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Improved LTK Bots | March 23, 2001 - 12:29 EST | celtic88


Werewolf has modified Action Quake 2 improving on the bots and other issues. He's also released Airsoft AQ including new game play and bots. Check out this page for the downloads and information.
[News Category: Quake II Bots]
[Comments: 1]

CGF Update | December 22, 2000 - 8:10 EST | celtic88


William has updated his Computer Generated Forces site with news on the progress of CGF:
The AI also has been given more detailed understanding of the weapons. To handle 'weird' weapons such as the M16/M203 combo (a combined assault rifle and grenade launcher), a better weapon selection and handling mechanism is needed. An example of weapon selection is: 'which is the best gun for the job', and weapon handling deals with: 'should I release the trigger now to fire a long burst'.
The 'weapon handling code' provided by game SDKs (for example, Quake I/II and Half-Life) does not make explicit many of the weapon's properties, and tackles weapon selection typically using lots of 'if' statements. Such an approach suffices for simple AI and simple weapons. However, that approach does not cut it for AQ2 which featuring silencers, burst mode, clip based reloading, laser sight, speed reloading, location based damage and posture dependent aiming accuracy.

Check out his site for the rest.
[News Category: Quake II Bots]
[Comments: 1]

LTK Source Code Released | November 3, 2000 - 1:19 EST | celtic88


RiEvEr sent the following news:
The source code to version 1.22 of the License To KIll bots for Action Quake II has been posted at Pondscum's (www.pondscum.co.uk ). I am not guaranteeing that it even compiles and runs without problems since it is the only backup I could find of the last code I was working on. Anyone running diffs between this code and the 1.11 code will find all the major changes easily enough.

I also mailed a copy of the code to the LTK Depot at The Newbie's Niche (www.actiongames.co.uk/tnn ) but it has not appeared there yet owing to a rebuild of the website being in progress.

I will do my best to answer questions anyone may have in the message boards. I will _not_ answer emails about this code since I don't have time to reply to the same question 12 times :)
The LTK site is officially dead and all support will take place through the two sites named above and via the BE Q2 botboard.
Thanks..

Well that's that then. Stop by the Quake 2 BotBoard if you have any questions for RiEvEr.
[News Category: Quake II Bots]
[Comments: 0]

Lee's Mod 1.01 | July 19, 2000 - 4:35 EST | celtic88


Lee has released version 1.01 of his Quake2 mod, Lee's Mod. What's new(for the bots):
  • 'bot_skill' parameter has been added. Bots were using the skill has thier skill adjustment.
  • map 'Jail4' route redone
  • Bots in teamplay now work out and join the team with the lowest players

You can get a copy here.
[News Category: Quake II Bots]
[Comments: 1]

Matrix Quake2 Bot? | May 16, 2000 - 4:45 EST | Ze0


I was contacted some time ago by someone who was anxious to see a bot created for the Matrix Quake2 modification. He was eager to see a bot developed for the modification due to the fact that not many servers run it, and he doesn't get to play it much anymore. The source code is available on the Matrix Quake2 page for anyone who is willing to give it a bash. I'm sure Ryan would love to hear from you if you come up with something playable, myself included.
[News Category: Quake II Bots]
[Comments: 2]

CRBot Source Code | April 14, 2000 - 10:58 EST | Ze0


Mike Malakhov author of the CRBot for Quake 2, has gathered all of what he could of the source code to the bot and released it on the CRBot Official Homepage. It is available in two flavours, a rar archive (208K) or a zip archive (290K).
[News Category: Quake II Bots]

Neuralbot News | March 7, 2000 - 3:16 EST | Ze0


Ono-Sendai sends word of some disappointing news concerning his Neuralbot, the full update can found at the site, here's a clip:

First things first. I've got a coding job with a German game company called Crytek. This is the same company that theFatal, author of the Jumbot, is working for. The contract expressly forbids me from working on projects outside of the game :( So this means I can't do the Quake3 port of neuralbot I would have liked to do. It means I won't be able to make big changes to the bot.

[News Category: Quake II Bots]

LTK 1.22 | March 2, 2000 - 1:12 EST | Ze0


RiEvEr has released a brand new version of his Action Quake 2 bot, Licensed To Kill. As for what's new:

  • - Changed weapon selection code to detect if no weapon is available.
  • + Enabled knife throwing.
  • + Enabled kick attacks if no weapon available and close enough.
  • # Stopped bots leaping off rooftops with knives!
  • + Knives are now seen as collectable items.
  • - Increased sniper accuracy at lower skill levels.
  • + Corner collision detection and avoidance code added.

You can find yourself a copy here, RiEvEr also notes that he intends this to be the final release of Licensed To Kill.
[News Category: Quake II Bots]

LTK 1.21 | February 29, 2000 - 12:12 EST | Ze0


RiEvEr has release Version 1.21 of Licensed To Kill, his Action Quake 2 bot. The file can be found on http://www.pondscum.co.uk/ due to some FTP problems with PlanetQuake.
[News Category: Quake II Bots]

RAMBOT v0.49 | February 28, 2000 - 4:12 EST | Ze0


It's been a long time coming, but KRYPTYK has finally released a new version of his RAMBOT for Quake 2. He notes that this version is an interim release, meaning that he has a new version in the works but it should take some time to debug. A copy can be found here.
[News Category: Quake II Bots]

LTK v1.20 | February 25, 2000 - 1:32 EST | Ze0


RiEvEr has released a new version of his Action Quake 2 bot, Licensed To Kill. He notes that this version of the bot is NOT backwards compatibile with the old route system, so you will have to make new routes. You can grab a copy here.
[News Category: Quake II Bots]

Another AQ2 Bot? | February 23, 2000 - 1:01 EST | Ze0


RiEvEr has made a post on the Licensed To Kill site, concerning a new Action Quake 2 bot that he is working on. Here's the deal:

Just to prove it’s not just a spurious rumour - I am really working on a new bot for AQ2. It will blow LTK out of the water once it’s done. I cannot modify LTK much further since I need a bot based on a state machine to get the AI working. The ACE code is solid and reliable, but not designed for state use in the way that I require. This is good news for you guys, but means a lot more work for me. I may, experimentally, put the LTK code in alongside the new bot so they can fight eachother and I can observe the strengths and weaknesses of each method. I know it’s possible to do this since I remember Steve doing it with the ACEnERASER mod a while ago.

