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Author Topic: So What can we expect for 4.2?  (Read 75998 times)

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arturok1992

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Re: So What can we expect for 4.2?
« Reply #45 on: May 05, 2011, 12:23:26 am »

Don't waste your time, bots are pretty much complete (at least the base code, not logic yet) :-)

O.O
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Gabbo

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Re: So What can we expect for 4.2?
« Reply #46 on: May 05, 2011, 01:52:28 am »

O.O
They are something else, to put it mildly.
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markpeterjameslegg

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Re: So What can we expect for 4.2?
« Reply #47 on: May 05, 2011, 12:09:42 pm »

Bots are a big step towards single player then? Or is there an even bigger rock to climb?
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namajnaG

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Re: So What can we expect for 4.2?
« Reply #48 on: May 05, 2011, 12:31:57 pm »

Bots are a big step towards single player then? Or is there an even bigger rock to climb?

Well... Let me take shots in the dark.
The bigger rock to climb might be...

-Guard paths
-Objectives
-Gadgets
-Interactive AI (For an example, Guards triggering an alarm like in Bunker 1, Or a scientist putting his hands up.)
-Working alarms and guard spawn points
-All characters/guards/scientists
-All maps
-3 different difficulties + 007 mode
-AI in general
-Voice acting? (VC, Promise me you will voice a main character.)
-More props (I believe a few are missing.)
-Working cameras
-All translations for dialogue (The community would help with that for sure.)
-Cinematics at beginning and ending of all levels
-Testing all of this.
-Building in a "Geddan" bug that won't crash the game, Just for the nostalgia.
« Last Edit: May 05, 2011, 12:35:37 pm by namajnaG »
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Rick Astley

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Re: So What can we expect for 4.2?
« Reply #49 on: May 05, 2011, 02:35:47 pm »

Well... Let me take shots in the dark.
The bigger rock to climb might be...

-Guard paths
-Objectives
-Gadgets
-Interactive AI (For an example, Guards triggering an alarm like in Bunker 1, Or a scientist putting his hands up.)
-Working alarms and guard spawn points
-All characters/guards/scientists
-All maps
-3 different difficulties + 007 mode
-AI in general
-Voice acting? (VC, Promise me you will voice a main character.)
-More props (I believe a few are missing.)
-Working cameras
-All translations for dialogue (The community would help with that for sure.)
-Cinematics at beginning and ending of all levels
-Testing all of this.
-Building in a "Geddan" bug that won't crash the game, Just for the nostalgia.

Well i can do a semi-convincing Sean Bean Impersonation (back from the dead, sorry old boy,etc)

al
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killermonkey

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Re: So What can we expect for 4.2?
« Reply #50 on: May 06, 2011, 02:01:04 am »

@namjna

Good list, that pretty much sums it up.

@all else

lemme just sum it up that I am using the exact same code for AI as I am for bots. This way it would be a direct extension into single player. The ironic thing is single player AI is so much easier to implement because its already designed into the source engine. In order to use it for bots I had to invent a hack that emulates a player proxy on top of the AI code to enable interaction with existing gameplay infrastructure, scoring, and everything else that multiplayer has.
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Rick Astley

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Re: So What can we expect for 4.2?
« Reply #51 on: May 06, 2011, 03:04:19 am »

so how is that coming along?
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coolDisguise

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Re: So What can we expect for 4.2?
« Reply #52 on: May 06, 2011, 07:55:20 am »

so how is that coming along?

this^

@namjna

Good list, that pretty much sums it up.

@all else

lemme just sum it up that I am using the exact same code for AI as I am for bots. This way it would be a direct extension into single player. The ironic thing is single player AI is so much easier to implement because its already designed into the source engine. In order to use it for bots I had to invent a hack that emulates a player proxy on top of the AI code to enable interaction with existing gameplay infrastructure, scoring, and everything else that multiplayer has.

Sounds very complicated, but very interesting. I wonder why Valve didn't design the same interfaces (or at least similar ones) for multiplayer bots in source games anyway. I mean they did some CS: S bots, right?
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killermonkey

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Re: So What can we expect for 4.2?
« Reply #53 on: May 06, 2011, 10:44:12 am »

The CS bots were created by Turtle Rock Studios which is why they are not part of the Sdk. I believe they did it the logical way and put an air layer on top of the player interface.

unfortunately that is not a choice for us because AI entities are branches off from player entities. This does not allow for proper polymorphism and usage of underlying functions, hence the proxy player.
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markpeterjameslegg

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Re: So What can we expect for 4.2?
« Reply #54 on: May 07, 2011, 05:39:06 pm »

Ha ha, well done NamajnaG, that sums it up for me as well.
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Rick Astley

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Re: So What can we expect for 4.2?
« Reply #55 on: May 12, 2011, 11:04:23 am »

so wait since next year is the offical 50th annavisary of James Bond...i wonder what the Goldeneye Source team will do to celebrate it?
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major

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Re: So What can we expect for 4.2?
« Reply #56 on: May 12, 2011, 11:33:36 am »

Also the 15th anniversary of GE007... hmm what to expect.
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Proxie

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Re: So What can we expect for 4.2?
« Reply #57 on: May 12, 2011, 05:34:17 pm »

I want to see Major dressed up as Mayday.
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major

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Re: So What can we expect for 4.2?
« Reply #58 on: May 12, 2011, 06:32:20 pm »

Don't have to wait till next year for that...I call that karaoke Tuesday.
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Rick Astley

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Re: So What can we expect for 4.2?
« Reply #59 on: May 13, 2011, 02:39:54 am »

Don't have to wait till next year for that...I call that karaoke Tuesday.

http://www.youtube.com/watch?v=dMS4-9dfJok&feature=related

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