Need someone to test this.
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
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GameArena
- Posts: 182
- Joined: Wed Jul 16, 2003 4:35 pm
- Location: Outside of a bubble... Looking at all the humans inside.
Need someone to test this.
I've been working on improving the AI in Doom lately, and was wondering if I could have someone test it on multiplayer, it works pretty nicely on single player (the enemies will follow you into rooms, etc.). But I'm not sure how it'll work via networking, if it doesn't work well with multiple players it'd be generally easy to fix it. But if you want to see what the updated AI is like, start the executable up with -file map01.wad (it needs to load the trajectory paths), then without killing everyone or anyone (I suggest the easy skill level, then you'll be able to better see how they work, run by those guys in the hall, open the door to the room with all the guys on the platforms, press the buttons to bring the platforms down, then run to the exit room, and hide inside (don't hit the exit switch). You'll here the footsteps get closer and closer, then they'll open the door (with their speed it may take a little while). I still have no clue what will happen on multiplayer, you'll have to use map01.wad of course. It should work, but I want to make sure.
You'll probably want to extract the contents of zdoom.zip to a different folder than your current zdoom as I didn't change filenames yet. For best effect you'll probably want 3d sound on and the sound effects turned up.
Enjoy. I'm currently working on a lot of other new stuff to, if this goes well, perhaps I'll release more for public testing.
You can download the file at modarchive.gnlive.com/files/zdoom.zip .
You'll probably want to extract the contents of zdoom.zip to a different folder than your current zdoom as I didn't change filenames yet. For best effect you'll probably want 3d sound on and the sound effects turned up.
Enjoy. I'm currently working on a lot of other new stuff to, if this goes well, perhaps I'll release more for public testing.
You can download the file at modarchive.gnlive.com/files/zdoom.zip .
- Cutmanmike
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- Cutmanmike
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GameArena
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Yeah, I'm still working on the path nodes, appearently Map01 wasn't really a good choice to test them on. The problem is I need them accurate, but I don't want them to take to much processing time (which would be the case with multipath-traversing prior to movement. Although I think I may try a new system that makes it so the players drop nodes after a certain amount of tics.
- Galaxy_Stranger
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- Ultraviolet
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- Kappes Buur
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First off, could you call this modified file something different than zdoom.exe, for example zdoomAI.exe or AIdoom.exe or GAdoom.exe? I can see the bug reports flooding in, saying that ZDoom no longer works, because someone did not realize that this is no longer ZDoom anymore.
Second, are you making this modification so that it can be patched into ZDoom seamlessly? And are you willing to follow-up on bug reports?
Thirdly. It sure would be good, if you considered Sphagne's recommendations.
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First off, could you call this modified file something different than zdoom.exe, for example zdoomAI.exe or AIdoom.exe or GAdoom.exe? I can see the bug reports flooding in, saying that ZDoom no longer works, because someone did not realize that this is no longer ZDoom anymore.
Second, are you making this modification so that it can be patched into ZDoom seamlessly? And are you willing to follow-up on bug reports?
Thirdly. It sure would be good, if you considered Sphagne's recommendations.
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I agree with Kappes Buur. Give it a different exe name, give it an alternativly named resource wad to zdoom.wad and make it use it's own ini. Then you can keep things neat and tidy and the two progs won't interfere with each other if you put them in the same dir.
Aside from that, it ran well enough, but apart from the footsteps, I was hard pushed to notice much difference.
Aside from that, it ran well enough, but apart from the footsteps, I was hard pushed to notice much difference.
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GameArena
- Posts: 182
- Joined: Wed Jul 16, 2003 4:35 pm
- Location: Outside of a bubble... Looking at all the humans inside.
The filename will change, but this is just part of the code built I've been working on. I'm actually working a engine for a freeware game based on Randy's wonderful Zdoom
. But I may release several versions for those who wish to have more editing features and special effects with regular doom wads. As for the AI ethics, I'm currently using a simple node system (predefined) but am working very hard on fuzzy logic path traversing, yet am having problems concerning speed. I may in the end just stick with waypoints.