View Full Version : Jazz2 Bots
Newspaz
Sep 12, 2001, 03:41 AM
I'd like to start a discussion about this. Since I still think it is possible.
How?
Well there are memmory addresses which you can use to locate other players. So you could just write a program that controls a Jazz player to find and goes after a Jazz player.
But, the biggest problem was how can we stop the bot of taking the shortest way like walking against walls.
Then EvilMike suggested that we could use an empty event like event 255 to make a path, and have Jazz follow it. Since that there also is a memmory addresse which can read the event numbers that could be possible.
Any other intresting theories?
Cesar
Sep 12, 2001, 01:06 PM
Well, I'm concern about programming the bot's every decision and movements. This project could be difficult; but in some way, it could be possible.
Just don't make the bots very evasive, like Unreal Tournament's "godlike" robots http://jazz2.nagcentral.com/forum/images/smiles/icon_wink.gif
Yet, it could be a challenging battle.
Kaz
Sep 12, 2001, 02:30 PM
Oh you know there's nothing evasive in jj2 ever since seekers came out...
anywhoo, it may be better to use somewhat of a script...
I mean,
Bot moves right
If bot cannot move right anymore, try running
If running doesn't work, jump and run, if that doesn't work, move left.
And so on, and when a person is in a certain range, hold fire and jump.
Cesar
Sep 12, 2001, 02:38 PM
You know, maybe the evasive script might not work. Whatever the bot sees in "his screen" will try to evade it; but due to lag tolerance and latency, he will get hurt anyway since the other client sucessfully hit that bot with seekers in the client's screen http://jazz2.nagcentral.com/forum/images/smiles/icon_wink.gif
Newspaz
Sep 13, 2001, 06:27 AM
Yes, it brings up another problem. The bot wouldn't be able to see the bullets.
Kaz
Sep 13, 2001, 02:21 PM
Ackkk, dejavu...
anywayz, no, I believe the server see's everything, except what he doesn't see on his screen is updated much more slowly and so even so, they would both hit eachother.
Michael
Sep 14, 2001, 10:47 AM
I definatly want to see bots, I can't stand easy to beat newbies or god oldies who are on when where I am it's to late to play.
Newspaz
Sep 14, 2001, 12:11 PM
Well if we would make them you can't expect them to have a high AI.
Cesar
Sep 14, 2001, 05:19 PM
I would say start by making the bots aggressive but elusiveless http://jazz2.nagcentral.com/forum/images/smiles/icon_wink.gif
But weapon decision could be hard.
Michael
Sep 14, 2001, 10:00 PM
The question is, can it be done?
Newspaz
Sep 15, 2001, 01:38 AM
IMO it can be done. Some other people don't agree with me though.
Cesar
Sep 15, 2001, 05:50 AM
I think the this project is going to be an external program that will control the movements in Jazz2 window.
There are kind of enough codes to do the job. There are address of the player's location and stuff.
Fear
Sep 15, 2001, 01:33 PM
I have seen some kindof Botlike thingy (could be a two-playing server), but very flawed. The behaviour sure looked botlike enough, because it kept running against walls and shooting walls.
SteelTalon
Sep 16, 2001, 02:27 PM
We could configure this like UT...
Pathnodes r00l j00...
(BTW I think a SP bot arena would be more fun than a multi)
Cesar
Sep 17, 2001, 02:14 AM
Oops, sorry for the double post. I made a mistake.
Cesar
Sep 17, 2001, 02:14 AM
We can start by making a program that will control the player. Just make the bot walk left and right. But I don't know if there are address that can initiate the player's movements and/or direction.
Kaz
Sep 17, 2001, 01:27 PM
Bascially evasion in jj2 (since it's two d) is run and jump and hold fire...
We should make the bot have powered up seekers, a... 9 delay rate of fast fire... and...
yeah...
I still like my idea of a somewhat script for those levels that aren't made for bots.
hehh, somebody could make a bot trap...
Link
Sep 17, 2001, 02:35 PM
Just out of curiosity I tried some memory addresses on the Jazz in the demo (when you sit idle at the menu screen) and they work. When I megawarped him to the beginning it looked like he had a predetermined set of moves, and it was actually quite funny to watch.