The new bot (as yet un-named) is a bit thick at the moment and barely manages to avoid bumping into walls while shooting visible enemies. Still, it’s only a day old - give it time *grin*


[News Category: Quake II Bots]

Neuralbot Demos | February 19, 2000 - 11:01 EST | Ze0


Ono-Sendai sends word that he has posted a couple of demos over at the Neuralbot site. Check out the site for further details.
[News Category: Quake II Bots]

LTK v1.12 | February 18, 2000 - 6:08 EST | Ze0


RiEvEr has released a new DLL for his Action Quake 2 bot, Licensed To Kill, otherwise known as LTK. You can find the new DLL here. Please note though, that you will need a previous version of the bot for this DLL to work.
[News Category: Quake II Bots]

New CGF Missions | January 31, 2000 - 2:31 EST | Cube


The CGF: Resource Site has been updated with a couple of new mission sets for use with the bot. Find out more at the site.
[News Category: Quake II Bots]

LTK 1.11 Available | January 27, 2000 - 3:28 EST | Cube


RiEvEr has sent the new version of the Licensed to Kill bot over, and we have it up here. As far as I know the only change for this version is a temporary fix to the "shooting backwards" problem.
[News Category: Quake II Bots]

New LTK Soon | January 26, 2000 - 4:33 EST | Cube


In fact it would already be out, were it not for some FTP problems RiEvEr is experiencing. So the next version of the Licensed to Kill bot should be available soon. The only information on this new version (1.1) at the moment is that it provides a temporary fix for the "shooting backwards" problem.
[News Category: Quake II Bots]

New CGF Missions | January 21, 2000 - 2:29 EST | Cube


Maniac, of the CGF: Resource Site, sends word that he has posted some new missions for the bot onto his site, which you can download here.
[News Category: Quake II Bots]

3ZB II Gamemode Screenshots | January 17, 2000 - 12:03 EST | Cube


The 3ZB II: Rago website has been updated by Ponpoko with a number of screenshots showing off a new gamemode (known only as Deathmatch mode 2 at the moment) he has been working on. I assume, although he doesn't mention it in the update, that Ponpoko is intending on including this in the next version of the bot.
[News Category: Quake II Bots]

3ZB II: Rago News | January 14, 2000 - 2:02 EST | Cube


Well not entirely, but Ponpoko has updated the 3ZB II: Rago site with news that he is still busy with work but expects it to ease off soon, allowing him to work on the bot. There's also news of a new 3ZB II launcher, by Acid Scorpion.
[News Category: Quake II Bots]

Neuralbot News | January 12, 2000 - 2:24 EST | Cube


The Neuralbot site has been updated by Ono-Sendai with a long narrative on Back-Propagation ("supervised learning algorithm"), his attempts at putting it into the bot (including a complete rundown of some of the stuff he had to do) and the results. Ono's also waiting for the Q3:A source, but as you can see below he, like all the others, won't be waiting that much longer.
[News Category: Quake II Bots]

CGF News | January 10, 2000 - 3:01 EST | Cube


The CGF site has been updated by William with a couple of bits of information. Firstly, for those who are having problems with the bot's launcher there is new documentation available and William also posted some information on his experiments with using interactive vehicles in Quake II:
The good news: I created a working APC, which I can enter, ride, and exit. I can manipulate rotating ramp door via the vehicle's buttons (driving or not), and the vehicle features a continously rotating radar 'dish'.
The bad news: the Q2 physics seem to have a few limitations. When you ride the vehicle, your view angles don't turn when the vehicle turns. And you cannot ride on the the ramp door, when open.
Sometimes, you see a few artifacts because the vehicle parts don't move fully synchronized.
He adds that he will be willing to finalise the code support as long as there are enough mappers who want to add vehicle's into their maps. No word yet on whether bots will be riding on/in vehicles though.

[News Category: Quake II Bots]

New FamkeBot Released | January 3, 2000 - 5:46 EST | Cube


TheFatal sends news that he has released version 0.7 of the FamkeBot, plus a new version of the source-code that allows for FamkeBot integration in a mod (without allowing access to the AI code however). The new stuff for this version:
  • Lava avoidance when strafing and going after enemies and such.
  • New double priority system.
  • Large AI redesign, though much of it is still there. Bots now move in a
    more human-like manner.
  • Optional fuzzy-aiming technique for default-skilled bots.
  • Redid the bots.cfg stuff to allow an unlimited number of bot profiles.
  • Auto-pathing for coop so you don't have to waypoint the levels when playing through with the bot in single player mode (but you still can optionally).
Version 0.7 can be downloaded here.

[News Category: Quake II Bots]

Neuralbot News | December 25, 1999 - 9:37 EST | Cube


Ono-Sendai has updated the Neuralbot site with some news on what he's been doing recently. There's information on what he's been doing with diffusable gas-nets and a genetic algorithm scheme, a bit of which is below:
Another cool thing in the paper is the genetic algorithm scheme they use, which I also coded in to my bots. Instead of the size of the GA population being the same as the number of bots, there is a large (like 100 strong) population, and a random selection of nets from a certain area of the population is 'inserted' into bot-bodies for trialling. The modified nets are then inserted back in to the population, and the cycle repeats. Kind of like a 'virtual' population.
Also, once he has returned from a holiday over New Years, Ono is fully intending on porting the bots to Q3:A...

[News Category: Quake II Bots]

CGF 0.81 Released | December 25, 1999 - 9:05 EST | Cube


The festive releases continue, as William has released a new version of the Computer Generated Forces mod. As well as fixing bugs this release adds in the first test code for multiplayer CGF as well as support for Ellusion's RiotX map. Firstly, the bugs that have been fixed:
  • Appearance of blue/green balls and male/reservoir models ('men in black')
  • Fixed echo-ing of 'enemyd' and 'enemys' sounds when issued by player
  • Fixed picking up of 'old school' cannon (weapon wasn't selected after picking up)
  • Fixed VWEP representation when bot switches weapon
  • Terrain computations are post-poned until mission start, so a warning now can appear on-screen
  • Close-combat bot behavior has been made more aggressive
  • Movement tweaks to deal with low portals preceded by < 8 unit thresholds (urban2 and all windows at riotx)
  • Player name substitutions now work; mission objectives can refer to the mission name of the player whereas the player keeps his name
As for the multiplayer code, William is releasing this now to try and get as much feedback as possible on it (hint) and all of the RiotX missions have been designed with multiple players in mind. William also provides details on the recent additions to his plans for CGF:
  • Improving bot movement so the bots can deal with natural terrain as in the jungle and cliff maps
  • Tackle button operated doors
  • Retro-fitting a number of AQ2 1.52 features
  • Experiments with 'func_train' vehicles (not sure if this results in something useful)
Version 0.81 of the bot can be downloaded here.

[News Category: Quake II Bots]

New EraserULTRA | December 25, 1999 - 8:56 EST | Cube


After a hiatus for a couple of months the EraserULTRA site has been updated with news of a new release of this vast Eraser bot modification. Scarface has been helping out AnthonyJ with the addition of code and as such there are a large list of new features and changes which include the following:
  • Scarface has implemented weapon balancing for the missionpack weapons - check the supplied xatrix.cfg and rogue.cfg for the names of all the cvars.
  • Scarface has implemented max_armor and pack_armor cvars.
  • Scarface has added cvars to allow the hud-icon to be changed for the runes.
  • Added support for "hook_style" cvar, where 0 is the familiar grapple, while 1 gives a laser grapple like Lithium, or Abandon Hope.
  • Added "hook_color" cvar with possible values such as "red", "green", "blue".
  • Added "invisible_dmstarts" cvar which hides the spawn points (useful for LMCTF)
As well as the release of this version (0.4 by the way, available for both Win32 and Linux platforms) some restructuring has been undertaken on the source code and a new release of that is also available (here). Ports for other OS' (BeOS, IRIX and MacOs) will be forthcoming. Finally AnthonyJ will be working on a Q3:A mod although no details are yet available.

