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View Full Version : JaFO's Botmanager v1.5 *released*



legacy-JaFO(JBE)
01-21-2003, 09:01 AM
http://jafo.mienadres.nl

Since the new version is available for testing I thought I'd give you an idea as to what's coming in the new version. I've focused on making the construction of upl-files from scratch easier.

(1) bugfixes & improved handling of faulty .upl-files ...
Should take care of the 'floating point'-errors and the like I've seen. ReactionTime-setting for bots should be work now ...

(2) improved detection of custom-content.
In the old version I only looked at the upl-files and since no playermodel supported them you had nothing to chose ...
Because the karma-data files that hold the info were simple xml-files I've managed to have a pretty foolproof method of finding them (that's what I think at least).

(3) manual package-search ...
Thanks to the TUtPackage-library from http://www.acordero.org/ I've been able to include this.
It's main use is to assist authors of new playermodels in creating valid upl-files.

(4) PlayerRecordClass-wizard ...
See latest patch info for details. This is still under development, so no info about this feature yet.

Pictures of the new dialogs & stuff are in the next few posts.

The utility has been released !
See http://jafo.mienadres.nl or this thread for the primary download-location & mirrors.

virax
01-21-2003, 04:08 PM
Awesome work dood, I'm looking forward 1.5 final! :up:

legacy-HS SPoT
01-21-2003, 04:32 PM
Woot!

legacy-Ejen34
01-21-2003, 04:38 PM
Originally posted by HS SPoT
Woot!

:up: :up: Alright JaFO....really looking forward to this new release....:up:

legacy-JaFO(JBE)
01-21-2003, 06:46 PM
*ahem* didn't Pezman post rules about the content in answers ;)
// --------
With a slight delay, here's proof :
** see http://jafo.mienadres.nl for screenshots **

legacy-Desaparecido
01-21-2003, 08:08 PM
what exactly is this thing for?

legacy-JaFO(JBE)
01-22-2003, 02:37 AM
You can also use it to create your own player-settings to use off-line. For example :
(a) you could pick the 'Leena'-skin and use the 'Saphire'-head/portrait.

(b) or you could change the voice to be something other than the default species-voice (pick a male alien and use the Female-Mercenary voice)

(c) use the teamcolor-skins for your character ... (the blue mercenary-skin instead of the default 'orange')

(d) play as the skeleton-model ...

Or you could modify and/or create your own AI-opponents & teammates in UT'03. For example:
(a) a Malcolm-clone that has low accuracy

(b) a Blackjack-look a like that jumps a lot ...

(c) fight your 'friends' by creating a few bots with their names,

(d) try to fight a specific playertype like a camper with perfect accuracy & tactics ...

AFAIK having a good .upl-file for your character doesn't work on-line even if the server has the textures & meshes available.

legacy-JaFO(JBE)
01-23-2003, 02:29 AM
Fixed a few bugs and I found a few new bugs to replace them too ... :( ;)

New feature added (note : patch 2179 or later required !) :
Automatically create 'PlayerRecordClass'-files for all the bots in the bot-list. (see this thread (http://www.ina-community.com/forums/showthread.php?s=&postid=3344088#post3344088) for more info)

As soon as that works I'll see if I can :
- get it to compile too ...
- and modify the serverpackage-list if needed ...

legacy-JaFO(JBE)
01-23-2003, 04:45 PM
Export-function appears to be create files that compile too according to cjmoon in this post (http://www.ina-community.com/forums/showthread.php?s=&postid=3344088#post3344088) :)

So that leaves the fully automated compilation of the exported packages on the 'to-do-list'.

legacy-JaFO(JBE)
01-27-2003, 05:53 AM
The first beta is available for testing now ...

So if you want to help just mail me ( JaFO18@Hotmail.com ) and mention it in the subject ('[JBM] v1.5 Betatest' or something similar will do).

