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ReDeMpTiOn release notes

credits

Programming and designRiEvEr
Original bot spawn routine Scott Alden (aldie@ritual.com)
Original source code and engine Ritual Entertainment
Web page design GenesiS99

Current release version is 1.10

This version is written with the 1.03 source code release

installation instructions

Try doing this:

  • After receiving requests to do so, the new archive of ReDeMpTiOn will be based inside SiN. So just go to your SiN folder and unzip it in there where it will create a ReDeMpTiOn folder and be ready to roll.
  • Then make a copy or your desktop shortcut for SiN and alter the properties of the copy - adding
    "+set game redemption +deathmatch 1 +map spry +maxclients 8"
    to the command line.
  • Start the game with this shortcut and once you are in the level go to the console and type: bind b "bot"
  • Exit the console and hit the "b" key to make a bot appear. Give yourself 5 or 6 of them and run round killing them for a while :)
  • Read the rest of the docs so you know what else you can do!

You don't have to bind the key to b, or just play on "Spry". To use a different map just pull up the console and type "map MAPNAME" where MAPNAME is the name of the map you want. Got that? Good...

SiNCest is your best option for starting the bots up - go get it! It now includes ReDeMpTiOn support on a seperate tab!

If you spawn too many bots then use "botkill" to remove the last one spawned each time you type it.

rocket arena deathmatch mod

This is activated with +set deathmatch 6. Rules are fairly simple. Currently only 1 on 1 deathmatch is supported. You need the usual maxclients, etc. set. (Yes - I really hate writing docs!)

  1. You join as a spectator and are put in the queue (use "raqueue" at console to find out where you are in the queue)
  2. The first two players in the queue spawn into deathmatch
  3. Each players spawns with ALL Weapons, Ammo and Armour.
  4. A 5 second countdown begins before you can shoot
  5. Spectators yell at players a lot.
  6. Winner stays on
  7. Loser goes to back of the queue
  8. Person at front of queue enters arena
  9. Both players in arena respawn as at (3).

More will be added to this mode as SiNMod development continues.

last man standing deathmatch mod

To activate this just set deathmatch 5 on the command line, or in the console. I advise using the b_number command to set the amount of bots you want so they respawn on each level.

Here are the rules for this deathmatch mode:

  • You start with 5 frags.
  • Every time you die you lose a frag.
  • Once you are on zero frags you become a spectator.
  • The last player or team with one or more frags left wins.

If you want teamplay by SKIN or MODEL, just set dmflags accordingly.

arena style play mode

There is a new file, "arena.ini", which sets up the arena style play. You need to start the game with a command line like: "+set deathmatch 1 +set b_arena 1 +set maxclients 8 +map sincity" The map command should match the first map listed in the arena.ini file.

This mode of play is the one from the arcade machine and involves steadily decreasing numbers of bots on each map, decreasing fraglimits and increasing difficulty levels. Try it out, see how good you really are. be warned - the bots only attack players in this mode! They may accidentally kill eachother, but you are their real target! If you make it past the last level you get a little surprise so it feels like it was worth the effort.

The arena.ini file format is:

mapname (number of bots) (bot starting skill level) (fraglimit for this map)

route file support

Route file support is implemented, but is very basic.The bots now use these files for basic item collection and to chase opponents. You are no longer safe hiding upstairs in Sindm6! I will be teaching them to use it as sniping points etc. As soon as I have any significant improvement available, I'll post it!

The command to activate route creation is "set b_dropnodes 1", this will cause you to drop nodes (like breadcrumbs or pebbles in a maze) that the bots will use to find their way to objects that they see. In future the bots will use these nodes to navigate around objects and implement tactical positions or personalities. Try not to die while creating routes, it could be confusing for the bots when they try to follow that path :)

To save your created routefile, just type "writenodes" at the console and then restart that map. If you play a map for a long time it is worth writing the node table out to disk since you will probably have added a lot of new links to the routefile during play.

random bot names

You asked, you got. To enable random botnames add +set b_random 1 to your command line, or type at the console before spawning bots. This will then spawn bots randomly from your botnames.cfg file. Currently the size of that file is limited to 100 bot entries. This can be expanded if anyone thinks they really need more than 100 bots available :)

ReDeMpTiOn skill levels

Ok, just to keep the net freaks happy I've added a skill variable "b_skill" which can have values from 0 (completely useless) up to 10 (fairly lethal). To use it go to the console and type in set b_skill N where N is a number from 0 to 10. The skill level defaults to 4. Level 0 bots don't strafe so are ideal for net newcomers who want to learn to deathmatch. Level 10 bots will eventually become the complete ninja b*st*rd killers you all yearn for.

