Obviously there is the option of just rewritting Q3A code into UE5 for specific things like weapons and movement. If I were a decent enough programmer I would have already given it a go. I think there would be ways today to actually make computer AI operate stronger in Arena FPS, just from playing SpiterBot and CPMA Bots I get the sense that if not for engine limitations in the past it would have been achievable beyond question, just it really depends mainly on what the programmer knows about duel or if someone is providing feedback on it. Most likely, putting some of the AI functionality into the hands of the mapper would provide larger options for most of the challenges programmers have had in Q3A. Highground > Items usually in duel, especially out of control, and sometimes in control it is better to land damage than take items based on how much stack was already in store. Usually poor rated players just walk around in the open grabbing items and looking to fight. This gives the human player a chance to make cutoffs and traps like they normally would, but not be able to always find free damage. Say a player walks into a zone with higher value within a radius or a section of the map, the zone that the player trips into gives the AI knowledge that the CPU's position is weak and it needs to prioritize reaching a better place. Virtually every time the CPU goes into weak positions\zones I would try and program it to move fast and only grab what is directly in it's path or what has the highest value and split. But the purpose of this would be to allow the AI more flexibility on deciding where to go, where not to go based on conditions relevant to what players usually think about. And to have nodes or paths that link them to one another and different items. I think probably with the knowledge we all have today of duel, my objective would be to program the AI to think more about positions, which in the case of positions they would be like preplaced zones around map geometry. It would collect and relay the CPU opponent that data relevant in order to simulate a thinking player who has map awareness and positioning, whether it might choose to play sneaky or to play full on aggressive depends on that data. Bots in duel would operate like the system of Alien Isolation, using a data collection engine within the game that pays attention to stacks, positions and weapons. QL\Q3A and UT maps would be available through something like MODDB or Epic Store but separate from the project to avoid obvious copyright. I've thought of trying my hand at a 'Duel Arena' for UE5 and have a main theme of offline play. Unfortunately, there are enough engine limitations that you can't play some of these old mods in EDawn or CPMA or the AI can't be completely reprogrammed. This is why OpenArena and Quake 3 Arena are superior to QL, these games released source code and people are able to mod. You're probably right about the mod support though. Usually retextures and things of that sort. You might be right, but people do seem to make mods still on the QL Workshop somehow. I also recommend picking up the QL maps down below, and bot support. So if anyone wanted to play the REAL version of SpiterBot that was lost for like 16-17 years, I think I managed to revive it. But anyways, I got very fucking lucky and found V.51 and I am almost possitive that V.51 is basically RC1-9 and a new version patch added with it. And I just wanted to ask here if anyone knows if the RC1-8 were necessary versions for RC9 to function. I had managed to get ahold of V.50 but none of the RC versions except RC9. That lead me down a hunt for some older versions, and stumbled across hearing that SpiterBot V.50 RC9 was the only version worth playing. This version in particular was buggy outside of ZTN3Tourney1, and not really worthy of playing. Now, there was a version that has been long available on most file sharing sites like MODDB and GameSpy. And even if some of the files might not belong with the version I have (I think they do), the mod seems to run as great as I hoped and the CPU opponent Spite in this instance plays great. I have been looking for this version of the mod for probably about 5 years off and on, not really that aggressively but I just decided to sit down this week and put my back into it some and I managed to get some information on the version history using Wayback Machine and Google Translate plugins (because most of the forums it was related to were in Russian and long gone since 2004?).Ī couple forums I got information on were obviously ESReality <3,, and (couldn't get far into their forum cache).Īnyways, I managed to put together something. But I wanted to upload files that were lost. Full thanks to SpiterBot team, I take no credit for this mod.
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