Universal AI amplifier (technically unnamed AI mod)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Universal AI amplifier (technically unnamed AI mod)
check the github the project hasnt been abandoned theres still commits being made (aka someone's still working on it) as recently as 15 days ago
Re: Universal AI amplifier (technically unnamed AI mod)
Thanks for the heads-up, i didn't even know. I wonder why the thread never got news about the updates unofficial or not?
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Re: Universal AI amplifier (technically unnamed AI mod)
Whoops. Sorry. Don't see the date. I only see the last comments.
- mamaluigisbagel
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Re: Universal AI amplifier (technically unnamed AI mod)
I actually checked the commits, and that is the only update in 2022. The commit previous was from 2019, so I guess they're just now coming back to it or considering it?Willytor wrote: check the github the project hasnt been abandoned theres still commits being made (aka someone's still working on it) as recently as 15 days ago
Re: Universal AI amplifier (technically unnamed AI mod)
Well lets hope they do as this has potentialmamaluigisbagel wrote: ↑Mon Aug 15, 2022 9:40 amI actually checked the commits, and that is the only update in 2022. The commit previous was from 2019, so I guess they're just now coming back to it or considering it?Willytor wrote: check the github the project hasnt been abandoned theres still commits being made (aka someone's still working on it) as recently as 15 days ago
Re: Universal AI amplifier (technically unnamed AI mod)
That was a technical update, so no actual game related changes. One dude showed interest to it aka "how it works" without showing interest in studying graph theory, so I added some debug functionality so he can look how it works in real time.
TBH it should be rewritten in most places from scratch, because currently it didnt work with famous plutonia archvile labyrinth, map 11. I will looks what I can do if you want.
TBH it should be rewritten in most places from scratch, because currently it didnt work with famous plutonia archvile labyrinth, map 11. I will looks what I can do if you want.
Re: Universal AI amplifier (technically unnamed AI mod)
I would love any updates you can do to this, even a partial re-write as you say might spark some more movement with this mod, as the boost it does give is pretty fantastic couple this with whatever tricks you can think of and learned code since you started on it, while keeping inline with the universal compatibility and you'll have an explosion of people using it like nashgore lolApeirogon wrote: ↑Tue Aug 16, 2022 12:16 pm That was a technical update, so no actual game related changes. One dude showed interest to it aka "how it works" without showing interest in studying graph theory, so I added some debug functionality so he can look how it works in real time.
TBH it should be rewritten in most places from scratch, because currently it didnt work with famous plutonia archvile labyrinth, map 11. I will looks what I can do if you want.
Look forward to seeing more hopefully
- Dan_The_Noob
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Re: Universal AI amplifier (technically unnamed AI mod)
this mod is cool but it breaks the AI in most replacement mods, brutal doom imps for example tend to path toward zombies and maul them or try to leap and melee rather than fireball (even from a distance)
things like that.
the pathfinding part is good, but the changes to enemy attacks need some fiddling (I know this mod is 2 years old, this is more of a PSA)
things like that.
the pathfinding part is good, but the changes to enemy attacks need some fiddling (I know this mod is 2 years old, this is more of a PSA)