Wed, 25 Jul 2012 16:24:30 +0400 |
unc0rr |
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
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Wed, 25 Jul 2012 12:28:14 +0400 |
unc0rr |
Adjust firepunch and bat consts yet again
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Tue, 24 Jul 2012 16:12:41 +0400 |
unc0rr |
Prefer to bat enemy away dealing the same amount of damage
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Sun, 22 Jul 2012 00:48:48 +0400 |
unc0rr |
AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
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Wed, 18 Jul 2012 23:02:14 +0400 |
unc0rr |
Start TestCake
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Wed, 11 Jul 2012 22:18:43 -0400 |
nemo |
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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Sat, 07 Jul 2012 15:28:47 -0400 |
nemo |
Limit firepunch/whip drowning checks to max AI, bat to top 2 levels.
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Sat, 23 Jun 2012 23:04:06 -0400 |
nemo |
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
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Sat, 09 Jun 2012 23:35:55 +0400 |
unc0rr |
TestBaseballBat
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Sat, 09 Jun 2012 21:31:26 +0400 |
unc0rr |
- Adjust some consts so whip and firepunch work perfectly
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Sat, 09 Jun 2012 10:28:45 -0400 |
nemo |
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
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Sat, 09 Jun 2012 09:53:15 -0400 |
nemo |
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
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Sat, 09 Jun 2012 17:05:16 +0400 |
unc0rr |
- Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
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Fri, 08 Jun 2012 23:56:08 +0400 |
unc0rr |
New bright and shiny TestFirepunch which actually works
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Fri, 08 Jun 2012 18:03:44 +0400 |
unc0rr |
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
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Mon, 04 Jun 2012 22:43:56 +0400 |
unc0rr |
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
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Thu, 31 May 2012 12:52:31 -0400 |
nemo |
Name the flags for fall tracking and indicating whether the explosion erases terrain.
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Thu, 31 May 2012 18:02:30 +0400 |
unc0rr |
Improve TestWhip
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Mon, 28 May 2012 17:54:23 +0400 |
unc0rr |
Some improvements to pas2c
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Fri, 25 May 2012 15:35:48 +0400 |
unc0rr |
- Fix some AI stupidness factors
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Sun, 13 May 2012 18:50:04 -0400 |
nemo |
AI can't use cWindSpeedf since it now does a smooth transition
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Thu, 10 May 2012 22:55:13 +0400 |
unc0rr |
More definitions and mess with pascal code
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Wed, 02 May 2012 19:16:12 -0400 |
nemo |
Initial stub for freezer
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Wed, 02 May 2012 11:43:43 +0100 |
koda |
marked a couple of functions as inline
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Wed, 02 May 2012 10:53:13 +0100 |
koda |
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
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Fri, 20 Apr 2012 01:50:47 +0400 |
unc0rr |
Some more progress with pas2c
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Sat, 14 Apr 2012 23:19:45 +0400 |
unc0rr |
Get rid of TGearsType to simplify pas2c
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Wed, 11 Apr 2012 22:46:59 +0400 |
unc0rr |
Simplify converter's life
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Tue, 13 Mar 2012 22:25:43 -0400 |
nemo |
Add fall damage
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Tue, 13 Mar 2012 21:51:50 -0400 |
nemo |
For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
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Mon, 12 Mar 2012 01:00:17 -0400 |
nemo |
Change rest of AI tests to floats, reenable snowball
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Sun, 11 Mar 2012 23:24:09 -0400 |
nemo |
Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
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Sun, 11 Mar 2012 22:35:55 -0400 |
nemo |
small tweak. make drowning prefer higher health hogs
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Sun, 11 Mar 2012 20:36:50 -0400 |
nemo |
Teach AI to drown with shotgun too
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Sun, 11 Mar 2012 20:12:31 -0400 |
nemo |
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
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Sun, 11 Mar 2012 18:28:32 -0400 |
nemo |
Add drowning to grenade too, try some little optimisations
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Sun, 11 Mar 2012 14:43:36 -0400 |
nemo |
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
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Fri, 17 Feb 2012 18:23:36 +0100 |
koda |
the most important commit of the year
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Tue, 17 Jan 2012 09:01:31 -0500 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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Thu, 01 Dec 2011 18:02:27 +0400 |
unc0rr |
- Improve renderer a bit, disallow nested functions
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Sun, 27 Nov 2011 23:13:22 +0300 |
unc0rr |
Countless imporvements to the parser and countless help to the parser in sources.
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Fri, 16 Sep 2011 14:04:21 -0400 |
nemo |
AI insists on using snowball for digging. Until that is prevented, remove snowball
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Mon, 22 Aug 2011 17:44:30 +0400 |
unc0rr |
Implement TestHammer which makes sense
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Mon, 22 Aug 2011 17:22:11 +0400 |
unc0rr |
Make AI aware of damage modifiers
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Tue, 19 Apr 2011 14:39:55 +0400 |
unc0rr |
Use cWaterLine instead of LAND_HEIGHT, fix mortar handler aswell
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Sun, 17 Apr 2011 12:48:32 -0400 |
nemo |
An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
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Sun, 17 Apr 2011 11:57:46 -0400 |
nemo |
Allow head of rope to attach to hogs/barrels/crates again. Rope still does not, to avoid the bug.
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Sat, 19 Mar 2011 17:49:27 -0400 |
nemo |
Landgun, first pass. At sdw's request.
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Wed, 02 Mar 2011 00:27:20 +0100 |
koda |
Happy 2011 :)
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Sat, 29 Jan 2011 21:16:09 +0100 |
Henek |
added dummy for tardis and ugly icons for tardis and structure
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Sat, 29 Jan 2011 18:18:44 +0100 |
Henek |
still in developement take on adding structures, working hiding of hogs and ejecting them later.
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Sun, 19 Dec 2010 21:16:14 -0500 |
nemo |
add AI routine
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Sun, 19 Dec 2010 21:06:34 -0500 |
nemo |
Snowball weapon
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Thu, 18 Nov 2010 11:32:47 +0300 |
unC0Rr |
Move some stuff from uMisc to uUtils
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Wed, 17 Nov 2010 22:07:03 +0300 |
unc0rr |
uLand isn't that important to them
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Wed, 17 Nov 2010 17:45:55 +0300 |
unC0Rr |
Move variables from uMisc to uVariables
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Wed, 17 Nov 2010 17:22:36 +0300 |
unC0Rr |
Introduce unit uTypes in order to remove some cyclic unit dependencies
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Sat, 13 Nov 2010 15:32:53 -0500 |
nemo |
merge 0.9.14 back into trunk
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Sat, 13 Nov 2010 14:56:35 -0500 |
nemo |
tweak cluster test to reduce AI fail a bit, also weaking its overal rating.
0.9.14
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Fri, 12 Nov 2010 14:54:53 +0100 |
koda |
drillstrike! might require the drill patch to improve behavior
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