[News Category: Quake II Bots]

More on 3ZB II Client-Emulation | December 22, 1999 - 2:43 EST | Cube


Maj.Bitch was kind enough to send in some more details on the source code that he has provided Ponpoko with for the 3ZB II client-emulation code (story):
When I went thru his v0.97 source, I noticed that he had jumped through a
lot of hoops in terms of additional code just to put a bot into the game. What I did was to remove all his "putting bot in game" source and write another implementation so that the bots are no longer separate ents requiring special attention all over the place, but rather are now put into the game as real client players thereby allowing the game source to treat them as any normal player in the game. This effectively eliminated a lot of routines. I provided this new source to ponpoko so that he could see how I accomplished putting a bot into the game as a real client player.
Currently no information on when the next 3ZB II will be released (the final 0.97x version).

[News Category: Quake II Bots]

3ZB II: Rago News | December 21, 1999 - 2:10 EST | Cube


The 3ZB II: Rago site has been updated with some news from Ponpoko that he has received some new code from Maj.Bitch that looks like it provides client emulation, which Ponpoko is now going to implement into the bot.
[News Category: Quake II Bots]

CGF News | December 9, 1999 - 2:18 EST | Cube


Recently William has been making some more updates to the CGF site following on from the release of version 0.80. Several subjects are covered including bugs from 0.80, AI Training, the upcoming implementation of CGF multiplayer and the on-going attempts at getting 3DFX cards working with OpenGL. The next version (0.81) is scheduled for about ten days from now, fixing 0.80 bugs and adding in the test code for the multiplayer feature.
[News Category: Quake II Bots]

Next 3ZB II: Rago | December 8, 1999 - 3:40 EST | Cube


Ponpoko has put up a quick note on the 3ZB II: Rago site that version 0.98 of the bot will not be the next version, instead Ponpoko wants to release one more 0.97x test version before.
[News Category: Quake II Bots]

LTK Linux & BeOS Ports | December 2, 1999 - 2:51 EST | Cube


The port-master, or Richard Hess if you want, has released two new ports (one for Linux and one for BeOS respectively) of the Licensed to Kill bot, version 1.10. Unfortunately the fog code has had to be disabled for the present time due to some "build and runtime" problems. There are sites up for both ports, the Linux one is here and for the BeOS port go here.
[News Category: Quake II Bots]

RAMBOT News | December 2, 1999 - 2:47 EST | Cube


Just a quick quote from KRYPTYK here on the status of the RAMBOT:
The bot is starting to look good :) Still has node following bugs, but it has certainly improved.
No word yet on a release date for the next version.

[News Category: Quake II Bots]

More on 3ZB II 0.97d | December 2, 1999 - 2:33 EST | Cube


H sends word that Ponpoko left out some information with the release of the latest version of the 3ZB II: Rago. Apparently 0.97d also adds in support for air-lifts (like those found in serenity.bsp), and the bots are meant to use them rather well.
[News Category: Quake II Bots]

3ZB 0.97d Released | December 1, 1999 - 2:39 EST | Cube


On the (redesigned) 3ZB II: Rago site Ponpoko has released version 0.97d of the bot. This version should remove a fatal error bug that was present in 0.97b, and like 0.97b it is a DLL only version.
[News Category: Quake II Bots]

LTK Out (Part Two) | November 30, 1999 - 2:42 EST | Cube


The Licensed to Kill website has now been updated with the latest version (1.10) of the Action Quake II bot by RiEvEr. The main purpose of this release is to add in support for William van der Sterren's OpenGL Fog (more info on the CGF site). The source code to the bot is also included in this release. This may be the last version for quite some time as RiEvEr is now concentrating on a commercial project for the next couple of months.
[News Category: Quake II Bots]

LTK Out? | November 30, 1999 - 1:29 EST | Cube


Although maXtron has it as released (and the LTK Announcement list concurs) I'm not sure if the new version of the Licensed to Kill bot has actually been released. The LTK site hasn't been updated and I've yet to find a file link...Anyway this version (released or not) includes OpenGL fog support (the same as used in CGF) and increases the maximum number of nodes used in route-files, to allow for larger maps. The source code will also be available when the file links do appear.
[News Category: Quake II Bots]

CGF 0.80 Released | November 29, 1999 - 2:29 EST | Cube


William sends word (and thanks also to all the others who did to) that he has released version 0.80 of the Computer Generated Forces bot. What he had to say of the release:
CGF 0.80 is here and brings better tactics, more maps, fog, additional
weapons, and some serious house clearing missions. Think on your feet, beware of suppression fire, use your radio, hide in the
dark and try to survive. Feel the kick of a Barrett sniper rifle, hear the hostile AK47 on your left, use the fog to your advantage. CGF, these bots are dangerous.
Some of the new missions available:
  • Assaulting a well defended building at Riot.
  • Defending the L-Mart at Coverme (where about 5 windows get broken in the first 30 seconds)
  • Infiltrating and clearing the p1_lightbeam lighthouse complex.
You can download 0.8 here and for more information on additional weapon downloads go here.

[News Category: Quake II Bots]

New LTK Soon | November 29, 1999 - 2:21 EST | Cube


There is a quick note on maXtron that the next version of the Licensed To Kill bot should be available very soon (later today in fact), including the fog support from CGF (see above).
[News Category: Quake II Bots]

Neuralbot 0.6 Released | November 26, 1999 - 2:18 EST | Cube


Version 0.6 of the Neuralbot has been released by Ono-Sendai. The first version for a couple of months, it is virtually a complete re-write from 0.5. Included with this release is a new map, by Castle, that is meant to be ideal for training your bots on. Version 0.6 can be downloaded here and the source code to this version has also been released (here).
[News Category: Quake II Bots]

Neuralbot List | November 24, 1999 - 9:55 EST | Rod


Ono-Sendai sends word that there is a new mailing list on his Neuralbot site. Users may post items about Neuralbot/AI issues.
[News Category: Quake II Bots]

Linux 3ZB II 0.97 | November 24, 1999 - 1:40 EST | Cube


Linux port of version 0.97 of Ponpoko's 3ZB II: Rago bot. The port is i386/glibc only and can be downloaded here.
[News Category: Quake II Bots]

CGF News | November 19, 1999 - 2:20 EST | Cube


The Computer Generated Forces site has been updated by William, with a new animation showing bots using overwatch and information that CGF will be supporting a dozen new (optional) weapons, including VWEP's, from Terror Quake II and Navy Fortress.
[News Category: Quake II Bots]

LTK to Linux Solution? | November 19, 1999 - 2:18 EST | Cube


Got word that Richard Hess, best known for his ports of bots and mods to other OS', has sent a possible solution to maXtron regarding the problem he had (story) porting the Licensed to Kill bot to Linux. Hopefully it'll prove succesful, paving the way to ports of all of maXtron's Q2 and Kingpin mods.
[News Category: Quake II Bots]

LTK to Linux? | November 18, 1999 - 2:14 EST | Cube


maXtron has updated the site of the same name asking for some information regarding Quake II and Linux as he has been having some problems compiling the LTK bot (which would be a prelude to compiling all his various mods to Linux). More information on his problem here.
[News Category: Quake II Bots]

Neuralbot News | November 16, 1999 - 3:51 EST | Cube


Ono-Sendai has updated the Neuralbot site with news that his exams are now over some info on what's happening with the bot:
The bot code is at that annoying stage where I want to add lots of cool stuff to it, but instead I have to just arduously mess round with the current code until it is in a releasable state.
He has also posted an idea for a tournament for trained bots, read more here.

