1

Topic: ZOMB is back!

Hi guys big_smile
Im working on remake of Rajh's ZOMB mod, named aiZomb big_smile

U could have seen it before, the alpha was hosted about half a year ago by me and Lealen. We didn't have enough time to develop it, so the developement stopped without any release... Anyway, the zombies were ultra-dumb, they were often bugging and walking into wall for no reason (They also liked group hugging).

Now, I decided to develop it again. With more intelligent zombies, less bugs and more fun!

The most important things I want to add:

- PATHFINDING based on waypoints - Beware, zombies are going to find you anywhere! big_smile
- 2 gamemodes (can switched by vote/command) - One is classic, with stages and survival, when zombies spawn in big groups and try to kill you!
- Zombie types - If normal zobies with hammer are too easy, then you can enable more and more types. Im quite sure that you won't end the game so fast with tanks, exploding zombies and even flying ones!
- Up to 56 zombies - Thanx to eeeee great tee32, I was able to make the 64 slot server. More zombies more fun - and all this with vanillia client!

And much more!

Now some screenshots, waypoints here!

http://img51.imageshack.us/img51/3913/screenshot2012091023244.png
Waypoints. DM2 waypointed with 78 nodes, 174 paths.

http://img844.imageshack.us/img844/6344/screenshot2012091023251.png
Meh in cave playing with zombiez big_smile

http://img411.imageshack.us/img411/3378/screenshot2012091023265.png
I luv chaos! PWNing those zombies was so much fun ^^

http://img267.imageshack.us/img267/7876/screenshot2012091023270.png
eeeee's 32 client (Not needed!) and many many zombies vs meh big_smile I use this as waypoint editor (more soon).

http://img7.imageshack.us/img7/6540/screenshot2012091023274.png
Having fun in tha cave :3

NOTE: I made all screenshots with modded client (waypoint editor), no waypoints are shown with vanillia (even with waypoint editor without rcon access), so normal players don't need to care about it!


Now some bad news for mappers hmm
If you make a nice zombie map, you need to tell bots where to go and how. Its made by waypoints editor (download soon), with few additionall commands. Its quite hard to do this properly, if you fail you can have bots that dont know what to do or "group hugs"... I gonna explain it later.


Oh, one more thing, for pr0coderz:

THIS WILL BE OPEN SOURCE

(you must thank fisted smile )

That means free AI for all big_smile
Do what u want with this.

Not releasing src/bin yet, server is quite unstable, too many bugs to use it anyhow.

Btw. Im looking for some help. Tee-code and C++ required!

And at the end

Thx to:
-eeeee
-fisted
-Learath2

They helped me A LOT.

C++/Java my life ^^
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2

Re: ZOMB is back!

looks very interesting! pls.. open a testing server big_smile

3

Re: ZOMB is back!

Oh nice! I really like it :3
Good work smile

4

Re: ZOMB is back!

Dont you think that 50 zombies in the same wave is like... To many zombies?
Anyway, good luck. It sounds cool.
Now we have, like:
ZOMB (with N-Client)
zChaos
aiZomb

Good luck. Open a beta test server please.

Playing Teeworlds since 2011!
"I will always be topless for you"
                  - Günther Branlutte

5 (edited by UnoSkorpion 2012-09-11 12:49:20)

Re: ZOMB is back!

HeroiAmarelo, this mod was in 0.5 version by Rajh. After this have been started make mods zChaos and aiZomb. (ZOMB N-client ported from Rajh mod).
KittyPL, thank you and fisted, eeeeee for updating, if it will be without "new things" i will love you.

P.S. Winged and Hooked zombies weren't. Yang zombie, zombie, elder, king (after dune call tank), after dune boomer and hunter (from left4dead). Was one type survival.

6

Re: ZOMB is back!

3 words:

1. I
2. CAN'T
3. WAIT!

smile)))))

Once in a century...

7

Re: ZOMB is back!

You can choose any number of zombies, 56 is just max smile

I'm not going to make any beta servers since mod is almost unplayable now hmm
When it gets at least a bit functionable I will make one.

