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Article #191342

Re: Why Classic Domination sucks so much...

#191342
From: goPostal
Date: Sat, 27 Dec 2008 23:21
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"Flash" <NOSPAM@digdilem.org> wrote in message 
news:2sOdnc2dsfBmEsvUnZ2dnUVZ8vCdnZ2d@eclipse.net.uk...
> goPostal wrote:
>
>> Actually tougher than you think. The bot AI makes a LOT of decisions on 
>> the fly and the editor allows you to greatly tweak their preferences for 
>> paths, item, etc. Pathing a larger AS or DOM or any of the warfare 
>> mapstyles can be very challenging, maybe more so than creating the map.
>
> Thinking about it, the 3d translocator aspects of nwDom must make it hard 
> for bots to understand. They'll come in one way only (the instagib paths) 
> and even at godlike, won't translocate as quickly and smoothly as a human.

Hey Flash do you still mess around with the anticheat stuff? I need to get 
hold of a radar that is decompileable. I made one for MonsterHunt (totally 
legit mod for that game, it won't "see" players anyway, only the 
specifically scripted monsters used in the mod) but replication to the 
client across a server is hanging me up. I'd like to see how client side is 
handled and if I can make my mod work that way. 
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From: "goPostal" <agutgopostal@hotmail.com>
Newsgroups: alt.games.unreal.tournament
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Subject: Re: Why Classic Domination sucks so much...
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