If anyone has a new playermodel/skin/voicepack and needs to create a .upl-file for his stuff then this would be the perfect time to make sure the interface is userfriendly :)

Also anyone who is running a (test)server with the latest beta-patch (2181 I think) and has any customplayer-content that needs to be pushed to clients is welcome.

legacy-JaFO(JBE)
01-31-2003, 07:28 AM
- fixed an access-violation

- location of biography-dialog (was displayed on secondary monitor ... kind of difficult if you've got just one ;))

beta 3 is ready :)

legacy-JaFO(JBE)
02-02-2003, 04:30 PM
- a few updates to the GUI (statusbar & shortcuts)
** see http://jafo.mienadres.nl for screenshots **


And the statistics-info as seen in UT'03 is available too :
** see http://jafo.mienadres.nl for screenshots **

legacy-JaFO(JBE)
02-09-2003, 04:36 PM
First release candidate is done ... expect to see final version at the end of this week unless serious bugs are reported.

Latest item : automatic compiling of PlayerRecord-classes ...
** see http://jafo.mienadres.nl for screenshots **

legacy-Kirin RiotCrash
02-09-2003, 04:42 PM
Sweet!:up:

legacy-:realistic
02-11-2003, 12:27 AM
*can't wait* :up: :up: :up:

legacy-JaFO(JBE)
02-11-2003, 03:09 AM
Oh yes you can wait ...

So far reports have been positive ... I think I can promise a release on 14-2-2003.
Stay tuned for details. ;)

legacy-Ejen34
02-11-2003, 07:17 AM
On Valentines Day....what a very nice present...

Thank you JaFo....:up: :):)

legacy-JaFO(JBE)
02-13-2003, 06:25 AM
A few minor issues have been reported and I think they'll be fixed before release this friday.

Expect to see it announced at +/- 23:59 (CET) on friday 14-2-2003.

If anyone wants to provide a mirror send me an e-mail and I'll provide the link/file before I post the news in this thread.

legacy-peekster
02-14-2003, 02:31 PM
JaFO,
Will voicepacks be "pushed" along with models and skins?

legacy-JaFO(JBE)
02-14-2003, 03:46 PM
// peekster
It's not listed in the changelogs for the official patch ...
Altough I expect it to be possible in the future.
// ---

The version has been released.
New items :
- templates (6 predefined skill-settings that can be used for bots as well as the option to create your own)

- randomizer for an instant set of random bot-stats

legacy-Ejen34
02-14-2003, 03:51 PM
Alright JaFO...looking forward to installing it tonight...many thanks...:up: :):)

legacy-Doctor7
02-14-2003, 04:19 PM
JaFO,

Just a thought and a suggestion for future functionality.

Is there any reason why the custom upl files can't all be combined in the same way as the xPlayersL1.upl? That way you could have different bot lists for different occasions without having to move loads of individual upls. It would be the equivalent of UT's XBots without needing an additional mutator.

The biggest job doing it that way would be combining all the upl files, and adding new ones, so that's the functionality I'd like to see added - the ability to generate a single upl for an entire botlist.

legacy-JaFO(JBE)
02-14-2003, 04:31 PM
Why would you want different botlists ?
You can use the custom-bots feature in UT'03 to define what bots you want. There's 3 lists in the UT2003.ini (one for each team in teamgames and 1 for deathmatch).

legacy-Doctor7
02-14-2003, 04:45 PM
Originally posted by JaFO(JBE)
You can use the custom-bots feature in UT'03 to define what bots you want. There's 3 lists in the UT2003.ini (one for each team in teamgames and 1 for deathmatch).
That will define a fixed set of bots, though, not a list that they're chosen from.
With XBots in UT, I had a list for 'standard' models/skins and those which fitted in with the standard ones, another list for Warhammer 40K related models, and so on. The bots for each game were still chosen randomly, but they would be chosen from a list that fitted the mood of the game I felt like playing.
And with a few large upl files, that could be done in UT2003 very easily, the only hard bit is maintaining those files.

legacy-JaFO(JBE)
02-15-2003, 06:42 AM
I understand now ... but I think there's a problem with that.
The servers can see if your version of xPlayersL1.upl is the same as the 'default'. So you'll be forced to have the 'normal' characters in that list at any time (if you want to play on-line).

