Universal AI amplifier (technically unnamed AI mod)

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Willytor
Posts: 30
Joined: Fri Jul 16, 2021 2:02 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Universal AI amplifier (technically unnamed AI mod)

Post by Willytor »

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
thugsta
Posts: 147
Joined: Mon Jan 21, 2019 10:10 am

Re: Universal AI amplifier (technically unnamed AI mod)

Post by thugsta »

Willytor wrote: Sun Aug 14, 2022 12:32 pm 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
Thanks for the heads-up, i didn't even know. I wonder why the thread never got news about the updates unofficial or not? 🤔
Netheritor
Posts: 121
Joined: Tue Dec 03, 2019 5:22 am

Re: Universal AI amplifier (technically unnamed AI mod)

Post by Netheritor »

Whoops. Sorry. Don't see the date. I only see the last comments.
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mamaluigisbagel
Posts: 415
Joined: Wed Jul 09, 2014 7:25 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Universal AI amplifier (technically unnamed AI mod)

Post by mamaluigisbagel »

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
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?
thugsta
Posts: 147
Joined: Mon Jan 21, 2019 10:10 am

Re: Universal AI amplifier (technically unnamed AI mod)

Post by thugsta »

mamaluigisbagel wrote: Mon Aug 15, 2022 9:40 am
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
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?
Well lets hope they do as this has potential
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Apeirogon
Posts: 1603
Joined: Mon Jun 12, 2017 12:57 am

Re: Universal AI amplifier (technically unnamed AI mod)

Post by Apeirogon »

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.
thugsta
Posts: 147
Joined: Mon Jan 21, 2019 10:10 am

Re: Universal AI amplifier (technically unnamed AI mod)

Post by thugsta »

Apeirogon 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.
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 lol

Look forward to seeing more hopefully :wub:
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Dan_The_Noob
Posts: 735
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

Re: Universal AI amplifier (technically unnamed AI mod)

Post by Dan_The_Noob »

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)

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