[News Category: Quake II Bots]

New 3ZB II: Rago | November 14, 1999 - 1:38 EST | Cube


Ponpoko has released version 0.97b of the 3ZB II: Rago bot. This release is a bug-fix, although Ponpoko doesn't go into detail on what exactly has been fixed although I think it will probably be the "PF_setmodel: NULL" bug. As far as I know version 0.98 is scheduled for around the end of November. Ponpoko has also posted a new set of .chn files for the LMCTF maps 21 to 30, which can be downloaded here.
[News Category: Quake II Bots]

3ZB II News | November 10, 1999 - 12:08 EST | Cube


Ponpoko has updated the 3ZB II: Rago site with news on the next release of the bot:
0.97 is still may cause "PF_setmodel: NULL" error.But it don't cause on current version in my local machine.
I want to release v0.98 near day of 11/23-11/24.Possibly,I want to activate "ctf 2" in v0.98.
He goes on to say that he is working on routes for the LMCTF maps (21 to 30).

[News Category: Quake II Bots]

"Michael" v0.03 For HolyWars II | November 10, 1999 - 2:54 EST | Rod


RiEvEr has released v0.03 of "Michael" the HolyWars II Bot for Quake II. List of new features:
  • Updated internal version number to 0.
  • Enemy selection altered to choose nearest enemy if applicable.
  • Heretical attacks added.
  • New Config file for bot naming etc. (bots subdirectory)
  • New route file system added (routes subdirectory)
  • Random naming system implemented if un-named bots are added at console.
  • Routes automatically saved and loaded at level end/start.
  • Michael can create his own routes now after 10 minutes or so of play.
  • FULL support for all "heretic" code added.
  • Stopped bots running around during intermission.

[News Category: Quake II Bots]

CGF News | November 8, 1999 - 2:19 EST | Cube


William has updated the CGF site with a lot of news, the most interesting being on a new feature for the next version of the bot; Adaptive Tactics:
From the upcoming CGF version 0.80 onwards, the CGF bots won't ever be the same again! Just like the better tactical gamers, these bots, with every fight, will get a better feel for the map's high traffic areas, the kill zones, the camp spots, the bottlenecks, and the successful sniper locations. They will build up combat experience... And, more importantly, they will use that experience to improve and adapt their tactics.
He then goes into more detail and provides some related images too. As well as the adaptive tactics the update also covers the next release of the bot ("...in about a week, you'll get to experience it") and word on some possible problems on extra weapon support from outside AQ2.

[News Category: Quake II Bots]

3ZB II Bot Launcher | November 8, 1999 - 2:09 EST | Cube


As well as posting news of a new guide for the bot (written by 006.9 [RsF]) Ponpoko has updated the 3ZB II: Rago site with word on the release of a 3ZB II Bot Launcher, by Acid Scorpion. Also Ponpoko has posted an LCC compatible version of the source to the bot, by Maj. Bitch.
[News Category: Quake II Bots]

AirQuake2 Bots | November 7, 1999 - 6:09 EST | Cube


A new version (2.0) of the AirQuake2 mod was released yesterday (Source: Telefragged) and this version has some new bots:
Completely new bots! They are still in a rather basic though - but in future versions they will be able to select from all vehicle categories (plane/helo/ground) and play normal deathmatches as well as teamplay games
AirQuake2 is a mod that gives players the chance to use planes, helicopters and such instead of the usual weapons to take out each other.

[News Category: Quake II Bots]

LTK Fog News | November 4, 1999 - 1:07 EST | Cube


Saw on maXtron (where they are looking for some news hounds) that the Licensed to Kill site had been updated by RiEvEr with some news on the fog support in the mod:
William helped me (a lot) to get the FOG code working in LTK so it will be in the next release. I’m going to hold it back so it hits the net at the same time as the next CGF. The fog code is William’s baby and I won’t pre-empt him on the release of it.
Also the LTK Announcements mailing list has changed hosts and can be subscribed to from here.

[News Category: Quake II Bots]

BeOS 3ZB II 0.97 Released | October 29, 1999 - 12:35 EST | Cube


BeOS port of the latest version (0.97) of the 3ZB II: Rago bot. The changes for this version of the bot:
  • CTF mode is still a test version.
  • Fixed some grapple bugs.
  • Fixed dropped Quad-damage's time.(Catfish found)
  • Added more CTF team playing AI.
  • Added avoiding against laser.
  • Better route selecting.
As with all the other BeOS Q2 mod ports on Richard's site this port is for BeOS 4.5 x86 only. You can download it here.

[News Category: Quake II Bots]

Neuralbot News | October 29, 1999 - 12:40 EST | Cube


Ono-Sendai sends word that he has updated the Neuralbot site with the latest news regarding the bot:
I'm right in the middle of exams now, which is never good. I think that after the exams, I'm gonna change the neural network architecture that my bots use, to a much more biological form. I'd like to make the net fully recurrent; that is I'd like to have all the neurons connected to every other neuron in the net. This will allow for cool stuff like chaotic feedback :). I hope to also add in stuff like diffusable gas as a neurotransmitter, and perhaps even advance time in the NN at a greater frequency than 10Hz.
Ono-Sendai goes on to point out that he hopes to have version 0.6 out before this though, as long as he can remove some bugs. Also, if you are wondering exactly what diffusable gas is he has posted a link to the Diffusible GasNets home page.

[News Category: Quake II Bots]

Next CGF Delayed | October 28, 1999 - 1:09 EST | Cube


There is news on the CGF site from William, saying he is going to need an extra week or so to finish work on the next version of the bot (it was initially set for a November 1st release). Apparently the next version will have numerous detailed improvements and William has posted two examples of these for you to have a look at.
[News Category: Quake II Bots]

New LTK | October 28, 1999 - 12:54 EST | Cube


RiEvEr has released a slightly changed new version of the LTK bot. Mainly the release is to correct the "messed up" archive for version 1.00 and the only code changes to version 1.01 is the addition of code to make the bots less likely to see the player in the dark. There's some more news on the bot on its site, including info that LTK may soon contain fog support...
[News Category: Quake II Bots]

LTK Download Link | October 26, 1999 - 1:18 EST | Cube


RiEvEr sends word that due to his error the wrong link went out for the most recent version of the LTK bot. It should have been: http://www.planetquake.com/dl/dl.asp?maxtron/LTK100.zip.zip (note the extra .zip[!]).
[News Category: Quake II Bots]

3ZB II 0.97 Out | October 25, 1999 - 12:51 EST | Cube


Ponpoko sends word that he has released version 0.97 of the 3ZB II: Rago bot for Quake II. The CTF support is still classes as a test rather than final in this version. The other relevant information on the release:
  • Fixed some grapple's bug.
  • Fixed dropped Quad-damage's time.(Catfish found)
  • Added more CTF team playing AI.
  • Added avoiding against laser.
  • Changed to more better route selecting.
Ponpoko also thinks he has fixed the "PF_setmodel: NULL" error that appeared in the last version. The source code to the bot has also been updated to version 0.97.

[News Category: Quake II Bots]

Extra CGF Weapons | October 24, 1999 - 1:31 EST | Cube


William has made a quick update to the CGF site that has news of (possible) new weapons for the bots:
I've been experimenting with some Action Guild 'optional' weapons. As the screenshots demonstrate, most of the work has been completed. You're able to use them next to the original weapons. In other words, you're able to carry both the AK47 and the M4, the UZI and the MP5, etc.