What I can do is find a way to copy bots between multiple versions of the program.
The current setup allows for the creation of a single botlist in a somewhat complicated manner :

(1) start the botmanager
(2) open notepad (or any other ascii-texteditor)
(3) Add the line '[Public]'
(4) open the botlist you want to pick the botcharacters from
(5) select the character (just one) you want to copy
(6) pick 'copy character to clipboard' in the context-sensititve menu in the botlist (= rightclick on the name and the menu appears)
(7) and use the paste-function of your text-editor
(8) repeat until done

Possible improvements (in the next version) :
- allow for multiple bots to be copied to the clipboard at once
- enable drag&drop between programs

legacy-JaFO(JBE)
02-15-2003, 07:50 AM
Silvano "Avion" Iorizzo of the Italian site http://www.m4d.sm has mirrored the file.

Link : http://www.m4d.sm/fb/ngx.fb.f.php?id_f=3025

legacy-peekster
02-15-2003, 01:20 PM
JaFO,
I grabbed your new build (it rocks!) and tried with the Homer model and voice pack. BINGO! The voicepack pushed and works on clients!


class HomerJ extends PlayerRecordClass;

defaultproperties
{
Species=class'XGame.SPECIES_Jugg'
MeshName="HomerAnim.Homer"
BodySkinName="Homer.HomerSkin"
FaceSkinName="Homer.HomBod"
Portrait=Material'Homer.HomerIcon'
TextName="XPlayers.Homie"
VoiceClassName="HomerJay3.HomerJay3"
Sex="Male"
Menu="SP"
Ragdoll="Male"
}


Thanks for your contribution to the community!

legacy-JaFO(JBE)
02-15-2003, 05:36 PM
Given that the info required (= package/classname of the voice) was in there I expected that to be possible.
:)

legacy-JaFO(JBE)
02-18-2003, 05:56 AM
I've updated my site as a result the screenshots in this thread have been deleted ...

See the Botmanager-section on http://jafo.mienadres.nl for the screenshots.

legacy-Iceburgs
02-21-2003, 12:49 AM
Hey Jafo,

Any idea how well your latest build works with the 2199 patch? Just curious! :)

legacy-JaFO(JBE)
02-21-2003, 05:10 AM
2199 didn't add any bot-related extras AFAIK and the 'export UT'03 still compiles the scripts the export-feature in my utility creates :)

// --
To do for the next version (*) :
(1) check for 'safe' names when exporting & compiling playerrecord-classes.
And find a userfriendly way to deal with the ones that can't compile.

(2) let users choose the characters they want to export
perhaps exclude the 'DUP'-characters by default

(3) random name-generator
(as used in my Bot-editor for UT)

(4a) lock properties and prevent the randomizer from changing them

(4b) randomize a single property instead of all at once

(5) find a way to stop ppl from picking the 'wrong' skin for a model
At the moment I can't prevent ppl from using a skin for the mercenary-model on a juggernaut ...
This feature would allow for randomizing of skins/models ...

(6) drag & drop between two separate botmanagers

(7) create umod from a botlist (?)
(all you need to do is upload the endresult.)

(8) server-push ready install ... (?)
(compile required playerrecord-classes & add the required packages to the serverpackage-list ...)

(*) list of features is subject to change.
(?) Features might not be available in the next version.

legacy-|MoNK|Cucumber
02-28-2003, 06:22 AM
K customizing bots seems to have several problems for me:

1. u have to keep the xplayersL1.upl file, which means it will have to include the original 36 bots in your cycle of bots.

2. if you delete/rename the xplayersL1.upl file, it will use only the bots in "custombots.upl", however, they all default to the "gorge" skin.

What I want to do, is not use ANY of the default bots. I want to have a custom list of 14 bots, and have the server cycle ONLY through my custom bots. I want them to have different skins (not all gorge), and I'd like it to cycle through them in order at each map start.

So if I have 14 bots, I'd like it to start with bot1 everytime a new map starts.

This is the way it was in UT, and it was very easy to do just by editing the user.ini file.

However, I cannot get this to work no matter what I do.

Anybody know a workaround?