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[HSP]Sonix Oh My Dear God Sir


Joined: 21 Mar 2007 Posts: 1247 : Location: I'm from Holland, where the frak you from?
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Posted: Tue Sep 11, 2007 7:20 am Post subject: |
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| 1DeVeLiShDuDe wrote: | | [HSP]Sonix*NL* wrote: | | Soldiers with a damn brain tumor! >_< |
My my! aren't we picky today!
Glad you agree tho!, of course AI is what you make it! Some web-bots, you can't really tell if there's someone else on the other end or not! Kind of like the 'IBM Turing Test' with Big Blue! |
Yeah, web-bots are pretty cool, but i mean the AI in UT....
Theyre so damn stupid >_<
| 1DeVeLiShDuDe wrote: | | [HSP]Sonix*NL* wrote: | | Really? Strategic NPC's? What game are you playing? >_< | If you have read any of the ONS bot scripting, you would know that their AI for that gametype is specific to it! made for them to protect the links and cores, knowing how to rebuild a damaged link etc. |
Yeah... but a real player would probably try to defend himself, like get behind a rock or kill the player that is shooting you. >_<
| 1DeVeLiShDuDe wrote: | | [HSP]Sonix*NL* wrote: | | Ehh... do you mean like UTRPG? stats get saved? Please explain =/ | Similar! but as far as I can tell they only get saved when you 'levelup', So - Yes & No! What I meant was any orders to bots, team mates, to save not just the stats - but also the current battle zone situation! Where everybody is, their weapons status, health etc. In other words a snapshot of the game, like a demo! if you record a demo and stop it in the middle! and come back to it later to continue watching! You haven't missed a thing! Comprende? :P |
Aha.... so a bit like the unreal mod... everything you pick up, the stuff you accomplish, the orders you have given... all stored...
Maybe if you could use the player id system (like ut2004stats.com)
And then save it:
A: On the server file, so the server can... do stuff with it.
B: on the site, so the ppl who play the game can see what they did.
Great idea...
Call it:
[HSP]Strategic Warfare
| [HSP]SuperSonicSith wrote: | | IDK about you guys... but I was messen around with my UT code and evrything i'm not suppose to touch and I found some AI script. They had been dumbed down alot so that they don't own you. So I changed it to "no" and then hell broke loose. So don't do that because they aim for the head and don't miss. |
Ok... so there is a way to hax ur game and power up the bots.
But the STANDARD bots r teh suxx0rz...
Even I can own a godlike bot... (wich with my skills says alot =/) _________________ Kick up that pan.
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[HSP]@uToPL@y Oh My Dear God Sir


Joined: 23 Jul 2007 Posts: 1872 : Location: Liandri Headquarters, Unreal Universe
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Posted: Sat Sep 15, 2007 6:37 am Post subject: |
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| Quote: | | Yeah... but a real player would probably try to defend himself, like get behind a rock or kill the player that is shooting you. >_< |
The scripting to do that is fairly involved! you also need to depend on your teammates to protect you, but know when to duck & cover - possibly when your health gets too low!
When UT3 finally comes out, you'll probably be pleasantly surprised by the improved bot AI & team support - their also supposed to have a fair amount of autonomous(more human) behavior.
Single Player Saves, in a Multi-Player Game! hmm... Maybe! The only catch I can see is; every time you play you may have different teammates with different abilities/weapons like WoW!
I wonder how long it will take before game designers start putting real AI into NPC/Bot Characters? ie. the ability to learn! or even recognize strategy patterns?
Some AI History:AI has been a part of computers since they were first used for the logic in huge keypunch calculators.
Heuristic & Neural net AI both have a long history of development, simulation is fairly easy. It's the original thought process that's difficult to create, even then - how can you really tell if a thought is original? with the millions of lines of code that get run to try and emulate one pure original thought.
I mean, finding a pattern or similarity between two or more very different thoughts is even hard for some humans.
Think about it! When was the last time you had an original thought? Has it been thought of before? Probably! Is someone else thinking of it right now? Maybe someone has already written a book on it! but it's not on store shelves yet! Just something to think about! ☻ _________________ http://www.gamefront.com/files/user/likemikes/
" War is lost, without it's Shepard's to sustain it. " :P
Last edited by [HSP]@uToPL@y on Sat May 17, 2008 8:38 pm; edited 1 time in total |
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[HSP]@uToPL@y Oh My Dear God Sir


Joined: 23 Jul 2007 Posts: 1872 : Location: Liandri Headquarters, Unreal Universe
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Posted: Sat Sep 15, 2007 6:39 am Post subject: |
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OOPS !!! Double Posted! ☻ _________________ http://www.gamefront.com/files/user/likemikes/
" War is lost, without it's Shepard's to sustain it. " :P
Last edited by [HSP]@uToPL@y on Sat Sep 15, 2007 9:10 pm; edited 1 time in total |
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[HSP]Wangtang Site Admin


