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ReDeMpTiOn for your SiN

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thursday 29th april 1999

WoS ReDeMpTiOn in alpha stage

Don't all start pestering me for a copy yet. I got a new code archive off the General yesterday to address the bot-unfriendliness of WoS so I had to start the port all over again. I put another few hours into it today and it seems to be running in a stable fashion. We had a LAN deathmatch just now with two humans and 4 bots over three maps with autoskill on and ran without a crash for an hour - looks promising. I need some people to do some serious alpha testing to track down every weird and wonderful problem in this since I am working on another project and don't have a hell of a lot of time for testing. E-mail me if you think you can do the job, telling me why you are suitable. this is not just an excuse to play the bots early, it requires a lot of attention to detail and an ability to break things :)

General WarT has been very helpful in tidying up the code. He has re-written chunks of the WoS 1.04 source code to help with implementing fake clients and it seems to be doing the trick. I still have to use all the usual kludges over text messages etc., but that is a limitation of the Q2 engine, not WoS. There appear to be some missing sounds when the bots are using the magnum, I don't know why yet since I can't see any part of that code which has been changed.

The bots still have limitations in WoS. I have not tried to implement Hoverbikes for them yet - that will be a whole new ballgame - but they are using all the WoS weapons now, but not sensibly. I may put the new "standard" code in to let them have secondary weapon use. Here ae a few of the problems that need to be addressed from an AI point of view:

  • Plasma bow usage (charging time etc.)
  • Flamethrower maximum range (I laughed my socks off when one of the bots tried to fry me from way over the other side of the map - just before I killed it obviously...)
  • Stay away from walls and enclosed spaces when firing stingers! (Even I have trouble doing this - sheesh)
  • That weird repulsing gun - what is that thing??
  • What's a hoverbike?
  • Implement special deathmatch rules so the bots can play the new WoS specific modes. (I love that informer gun!)

I'm now running the mod from "sin\red_2015\" as per the WoS docs so it picks up all the WoS pak files without copying them around. I'll make some route files and see what else needs sorting out, then get the alpha out, as promised, this weekend. Remember - it will be an alpha. That means it may crash, go weird on you, or crawl up its own **** at any moment :)

tuesday 27th april 1999

WoS progress report

I got the bots running solidly today after finding several more problem areas relating to client emulation breakages. I ran them for 20 minutes in a 5 man deathmatch on 2015dm1. Currently hoverbikes are disabled and the plasma bow is out. I've had one unaccounted for crash since then, but that's a bit less serious than before. I'm sending some code through to General WarT' so he can look it over and try to help figure out where the problems lie. As soon as I think anything is stable enough to be called an alpha version, I'll post it! :)

monday 26th april 1999

weapon use changes

I've been unhappy for a long time with the PulseRifle use by bots. They never aimed it along any kind of trajectory, just pointed it at you and watched it fall short! Well, that's fixed, they now know how to aim it a lot closer to you - watch out for those blue balls in the sky...

While coding the above I noticed how easy it would be to add in secondary weapon use for the bots, so that now works too. I've been fried by the lightning gun a few times now, but I'm getting used to it. Look for this in the next release. If you notice that this has broken anything else, please let me know.

WoS version news

Now that I've had fun coding the main bot today I can have another go at the WoS version. I've had mail from General WarT' of 2015 offering assistance getting the bot ported across successfully, so we should be able to make some progress now. I'm looking for the global changes that 2015 incorporated so I can allow for them and he has come up with an interesting idea based on creating virtual functions in Sentient that can then be picked up by the BotPlayer and Player classes to get around the subclassing switches. This will need looking at a little more, but may be feasible since, in general, I don't have to worry about Actor behaviour with bikes, etc. As usual, I'll keep you all posted.

I just found a code section that was causing at least 50 percent of the crashes, so I've fixed that now. I just had a five minute 1 on 1 with a bot in WoS and it seemed fairly solid. I've mailed the General to let him see what I did and hopefully he'll be able to flag any similar code areas for me so I can track them down quicker. The problem lay in one of the "friend" classes that I didn't like the look of in the first place :) I should have a alpha ready over the next couple of days unless I get a sudden call up to active duty from Galcom.

sunday 25th april 1999

aaaargh! wrong archive posted!

