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 Post subject: Bots
PostPosted: Sun Mar 04, 2007 4:54 pm 
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I'm done fixing the code to what I said in another thread, there's one thing I'm tired seeing in the game, bots with names like "botf11", it's just stupid enough, I would like to know what kind of names you guys think we could use for them, when I was thinking about this, I remembered Ramborc said some time ago, he wanted some bots to represent certain characters from the original games, so that made me think what other kind of names everyone has thought for the bots :), I myself have thought that we could use some medieval names, so I googled around and found several name lists with from different locations, most of the names are strange and... err... medieval? :roll: so I was thinking those could be used for the bots.

That's one thing I don't like of bots, the second one is that I think we should radically reduce the amount of bots used on the game, right now we have 336 bots listed in-game to be selected to spawn, it's a ridiculous amount of bots, and the game almost always spawns the same bots one time and another (even when I reworked the way they are selected :(). I think that having 100 bots or less would be better, maybe we could somehow left some slots opened for "custom" (fan-made bots?), but that's just an idea. I want to hear some opinions on this ppl, so start posting :).

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PostPosted: Sun Mar 04, 2007 9:41 pm 
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Well, in games I play I usually use general names like Terminator, Destructor, Doomer, Blaster, Destroyer, Hunter, Sniper, Killer, Devastator, Madman, Shooter, Fragman, Hitman, Gibman, Scavenger, FleshEater......(can list much more)......or names of other games characters (Duke Nukem etc...)...or superhero names (Robocop etc...)..or movie characters (Luke Skywalker etc......)...
or funny names that fit DM modes (KillMe, ShootMe, BlastMe, PunchMe, BlowmeUp, HangMe, BurnMe, PoisonMe, PushMe....(it worked well in Worms, where you really could kill him in his name style). o
ther funny thing to select sad-destiny names like Romeo, Hamlet, Spartakus.....
Greek gods go well, it's always fun to kill a God (Neptune, Ares, Hades.....). Also some etnic names go well, like russian names.........

...for this mod, I guess Hexen-themed names will fit, from general (DarkMage, Merlin....etc) to personal names that fit the theme.

Basically give me name 100 spots, I'll easily fill those :)

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PostPosted: Mon Mar 05, 2007 5:31 am 
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For starters, there are 8 bots that have a fixed appearance and name from Heretic/Hexen/DOOM: the original marine, the original heretic, the 3 playable characters and the 3 player bosses in Hexen. They could wear their original colors and names. Then you could add some more doom and heretic bot names from Heretic II and DOOM 3. With Witchaven, there might be a name or two mentioned in the manual (Mago has one).

I think more than 2 or 3 bots per class are enough, an easy and a hard one (and maybe one in the middle).


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PostPosted: Mon Mar 05, 2007 9:35 am 
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Yep, there are 6 classes and 8 colors per class, so we can have just 8 bots per class (so that all colors are used) and name the bots with what you mention, it will be the easiest thing to do, we can always add more bots if needed ;).

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PostPosted: Mon Mar 05, 2007 2:35 pm 
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Here's a few more names:

Meros
Eppelio
Dreyn
Metuon
Baroth
Ekion
Urania
Zelig
Sorveth
Blacke
Victor
Misel
Deadia
Hahn
Heimer
Vorkul
Gylend
Yohan
Midahs
Alcas

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PostPosted: Mon Mar 05, 2007 4:02 pm 
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While there could be 48 bots, I find it rather pointless, given that 8 of them look alike and I don't think there'll be 8 really different AI/skill types. I'd rather go for 20 bots that are memorable than 40 you can't keep apart. For example, the bots in Quake 3 were memorable enough to keep them apart (most of them at least), whereas in UT I couldn't tell the standard bots apart, only the skaarj hybrid, naali cow etc in the bonus packs.


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PostPosted: Tue Mar 06, 2007 12:18 am 
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Are skins currently supported in Vavoom? Well, since we use sprites instead of models, there definitely is a way to use different sprites for same creatures (and bots) depending on a subtype.

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Last edited by Crimson Wizard on Tue Mar 06, 2007 3:49 am, edited 1 time in total.

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PostPosted: Tue Mar 06, 2007 3:09 am 
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If someone has the time, of course there could be variations on different classes, Mago did a cleric without helmet for SE, not sure whether it has all animations though (it appears in the KMOD3 shop). I think he also did (or at least started) another class as well, not sure though.


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PostPosted: Tue Mar 06, 2007 9:42 am 
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Well, it's not hard to do cleric without a helmet :)
I did skins for Skulltag, I can do skins for us too

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PostPosted: Tue Mar 06, 2007 10:24 am 
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AFAIK, Vavoom doesn't supports skins in the same format as those of Legacy or ZDoom, but I don't think adding support for this would be really difficult, we just need a SKINS script parser for the engine, I'll ask Janis what might be needed for this and code it myself if possible :).

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PostPosted: Tue Mar 06, 2007 10:13 pm 
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What is the difference in format?

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PostPosted: Wed Mar 07, 2007 6:54 am 
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The difference in format? I think you mean between model skins and sprite skins? Well, model skins can be assigned to any frame displayed by a model, and sprite skins need to be accompanied by a S_SKIN (or something like that) lump, which just tells the engine to remap the original player sprites to another (which need to have the very same frames, i.e. if the player dies in 10 frames, the skin NEEDS to substitute those 10 frames too).

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PostPosted: Wed Mar 07, 2007 8:41 am 
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I wish to remind that we do not use models in KA, only sprites, thus we need sprites modifications not skins.
By the way, I fear this will increase graphics data size significantly.

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PostPosted: Wed Mar 07, 2007 9:03 am 
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If it makes you happy, we can create a new PK3 file with only the skins :), it's not really much of a problem (or a 2nd sprites PK3). If the concern is the download size, it's not very difficult to download a 20 MB file anymore with broadband being the most used technology now IMO ;).

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PostPosted: Wed Mar 07, 2007 10:12 am 
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I think Crimson meant memory size, not to mention even longer load times for every map.


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