icecoldduke Posted February 24, 2021 (edited) I ported the Quake 3 Arena bot code to RBDOOM-3-BFG. This is a first pass of that work. Included in this branch are 90% of the Doom 3 weapons ported to C++ from DoomScript, and half of the monster AI ported to C++ from DoomScript. Github: https://github.com/jmarshall23/Doom3BFG Edited February 25, 2021 by icecoldduke 1 Quote Share this post Link to post
icecoldduke Posted February 24, 2021 Not seen in this video but I also just added a new announcer set, and announcer feedback events for lead lost, lead gained, lead tied. 1 Quote Share this post Link to post
omx32x Posted February 24, 2021 i dont know if this was done before on vanilla doom 3 but damn thats really cool and its a good way to preserve the multplayer of doom 3 since nobody plays it anymore 1 Quote Share this post Link to post
icecoldduke Posted February 25, 2021 I updated the video in the OP, that shows up a more flushed out multiplayer experience, bot chat, better announcer voice, new announcer events, etc and with 8 bot FFA, it was a really fun match. 20 hours ago, omalefico32x said: i dont know if this was done before on vanilla doom 3 but damn thats really cool and its a good way to preserve the multplayer of doom 3 since nobody plays it anymore Thanks, you should check it out, its actually surprisingly really fun with all the new multiplayer changes I just put in, see the video in the OP. 2 Quote Share this post Link to post
omx32x Posted February 25, 2021 8 minutes ago, icecoldduke said: I updated the video in the OP, that shows up a more flushed out multiplayer experience, bot chat, better announcer voice, new announcer events, etc and with 8 bot FFA, it was a really fun match. Thanks, you should check it out, its actually surprisingly really fun with all the new multiplayer changes I just put in, see the video in the OP. damn this is becoming better and better shame that it seens like i am the only one that cares for this one recomendation you could also put some of the doom quotes as bot text like "rip and tear your guts" "cooking with gas" "thats a weapon not a teleporter" etc i think it would be really cool though i like what they are saying here too 2 Quote Share this post Link to post
icecoldduke Posted February 25, 2021 2 hours ago, omalefico32x said: damn this is becoming better and better shame that it seens like i am the only one that cares for this one recomendation you could also put some of the doom quotes as bot text like "rip and tear your guts" "cooking with gas" "thats a weapon not a teleporter" etc i think it would be really cool though i like what they are saying here too I just grabbed some quotes from Quake 3 Arena. If you got a second, would you be able to provide some feedback quotes for the bots? https://github.com/jmarshall23/Doom3BFG/blob/master/neo/d3xp/bots/Bot_chat.cpp 1 Quote Share this post Link to post
omx32x Posted February 25, 2021 i think the quotes are good what i said above was just a sugestion so dont take it too seriusly can i ask: how much time did you spend to create the mod? or was it more of a porting job from quake3? 1 Quote Share this post Link to post
icecoldduke Posted February 25, 2021 9 hours ago, omalefico32x said: i think the quotes are good what i said above was just a sugestion so dont take it too seriusly can i ask: how much time did you spend to create the mod? or was it more of a porting job from quake3? Last year I refactored the Quake 3 bot AI. In Quake 3 they had 4 "levels" of AI logic for the bots; level 0 and 1 were in Botlib, 2 and 3 were in the qagamex86.dll. I removed level 0(AAS) and replaced it with recast navmesh and moved level 1 into qagamex86.dll. This process took awhile. For this work, I essentially moved that logic to Doom 3 and switched recast navmesh back to AAS. The end result is something that's a lot easier to follow then the original Quake 3 code. This is the bot code that's now in my RB Doom 3 BFG fork. https://github.com/jmarshall23/Doom3BFG/tree/master/neo/d3xp/bots This is the bot code from my Quake 3 bot code refactor that I mentioned earlier that is all in the game dll and uses recast navmesh: https://github.com/jmarshall23/Quake3AI/tree/master/code/game This is the original Quake 3 code: https://github.com/id-Software/Quake-III-Arena/tree/master/code/game https://github.com/id-Software/Quake-III-Arena/tree/master/code/botlib 1 Quote Share this post Link to post
Azuris Posted February 25, 2021 (edited) 16 hours ago, omalefico32x said: damn this is becoming better and better shame that it seens like i am the only one that cares for this Nooo you are not! This is great! Edit: I don't know if i'll find Time before Weekend to read me in and test it out :) Edited February 25, 2021 by Azuris 0 Quote Share this post Link to post
omx32x Posted February 25, 2021 42 minutes ago, Azuris said: Nooo you are not! This is great! Edit: I don't know if i'll find Time before Weekend to read me in and test it out :) nice i still havent tested it because i excluded the bfg edition one day before he made this post oops 0 Quote Share this post Link to post
bloodbach Posted April 7, 2023 On 2/24/2021 at 3:03 AM, icecoldduke said: I ported the Quake 3 Arena bot code to RBDOOM-3-BFG. This is a first pass of that work. Included in this branch are 90% of the Doom 3 weapons ported to C++ from DoomScript, and half of the monster AI ported to C++ from DoomScript. Github: https://github.com/jmarshall23/Doom3BFG hello,your vid is set to private,can you show me a tutorial on how to put the mod so it could work,i downloaded it but idk how to set it up,all i tried was put the downloaded files in the doom bfg edition folder but doesnt seem to work 2 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.