Keep in mind though that these additions are meant as eye and ear candy only. The weapons look and sound different, thus making for more immersive CGF missions: its great to distinguish between hostile AK47's on your left and good old friendly M4's on your right. However, the weapons are functionally equivalent to the AQ2 counterparts (and consume the same ammo).

There are some screenshots on the CGF site of bots with the new weapons plus some more information and a request from William regarding VWEP models.

[News Category: Quake II Bots]

Licensed To Kill 1.00 | October 23, 1999 - 8:41 EST | Ze0


RiEvEr has released Version 1.00 of his Licensed To Kill bot for Action Quake 2. Here's the scoop:

"The route file format should be stable for quite a while now and ladder
handling seems to be sorted out. Work since the last version has included the following:

# Fixed ladder node creation
+ "ltk_showpath [0/1]" CVAR will display bot path selection information.
+ New ladder detection function.
- Distance checks added for ladder climbing.
+ Special handling to reduce velocity at ladder mount point.
+ Ledge handling code allows jumping up small obstacles.
# Air Walking code found and removed.
- Ladder climbing code refined and working.
- Item selection weighting altered.
# Route files with less than 100 nodes will not be saved. This is to prevent good route files being overwritten when the game glitches at load-time and quits.
! ** Updated route file version to 3, old routes will not work **

The file can be found here.
[News Category: Quake II Bots]

Terror Quake II Bot? | October 22, 1999 - 1:49 EST | Cube


An update on the Terror Quake II site indicates that there may soon be a bot in this Quake II mod:
Dementor is looking into the possibilities of adding a bot to TQ2!
Preliminary reports say that the bot is still buggy as hell (due to the complex code), but can walk around a map with a pistol...
I hope to hear more from him in the coming days on this subject.
Thanks to SamX for that.

[News Category: Quake II Bots]

3ZB II 0.97 Release Date | October 21, 1999 - 5:52 EST | Cube


There is news on the 3ZB II from Ponpoko that indicates that the next version of his bot, that fixes some CTF bugs and adds bot avoidance of lasers, (Source: maXtron) will be released sometime this weekend. Ponpoko would also like to hear from people who have had a crash that produces a particular error message (more details on the 3ZB II site).
[News Category: Quake II Bots]

RAMBOT Status | October 20, 1999 - 1:43 EST | Cube


KRYPTYK sent word that he has updated the RAMBOT site with news on the progress of development:
I have fixed the strafing in the combat code, so now the bots strafe better while attacking. I also added the jumping/ducking check to the move to goal state, so now the bots move smoothly to goals and only jump or duck if needed.
And some more straight from KRYPTYK's mouth:
I have currently reimplemented the player-placed path nodes so that the bots will use the paths whent there is nothing else to attain. If there are no nodes, then the bot will wander without nodes. The main idea was to reduce the bots from "bouncing" around in rooms without exploring and to make bots move around levels more.
No word on any release date yet but I don't think it can be too far away.

[News Category: Quake II Bots]

3ZB II 0.96 Available | October 18, 1999 - 1:26 EST | Cube


The 3ZB II: Rago site has word from Ponpoko that he has released version 0.96 of his bot for Quake II. This release contains the long-awaited CTF version, and is classed as a 'CTF Test'. Other than that I believe the features are the same from 0.93 (but obviously CTF is pretty big).
[News Category: Quake II Bots]

Awakening Bot Support | October 17, 1999 - 10:19 EST | Cube


redchurch sends word that he is looking for a coder to add Eraser bot support to his Quake II Awakening mod, which was released today. Some information on what Awakening is all about:
Awakening DM can be played more strategically or as standard hardcore deathmatch. If you are the type of player who enjoys a more strategic deathmatch experience you will enjoy using weapons such as the tractor beam traps and the C4 plastic explosives which can detonated at will. Enjoy nailing someone to death with the Explosive Spike Gun. Tired of getting sniped by that person who always hides in the shadows? Use the Gauss Pistol to target and shoot through walls! Don't you hate it when your opponent gets away? Freeze them momentarily with the Shock Gun. Some of the weapons also have two firing modes which allow you to use the same weapon in different
situations.
From the screenshots on the site the mod looks very nice indeed (reminiscent of Kingpin). If you think you can help with adding in bot support, contact redchurch via redchurch@uswest.net

[News Category: Quake II Bots]

Assimilation 3.2 Released | October 17, 1999 - 10:12 EST | Cube


Version 3.2 of the Assimilation Quake II mod, that supports Gladiator Bots, has been released (Source: Telefragged). Apparently this update is recommended if you want to use the bots in the mod and it is just a small update (186kb).
[News Category: Quake II Bots]

LTK Beta 0.16 Released | October 17, 1999 - 3:57 EST | Cube


The Licensed To Kill site has word that version 0.16 of this bot for Action Quake II has been released by RiEvEr. The changelog for this version:
# Fixed respawning in deathmatch games. (sorry!)
- updated internal version number (forgot last time!)
+ new CVAR "ltk_chat [0/1]" on by default, set to 0 to disable bot chat.
+ New config file added to set bot names, skins, teams.
+ Config files can now be set for individual levels.
- Stopped bot route creation - too many bad links from them!
- Changed jumping code to help them get over desks, ledges, etc.
+ Weapon and Equipment selection added to config file for Teamplay.
- Modified Wander code again (needs a complete rewrite!)
Apparently with this version you can also have "a different bot definition file for every level that you play".

[News Category: Quake II Bots]

New Neuralbot Soon? | October 14, 1999 - 12:39 EST | Cube


Ono-Sendai sends word that he has updated the Neuralbot site with the latest news on the progress of the bot. Here's a snip:
I've coded in proper client emulation for the bot now, which means the bots can use all the weapons, crouch, swim (although I haven't tested this yet), slide along walls, jump in directions other than vertically up, have different skins/models, stuff like that. I'm working towards a release relatively soon.
He goes on to touch on new learning methods for the bot (which may or may not be in the next release) and also mentions some more Neural Network/AI related websites for you to check out.

[News Category: Quake II Bots]

LTK Bug and Fix | October 13, 1999 - 1:03 EST | Cube


RiEvEr has spotted a bug in version 0.15 of his AQ2 bot Licensed To Kill relating to the DM respawning:
There is a problem with respawning in 0.15 - I broke the DM respawn when I changed things for TeamPlay. This will be fixed in 0.16.
There is a workaround - set your dmflags (from the console) to 1024 and it should be solved. RiEvEr isn't planning on releasing a new version just for this though, preferring to wait and make some larger changes.