Sorry guys, I must have got confused making the archive and I posted a version of ReDeMpTiOn that is about 4 days older than the correct release version. I have renumbered the correct version to 1.01a since it is just an archive cock-up on my part. I apologise to anyone who has already downloaded 1.01 rather than 1.01a! I've included two extra route files in this archive to make up for my mistake, I hope you all feel better? Routes included are for "Railroad" and "Keefer".

ReDeMpTiOn 1.01a (standard - not WoS)

Here's the 1.01a release I promised for this weekend. Please report any bugs as usual and post in the forum for any new features you want, or improvements you'd like. I can't do it if I don't know about it! In this release:

  • Altered enemy selection to give bots a more "human" attitude (non-arena)
  • Modified botreset command to include "b_number 0"
  • Added "b_random" CVAR to enable random bot spawning (non-arena)
  • Fixed a problem that could cause game crashes if too many bots were spawned

WoS conversion progress report

Ok - I put another couple of hours into this and by a bit of hacking and function duplication I have managed to get bots spawning and fighting on 2015dm1. I had to remove all the hoverbike code that could be accessed by the bot routines but that's no big deal at the moment. That's the good news.

The bad news is that I'm now geting severe crashes during combat! I think it's the new weapons code as I've observed it happen once and the bot was firing stingers at me. The game crashed at the point when the first missile would have been exploding so I may try some breakpoints around there and see if I can track down the problem. I have noticed that 2015 seem to have rewritten parts of the damage code (God only knows why - and he ain't talking!) Another option is to un-spawn the new weapons until I have everything else working then put them back in one at a time. As usual I'll keep everyone posted.

saturday 24th april 1999

damn those hoverbikes

I am experiencing major crashes in the WoS port of ReDeMpTiOn. 2015 have seemingly compromised the integrity of the SiN code and appear to have broken the bot support in the process. I mentioned the subclss testing they had introduced, this stuff looks more and more like hacks because they were crashing Actors or something. Unfortunately, this also means that their code crashes bots too.

If this seems a little harsh, you should have seen the first two drafts I wrote earlier while I was still in the heat of recovering from 4 wasted hours trying to spawn the bots in WoS! I am getting crash after crash in testing, and no call stack to reference so this is a seriously messed up bit of code - that's what you need to lose the call stack in VC6 :) I've commented whole sections out to prevent crashes and still keep getting more - yuk. About the only solution I can see is if it suddenly becomes possible to sub-class Player for the bots instead of Sentient and, believe me, Aldie and I looked long and hard at that problem!

In a revision to my comments yesterday, I'm not sure this port can be accomplished at all. We are no longer dealing with pure C++, there are now many instances throughout the code where the hoverbike or guided missile systems intrude. I am seriously fed up with this code and am considering abandoning this project altogether and waiting for the CTF source which will hopefully be coded to Ritual's usual high standards. WoS is a great mod, just the source code sucks and I'm not sure I have time to do Clinton impressions here [grin].

friday 23rd april 1999

WoS source code available

Yes, I've got the WoS source code - please, don't mail me asking this any more :)

I've looked through the sourcecode and think I can get a version of the bot playing WoS deathmatch by around the 2nd of May. Please notice, I am not Valve, I stick to my deadlines so just let me get on with it [grin]. I need to look into it carefully since this is not just a straight port. I have to teach the bots about hoverbikes, flamethrowers, etc. - I also have to buy a copy of WoS! (I always refuse to buy any FPS until they release source code since my only real interest in them is coding bots and mods!)

Parts of the WoS source will need to be modified since they check for subclassing of Player in some places but my bot is _not_ a subclass of Player. We tried that and couldn't get it to work, so we sub-classed Sentient. I need to look for all the problems like this in the source and manually fix them so it will take at least a week, guys.

I like the look of the new deathmatch modes in the source and have already worked out how to get the bots to play them. The weapon code needs very little modification so the new weapons should all be in the first release. I forsee problems with the hoverbikes though - hell that code is complex to deal with as a bot!

thursday 22nd april 1999

random bot spawning

I had a couple of requests for random spawning of bots so that "they don't have the same names all the time" so I've added it in. The new command will be +set b_random 1 and will be in the 1.01 release this weekend. Everybody happy now? You are currently limited to 100 entries in the botnames.cfg file. If anyone really wants to use more than 100 bots, tell me and I'll see what the figure should be increased to.

moechet mann deutscher version diese seite?

