Stupid Angry Bot - A Multiplayer Bot for Quake 4. There's a lot more info in the readme so be sure to read it.
NOTE:
This is an Alpha version.
While theoretically the worst that will happen is the game crashes, I hold no responsibility if your computer explodes in a ball of incandescent fury.
= Known bugs and Limitations =
Well, most of it, I could write a novel.
Tourney game type isn't playable, because players are spilt off into their own "instances" so multi 1vs1 matches can take place and the fact that I just haven't looked into it all that much.
Q4DM2 - Sandstorm - Is largely unplayable due to the fact I haven't tweaked the aas file re: terrain.
Q4CTF5 - Xaero gravity - Also somewhat unplayable since bots can't drop down to the lower level with the jumpad that leads directly to the other base.
= Performance =
As a rule you generally want performance over graphics in multiplayer games anyway, and throwing in CPU eating bots means you may want to consider dropping details down a bit.
i.e. High special effects and shadows off, dropping down resolution. Have a look for Quake 4 tweak guides on the net.
As well as experimenting with how many bots your system can comfortably handle.
= Using the Mod =
IMPORTANT: Make sure your Quake 4 installation has been updated to version 1.0.4.
1. Installation: Create a folder inside the Quake 4 folder called "sabot" and unzip the files into it.
2. Loading the mod:
Run the batch file "Load Sabot" in the sabot folder.
Or load quake 4 and choose sabot from the mods menu.
NOTE: You'll be able to tell if the mod has loaded successfully by typing:
gamename
At the console, is should say gamename is "SABot a8".
3. Adding a bot
Start a new multiplayer server
To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type:
addbot bot_sabot
Note: addbot command works like the spawn command, eg accepts key/value pairs.
Tip: Typing addbot bot_<TAB> will give you a list of bot defs.
4. Removing a bot
Use the console command:
removebot n
Where n is the id of the bot.
= Bot difficulty =
Bots aim accuracy or "drunkenness factor" can be set when bot is added with the key/value "aim_accuracy", higher value = less accurate.
Range [0-4]
You can slow down bots aim a bit with key/value "aim_rate" default is 0.5 with less being slower. Range [0.1-1]
= Teams =
The team of the bot can be specified with the team key/value. 0 = Marine, 1 = strogg Note: autobalance may override this.
You can force bot's to change team via the normal admin menu.
= Customising =
Bots can be customised as they are added (as seen above) or via def file.
The bots read all ui_* key/value like a player.
These include:
ui_name - For the name of the bot
ui_clan
ui_model
ui_hitscanTint
Some of the above setting are in their own character def files, the can be added with:
addbot bot_sabot_tinman
addbot bot_sabot_blackstar
addbot bot_sabot_fluffy
Have a look at the file sabot/def/bot_sabot_characters.def for the examples.
= Playing custom maps =
Compiling AAS Files: The AI navigation system in Quake 4 relies on its own map of the level you are playing on. Chances are most multiplayer maps weren't created with this in mind but you can force the engine to compile them. They'll be rough, but will work for the most part.
You'll only have to do this once for each map that doesn't have them.
The console command is:
runaas mapname
Where mapname is the name of the custom map.
The quality of the aas file (i.e. incomplete areas for bot) will depend on how the map author has handled patches and models. See below.
= Making your own map bot ready =
The aas compiler takes into account brush geometry but not patches or models (func_statics etc). You must block these out with a brush textured with common/monsterclip.
See the quake4 single player maps for examples.
Things will be a lot better if you follow the standard quake 3 "playerclip everything you can" approach.
Also make sure the file aas.def in the sabot pak000.pk4 is loaded with your editor, this means either putting the file in base/def (which will cause problems for single player maps) or loading the editor with the sabot folder set as fs_game, i.e. quake4 +editor +set fs_game sabot
When running bsp/dmap runaas will automatically be run. You'll notice the only aas compiled is the aas32, the rest will be 630bytes empty and you can delete them.
