[Register] [661943 Members] [3099 Online; 220 Members, 2879 Guests]  
Quake 4
File Search


Click Here for Advanced Search Options



Quake 4 Downloads > Mods > Multiplayer:
Sabot a10
Filename: sabota10.zip


Size:
Developer:
Downloads:
Date Added:
Type / Category:
16.49 MB
TinMan
20175
08-13-2006
Mods > Multiplayer


Average User Rating: 8.2
Number of Votes: 114
Related Files:
Latest 5 Mods > Multiplayer:
- Disintegration Mod (1.3)
- Q4Run (0.3.7 beta)
- Quake 4: Evolved
- Quake 4 Relief Extreme Shaders v1.4
- Next Generation Shaders (v1.0)

4 Other Files by TinMan:
- SABot - Stupid Angry Bot (a10)
- Sabot a9
- Sabota8 Linux
- Sabota8


Unlimited Free File Hosting

 Join our Vent Server


 Find lowest prices
 » Quake IV
 » Quake IV (Special Ed.)
 » Quake III Gold
 » Quake II

 Site Info
 » Home Page
 » Latest Poll
 » Forums

 Quake 4 Game Server
 IP: 66.100.170.14:28004
 » Server Rules
 » Server Feedback

 The News
 » News
 » News Headlines
 » News Archive
 » Submit News

 The Files
 » File Browser
 » File Search
 » Submit Files

 The PotD
 » Submit PotD
 » PotD Archive

 The Clans
 » Submit Your Clan
 » Clan Listing

 Features
 » Forums
 » Contact
 » Hosting

 Quake 4
 » Screenshots
 » Story
 » Downloads
     - Maps
     - Media
     - Mods
     - Official Releases
     - Skins
     - Utilities

Tutorials
     - Commands
     - Jump Pads
     - Portals
     - Walker
     - Multiplayer .def

 The Community
 » Links
 » Forums
     - General Discussion
     - Modding & Editing
     - Clan Forums
     - Problems & Help
     - Rants & Raves

 The Site
 » Staff
 » Apply To Volunteer
 » Link To Us
 » Contact
 » Make Start Page
 
Rate Us!

Mod Database Top 100





Sabot a10 - File Description  


Description:
It rises again from the grave to forever taunt me. Just a quick update to 1.3, but SABot had been previously shifted to the new fake-client framework which was a lot cleaner and stable. The ai code it still the horrible stuff that hasn't had any major overhaul since a7/doom3. But whatever, it works.



Sabot a10 - Readme  
Readme File:
= SABot - Stupid Angry Bot - A Multiplayer Bot for Quake 4 =
It won't eat, it won't sleep, it absolutely will not stop, until it does something stupid.
Version: Alpha 10 - "I obey these words, written in my head. I think they are spelled wrong."
Date: 2005-08-08
Author: Jarad "TinMan" Hansen
Site: http://www.oakbots.co.uk/forums/viewforum.php?f=7

NOTE: This is an Alpha version.
While theoretically the worst that will happen is the game crashes, I hold no responsibility if your computer explodes in a ball of incandescent fury.

= ChangeLog =
Just an update to Q4 1.3, quick hack, 80% broken, support for deadzone gametype.
Minor bug fixes.
Now based off new fake-client framework worked by custom, John, gauss.
Bot's persist over map change.

= Note for previous users of SABot =
Do a fresh install, don't install to an existing installation (rename that fisrt then bring over any stuff from that you want to).
The aas compiler has been updated by custom, the command is now runbotaas. You should recompile custom map aas files from scratch rather than copy them from your previous instalation.

= Known bugs and Limitations =
Well, most of it, I could write a novel.
Due to a hd crash I lost the stock maps I updated for improved aas/bot navigation so the stock maps the will play worse ie "get stuck" on geometry.
More info here: http://www.oakbots.co.uk/forums/viewtopic.php?t=100

= Performance =
As a rule you generally want performance over graphics in multiplayer games anyway, and throwing in CPU eating bots means you may want to consider dropping details down a bit.
i.e. High special effects and shadows off, dropping down resolution. Have a look for Quake 4 tweak guides on the net.
As well as experimenting with how many bots your system can comfortably handle.

= Using the Mod =
IMPORTANT: Make sure your Quake 4 installation has been updated to version 1.2.
Will not work on earlier versions of q4 and not guaranteed to work on later versions of q4.

1. Installation: Create a folder inside the Quake 4 folder called "sabot" and unzip the files into it.

2. Loading the mod:
Run the batch file "Load Sabot" in the sabot folder.
Or load quake 4 and choose sabot from the mods menu.
NOTE: You'll be able to tell if the mod has loaded successfully by typing:
gamename
At the console, it should say "SABot a10".