Ich das viele Deutscher diese seiten lesen sind habe gedenkt, aber mein deutsch ist nicht sehr gut. Haben wir Deutsches mann hierein wem englisch lesen und dann zu deutsch schreiben kann? Dann kann wir ein deutsches seite fuer der deutsche website haben. Was denkst du, GROO?

wednesday 21st april 1999

bot enemy selection modified

I'm experimenting with a new enemy selection methodology that will change the way the bots decide who to shoot in certain circumstances (This will not affect Arena mode at all). The old method led to occasional scenarios where a bot would run straight past you because it was pursuing another enemy. I know this happens occasionally in netplay, but that is owing to personality, not poor coding :) I've changed things now so the bots use a weighting algorithm to choose the best enemy each frame and it seems to work. It obviously needs more testing and exposure so I'll do another release this coming weekend with a few other improvements. If there's anything specific you think needs addressing, just let me know.

arena mode configuration file

I've seen a few comments about the difficulty, or otherwise, of the arena mode. It is fully configurable from the arena.ini file guys! I've always tried to make ReDeMpTiOn so anyone out there can customise it to their tastes. Feel free to modify the arena.ini and pass copies round to your friends :)

model and skin support

I still get occasional queries about model support in ReDeMpTiOn. The mod currently supports any available model or skin pack. You just need to alter the settings in the botnames.cfg file in the redemption directory. The format is explained in the docs, inside the redemption/docs directory. I regularly run grunt models here on my server :) To all the modellers out there - keep them coming guys!!

tuesday 20th april 1999

RiEvEr's new gig

I've had a few mails from people asking what I'm working on at the moment, that isn't ReDeMpTiOn related. Unfortunately I've had to sign an NDA so I can't tell you a hell of a lot about the project. I did mail the guy running the project and asked what I was allowed to say and this is the reply I got. Makes it sound like really exciting cloak and dagger stuff, huh?

"...you know that first person perspective thing Derek Smart has been talking about for awhile now? Well, he's finally doing it and I'm hired to do a BOT hybrid, weapons and some other stuff for it. We are putting the prototype in BC:3020AD and the full blown version is due out next year. For more info, check out the GNN section of the 3000AD website." Everything else is classified.

Hope that clears it all up for you guys (grins). I'm still going to work on ReDeMpTiOn, just not 12 hours a day any more - hehe.

monday 19th april 1999

arcade machine location discovered!

I've had a mail from Andy at Ferris to tell me where the arcade test is taking place this week. Anyone in the area get down to Phoenix and try it out :) Here's the message from Andy

The test is going well, the manager at the arcade is all over Sin. He was the one who suggested we use bots instead of the normal single player levels. We're going to leave it testing there for a few days. How long depends on if we find bugs or not. The more bugs, the longer we have to test it (to test the fixes). In case anyone asks, its in Pocket Change arcade on 75th and Thomas at a mall there.

sunday 18th april 1999

german website mirror

GROO decided he likes it so much that he'll buy the company - hehe. Ok, there's now a mirror ofthese pages at GROO's server. The url is www.groo.de/redemption/. Currently the pages are in english, but I might get ambitious and try out my poor german! If you have any trouble with the link then mail GROO

saturday 17th april 1999

german ReDeMpTiOn link

GROO just mailed me that he has v1.00 of ReDeMpTiOn mirrored on his German PlanetSiN website. He has a forum up for SiN and regular news updates. Fortunately, having relatives over there gives me a chance of understanding the language - although his English is probably better than my German! I've put the link up on my download page too in case the other two are busy :)

version 1.00 release available

This version includes the full arena mode and other improvements. The arcade version is complete so we can get back to concentrating on net development. There are no new route files with this release, sorry! I've been very busy looking at another project over the last 3 days. I could tell you what it is, but I'd then have to gag you and watch you commit ritual suicide.

There are docs in the archive, and accessible from a link of this page (you know, the one that says docs...). Play away guys!

friday 16th april 1999

redemption alpha source code released

I gave the source code to Hexagon of Ritualistic today. They are going to set up a mod and bot coding tutorial area as I suggested they might consider doing. I don't know where the site is yet so just get on over there and find it. Pester them to death if it's not clearly signposted too.