It wont be same as rajh's mod. You can change code, I repeat: THIS WILL BE OPEN SOURCE, and make it exactly same as Rajh's.

C++/Java my life ^^
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8

Re: ZOMB is back!

Wasn't this system already in zomb2.0? I remember Lord coded an AI with weapons he debugged on the maps with lasers, but that might not be the right mod.
I also believe it's been coded for some DM bots (Sushi's?).

Still, that's really the nice way to code AI bots in Teeworlds, I hope you will manage to execute it right smile

Not Luck, Just Magic.

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Re: ZOMB is back!

Thx Dune = )

Waypoints was eeeee's and fisted's idea, I just implemented it smile

I gonna ask Sushi about his AI, i haven't heard about it...

C++/Java my life ^^
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10 (edited by Calystos 2012-09-15 16:28:53)

Re: ZOMB is back!

This sounds to be pretty promising and fun, specially for whenever servers are quiet so players will be able to still play even solo.

I will gladly be looking forward to testing this out and maybe hosting a server. I'd also offer my services as a software developer, but not sure if I'd be much help as don't have as much free time as I'd like to. But am getting around to learning how TeeWorlds code works so hopefully might be able to help out sometime, :-)

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Re: ZOMB is back!

Any test server??

Once in a century...

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Re: ZOMB is back!

as i understood, the mod is based on source of eeeee's branch "tw32"?

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Re: ZOMB is back!

Sahan - Yes

calystos - PM me, tell me about your skills, experience etc, I will give you my skype and we can talk. I think tee-code isn't really needed, since you are going to modify only one teeworlds fuction (player->tick). Also bot controlling is really simple, you don't really need to know this. It's much better if you know some AI theory and general C++ well.

Dark Hunter - Not yet. I will announce when it's ready. Working hard. I have some problems with waypoint following now hmm Also trying to remove group hugs (It is really hard, I know it doesn't seem to...) and wall pushing (When bot looses his waypoint and is trying to go through wall to reach next one). I cant even estimate how long will it take... Currently my free time is about 1 - 2 hr daily (I luv sql, u know...), and teeworlds zombies isn't the only project I develop now. I'd really like to see someone that can help meh.

C++/Java my life ^^
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14

Re: ZOMB is back!

Waypoints not actual for maps on which don't make waypoints =\ Need Bot AI, that they can find the way to you

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Re: ZOMB is back!

UnoScorpion - My scientists are working to decode what you have just said.

Now serious: If you mean that Waypoints AI is bad, make a better one. You dont know how much time did I spent on wondering how to do this WITHOUT waypoints. I had a couple of solutions, but hmmm... Lets say that modern computers dont have enough computing power to make it usable (my pc couldnt hold 1 bot, super-server-laaaags, Intel Core i5). Heh. In 20 years, we will see wink

To all interested:
I thought of building path-graph while finding using A*, each node should have children presenting all possible moves (possible input) that bot can make in given moment. On DM2, my favourite testing map, It took about 5,6 seconds to find a way for 1 bot. We have 60 bots and the path should be refreshed from time to time. Impossible I think. Note, my code probably wasn't the fastest possible, but I think even if I optimized it fully, It wouldn't take shorter than 3-4 sec, that's still too much.

I know waypoints suck, and all this make mappers life much worse, but I cant do anything with it. If you have better Idea, tell meh.

C++/Java my life ^^
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16

Re: ZOMB is back!

AIs are a very interesting topic, though I've not yet had any chance to look into it. Did you learn that stuff in school/uni or just working on your own there?
I'm looking forward to taking a look at the code smile

17 (edited by Dune 2012-09-21 10:24:21)

Re: ZOMB is back!

The problem I've seen with all the implementations of A* pathfinding in Teeworlds is that they are all map dependant - you need to draw the path points on the map.
It tends to require some work to make them behave well on every weird/open angle of the map and some debugging to make sure they don't get stuck on some specific points (e.g. they used to in the bottom right of dm1).

Not Luck, Just Magic.