3. Adding a bot
Start a new multiplayer server
To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type:
addbot bot_sabot
NOTE: addbot command works like the spawn command, eg accepts key/value pairs.
NOTE: Typing addbot bot_<TAB> will give you a list of bot defs.

4. Removing a bot
Use the console command:
removebot n
Where n is the clientnum of the bot. Bot clientnums start from 32 down.
or
removebot botname
Where botname is the name of the bot
or
removeallbots
To clear all bots.

= Bot difficulty =
Bots aim accuracy or "drunkenness factor" can be set when bot is added with the key/value "aim_accuracy", higher value = less accurate.
Range [0-4]

You can slow down bots aim a bit with key/value "aim_rate" default is 0.5 with less being slower. Range [0.1-1]

Example:
addbot bot_sabot aim_accuracy 3 aim_rate 0.4

= Teams =
The team of the bot can be specified with the team key/value. 0 = Marine, 1 = strogg Note: autobalance may override this.
You can force bot's to change team via the normal admin menu.

= Customising =
Bots can be customised as they are added (as seen above) or via def file.
The bots read all ui_* key/value like a player.
These include:
ui_name - For the name of the bot
ui_clan
ui_model
ui_hitscanTint

Examples:
addbot bot_sabot ui_name "Fluffy Bunny" ui_model "model_player_marine_tech"

Some of the above setting are in their own character def files, the can be added with:
addbot bot_sabot_tinman
addbot bot_sabot_blackstar
addbot bot_sabot_fluffy
Have a look at the file sabot/sabot-pak000.pk4 /def/bot_sabot_characters.def for the examples.
NOTE: The Quake 4 uses Zip archives with the extension .pk4 which may be opened in winzip. The .def files are plain text files.

= Playing custom maps =
Compiling AAS Files: The AI navigation system in Quake 4 relies on its own map of the level you are playing on. Chances are most multiplayer maps weren't created with this in mind but you can force the engine to compile them. They'll be rough, but will work for the most part.
You'll only have to do this once for each map that doesn't have them.

1. The aas compiler can currently only be run when the mod has been loaded fresh, while at the main menu and before you have started a server.

2. The console command to compile an aas file is:
runbotaas /mp/mapname
Where mapname is the file name of the custom map.
NOTE: This has changed from the previous version where it was runaas.

NOTE: You can use the <TAB> key to complete what you started typing.
NOTE: Use the console command
dir maps/mp/
to list the filenames.

The quality of the aas file (i.e. incomplete areas for bot) will depend on how the map author has handled patches and models. See below.

= Map authors - Making your own map bot ready =
The aas compiler takes into account brush geometry but not patches or models (func_statics etc). You must block these out with a brush textured with common/monsterclip.
See the quake4 single player maps for examples.
And also the resource about clipping at quake4/iddevnet:
http://iddevnet.com/quake4/LevelEditor_Clipping
And also keep your eyes peeled on doom3world.org for info.

Things will be a lot better if you follow the standard quake 3 "playerclip everything you can" approach.
Also make sure the file aas.def in the sabot pak000.pk4 is loaded with your editor, this means either putting the file in base/def (which will cause problems for single player maps) or loading the editor with the sabot folder set as fs_game, i.e. quake4 +editor +set fs_game sabot
When running bsp/dmap runaas will automatically be run. You'll notice the only aas compiled is the aas32, the rest will be 630bytes empty and you can delete them.
In game use aas_showareas 2 and have a run around to get an idea of where the areas are, and note that they shouldn't pass through something that's solid to a player (do a test map with a crate made out out of a brush and one made out of a func_static to see what I mean).

= Running a pure server =
This is mainly for those who wish to run a server for other people over the internet.
I set pure mode to off in the autoexec.cfg because the aas compiler requires it and it's the easiest way to run custom maps with the aas files.
If you want to run a pure server:
1. change the autoexec.cfg
2. All extra data files that you have created that weren't in the sabot .zip - ie the aas files for the custom maps - must be put in a .pk4
3. People who wish to connect to your server must have the extra .pk4 files. How you distribute them is up to you, if it's just for friends you can just send the .pk4s.
If it's a public server you could set up autodownload.
http://www.iddevnet.com/quake4/AutoDownload

= Feedback =
Visit the SABot section in the OakBot forums:
http://www.oakbots.co.uk/forums/viewforum.php?f=7

= Distribution =
Distribute as you will, just keep the zip unmodified. Sweet.