= Feedback =
Visit the SABot section in the OakBot forums:
Changes
1. Name changed from "quake4 setup" to "Quake4 FastStart" (thx guladig)
2. Added functionality to browse cfg files for the "Execute config field"
3. Added functionality to create AAS files
4. Added Mapcycle creation(advnced and simple)
5. Fixed issue where selected bots were not being saved.
6. fixed issue where maps had no icon, a default icon is now used
7. Users are now able to delete bots
8. Two extra Bot options added, bot model, and bot rail color
9. fixed issue where bots randomly join teams(autobalance)
10. fixed issue where quake4 menu screen has a white background(still needs testing)
11. improved the def file creation when faststart is opened
12. Added confirmation messages to the various save and delete buttons
13. "Launch game" and "save settings" now do the same thing, except save settings doesnt launch the game.
...non è un AGGIORNAMENTO vero e proprio ma un altro nuovo proggetto su i BOT di Quake 4 proprio per l'ultima versione 1.2
Sabot a9
Description:
This is pretty much the same as the previous version expect for the fact that it's updated to support the latest 1.2 patch.
NOTE: This is an Alpha version.
While theoretically the worst that will happen is the game crashes, I hold no responsibility if your computer explodes in a ball of incandescent fury.
ChangeLog
Just an update to Q4 1.2
Known bugs and Limitations
Well, most of it, I could write a novel.
Having other players connected to a server with bots is rough, while there are plenty of reports it runs fine there are some crash bugs in there.
Q4CTF5 - Xaero gravity - Crashes at some point.
Performance
As a rule you generally want performance over graphics in multiplayer games anyway, and throwing in CPU eating bots means you may want to consider dropping details down a bit.
i.e. High special effects and shadows off, dropping down resolution. Have a look for Quake 4 tweak guides on the net.
As well as experimenting with how many bots your system can comfortably handle.
Using the Mod
IMPORTANT: Make sure your Quake 4 installation has been updated to version 1.2.
Will not work on earlier versions of q4 and not guaranteed to work on later versions of q4.
1. Installation: Create a folder inside the Quake 4 folder called "sabot" and unzip the files into it.
2. Loading the mod:
Run the batch file "Load Sabot" in the sabot folder.
Or load quake 4 and choose sabot from the mods menu.
NOTE: You'll be able to tell if the mod has loaded successfully by typing: gamename
At the console, is should say gamename is "SABot a8".
3. Adding a bot
Start a new multiplayer server
To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type:
addbot bot_sabot
Note: addbot command works like the spawn command, eg accepts key/value pairs.
Tip: Typing addbot bot_<TAB> will give you a list of bot defs.
4. Removing a bot
Use the console command:
removebot n
Where n is the id of the bot.
Bot difficulty
Bots aim accuracy or "drunkenness factor" can be set when bot is added with the key/value "aim_accuracy", higher value = less accurate. Range [0-4]
It rises again from the grave to forever taunt me. Just a quick update to 1.3, but SABot had been previously shifted to the new fake-client framework which was a lot cleaner and stable. The ai code it still the horrible stuff that hasn't had any major overhaul since a7/doom3. But whatever, it works.
Version Sabot a10:
Just an update to Q4 1.3, quick hack, 80% broken, support for deadzone gametype.
Minor bug fixes.
Now based off new fake-client framework worked by custom, John, gauss.
Bot's persist over map change.
Using the Mod:
IMPORTANT: Make sure your Quake 4 installation has been updated to version 1.2.
Will not work on earlier versions of q4 and not guaranteed to work on later versions of q4.
1. Installation: Create a folder inside the Quake 4 folder called "sabot" and unzip the files into it.
2. Loading the mod:
Run the batch file "Load Sabot" in the sabot folder.
Or load quake 4 and choose sabot from the mods menu.
NOTE: You'll be able to tell if the mod has loaded successfully by typing:
gamename
At the console, it should say "SABot a10".
3. Adding a bot
Start a new multiplayer server
To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type:
addbot bot_sabot
NOTE: addbot command works like the spawn command, eg accepts key/value pairs.
NOTE: Typing addbot bot_<TAB> will give you a list of bot defs.
4. Removing a bot
Use the console command:
-removebot n
Where n is the clientnum of the bot. Bot clientnums start from 32 down.
or
-removebot botname
Where botname is the name of the bot