[News Category: Quake II Bots]

Return of the RAMBOT | October 10, 1999 - 8:05 EST | Cube


Now settled in at his new job, KRYPTK sends word that he has updated the RAMBOT site with the news that development on the bot will soon be restarting (in KRYPTYK's spare time):
Here's the plan: I have decided to start on the wandering code and combat state first. I will then release a new version to see how those work out. Then I will work on the skill settings and congurability of the bots.
Note also the bot is now located a slightly changed address: http://rambot.emux.com/

[News Category: Quake II Bots]

Q2RFD News | October 10, 1999 - 7:58 EST | Cube


A search engine has now been added to the Q2RFD by Fred, enabling you to easily search for a particular bot navigational file. Also belated congratulations to Fred on the one year anniversary of the Q2RFD, which has now been running since the 2nd of the October 1998.
[News Category: Quake II Bots]

CGF News | October 9, 1999 - 8:11 EST | Cube


William has posted a nice big update to the CGF site. He focuses on the new vision system (and sub-systems) for the bots coming in the next version (0.80), some new support features for mission development and a tentative (November 1st) release date for version 0.80. Get the full picture on the CGF site.
[News Category: Quake II Bots]

3ZB II CTF Delayed | October 4, 1999 - 1:23 EST | Cube


Apparently Ponpoko was ordered by his apartment owner to do a severe clean out of his room this weekend, so the next version of the 3ZB II: Rago (that will support CTF) has been delayed until next week. However, all is not totally lost as Ponpoko has posted a demo showing off the 3ZB2's playing CTF.
[News Category: Quake II Bots]

Neuralbot News | October 3, 1999 - 5:43 EST | Cube


We haven't heard much regarding the Neuralbot recently but Ono-Sendai updated the site the other day with a quick paragraph on the progress of his neural-network using bot:
The bot's coming along very nicely, they can beat my friend now - as long as he doesn't crouch :)
Ono-Sendai has also added some more links for those who want to look into AI.

[News Category: Quake II Bots]

CGF: Resource Site News | October 2, 1999 - 10:40 EST | Cube


Maniac has posted up 11 new CGF missions for you to test your skills with onto the CGF: Resource Site, get over there to get them now.
[News Category: Quake II Bots]

New Routes @ Q2RFD | October 2, 1999 - 10:35 EST | Cube


Fred has added Eraser DM routes and Gladiator Bot AAS files for two new maps onto the Q2RFD, the maps being Neurotic Serenity and Spinegrinder. This now takes the total number of bot navigational files on the site to a whopping 1506!
[News Category: Quake II Bots]

LTK v0.14 Beta | October 2, 1999 - 10:49 EST | Ze0


RiEvEr has released, over at the Licensed To Kill site, v0.14 Beta of the bot. Here is what's new:

- New path and route system is now in place and working
** Node file version number updated to 2 - old files won't be used **
+ More range breaks added for weapon selection
+ LOS checks added for "hurt by enemy"
+ Allowed bots to create their own nodes and links.
+ Bot "speech" added at spawn and respawn.
- Bots now remember who killed tham after a respawn.
+ Real random names added for bots (made up "on the fly").
+ 'Sindarin' nameset added to standard name set.- Modified combat code to stop crouching etc., beyond a certain range.

Pick up LTK v0.14 Beta here.
[News Category: Quake II Bots]

LTK News | September 30, 1999 - 12:27 EST | Cube


The LTK site has been updated with some news from RiEvEr on what he's been doing recently:
No, I’m not dead *grin*. I’ve got the new path code working now and I’m starting in on some other stuff ready for another release at the weekend.
He also notes that if you want to get the latest on the bot and suggest features you should join the LTK mailing lists.

[News Category: Quake II Bots]

BeOS 3ZB2 0.93 | September 30, 1999 - 9:55 EST | Ze0


Richard Hess has ported v0.93 of Ponpoko's 3ZB2 bot for Quake 2 to BeOS. The port can be found on this page.
[News Category: Quake II Bots]

3ZB II 0.93 Source Available | September 28, 1999 - 2:39 EST | Cube


Ponpoko has released the source code to the latest version (0.93) of his bot; the 3ZB II: Rago. Also on the 3ZB II site is a new guide for the bot by Mr.H(006.9[RsF]).
[News Category: Quake II Bots]

3ZB II: Rago 0.93 Released | September 26, 1999 - 11:01 EST | Cube


Ponpoko has released version 0.93 of his bot, the 3ZB II: Rago (plus some route-files). Here's a rundown on what's new in this version:
  • Fixed many sticking problems.
  • Fixed bug "bot still using old weapon model after he died". It's not fixed right in 0.90(Thanks 006.9[RsF])
  • Added some new combat AI.
  • Added some new route selecting.
  • Changed old 3ZBconfig.cfg to 006.9[RsF]'s 3ZBconfig.cfg.
Expect a release of the next version (that should include CTF support) at the start of October.

[News Category: Quake II Bots]

CGF News | September 26, 1999 - 10:57 EST | Cube


Over at the CGF site William has released a new route-file set, this time for Urban2:
A new opportunity to test your skills on a mission to eliminate Sabotage, this time in an even darker environment (check out how the trusty ol' Super90 shotgun feels more at home here).
Also included some more TP like survival missions (where you play in terror outfit - the bots are too hard to spot when in terror).
The site also has some information on(and screenshots of) William's attempts to implement large (around 30-40 bots per team) platoon style urban combat in Quake II.

[News Category: Quake II Bots]

New LTK Released | September 26, 1999 - 10:53 EST | Cube


RiEvEr has released version 0.13 of the Licensed to Kill bot for AQ2:
I’ve posted another interim release of LTK to keep you all happy. I had a couple of reports of reload bugs on the HandCannon and requests for bots that can’t see through the back of their heads. Consider your wishes fulfilled.
RiEvEr is now going to concentrate on new pathing code and requests that all bug reports be sent to the LTK mailing list (details of which are on the bot's site).

[News Category: Quake II Bots]

3ZB II Release Schedule | September 25, 1999 - 2:18 EST | Cube


Ponpoko has updated the 3ZB II: Rago site with a planned schedule for the next releases:
1999/09/25-26  0.93(FullSet)
Bug fixed and deathmatch AI upgraded version.CTF switch will be disabled.

1999/10/02-03  0.98(FullSet)
CTF test version.Standard CTF AI is included. I'll add new directory for CTF route files(\3zb2\chctf).
So that means we should get a release sometime this weekend. Also Ponpoko has said on the site that he will be releasing a couple of route files for maps by ChemicalX at some point this weekend.

[News Category: Quake II Bots]

Assimilation Bots | September 24, 1999 - 12:36 EST | Cube


Samwise sends word that the Assimilation mod (version 3.0 of which has just been released) includes Gladiator Bot support, so you can play offline. Assimilation is a mod where your object is too assimilate enemy players into your own team until only one team is left. Make sure if you want the bots you download the client pak that includes them or the normal client pak and then the separate Gladiator Bot pak.
[News Category: Quake II Bots]

New Licensed to Kill | September 22, 1999 - 1:32 EST | Cube


Following some reports of crashing with version 0.11 Beta of the Licensed to Kill bot RiEvEr has whipped up version 0.12 beta to fix this. Also there should be a new release this weekend, relating to the "wander code and teamplay issues".
[News Category: Quake II Bots]

3ZB II Tidbit | September 22, 1999 - 1:30 EST | Cube


Ponpoko has posted a small update to the 3ZB II: Rago site, saying he has fixed a lot of problems with "sticking", which must be related to the CTF mode he is adding into the bot now.
[News Category: Quake II Bots]

CGF News | September 19, 1999 - 1:45 EST | Cube


The CGF site has been updated with some new screenshots and information on improvements to the bots:
William has been improving the tactical abilities of the CGF bots: in five minutes of number crunching, CGF determines the key locations for a AQ2 map (given a route file for that map). He provides a detailed example (using Urban) and some
detailed information on the AI behind it.
And some more:
In addition to this analysis, CGF will monitor player and bot performance to get a even better understanding of the terrain and adapt to some extent to player tactics.
Good news for those wanting a new challenge against the bots, a route-file for Urban2 should be available this week and there is now a dedicated core of CGF users who are working on route-files for inclusion in the next CGF version (several weeks away).