= Thanks and credits to =
Super ZOMG thanks to Steve "cusTom3" Baker for putting up with my incessant rambling and his herculean efforts at deciphering the aas system and adding jumpad and teleporter reachabilities.
Thanks again to Richard "Son of Sam 2" Potter for his testing. SABot may be crap, but it's less crap because of him.
Cheers John Cricket for throwing up a SABot section off his OakBots forum.
Rick "GaussDecay" Idon'tknowyourlastname for the aim blending cooperatively thrashing around with the fake client framework and answering exactly "what's ccookin".

doom3world.org for providing an excellent d3engine modding community. It is excellent.
Raven for the fun continuation to both q2 an q3.

And you. Yeah you know.

Previous (but still valid) sabot thanks to:
Extreme thanks to id Software for making the Doom 3 engine easily modifiable for a retard like me.
Oh and thanks id for making the script plain text and thus hooking me into making this, and for the nice sdk code.
And for the brilliant AAS navigation system.
Brian from iddevnet for pointing out the runaas command and starting a solution for the usrcmds transmission.
Mega thanks to Steve "Cobalt" Gray for pointing out the (now blindingly obvious) fake client approach, and creating the not so obvious network wrapper.
Gate from Team Mirage for his initial grueling attempt to compile the linux build for a8.
AnthonyJ for the fix and the a8 linux build.

= Final Thoughts =
Alpha 8:
This may be the first and last version of SABot for q4 (though I've said that in the past for d3), with the new q4 bot community shaping up it doesn't make sense to continue it when the more seasoned lads will eclipse it so totally.
I knew things would heat up in the bot dev world for q4 and I'm real glad to see the collaborative effort that's building up at the OakBot site.
Plus I have wanted to have a bash other mod ideas for a fair while now, for good or worse. So, while I won't have a direct hand in further q4 bot developments, I will at least have a seditious whispering voice in it.

I had always intended to do a quick port of SABot from Doom 3, mainly to get something out for the community (no matter how crap). I had however been halfway through a goal/priority system overhaul so I had to complete and tweak it (which I haven't completed), then with the conversion over to q4 I decided to take advantage of the updated movement/enemy code, which took a while. After breaking the CTF code for the third time and finding problems with my old enemy selection code, I can now say with all the new code thrown in it's better and than the previous sabot. Kinda.
I'm also very glad that the mp performance is way better than d3 (especially the xp) which means a decent amount of bots can be added for a game of ctf.

With Raven having (quite understandable) shifted the scripts for weapons/actors and ai to game code and creating stae macros that kept the system very similar to what it was it would have been very easy for me to shift to full c++. Quoting myself: Having to extend, manage and debug a scripting system for something like ai can get tedious, going with full c++ and an ide, compiler and debugger that's had years of optimisiations and refinements is a big draw.
So why didn't I? As I mentioned I doubt SABot has any long term viability, I'm only just bumping into scripting limitations in this version. And the main reason - I started out learning programming with the d3 AI scripts and I like the idea of having something out there that the newbies can rip into and have a crack at something themselves. You don't allways have to create something striving for the best as long as you are having fun.

I'll shut up now.

Alpha 9:
Ah yes an update to q4 1.2 is all I currently have time for, it's a shame, I killed a couple of bugs but that's just exposed more in the stuff I had planned to overhaul. The whole thing is creaking at the seams. Bums.

Alpha 10:
It rises again from the grave to forever taunt me. Just a quick update to 1.3, but SABot had been previously shifted to the new fake-client framework which was a lot cleaner and stable. The ai code it still the horrible stuff that hasn't had any major overhaul since a7/doom3. But whatever, it works.


Sabot a10 - File Download Options  
Primary Download Locations:

 
Name:
Location:
Provided by:

Worldwide Mirror by FileFront
USA Central
FileFront.com

Download from Worldwide Mirror by FileFront Download Now! usa - USA Central
 



Sabot a10 - User Comments  
The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.

Total comments: 13 | Last comment: 04-18-2008 at 19:43

 #1 - Posted by: zzzPsssHzzz (Member) on 08-13-2006 at 12:43
one question, could this be used in SP?

 #2 - Posted by: Death_Dream (Quake 4 Files Staff) on 08-16-2006 at 08:03
Works on both I believe.

~Death Dream~


 #3 - Posted by: TheBlade (Member) on 08-20-2006 at 13:25
Dude plz finish the tinman sequad on doom 3 plzzzzz madfrownCry

 #4 - Posted by: gigpop (Member) on 02-08-2007 at 17:12
I have to agree with TheBlade. Atleast an update would be nice...