If anyone does get into coding using that source, please talk to me about it in the discussion forum, not in email! Everyone else will probably have similar questions or concerns and one reply in a forum can reach a lot more people. I've included a VC5++ project file in the source so you don't all have to rush out and buy VC6. Now - get coding!! (I'm off to get the next release ready for tomorrow!)

thursday 15th april

arcade signed off

Yup, all gone! The nice people at Ferris VR should be shipping arcade machines soon. They have a beta test set up in a local arcade in Phoenix this weekend so if you live near there, pester them to see if you can have a go. (Use the link off the side of this page to get to their site)

I need to write some documentation for the arena style modification to ReDeMpTiOn then I can put out a new release this weekend. You will need some docs for it if you want to know how to get it going properly and what it does! If I remember, I'll try to include another couple of BMS route files for you all :)

tuesday 13th april

arena mod complete

Yup - the whole thing is done! Ferris asked me for a completion date of the 14th and they're gona get it [grin]. Watch out for those arcade machines shipping over the next couple of weeks!

There's lots that can still be done to the bot as a whole, and it will continue to improve, but the arcade section has to be complete at this point. Hell, I'm glad I work fast. I thought I'd just keep everyone informed. All being well, the final beta - which I sent them today - will have no problems and that will be it. It's been a lot of fun doing the arcade conversion, it's an amazing way to learn a game engine. In case no-one realised, I've only been coding on the SiN engine for 6 weeks now, try it - you'll like it!

I may port some of my new AI backwards to Quake2 if I have the time so the Q2 bot will improve a little..

next net release

Once the arcade version is "signed off" I'll get a new net release ready. I think I know where the Paradox and Whatever problems are coming from, but I'm not sure I can fix it yet so - please - stay off those levels. On a happier note, you will all be able to try out the ReDeMpTiOn arena style mod soon and see just how good you really are. If you practise hard you'll be able to go and show off on the arcade machines [hehe].

I've tidied up a lot of stuff in the current code and rewritten the spawn code to get perfect client emulation. This isn't apparent, just believe it's there people. This should enable me to fix the gravity problems later. If anyone wants node tables for levels other than the 5 I've already done, just ask in the forum (discussion area) and I'll do them if I get time.

ReDeMpTiOn source code

I'm looking at releasing the source code for the alpha version so other dudes can have a go at SiN botting too, the more the merrier! It wasn't brilliant at that stage, but it worked! Lots of bugs still existed but any half-decent coder will find them (I did). If Ritualistic get an area together for Mod programming, and someone to run it, I'll donate the Alpha01 source code to them - ok guys? That should spark some work on SiN mods hopefully! Any future source, or tutorial releases I do, will also go there.

If anyone wants to put ReDeMpTiOn in their mod, talk to me about it, I'm sure we can work something out. I'm still waiting for CTF and 2015 source - ho hum... Ok - enough burbling from me, I have a bot to finish.

sunday 11th april 1999

arena mod almost complete

I've got it working guys. Just need a couple of tweaks to it here and there, but the basic mod is working. It's all controlled from an arena.ini file where you set the mapname, number of bots, bot skill and fraglimit. The levels of difficulty increase every 5 frags and you finish up... no, I'll let you find that out for yourselves :)

Hopefully, I'll get this off to Ferris for tomorrow and then work on the main bot code before I post the next release, which could actually be 1.00 NON-beta. The code is very stable now and anything else I add to it is not going to break that. I'd like some more feedback on the state of the bot so far. Please, don't tell me it behaves weirdly below level 6 of skill, I know, that's the artificial stupidity working to help newbies have a chance against the bots and gradually improve their deathmatching skills (isn't it Robes?).

saturday 10th april 1999

beta 0.6 release is up!

Ok, I could type something nice about the juicy new features but would you be interested? Hehe... here goes:

  • Changed bot accuracy formula again
  • Added coloured highlight text for the centerprint
  • Added b_arena CVAR [0/1] to make bots attack ONLY humans! This sets b_autoskill by default too...
  • Finally fixed bot bodies lying around in mid-air bug.
  • Put node system back in. Navigation is not perfect yet, but we'll get there.
  • Added ladder nodes
  • Made level up message an external file (arcade)
  • Taught bots to hunt enemies
  • Camper hunting AI in place (30 second delay)

The arcade work is progressing nicely, the b_arena setting is part of that. Enjoy.

(In case anyone hasn't figured it out, the downloads link will take you to the page you get the files from.)

friday 9th april 1999

any job offers?

