types of gameplay. Deathmatch Domination Capture the Flag It contains 3 Maps Frank_G´s CTF Level The Backyard Level from the Downloadpage and a Level from Jostie http://www.wasteland.at/XSpire_AI_Demo.exe32MB It shows the current Status of the AI, that is still in development, and will undergo some major changes.
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Re: XSpire AI Mega Demo
[Re: PHeMoX]
#196808
05/14/06 18:03
05/14/06 18:03
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Joined: Jan 2003
Posts: 4,305
Damocles
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What is planned, are team positions, such as Offender (attacking the base, and walking together or with the player)
Midfield-Defense, mostly for capturing enemy flagholders on their way back
And defenders, that take strategical positions, to guard the flag.
These positions are already implemented, but they are not tuned yet. So the midfielddefenders attack the flagholder, but might run in the middle of the action to a healthpickup. They need to somehow project the way the flagjolder will take, and then try to outrun him.
But the main part in CTF that is missing is the ability to pick up flags, whenever the teammate was killed. Its just not implemented yet.
But if the bots where too smart, it would not make much fun for the player, and get frustrating. It heavily defends on the outlay of the map too. In Franks map you can try to use the side-coridor to outrun the main battle. I had a more open map, in wich it was really hard for the bots, to score at all.
Anyway, if you want to make a good CTF Map, and want to see it in action, just PM me.
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Re: XSpire AI Mega Demo
[Re: Damocles]
#196809
05/14/06 19:54
05/14/06 19:54
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Joined: Aug 2005
Posts: 1,012 germany, dresden
ulf
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Joined: Aug 2005
Posts: 1,012
germany, dresden
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i wouldnt say i have a slow or old system. i can play actual shader hungry games like ghost recon advanced warfighter fairly good.
ati radeon 9800xt pro, 1gig ram, athlon 2ghz
in this demo there comes no real fps feeling because of the lag from the mouse. sorry to say that but iam a fps player i used to play those games extremley often in past times. you just need to have a smooth mouse that feels the same in every area otherwise you mess up aiming wich is bad. you have to compensate the fps lag with your mouse wich just plain sucks. its heavy fps depending like i said in some areas and you have to move your mouse in another way.
this is no insult ! you are doing a great job with your project and are probably one of the best wdl coders i know. but you need to improve that either by optimizing your levels or code somehow.
good luck, please take this as constructive critisism
Last edited by ulf; 05/14/06 19:56.
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Re: XSpire AI Mega Demo
[Re: Damocles]
#196811
05/16/06 15:11
05/16/06 15:11
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Joined: Dec 2003
Posts: 1,220 Just down the road from Raven
BlueBeast
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Serious User
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
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I know this thread isnt about level design so much, But just from the screenshots I see a ton of blocks that could have been models.... and then used blocks with the 'none' flag set to make the shadows. This could increase performance a bunch I just downloaded, i'm gonna check it out! Jason
Gamestudio Pro 6.4 Pentium 4 3.0 GHz 800MHz BUS AtiRadeon 9800 pro 256Mb 21" Monitor 1 Gig DDR RAM 36 Gig RAPTOR SATA+ 120 Gig SATA SB Audigy 2 w/ 450 watt Logitech Z680 5.1 www.nordicepitaph.com
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Re: XSpire AI Mega Demo
[Re: BlueBeast]
#196812
05/16/06 15:44
05/16/06 15:44
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Thanks Jason. I did one of the levels and you are right. I could have done a lot of lamps as models and not from blocks. That will be done in the future. I learned my lesson while waiting 3 days for compiling visibility. In the middle of the process there was a time where the compiler took 7 hours just to calculate one single portal.
Next level will be much better with more models for details and less windows.
Models, Textures and Games from Dexsoft
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Re: XSpire AI Mega Demo
[Re: Matt_Aufderheide]
#196814
05/17/06 06:40
05/17/06 06:40
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Joined: Jan 2003
Posts: 4,305
Damocles
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Joined: Jan 2003
Posts: 4,305
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I am very conservative with shaders, to keep compatability with older Systems, if a shaders makes a level significantly slower, I will not implement it.
That makes the bot difficulty:
Turnspeed, with which speed can the bot refix the target Movespeed, (in hardest mode, bots move as fast as the player) Attack-angle adaption, bots shoot with an offset, to compensate for the bulletspeed in moving targets (on the harder modes)
Stand to attack, in weaker modes, bots have to stand to shoot.
Normal weapon recoil, as the player experiences too.
I know, that the aiming should have another offset, to make it harder for the bots to fix a point. But there are also players, that shoot as good as the bots, so I made the hardes bots for them,
The weapons do a bit too much damage currently.
If you want, look into definitions_2, and tune the weapondamage a bit.
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Re: XSpire AI Mega Demo
[Re: PHeMoX]
#196815
05/17/06 12:28
05/17/06 12:28
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Joined: Jan 2006
Posts: 179
Cemper
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Posts: 179
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The Menu starts, but when I select a level and when I start it then, I get an Error: "Nexus too small(26457)" (or any number like this ^^) and then the game crushes.
Was nie begonnen, kann auch nie scheitern.
(Mit anderen Worten: Leg dich aufs Sofa und sieh fern )
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Re: XSpire AI Mega Demo
[Re: Damocles]
#196817
05/17/06 13:10
05/17/06 13:10
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Joined: Jan 2006
Posts: 179
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Yeah, that was it. Will play it later, have to shut down now ^^
Was nie begonnen, kann auch nie scheitern.
(Mit anderen Worten: Leg dich aufs Sofa und sieh fern )
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