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Sabota8
Filename: sabota8.zip


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9.16 MB
TinMan
84584
12-10-2005
Mods > Multiplayer


Average User Rating: 7.6
Number of Votes: 1040
Related Files:
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4 Other Files by TinMan:
- SABot - Stupid Angry Bot (a10)
- Sabot a10
- Sabot a9
- Sabota8 Linux


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Sabota8 - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Description:
Stupid Angry Bot - A Multiplayer Bot for Quake 4. There's a lot more info in the readme so be sure to read it.




  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Sabota8 - File Download Options  

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Sabota8 - 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 8 - "I obey these words, written in my head. I think they are spelled wrong."
Date: 2005-12-11
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.

= Known bugs and Limitations =
Well, most of it, I could write a novel.
Tourney game type isn't playable, because players are spilt off into their own "instances" so multi 1vs1 matches can take place and the fact that I just haven't looked into it all that much.
Q4DM2 - Sandstorm - Is largely unplayable due to the fact I haven't tweaked the aas file re: terrain.
Q4CTF5 - Xaero gravity - Also somewhat unplayable since bots can't drop down to the lower level with the jumpad that leads directly to the other base.

= 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 1.0.4.

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, is should say gamename is "SABot a8".

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.
Tip: 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 id of the bot.

= 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/def/bot_sabot_characters.def for the examples.

= 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.
The console command is:
runaas mapname
Where mapname is the name of the custom map.
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.

= 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.
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.

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

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.

= Final Thoughts =
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
1 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.


Sabota8 - User Comments  
The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.

Total comments: 17 | Last comment: 07-24-2008 at 13:34

 #1 - 12-11-2005 at 21:21
lordlad
Joined: January 9th, 2005
Posts: 37
works as well as sabot on doom 3 !!!

Thanx !!!

 #2 - linux ? - 12-15-2005 at 10:13
thbx
Joined: December 15th, 2005
Posts: 1
Does it work under linux? Would it be possible to make it work?

 #3 - linux - 12-16-2005 at 02:05
TinMan_Squad
From:
Joined: August 28th, 2004
Posts: 14
A linux game dll wasn't included in the release, but after a few comment on it on the sabot forum I managed to rustle one up.
However, when I asked for someone to test it I got no replies:
http://www.oakbots.co.uk/forums/viewtopic.php?t=32
Best plan of attack would seem to be for you to sign up on the forum and private message me your email, I'll throw the test dll at you.

 #4 - awesome - 12-16-2005 at 14:23
whatwhere
Joined: May 26th, 2005
Posts: 313
awesome mod man awesome...now i can add some bots when i'm waitng for my buds to join..i just gotta make sure i kick the bot before they join or thier game will crash...says something about a gamex86.dll error when my bud put up his server so we could play and he had the bots in before i joined..but other then that it kicks*****...now if only some one can make a mod where we can add monsters...

 #5 - 01-02-2006 at 10:25
wallis
Joined: August 23rd, 2004
Posts: 33
#4 adding monsters is easy, just use the spawn commands. if you wanna find out just search in google. you don't need no mod man.

 #6 - 01-10-2006 at 20:04
whatwhere
Joined: May 26th, 2005
Posts: 313
actually i could do that, but the prob is no one other then me will see monsters..lOL i did that in doom 3 and some dude thought i was hacking

 #7 - need help - 01-11-2006 at 10:29
venom_guy
Joined: January 11th, 2006
Posts: 1
hey hows it going, im having a bit of trouble with the sabot, i have it installed perfectly and when i type gamename in console it says sabot and thats all fine, but when i type in addbot bot_sabot it instantly returns me to the main menu!? this is becoming extremely frustrating can someone please help?

 #8 - 01-17-2006 at 14:18
whatwhere
Joined: May 26th, 2005
Posts: 313
best thing to do (even though it's a pain in the butt) is to reinstall the game...i have problems like that when i run some mods in both Q4 and D3

 #9 - 01-17-2006 at 14:18
whatwhere
Joined: May 26th, 2005
Posts: 313
best thing to do (even though it's a pain in the butt) is to reinstall the game...i have problems like that when i run some mods in both Q4 and D3

 #10 - 02-01-2006 at 21:32
nohell
Joined: February 1st, 2006
Posts: 1
It's COOL bot !

 #11 - 03-03-2006 at 23:58
TheBlade
From:
Joined: September 30th, 2005
Posts: 101
hay tinman i was sand you massge in email whay you dont answer?Resistance is Futile!

 #12 - 03-08-2006 at 01:13
Alex9999999
From: (Northallerton)
Joined: March 2nd, 2006
Posts: 11
SABot mod dosn't load into my game it just crashes it, even when i load it with the +set... in the sabot folder, please gelp me.frown

 #13 - dnno wut to say - 03-25-2006 at 22:11
Hooberschmit
Joined: March 25th, 2006
Posts: 2
i really dont no wut to say tou cus it worked perfectly on mine (i only hosted local so nobody could join tho)

 #14 - 04-17-2006 at 17:50
Buccura
Joined: November 1st, 2005
Posts: 27
Do you think maybe the mod is incompatable with Quake 4 1.1?

 #15 - 1.2 - 04-26-2006 at 07:38
omgood
Joined: June 28th, 2003
Posts: 1
doesnt freaking work wif patch 1.2 anymore.. and tis file is so freaking outdated i dun even thing the creator is stil caring for it anymore

 #16 - 04-26-2006 at 12:17
RoclorD
From:
Joined: April 26th, 2006
Posts: 7
http://www.oakbots.co.uk/forums/viewforum.php?f=7

 #17 - wow stupid - 07-24-2008 at 13:34
rosierramirez
From:
Joined: July 24th, 2008
Posts: 1
why would i have to comment so gay



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