 #5 - question - Posted by: Subatomic (Member) on 07-17-2007 at 22:51
Does this version work with the latest 1.4.2 patch? I've tried sabot8 previously with no luck.

 #6 - New Sabot11 for 1.4.2 released !!! - Posted by: decebal01us (Member) on 07-28-2007 at 05:42
TinMan has released a compatible version of SABOT for the 1.4.2 patch. big grin
A nice feature is that his golem bot can now strafe jump (bunny hop!!).
Don’t know why he dint released it on quake4.filefront but u can grab it hear -> http://www.quakeunity.com/file=2505 <-

and for more information about the bot go here: http://www.doom3world.org/phpbb2/viewtopic.php?f=47&t=20175


NOTE: Watch out for the upcoming release of q4max, a competition mod that has support for bots and will feature an easy to use bot menu. wink


 #7 - Posted by: GreedoNeverShot (Member) on 08-01-2007 at 11:00
Only Mac users play Quake except thats the first one LOL


StarWarsRules!!!!! Rock


 #8 - aww - Posted by: asdfjg (Member) on 08-10-2007 at 01:02
does not work in SP

 #9 - Posted by: somename (Member) on 09-05-2007 at 23:55
Rock i want abot

 #10 - Sabot 10 with Q4 DM MapPack August2007 - Posted by: lordcatalien (Member) on 09-17-2007 at 19:17
I've dumped the maps from the Q4 DM MapPack (Aug2007) into my q4base directory and i can see them and start a server with the Sabot mod running, however, when I add a bot, it kicks me out of the server.

I tried running
runBotAAS mp/[mapname]

But it can't find the maps. It found one of them, and looked like it compiled okay, but then it was missing from the list when I reloaded the game. How can I compile or use the Q4 DM MapPack (Aug2007) with Sabot a10 on a LAN deathmatch game?

Please advise.


 #11 - at #10 this fixed my problem - Posted by: decebal01us (Member) on 10-08-2007 at 01:58
Ok I had this problem to and I found a way around this, but first make sure that your Quake4 is patched to the 1.3 version of the game, sabot 10 is compatible only with 1.3 version of Q4.
What I did first was to load a map that I wanted to make an aas file of, then after that I disconnected and typed in the console runbotaas mp/[mapname](press Tab if you have forgotten the map name) and then it worked, after it finishes the aas file,. exit and then reenter the game.

Another advise is to patch the game to the latest version (1.4.2) and then download the newer version of sabot (11) from here: -> http://www.quakeunity.com/file=2505 <-
Fore some reason the author of sabot forgot to upload his latest version here at q4files.
Latest version of quake4 1.4.2 is here -> http://quake4.filefront.com/file/Windows_142_Point_Release_Full;80153 <-

Also in the near future the q4max team is releasing there new version of q4max, a competition mod that will support bots and an special BOT MENU !

I hope this helps you wink ... if not sorry for my bad englis smile


 #12 - @ #11 - Posted by: stuka69 (Member) on 11-15-2007 at 19:26
thanks for your advise! the lastest sabota11 works after the 1.4.x patch and runbotaas still works, too Rock

 #13 - rftghgjhgjh - Posted by: ftghdfgh456 (Member) on 04-18-2008 at 19:43
pls enjoy ur time on
FFXI Gil Sale




When posting comments, you must follow these rules:
  1. No "Yay I got First Post!" posts, no exceptions and no matter what other content the post has!
  2. No Pornographic Material. Any sexually oriented imagery or links to such content will not be tolerated.
  3. No Warez or Illegal Software. This includes linking to software, posting about it, and suggesting to get it.
  4. No Cursing or Swear words. We encourage you to use our comment sections as a forum to debate files, news, etc., but please use proper adjectives to express yourself. We will not tolerate abuse upon another member or author.
  5. No Attacks / Retaliation of any kind against a member, or group of members.
  6. Please do not advertise for other sites or forums here.
  7. Maximum of 3 smileys per regular member.
The high interactivity of this site should be considered a luxury, not a right. If you cannot follow these simple rules, you can and will be warned or banned from the comments, site or the entire network for any period of time.
Now enjoy yourself and behave!