Joined: 14 Nov 2005 Posts: 800 : Location: Connecticut, USA
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Posted: Sat Sep 15, 2007 7:29 pm Post subject: |
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Lol, sith... so it makes it liek the AI in America's army huh?
That whole 1 shot kill...
Something on AI and UT
the Unreal engine uses these things called "Path Nodes" which are basically makers that tell bots where to go and such. A better pathed map will make the ai better, along with changing the difficulty of the AI as well... such as "God like"
Now regarding this idea of yours...
You idea falls under the basis of a mod for ut...
IT is a worthy idea, and as far as continual war goes and multi-servers, you will need to work out alternate ways of operation in the event one only has 1 server, or a server crashes.
You also need to think about the fact you will be basically connected to multiple servers, if thats possible, then theres going to be a large amount of lag due to the fact you're connected to multiple servers and not all pc's are the same speed...
Check out http://gearsforums.epicgames.com/
Thats the Epic game forums, the best place to talk about the games and anything relating...
Talk about your idea there, people will listen if its good _________________
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[HSP]@uToPL@y Oh My Dear God Sir


Joined: 23 Jul 2007 Posts: 1872 : Location: Liandri Headquarters, Unreal Universe
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Posted: Sat Sep 15, 2007 10:27 pm Post subject: |
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| [HSP]Wangtang wrote: | | the Unreal engine uses these things called "Path Nodes" which are basically makers that tell bots where to go and such. A better pathed map will make the ai better, along with changing the difficulty of the AI as well... such as "God like" |
Come to think of it, you could use path nodes to a certain extent to simulate bots using cover, but it just wouldn't be the same as scripting for it.
| Quote: | as far as continual war goes and multi-servers, you will need to work out alternate ways of operation in the event one only has 1 server, or a server crashes.
You also need to think about the fact you will be basically connected to multiple servers, if thats possible, then theres going to be a large amount of lag due to the fact you're connected to multiple servers and not all pc's are the same speed... |
Many game companies are working on MMO games, but I haven't seen anybody in the MOD communities working on it - thats why I asked our members to watch for it! and let me know so I could check it out!
I did see an article for this one company working on a peer to peer server system using 'load balancing' so any new players would be helping to process the server data, and since the balancing is done on a pc to pc basis - slower cpu's would get less data to process. Although I don't remember if it was using UE-3 or what?
As far as redundancies in game server operations, that would be nice - but most people would say, it's just a game! LOL But seriously, I would think instead of having a levelup type saving system - it could be incremental in nature , say (anytime you get or lose health, ammo, weapons etc.). So if a players computer croaks, they can reboot and start off where they last had a status change.
I usually refer to the Unreal wiki or friends for most of my technical questions, but almost all the network code for UT is for MP client not peer to peer - and I haven't done anything serious enough to go to epic with it yet! Maybe soon tho!.
I was thinking! Yes again! Since the SP-Framework by fraghouse can run ONS maps in a SP mode, it might just be a matter of running Ballistic in ONS with the SP saving turned on and tweaked so it saves a little bit each time you get or lose something! Although the multi server/map thing might have to wait until someone comes up with a server package to handle it! or makes some maps that will use that type of server configuration!
PS. I'm still working on mine, among other things - like making meshes that will carve out more space if you need it, or tunneling through walls to make secret passages etc. _________________ http://www.gamefront.com/files/user/likemikes/
" War is lost, without it's Shepard's to sustain it. " :P
Last edited by [HSP]@uToPL@y on Fri Sep 21, 2007 4:13 pm; edited 1 time in total |
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[HSP]Sonix Oh My Dear God Sir