[News Category: Quake II Bots]

New LTK Released | September 19, 1999 - 1:39 EST | Cube


Doing well on my predictions this week, as RiEvEr did indeed release a new version of the Licensed to Kill bot last night. The 0.11 Beta contains these changes and more:
  • Bots can now handle "rotating" doors correctly.
  • Increased time of random door opening attempts until all the door code is in.
  • Changed the ledge checking code to discourage leaping off buildings.
  • Removed the main cause of the centipede effect for teamplay.
There aren't many node files with this version as RiEvEr decided you'd rather play the bot now and create your own node files than wait till he'd packaged some together. He also says that once the bot is out of Beta the node file system will have been finalised.

[News Category: Quake II Bots]

New LTK Today? | September 19, 1999 - 1:44 EST | Cube


Just checked out the new Licensed to Kill site and in a post dated September 16th RiEvEr said to expect a release on Saturday (today), although there's been nothing to confirm that since. Keep a look out for it.
[News Category: Quake II Bots]

New Mac Bot Ports | September 15, 1999 - 12:51 EST | Cube


The Railgun site has been updated with the release of a new bot port plus the re-release of another. The Mac EraserULTRA is now available (version 2.7 Beta 1) and the port of the Eraser bot has been changed to version 1.01 of the bot (rather than the more recent 1.10) due to a number of problems.
[News Category: Quake II Bots]

LTK Beta Available | September 15, 1999 - 12:47 EST | Cube


The first beta version (0.1) of the Licensed to Kill bot has been released. The main changes for this version:
  • "ltk_skill" cvar added. Takes value from 0 to 10 (default 10).
  • Modified LTK aiming to take skill into account.
  • Changed pickup code to look for dual pistols.
  • Weapon state is now checked before trying to fire so that reloads can happen.
  • Tactics changed to allow only forward movement if using knife.

[News Category: Quake II Bots]

New CGF Launcher | September 14, 1999 - 12:47 EST | Cube


A new version (1.50) of Ross 'JoeSatch' Norton's launcher for CGF has been released (on the CGF site). Apparently almost every problem reported with previous versions have been fixed and there is a new "experimental" feature regarding weapon preferences. Also William has posted a little bit on the LTK bot (see below).
[News Category: Quake II Bots]

LTK 0.02 Alpha Released | September 14, 1999 - 12:44 EST | Cube


RiEvEr has released version 0.02 Alpha of the Licensed to Kill bot (for AQ2) onto maXtron. New features include a fix so bots will now use all weapons, more route files and bots will now default to akimbo pistols whenever possible...
[News Category: Quake II Bots]

New AQ2 Bot | September 13, 1999 - 1:00 EST | Cube


RiEvEr has released an early version of a new bot for Action Quake II, Licensed To Kill (LTK). The alpha is currently available on maXtron. The bot is based on the ACEBot code and will currently play AQ2 DM and Teamplay.
[News Category: Quake II Bots]

3ZB II CTF 'End of this Month' | September 11, 1999 - 1:18 EST | Cube


Ponpoko has been making several updates to the 3ZB II: Rago site recently, detailing his work on CTF support for the bot. Here are a couple of recent entries, firstly from the 09/09/99:
Bot's route tracing test have almost done.
I'll work for ctf-route-selecting and auto-job-assigning this weekend.
And from 02/09/99:
I'm testing chaining and bot's route tracing(grappling hook is used).
I want to release test version(advanced CTF AI is not included) end of this month.
Also we somehow managed to miss the release of the source code to the most recent version of the bot (0.91). Apologies for that, it is now linked above.

[News Category: Quake II Bots]

New CGF Pack | September 9, 1999 - 1:19 EST | Cube


William has released a new pack of route-file and missions to add support for CGF to more AQ2 maps. This pack is for the Monastery map, here's William on the missions included:
...you are simply Rambo. With at most one buddy (wearing the same cool 'designer jeans'), you need to try to survive amidst a cast of violent movie characters.
Also William has released the documentation for using fog and he is looking for a list of video cards that do (and also those that don't) support OpenGL 1.1. Finally, later this week there should be an update to the site concerning AI.

[News Category: Quake II Bots]

NeuralBot File Update | September 9, 1999 - 1:13 EST | Cube


Ono-Sendai has corrected the links on the NeuralBot site, so you should now be able to get the training map and demos showing highly trained bots in action.
[News Category: Quake II Bots]

NeuralBot News | September 8, 1999 - 12:50 EST | Cube


Ono-Sendai has made a large update to the NeuralBot site, including posting a large list of features coming in the next version, some of which are listed below:
  • Generally improved the quality of the input functions.
  • Optional (of course) fitness for inflicting damage.
  • A couple of exotic new Learning methods :)
Together with that he has also posted a custom map that is ideal for training up bots in as well as a couple of demos taken from the same map that show some highly trained bots in action.

[News Category: Quake II Bots]

3ZB II 0.91 BeOS Port | September 4, 1999 - 4:14 EST | Cube


Richard Hess has done it again, just a couple of days since version 0.91 of the 3ZB II: Rago by Ponpoko was released he has made available a port of the bot to use on the BeOS platform:
I really like the "feel" of the bots in 3zb2. This should keep people busy for a while. Enjoy...
The site for the port is here.

[News Category: Quake II Bots]

CGF News | September 2, 1999 - 12:57 EST | Cube


On the CGF site William has posted news of a new extra feature that is coming soon (for OpenGL 1.1 cards only), support for Fog (some very impressive screenshots on the site). Naturally the bots are affected by fog:
  • Bot vision will be affected by fog density (it is being overhauled anyway).
  • Bots will understand the 'cover' effect of fog, and use it to hide or approach you stealthily.
There will be a frame rate hit of course and the fog doesn't always suit the situation (fog indoors?). No word on when Fog support will be in but I'd expect it will be the next version. There is quite a bit more in William's update including the news that he has posted the files for those who want to try out his sQuad bots for Navy Seals (a Quake mod).

[News Category: Quake II Bots]

3ZB II v0.91 | September 2, 1999 - 9:45 EST | Ze0


Ponpoko released Version 0.91 of his 3ZB II bot for Quake2. Here's whats new:

-fixed bug "command weapprev or weapnext don't work"
-fixed(maybe) bug "plural ZigFlags appeared"
-fixed bug "bot still using old weapon model after he died"
-fixed bug "player can't drop power armor"
-fixed some sticking problem.
-updated 006.9's Users Guide.htm

The release is a DLL and Users Guide only, so you will need to download and install v0.90 before installing v0.91. The source code has also been released on the page.
[News Category: Quake II Bots]

Computer Generated Forces | August 29, 1999 - 12:48 EST | Ze0


William made an update to the CGF site. He says that the next route file + missions pack has been made available and is covering Mancis Freeway authored by CryptR. Here is the scoop:

Two sets of missions are available, where you, as a police recruit, are to make sure the Reservoir Dogs go snafu once again, and won't survive. In the 'casino robbery' case, the police force depends on you to open the doors.