18 (edited by kittyPL 2012-09-21 13:01:04)

Re: ZOMB is back!

Okay, I was just informed that Im sick, I have keratitis, working with one eye smile The good news are that I dunn go to sql now, and I have more time to code big_smile

m!nus - I've learned most of C++, AI and algos myself wink I was only on a few IT camps, I learned algos there only smile
And btw. Im 16 now, no uv smile

Dune - I use BFS in my Pathfinding, but I think I gonna move to A*, becouse BFS doesn't provide path weights. I just fast coded BFS to make a good path-execution. The possible moves algo is nice, but to complex. It makes very very big graphs (each node has 5 children: left, right, jump, jump left, jump right).

Anyway, Im going to work a bit more.

C++/Java my life ^^
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19

Re: ZOMB is back!

kittyPL wrote:

Okay, I was just informed that Im sick, I have keratitis, working with one eye smile

Hope you get well soon, heads up.

*** JUSTICE ALWAYS WINS ***

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Re: ZOMB is back!

Thank you smile

If someone can help me with Git, you will have a look at code sooner smile Add me on skype - kitty96pl wink

C++/Java my life ^^
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21 (edited by UnoSkorpion 2012-09-21 14:36:13)

Re: ZOMB is back!

kittyPL wrote:

UnoScorpion - My scientists are working to decode what you have just said.

Now serious: If you mean that Waypoints AI is bad, make a better one. You dont know how much time did I spent on wondering how to do this WITHOUT waypoints. I had a couple of solutions, but hmmm... Lets say that modern computers dont have enough computing power to make it usable (my pc couldnt hold 1 bot, super-server-laaaags, Intel Core i5). Heh. In 20 years, we will see wink

To all interested:
I thought of building path-graph while finding using A*, each node should have children presenting all possible moves (possible input) that bot can make in given moment. On DM2, my favourite testing map, It took about 5,6 seconds to find a way for 1 bot. We have 60 bots and the path should be refreshed from time to time. Impossible I think. Note, my code probably wasn't the fastest possible, but I think even if I optimized it fully, It wouldn't take shorter than 3-4 sec, that's still too much.

I know waypoints suck, and all this make mappers life much worse, but I cant do anything with it. If you have better Idea, tell meh.

I didn't write anything about it's EASY or i CAN do that. I said that it isn't good for another maps. I have idea for adding waypoints to another maps, but for it you need compare waypoints in MapEditor in game layer.
P.S. maybe like a teleports points 1>2>3>4>...

22 (edited by kittyPL 2012-09-21 16:24:30)

Re: ZOMB is back!

Nah, waypoints are client edited.

I can explain it now, post ur suggestions.

Waypoints and Ways are added using commands (F1). You can bind them to make ur life easier.

We start with empty list of nodes(waypoints) and ways.
To add a waypoint use: WPadd.
To add way use: WPaddWay a b c, where a is "from" node, b is "to" node, c is node type.
Node type should be 0 for now. Note, from 0 to 1 doesn't mean from 1 to 0.

Adding nodes and ways one by one is time eating, so you can use WPmode.

WPmode auto adds ways (while WPadd is executed) between last created point and actual point.

Modes:

WPmode 0 - no ways added
WPmode 1 - adds way from last point to actual point with type 0
WPmode 2 - adds way from last point to actual point and back with type 0
WPmode 3 - adds way from last point to actual point with type 1

and so on.

When you finish, use WPsave. It saves waypoints and ways to maps/map_name.wp

To load Ways use WPload.

If you want to add Ways and Waypoint use WPappend <file> (not working well now hmm)

To clear us WPclear.

To delete use WPdel <num> and WPdelWay <num>.

I think its all.

Post your suggestions here, I will think bout them smile

C++/Java my life ^^
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23

Re: ZOMB is back!

ah, if it's so, i agree with smile but it's hard for start

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Re: ZOMB is back!

I will update client a bit and release soon.

C++/Java my life ^^
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25

Re: ZOMB is back!

Great job!

Pls, do NOT add vehicles (i noticed your idea in battlefield mod thread)

And check your PM  tongue