I think bots can be done.
ShadowGPW
Sep 17, 2001, 04:22 PM
Well guys give it a shot.. the first releases of the Quake bots where TOTALLY not perfect.. they could only run and sometimes he shot at you
Lamer
Sep 17, 2001, 09:48 PM
*agrees with Shadow*
You don't have to make your work perfect because that is exorbitant, making something work, as in just plain work without anything complicated, is affordable.
roseta
Sep 18, 2001, 04:30 AM
Sounds Scarry.
Anything is possible.
Newspaz
Sep 18, 2001, 07:31 AM
Well what we need is someone who is a good programmer. In a higher Programming language because I don't think VB (actually, Link thinks that http://jazz2.nagcentral.com/forum/images/smiles/icon_wink.gif) is fast enough
$tilettø
Sep 18, 2001, 08:43 AM
Maybe its a Good idea Too ask Someone in the Q3a Coding Forums?
Newspaz
Sep 18, 2001, 09:33 AM
Nah, they'll ust make fun of us, and they don't know a thing about Jazz anyway.
Michael
Sep 20, 2001, 02:44 AM
But is it posible?!
Cesar
Sep 20, 2001, 06:32 AM
*Thinks a programmer fan of Unreal/Unreal Tournament should try the project for Jazz2* hmm...
$tilettø
Sep 20, 2001, 06:47 AM
i already tried that Asking People from Quake,
but they Dont have jj2 So it would be Imposibble
Fear
Sep 20, 2001, 07:10 AM
Well I know some people who are slightly experienced in c++, would that do?
White Rabbit
Sep 20, 2001, 07:27 AM
To be honest, I have no idea how to make bots, I just wanted to say that I am very interested in them and would like to know more. I just wanted to ask: is it pssible to make bots??
$tilettø
Sep 20, 2001, 08:57 AM
all i know is the most Quake Bots are made in C,
Newspaz
Sep 20, 2001, 11:35 AM
The bots in quake are intern in the game. And also I wouldn't like to have Quakers coding it.
ShadowGPW
Sep 20, 2001, 02:49 PM
NewSpaz why not they know the best AI!
Derby
Sep 20, 2001, 03:05 PM
You're forgetting about Unreal's AI, Shadow. If there's one smart thing about those Quake bots, it's that they get to hold cigars in their mouths. ;-P
The idea isn't too bad, but there are certain concerns to think about. Bots won't be able to take items when they feel the need for them, which may make the bots too easy to play with. Various other concerns with such botpathing would also be there. Memory won't make very good bots, but source would.
_________________
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ShadowGPW
Sep 20, 2001, 03:40 PM
Unreal Tournament is boring http://www.tweakers.net/g/s/sleepey.gif
But lets get back on topic http://jazz2.nagcentral.com/forum/images/smiles/icon_wink.gif
Newspaz
Sep 21, 2001, 06:42 AM
What if it's possible to read the envirnoment, and events using memmory addresses?
Stijn
Sep 21, 2001, 08:04 AM
Did you know? AstroniA started a bots project very long ago, when J2C was still up. Maybe he/shes's still *alive*. Contact him/her about it, maybe he/she knows some useful stuff. The project was cancelled due to CTF bstuff, but maybe the battle project was far done already... Try.
Newspaz
Sep 21, 2001, 01:51 PM
I know Flash. I've contacted AstroniA several times. I guess he doesn't want to answer. (According to Steven it's the right email)
Link
Sep 21, 2001, 07:08 PM
I know some C and C++, which I think would be best for this, except I don't know how to make windows and graphics and stuff so it wouldn't be very nice. Are there any C\C++ programmers here who would be willing to help?
Cesar
Sep 21, 2001, 10:27 PM
On 10:08pm 9-21-2001, Link wrote:
I know some C and C++, which I think would be best for this, except I don't know how to make windows and graphics and stuff so it wouldn't be very nice. Are there any CC++ programmers here who would be willing to help?
I need help about that, too, since I started C++ in my school. Count me in.
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