Also now have b_skillup and b_skilldown to alter all bot skill levels by one, up or down, while you are playing. This way you don't need to remember what skill setting you are playing at.

bots that reconnect

Using the CVAR "b_number NUM" will spawn NUM bots that reconnect after each level change. This lets you use map cycling and just fight your way through against a group of opponents like we do on live servers.

autoskill setting

If you fancy a game with an increasing level of challenge then set the "b_autoskill" cvar to 1. This will increase the bots' difficulty level every time the game detects that you are beating them ( every 5 frags). It sets the accuracy level for all bots equal to the b_skill level so if you start on b_skill 0 you get 11 levels of difficulty to work your way through! I tried this one on one with a bot and made it to level 7, which seems to be about my level of skill really [grin]. You can check the skill level by typing "b_skill" in the console and the game will tell you what it has set it to.

bot accuracy levels

This sets the accuracy level of the individual bots. If you are not using botnames.cfg, or you set accuracy to "-1" for any bot, the accuracy level will be set equal to the b_skill level.

The bots will fire "scatter shots" that tend to miss the target. These shots are distributed in an area whose size is inversely proportional to the accuracy setting. This means that level 0 bots miss all of the time while level 10 bots don't miss.

user defined skin and model support

Ok, I did it. ZenMan might actually smile today... To use your own models or skins, create a file called botnames.cfg inside your redemption directory and list in it the botnames, models, skins and accuracy you want. Here's the one I've been using to test it:

AntiBody[RB]		pl_blade.def	blade_chembase		-1
BubbaH[RB]		pl_blade.def	blade_chembase2		-1
ChunkIE[RB]		pl_blade.def	street_blade		-1
DesdEmonA[RB]		pl_elexis.def	elexis_base4		-1
ElSee[RB]		pl_elexis.def	elexis_base6		-1
FarraH[RB]		pl_elexis.def	elexis_base2		-1
GroundHog[RB]		pl_jc		jc_base3		-1

As you can see it is just a series of lines of text, each one containing Name Model Skin Accuracy in that order with tabs or spaces seperating them. Be aware that if the skin does not come with an icon you will not see the correct picture in the scoreboard. You can't use spaces in the name, please don't try it :)

ReDeMpTiOn will spawn the bots from this file, in order, each time you ask for a bot. Once it exhausts the list in the file it goes back to randomly spawning bots from an internal hard coded list.

teamplay support

Also now supports teamplay by model or skin. If you don't know the dmflags settings or don't want to use the menus, get SiNCest - it'll do it all for you.

message of the day

A new text file is now supported, "motd.ini". You can put a server message in this file in the redemption directory that will be displayed to all players when they connect - you decide what goes in there! A sample is included in the archive.

maplist implemented

Another new file in the redemption directory - "maplist.txt". Put a list of maps in it that you want the game to cycle through and it will :) An example is included with the archive.

level related problems

  • WHATEVER - avoid this one. The last time I saw problems like this for bots it was because there was an error in the level textures so that the bots could see through walls and detected certain solid surfaces as lava! Something like that is going on here but I don't have time to figure it out right now. If any level designers can check it out, let me know what you find.
  • PARADOX - avoid at all costs :) I cannot get the bots to work on the correct gravaxis settings and haven't got a clue what's wrong. Every time I try to fix it I screw up the main code and have bots shooting at walls on the other levels - weird! It looks like a delta angle problem.
  • There have been reports of problems with teleports, keep me posted guys.

command summary

  • bot : Spawns a single bot from the console that doesn't survive levelchanges
  • botkill : Removes the last bot spawned up to as many times as there are bots.
  • b_number [0 .. MAXCLIENTS-1] : Spawns bots that stay across level changes.
  • b_skill [0 .. 5] : Sets bot skill level
  • b_autoskill [0/1] : Increases bot skill level if you are winning.
  • b_skillup : Increases bot skill level by 1
  • b_skilldown : Decreases bot skill level by 1
  • b_arena [0/1] : Tells bots to target only humans and uses the b_arena.ini file.
  • b_random [0/1] : Randomly select and spawn bots from botnames.cfg
  • b_dropnodes [0/1] : Provides feedback during route creation.
  • writenodes : Console command to write out your newly created route file (*.bms) in the routes subdirectory.

Disclaimer

I accept no responsibility for anything that gets screwed up while you are using ReDeMpTiOn - this is FREE software and any risks are your own so don't even think about blaming me :)

Copyright notice

This software is copyright (c) RiEvEr 1999. Large chunks of it are copyright (c) Ritual 1999. You may not sell this software, or use it for any commercial purpose without my permission. You may include this software on FREE CD collections, such as magazine coverdisks. Ritual can include it on any compilation they may put together too :)