[News Category: Quake II Bots]

Tutorials | August 29, 1999 - 12:31 EST | Ze0


Maniac of the CGF: Resource Site has posted two tutorials which can be found at http://www.mbart.force9.co.uk/tutorial/. The topics for the tutorials are "How to convert your Quake 2 male skins for use in Half-Life" and "How to convert Action Quake 2 SAS skins for use in Action Half-Life".

[News Category: Quake II Bots]

New BeOS Bot Ports | August 26, 1999 - 12:25 EST | Cube


Richard Hess sends in word that he has made available several new BeOS ports of Quake II bots. Now, in addition to the Eraser bot BeOS port he has also posted ports for both the EraserULTRA (version 0.35) and the ACE Bot (version 0.8) and there is also a port of Stecki's Fuel PPM (version 4.46), which fixes some skin errors relating to VWEP. You can find all of these files at Richard's site. Interestingly it looks, from Richard's site, that he is also planning BeOS ports of both the NeuralBot and the RocketBot.
[News Category: Quake II Bots]

CGF: Resource Site News | August 25, 1999 - 12:54 EST | Cube


Maniac sends in word that he has updated the CGF: Resource Site with a massive 36 new missions for CGF, so get over there and get them all.
[News Category: Quake II Bots]

CGF News | August 24, 1999 - 12:28 EST | Cube


William has posted a bit of news onto the CGF site, concerning the release of Borderfield's CGF Mission Editor (see below), a new patch that's available for the CGF Launcher and word that route-file and mission pack for the Actcity2 map would be coming later this week.
[News Category: Quake II Bots]

Chaotic Dream's Chaos Mod | August 24, 1999 - 12:26 EST | Cube


Only just noticed that pretty soon version 2.0 of the Chaotic Dreams' Chaos mod (formerly Chaos DM) was nearing release. By the looks of it the new version will include updated Havoc bots, the bots written specifically for the mod.
[News Category: Quake II Bots]

New Eraser Bot Solaris Port | August 24, 1999 - 12:21 EST | Cube


A new port of the Eraser Bot for the Solaris platform has been released on Solar Eclipse (Source: Blue's News). The version of the Eraser ported is the final 1.10, that featured in the Quake II Extremities pack.
[News Category: Quake II Bots]

New Adion Bot | August 20, 1999 - 12:47 EST | Cube


Adion sends word that version 0.15 of his Quake II Bot, adionBot has been released. The new features:
  • They can strafe now.
  • They can use any weapon and can choose the best one for the current situation.
  • If in water, they will go up if they need air.
  • Jumping and crouching works (they can get the rocket launcher in base1)
  • They can miss you when shooting (no perfect aiming anymore)
Adion is now going to set to work on some bot personalities and improved support for stairs and slopes.

[News Category: Quake II Bots]

Downtown CGF Route | August 19, 1999 - 12:47 EST | Cube


On the CGF site William has updated, posting a new route-file for you all to enjoy. This one is for the Downtown map. Also William mentioned what his current plans are for the next release of the bots, firstly on route-files created by users:
From early September onwards, the new CGF 0.80 will allow, explain and support gamers in creating good route files themselves for a good part of the Action Quake2 maps. (Instantly, you'll find the CGF fan sites providing lots of route files! Read about the current lack of route files at CGF fan sites here).
He goes on to talk about improvements in the bot's AI and he will be posting some previews of these in the coming weeks.

[News Category: Quake II Bots]

BeOS Eraser Beta | August 17, 1999 - 12:42 EST | Cube


Richard Hess sends word that he has posted a beta release of his port of the Eraser Bot to BeOS. The version of the bot that is ported is 1.10 (the final, final version) and to be exact the port is for BeOS R4.5 and is x86 only. Richard is also currently working on an IRIX port of version 1.10 (a port of version 1.01 is available), find more here.
[News Category: Quake II Bots]

New CGF Launcher | August 16, 1999 - 1:06 EST | Cube


The CGF site has news that version 1.45 of Ross Norton's CGF Launcher is now available. It is currently available in upgrade only from either of the previous versions. William has also posted to the site some route-file information:
Meanwhile I've been struggling to get you the weekly new route file. I picked Lightbeam (by Tristan), which would enable the bots to do some indoor fighting as well. The map turned out to require serious modifications to the route file creation code.
He goes on to mention user-created route-files:
As a result, I have added a lot of support for creating decent (unofficial) route files in the upcoming version 0.79 (the good thing), but don't have a route file ready by now (the bad thing). If I cannot complete the Lightbeam route file soon, I'll make 'Downtown' available.
Rounding up the update William also mentions that the script documentation on the site has been updated slightly.

[News Category: Quake II Bots]

Neural Bot News | August 16, 1999 - 1:01 EST | Cube


Ono-Sendai has updated the NeuralBot site with news that he is already implementing some of the user suggestions he has received into the bot's code and a rather useful tip that should speed up bot training.
[News Category: Quake II Bots]

CGF Site News | August 15, 1999 - 3:35 EST | Cube


  • The CGF Bot Central has moved to a new home at http://cgfbot.3d-rage.com/. The site, which covers missions and other 3rd-party CGF files, is also in need of news updaters and mission scripters. If you can help, contact Merc248.
  • Maniac has updated the CGF: Resource Site with fifteen new missions for use with CGF

[News Category: Quake II Bots]

CGF Launcher News | August 13, 1999 - 1:06 EST | Cube


On the CGF site William has posted some new screenshots and information on the next version of the CGF Launcher, by Ross Norton. It should be available this weekend.
[News Category: Quake II Bots]

Neural Bot Arrives | August 12, 1999 - 12:40 EST | Cube


Ze0 sends word that the another site has opened up here on the Epidemic, the Quake II Neural Bot. It is written by Ono-Sendai and as the name suggests the bot makes use of Neural Networks:
Neuralbot is an automated Quake2 deathmatch opponent(bot) that uses an artificial neural network to control its actions and a genetic algorithm to train its neural network.(NN)
The bot is basically totally autonomous; that is no pre-programmed behaviours are included in its AI code.
The only vaguely non-autonomous aspect to the bot is its find_target function - the bot is hard-coded to select the nearest visible possible-target in it's field of view. This aspect of the bot AI has been programmed in by me because the processing power is not really there to provide the bot with a sense of where the enemy is using just ray-traces.(sight simulation)
This bot is unique (I think) in this aspect as the only bot that learns all its behaviour. So how does it learn? As mentioned above, the bot uses an artificial neural-network (ANN) to choose what to do next. A genetic algorithm modifies the neural-network so that the bot gets more frags - the bot learns.
Didn't get all that? Well there's a thorough description of how the bot works on its site and a version for you to download (I already have a head start though, I've passed at least 150 generations today :P).

[News Category: Quake II Bots]

New QuakeStarter | August 11, 1999 - 12:43 EST | Cube


Adion has released version 0.72b of the QuakeStarter launcher tool. Changes since the last version:
  • Added a password field to the deathmatch options
  • Added the gametype options for q3a
  • Bugs are fixed for the socks options, dedicated server options, MaxFPS option
  • Added a motd options to the server settings
  • Improved Gladiator bot support

[News Category: Quake II Bots]

Q2RFD News | August 10, 1999 - 12:50 EST | Cube


At the Q2RFD, as well as posting navigational files for the soon-to-be-last-week's POTW, Fred has also posted the Eraser bot files which have disappeared from Frag.Com.
[News Category: Quake II Bots]

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