  • Register: To get your own Username, click here!
  • Forgot your password? click here!
  • You can use UBB here!
Username:     Password:  
Remember my username and password
Comment Title:
Your comments for this File please:

Game News

 Latest Files
 » NG Shaders Pack .. (3.1)
 » Quake 4 shaders .. (3.0)
 » Unpredictable N.. (v1.0)
 » quake 4 milit.. (1.1.10)
 » Quake 4 Realist.. (v1.0)
 » Murphy's Mar.. (v1.3.se)
 » New Shaders Pac.. (v2.0)
 » q4 militia prC0n 1.1.8
 » Quake 4 Reborn Li.. (V1)
 » The Quake 4 Are.. (v1.0)

 Latest News
 » Broken Downloads UPD..
 » Community Links Comp..
 » Ventrilo Server
 » Do you have what it ..
 » Promotions galore!
 » FileFront Network In..
 » Weekly Poll Results ..
 » FileFront Network In..
 » Weekly Poll Results ..
 » FileFront Network In..

 Affiliates




 Link To Us



 The Network
 » Gaming Today
 » Game Demos
 » Trailer Videos
 » Game Patches
 » Act of War
 » Age of Empires 3
 » Age of Empires 3:
      The Warchiefs
 » Age of Mythology
 » Aliens vs Predator
 » Aliens vs Predator 2
 » America's Army
 » Armada
 » Armada 2
 » Armed Assault
 » Battlefield 1942
 » Battlefield 2
 » Battlefield 2142
 » Battlefield Vietnam
 » Bet on Soldier
 » Black & White 2
 » Breed
 » Bridge Commander
 » Brothers in Arms
 » Brothers in Arms 2
 » Brothers in Arms: Hell's Highway
 » Call of Duty
 » Call of Duty 2
 » Call of Duty: World at War
 » Civilization IV
 » Command & Conquer:
      Generals
      Red Alert 2
      Red Alert 3
      Renegade
      Tiberian Sun
      Tiberium Wars
 » Company of Heroes
 » Crysis
 » Crysis: Warhead
 » CS: Condition Zero
 » Counter-Strike: Source
 » Dark Messiah
 » Dawn of War
 » Dawn of War:
      Dark Crusade
 » Dawn of War:
      Winter Assault
 » Day of Defeat: Source
 » Deus Ex
 » Deus Ex 2
 » Devastation
 » Doom 3
 » Elite Force
 » Elite Force 2
 » Enemy Territory: Quake Wars
 » Far Cry
 » Far Cry 2
 » F.E.A.R.
 » Flight Simulator X
 » Front Lines: Fuel of War
 » Gears of War
 » Ghost Recon: AW
 » GTA 3
 » GTA San Andreas
 » GTA Vice City
 » Half-Life
 » Half-Life 2
 » HL: Counter-Strike
 » Halo
 » Halo 2
 » Jedi Knight 2
 » Jedi Knight 3
 » Joint Operations
 » Knights of the Old Republic
 » KotOR II: The Sith Lords
 » LOTR: Battle 4 Middle Earth
 » Lord of the Rings Online
 » Lord of the Rings: Conquest
 » Medal of Honor
 » Medal of Honor:
      Pacific Assault
 » Neverwinter Nights 2
 » Operation Flashpoint
 » Operation Flashpoint 2
 » Portal
 » Prey
 » Quake 4
 » Return to Castle
      Wolfenstein
 » RoN 2: Rise of Legends
 » Serious Sam 2
 » Sins of a Solar Empire
 » Soldier of Fortune
 » Soldier of Fortune 2
 » Soldier of Fortune 3
 » S.T.A.L.K.E.R.
 » Star Trek: Legacy
 » Star Wars Battlefront
 » Star Wars Battlefront 2
 » Star Wars Empire at War
 » StarCraft II
 » Starfleet Command III
 » Stargate Worlds
 » Supreme Commander
 » Team Fortress 2
 » The Elder Scrolls III
 » The Elder Scrolls IV
 » The Movies
 » The Sims
 » The Sims 2
 » The Sims Online
 » Tribes Vengeance
 » TrackMania Nations
 » TrackMania Sunrise
 » TrackMania United
 » Unreal Tournament
 » Unreal Tournament 2003
 » Unreal Tournament 2004
 » Unreal Tournament 3
 » Warcraft III
 » Wolfenstein:
      Enemy Territory
 » World in Conflict
 » World of Warcraft
 » FileFront Gaming Forums

 Partners
 » Nintendo DS
 » Family Gaming eBook
 » Feng Shui Life Tips
 » Increase Ad Revenue
 » PlanetMirror
You got served by Osiris in 0.2038 seconds using 6 MySQL queries and 14 includes
Copyright © 2009 FileFront, Inc. All rights reserved.
Design by Jos Jongejan aka Pro-Filer & Delta. Use of Quake 4 Files materials is subject to certain Terms & Conditions.
TM & © 2009 Activision Inc. All rights reserved. Quake IV and related marks are trademarks of id Software