I've had a couple of job offers recently ( working on games development & AI ) but both in the USA and of the non-teleworking variety. Shame really since I'd have loved to do either of them. There have to be games companies in the UK working on something decent, don't there? [grin] All this technology and you can't work over the net - sheesh!

If any serious and accomplished bot AI coders are reading this and feel like applying for a job, mail me and I'll pass on the job spec and contact details. You need to be US resident, or prepared to relocate. Note, only coders with a good, working bot need apply - honest!

bot hunt AI implemented

In a major AI improvement the bots now hunt down their enemies like the dogs they are if a "*.bms" routefile exists for the map they are playing. I will provide some bms (Bot Memory System - it's what I've always called it [grin]) files with the next release and if anyone wants to create their own I can tell them how but it's pretty primitive on feedback so far! I'd love to provide the pretty graphics that the Eraser gives when creating routes, but that is icing and therefore not a current priority.

The bms files live inside the "\routes" folder inside your redemption folder. If I ever get time to figure out how my InstallShield that came with VC6++ works I'll make a proper installer, but that would mean taking time off from coding, and there's always one more thing I want to do :)

This also means that the bots are now able to hunt down campers - oh joy! Expect the release sometime this weekend.

message of the day mod

The tutorial on Ritualistic will show you how to implement an MOTD in any version of the SiN source code. If enough people want it, I'll compile a version of 1.3 with the motd for server operators but it might be best to wait for 1.04 source code so we can all get onto the same version of the game for internet play. The sooner Ritual release the code, the sooner we sort out all the problems this causes. If Ritual want to include the motd in a version of 1.04 they compile, that's fine by me too.

thursday 8th april 1999

work, work, work

I'm working furiously on the arcade version today, which has requirements all of its own. The main benefit to the community here is going to be a fully working node system with routefiles and bots that can follow you almost anywhere!

message of the day mod?

Did anyone else notice that highlight text in the SiN engine is yellow, not green - surprised me the first time I saw it. Anyway, I've got it working for the MOTD and the arcade "levelup" file since you're more likely to notice it than the white text! I've had a request to release the standard server dll with the MOTD code in there, now currently that would only be the 1.03 version since Ritual haven't sent me any 1.04 code yet. Is anyone else interested in that? It's a very simple mod and only involves adding one line of code and a function. Maybe we could persuade Ritual to include it in their next update? ( I still don't understand why it's not in there... )

Just in case anyone thinks it's difficult, I think I'll send this off to Ritualistic as a tutorial! :)

wednesday 7th april 1999

node code back

I found the bug that was causing the node code to give the engine heart attacks. Fixed, yippee! I'm now working on routing the bots around with the nodes. Once this is in place they will be able to avoid getting stuck in small rooms and hunt down campers :)

I hasten to add, I think camping is a viable tactic in deathmatch play, and can be very useful in CTF too, but if the bots don't hunt down campers, the campers may get bored (grin). Two of my beta testers tried camping against the bots on sindm6 and made it all the way to level 10 before dying horribly since the bots didn't know about searching the roof. That will change. Drop into the forum and tell me what you think.

fame at last

Ritualistic interviewed me yesterday so I guess I'm now officially famous? Shame I'm not that interesting to read about though. Hop over there and take a look at it if you have a minute to spare. Ritualistic have kept the SiN community alive for the last 4 months and with the advent of CTF we have a game that kicks Q2 butt. Thanks guys!

first tuesday after easter

arena code growing

Work is speeding along on the Arena mod for the bots. I've now added the cvar that will (eventually) make it all happen. Already, the bots don't shoot eachother in arena mode, the skillaccuracy link is hardcoded, autoskill is disabled (for obvious reasons!) and the arena.ini file is being read and processed. I still have more work to do on it, since this modification changes the whole ethos of deathmatch. I'll keep everyone posted. Remember, the guys at Ferris get to play this stuff first, so - if you live in Phoenix - ask them if you can be a betatester for the arcade machine!

Yes- before anyone asks - all the new code will be in the PC release versions too! As I told Ritualistic, the arcade machine is wrapped around a PC motherboard so it uses the same code.

bugfix city!

