Title : Quake3 Arena Hopper Modification v2.0
Author : a13xoloid
description : Universal Bot AI Modification (engine)
platform : Windows95 or above
* Description *
Originated from Tier666 Mod, Quake3 Hopper is a generic bot AI modification for QuakeIII Arena and her mods. Bots can now jump around the level like human players or sandhoppers. You can expect more on enjoyable hunting experience.
* Features *
- supporting almost all the Quake3 maps and mods ever released on the fly (some mods that have modifed player physics or bot AI may not mix well)
- movement AI quite different from original Quake3
- map roaming AI quite different from original Quake3
- wider range of render setting
* Play Information *
- make sure you have retail version of Quake III Arena installed on your PC, ideally patched to version 1.32 or above
- unzip the contents of "quake3-hopper-v2.0.zip" to your Quake3 folder, so that "quake3-hopper.exe" sits in the same directory with original "quake3.exe"
- just double click "quake3-hopper.exe" to play (or you can create your own shortcut)
- if you bring down the console and see the yellow signature "Hosted By Quake3 Hopper" at the bottome right, the hopper is properly working
- if this is the first time for you to play hopper v2.0, it is recommended to have a quick test match in a small map like q3dm1
your_quake3_directoy\ (such as C:\game\quake3\)
|
|_quake3.exe
|_quake3-hopper.exe
|
|_baseq3\
* Change Log *
v2.1
- fixed a fatal sync error where some events(sound, powerup timer) are not triggered properly
v2.0
- added numerous hopper_* CVARS to enable/disable/configure bot movement based on the characteristics of mods/maps or on your preference
NOTE: these new CVARS will be written to "q3hopper.cfg" so as not to pollute existing "q3config.cfg" that resides in the same directory
- bots can now use air acceleration
- bots can now gain decent horizontal speed on initial jump (circle jump emulation)
- bots can now continue acceleration up to 2 jumps if possible (strafe jump emulation)
- bots that are holding rocket launcher(or weapon index 5) during combat can now gain additional vertical speed on jump (rocket jump emulation)
- fixed various broken render variables
NOTE : fogs can now be completely eliminated through "r_drawFog"
NOTE : "r_minLight" can now affect all the dynamic/static vertex color as well as lightmaps
v1.0
- bots can now hop more often
* Hopper CVARS (some of the render variables may not work for mods that use their own file/directory naming convention) *
hopper_allow_godlike - allow godlike hop to item/player, not recommended at all for space maps and realistic mods - default:0
hopper_battle_hop_percentage - how often bots try to hop during combat - default:80
hopper_battle_hop_rocket_jump_percentage - how often bots use rocket jump emulation when they try to jump during combat - default:0
NOTE : if hop_percentage is 80% and rj_percentage is 40%, acutal rj_percentage is 80 * 40 / 100 = 32%
hopper_battle_hop_wait - how long bots must wait for the next hop after landing during combat(in msec) - default:500
hopper_hop_on_stair_steps - bots try to climb up stairs quickly by hopping - default:1
hopper_hop_while_running - bots try to hop while running around if possible, the higher value, the more possibilities will be checked - default:3(max)
hopper_hop_to_item - bots try to hop toward visible items if possible - default:1
hopper_max_fall_height - max falling distance bots are allowed to fall as a result of hopping to item/player - default:320
hopper_quick_withdraw - bots try to withdraw(go backward while facing enemy) quickly by dodging - default:1
(for speed)
r_ext_compressed_textures - compress textures with S3TC_DXT format 1:DXT5, 2:DXT1, 3:DXT3 - default:0
r_drawFog - default:1
r_drawMapObjects - default:1
r_lodBiasIgnoreSelf - prevent 1st person view weapons to ugly as a result of positive lod bias - default:1
(for protection of eyes/nerves)
r_darkenWeaponEffects - darken weapon effects, up to 2 bits - default:0
r_freqScale - scale the interval of blinking textures - default:1.0
r_drawMuzzleFlash - default:1
(for visibility)
r_picmip - set picmip for level textures and map objects only - default:1
r_picmipExp - set picmip for missile explosions only - default:0
r_intensityPM - set the intensity of player models - default:2
r_intensityTX - set the intensity of level textures - default:1
r_lgOBB - overbright bits for verts color of dynamic map model(player models and weapon models) - default:2
r_lmOBB - overbright bits for lightmap textures - default:2
r_mdlOBB - overbright bits for verts color of static map model - default:2
NOTE : r_mapOverBrightBits - set overbrightbits for targets other than listed above (for textures on brush/patch) - default:2
NOTE : r_overBrightBits can now be in effect for windowed mode - default:1
NOTE : what really matters is the value of each overbright bit(r_lgOBB, r_lmOBB, r_mdlOBB, r_mapOBB) minus r_overBrightBits
NOTE : r_ambientscale - scale the brightness of dynamically lit(by lightgrid) models(player models) - default:0.6
r_minLight - minimum value of lightmap/vertex brightness to cope with dark custom maps - default:0, max:255
r_huntMode - 1:makes level textures gray, 2:makes lightmap gray, 3:makes both gray - default:0
r_drawVolumetricLight - draw volumetric lights in official id maps - default:1
(for play)
r_normalizeByColor - prevent over-lit textures turn white out - default:1
r_zFarScale - scale the value of zFar (never draw anything whose distance from player exceeds this value) - default:1.0
r_forceCullBack - always cull backside of polygon, or never draw as two sided - default:0
* Author *
Name : a13xoloid
E-mail: hareluya666@gmail.com
Home : Moddb.com
Special thanks to id software to release full source code.
* Copyright / Permissions *
This mod is (c) by a13xoloid (2011). All rights reserved.
You are NOT allowed to commercially exploit this mod, i.e. put it on a CD
or any other electronic medium (e.g. that would be included with a magazine)
without my explicit permission.
You MAY distribute this program and associated files through the (internet,
FTP, local BBS etc.), provided you include this file and leave the archive
intact.
* render setting example 2 *