Joined: 21 Mar 2007 Posts: 1247 : Location: I'm from Holland, where the frak you from?
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Posted: Tue Sep 18, 2007 11:13 am Post subject: |
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Heres a little idea about the gametype idea...(yeah graphics suck, so sue me)
Map Info:
Well, this is basicly the map.
Its a forest, with the attackers stationed in a dense part of the forest.
the defenders, are stationed in the HX Fortress.
The attackers are at war with the defenders, and wanna kill them.
The goal of this map is to take over the defenders fortress, steal all the information about the "SNXHX!" System and then blow up the fortress.
The reason they want the information is because they have no idea what a "SNXHX!" is.
There is a little storyline behind the map, if this would be created maybe as map info =D (just ask.)
/Map Info.
Gametype Info:
Anyone who is not the commander will see this screen when he/she presses the button.
You can create teams, join teams, switch teams... whatever you want.
OR
You can become the commander.
If you apply, the voting system opens up for everyone, where they can vote who will be commander.
The voting screen will last for about 2 minutes, unless everyone has voted.[you can vote for urself]
Also, you have to be in a team, or you cant join.
You can choose what team you wanna be on yourself, but if you dont in 1 minute after you press fire (to spawn), you will be autoteamed.
The goal of the game is to defeat the enemy, a bit like as, only more strategical.
/Gametype Info
Commander Info:
Ok, the commanders issues Commands to the teams.(duh)
Team:What team to give orders to. When a team is chosen, the team's current movement and status orders will be shown.
Map Commands:
Move: The team is ordered to move to the position specified, then is chosen to Hold or Defend.
Attack: the team is ordered to shoot the enemy if contacted [also see Team Commands]
Hold Position:The team will stay at the location specified till the order is given to attack or move.
Defend:A combination of Attack and Hold Position; the team is ordered to stay at the location but will fight the enemy if contacted.[again, see Team Commands]
Team Commands:
Stealthy:The team is ordered not to fight unless taking fire.
Passive:The team is ordered to fight at sight, but remain on its issued move.
Agressive:The team is ordered to kill anything in sight.The team will follow any enemy that comes in sight, and make sure the target is eliminated.
^This all aplies to movement and hold position.
/Commander Info
Well, i hope it could be created, it would 0wn to have our own little game.
(yeah we have sniper and building but anyway this is better =p) _________________ Kick up that pan.
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[HSP]@uToPL@y Oh My Dear God Sir


Joined: 23 Jul 2007 Posts: 1872 : Location: Liandri Headquarters, Unreal Universe
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Posted: Fri Sep 21, 2007 4:45 pm Post subject: |
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Not exactly sure what you mean by gametype idea?
I mean the game already has just about all of the elements your talking about! Maybe just not all in the same gametype! Is that what you mean?
As far as the interface goes, thats pretty much a GUI thing - not gametype. Although if you make a new HUD ie. (mutator) for your map, you might as well include a gametype with it to make it easier to configure!
There would definitely be some work involved making it, but I'm thinking it could be an extension of the ONS gametype to make the development plausible.
Most of the commander/Leader thing could be whoever joins first! but if the other teammates know that that person isn't a good commander then players could initiate a commander vote. _________________ http://www.gamefront.com/files/user/likemikes/
" War is lost, without it's Shepard's to sustain it. " :P |
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[HSP]Sonix Oh My Dear God Sir


Joined: 21 Mar 2007 Posts: 1247 : Location: I'm from Holland, where the frak you from?
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Posted: Fri Sep 21, 2007 5:49 pm Post subject: |
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| 1DeVeLiShDuDe wrote: | Not exactly sure what you mean by gametype idea?
I mean the game already has just about all of the elements your talking about! Maybe just not all in the same gametype! Is that what you mean?
| You cant really issue a path to follow... you can just say ATTACK or DEFEND. | 1DeVeLiShDuDe wrote: |
As far as the interface goes, thats pretty much a GUI thing - not gametype. Although if you make a new HUD ie. (mutator) for your map, you might as well include a gametype with it to make it easier to configure! | Exactly! | 1DeVeLiShDuDe wrote: |
There would definitely be some work involved making it, but I'm thinking it could be an extension of the ONS gametype to make the development plausible. | well, maybe if you combined the ONS maps and systems, and the AS Attack/Defend cycle, you'd come close...
| 1DeVeLiShDuDe wrote: |
Most of the commander/Leader thing could be whoever joins first! but if the other teammates know that that person isn't a good commander then players could initiate a commander vote. |
Thats what i mean, if the commander does stupid stuff he gets devoted.
Thanks for looking at it. =D _________________ Kick up that pan.
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Chris Oh My Dear God Sir


Joined: 13 Dec 2007 Posts: 1502 : Location: Hinckley, Leicestershire, UK
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Posted: Tue Jan 08, 2008 3:58 am Post subject: |
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BUMP! _________________
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(HSP)Vercingetorix Pwner Lv2


Joined: 27 Aug 2008 Posts: 143 : Location: Do you really care
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Posted: Fri Jan 16, 2009 6:52 pm Post subject: |
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| [HSP]@uToPL@y wrote: |
I've been working on many different things lately, one of which is a configuration for a set of maps that are linked together through teleporters - each map in the set would require it's own server.
They would all have a similar name with a suffix of Sect.1, 2, etc. depending on how many maps were used, so each map could hold 32 players - but with 2 maps/servers totaling 64 player capability! Basically like a UT-AS-MMO. |
Im pretty sure there was a halo1 map like that (several seperated maps, connected by teleporters) :D :D
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[HSP]@uToPL@y Oh My Dear God Sir


Joined: 23 Jul 2007 Posts: 1872 : Location: Liandri Headquarters, Unreal Universe
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