I finally found the line of code that was causing dead bots to lie around in mid-air and fixed it. Bots now go through full death animations and lie on the ground like real dead people :)

easter bank holiday monday

beta 0.5a fix posted

I found a bug in the code that will cause crashes in the game at frag or timelimit levelchanges. I haven't found a cure so I've removed the offending node related code as a quick fix. My apologies to anyone running ReDeMpTiOn who has found this problem. No-one mailed me about it yet but I can't be the only one who noticed it. I will rework the node system to get round this problem which is SiN related in so far as it is to do with the native CLASS definition code and memory handling.

Since I had to post this new version anyway I decided to fix a problem with the maplist.txt handling that could cause map loops in the wrong places, so that all works fine now. If you don't use map changing with the bots, you do not need to download this version!

I also - in response to requests - altered the "artificial stupidity" code to allow the bots to move slowly around their opponent instead of jumping on the spot. These low level bots (0 -> 2) are basically designed as target practice for complete beginners and will only tend to injure you with area effect weapons like rockets, QD etc. I agree that the jumping up and down behaviour is sad (Trouble mentioned this), so hopefully this version will improve things.

I spent around 8 hours tracking down the two bugs that were fixed in this release owing to not having the Ritual files under source control, so guess who's going to install SourceSafe on them right after posting this :)

HTML changes

Mart doesn't seem to have been around and I need to have one copy of the source to the html pages to work with so I'm putting my own sad code version back up on the BE site since it easier for me to maintain it this way. I apologise to anyone who liked the frames version better but I can't keep two different versions of the same information running any more :) If Mart is reading this, where were you??

not-so-good saturday 1999

beta 0.5 released

I have posted the 0.5 beta version with all the improvements listed in the previous news for the last week. Remember, there are now 11 skill levels (0 -- 10). Wilka has done an updated version of SiNCest to support these new options. Read the docs.html in the archive to find out more.

I am releasing this early since I have a lot of work to do on the arcade version with the arena style mod. I'll get one of the news pages to carry a piece about this and expand on it myself when I get time :)

good friday 1999

skill and accuracy changes implemented

What can I say? I'm a code-a-holic :)

I've implemented the changes discussed below to the b_skill and accuracy settings. I have also altered the way the accuracy is implemented to make it ramp up on a slow logarithmic scale. Basically, the bots up to accuracy level 5 are fairly easy meat, then they start to get harder. I tried them out with autoskill set and starting at level 0 against 3 bots I made it to level 7 before they killed me 3 times in a minute :) I have other local players testing this for me at the moment and dying 3 times by level 7 seems fairly standard. Just in case that doesn't sound very good I feel I should point out that you need to rack up around 30 kills just to get to level 7!

Please ignore my earlier comment about level 3 being a reasonable level, it is not! Good players need to start on about level 5, which is roughly quivalent to the old level 1, but level 7 is more like the old level 3 - they really do ramp up quickly once they hit the top 5 levels! The new level 0 bot should not even be able to hit you, so is great for target practice!

item collection AI underway

Antibody ran around for a while today collecting things utilising the route file node system and didn't seem to have any major difficulties. I have allowed the bots to create their own nodes and links in case there aren't any on the current level, but their routes are not as good as human generated ones.

I have some serious programming work to do on a related project this week so there will be a few changes to the skill and accuracy levels and code. I'm going to up things to run the accuracy from 0 to 10 (-1 still links to b_skill) and skill from 0 to 10. The first few accuracy and skill levels will be pretty hopeless, but then we don't want new players to feel like they'll never get the hang of this, do we? Experienced players should probably start at around the new level 3 and work their way up :)

32nd march 1999

dedicated server support

Ok - tested it out properly and it seems pretty solid in the next version. I understand some people use this to run a server and client on the same machine. I guess they have more memory than sense because mine grinds to a halt with 64MB if I do that. Hell, just think, about 2 years ago 16MB was a big machine! I guess it's upgrade time again [sigh].

node system running

I've got the bot memory node system working internally now, and I have been directing the bots to items using it. I now need to write some real AI to let the bots choose when to use the nodes and when to use their eyes.

On an unrelated note, Lin bought Baldur's Gate for me today [yippee!] and I played that for a couple of hours at teatime. Wuff it's hard! I'm used to easy hack'n'slash fare like Diablo. I must remember to pause the game during combat next time :) Anyone else noticed that March seems to be dragging on a bit this year?

old news archived

Follow this link to get the old March 1999 news.