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Messages - TeamXtreemer

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541
Existing Games / Re: Team Fortress 2
« on: December 08, 2011, 03:06:35 PM »
Right, got things to sell to you wonderful people.

Crates no:
24 x 1
27 x 2
29 x 1
32 x 3
31 x 1

Will sell, just give me a realistic idea.

542
Contests / Re: BOTM Jan 2012
« on: December 07, 2011, 03:46:28 PM »
*24 Days Later*

The winner is...

Naryar, with '53989658 Razors On One Bot'.

543
Chatterbox / Re: Jokes
« on: December 07, 2011, 01:53:33 PM »
Meh.


Have you had an accident in the last three years? At work or at home? That wasn't your fault?

Yeah, she's two in May.

544
Existing Games / Re: Team Fortress 2
« on: December 07, 2011, 12:46:34 PM »
Someone just game me the righteous bison free!

Anyone want to buy a strange Family Business? 1 rec or 2 weps, I'll sell the bison to anyone interested.

545
Existing Games / Re: Team Fortress 2
« on: December 07, 2011, 09:49:11 AM »
So... Team bought the Modest Pile of Hat to upgrade himself to Premium?
Sure.

Oh, and I'm now LOLing@How the Soldier in Advanced Weaponizer maps is basically cocaine.
EVERYONE wants to play as him, and the ones who already are playing as him, won't get off that class slot.
Yes, the server I've been at has a cap of like 3 Soldiers.
Despite the fact the Pyro isn't as strong as the Soldier, he jumps a lot higher then the Soldier does.
Ans A Key.

@TX: you should've bought one of the Polycount hats (except the Solly cap, of course) instead. At least those have a use. :P
I only had £4 and I spent 2 on a crate key.

546
Discussion / Re: System32 Discusses AI and improving it.
« on: December 07, 2011, 09:47:37 AM »
I try to be here at least once a day... I just choose not to post everyday.

As for the the 'math.pi' replacement, just stick this in Bindings.py under the "def load(list):" line.
Code: [Select]
    SW, W, NW, N, NE, E, SE, S = map(lambda x: math.pi*x/4.0, range(-3,5))
This basically makes all the abbreviated cardinal and ordinal directions available for use as nose values instead of using radians. These will likely be a problem for you in the future so I'd recommend either learning radians or using the next replacement instead.

The botlab's heading arrow supports 20 different angles. Therefore SW, NW, NE, and SE don't exactly line up with any of the possible in-game angles. If you want everything to be the same, I would add something like this instead.
Code: [Select]
    for m in range(0,21):
        exec("ANGLE_%s = %s" %(m, m*math.pi/10.0))
This makes variables that look like this:
ANGLE_x --> where x is a value between 0 and 20 (inclusive).

The values go clockwise from the the default heading (UP/NORTH) but if you add a '-' before the variable they will go counter-clockwise. Adding 5 to x turns the nose 90 degrees. Just to give you the rough idea, here are the first 6:
ANGLE_0 = ANGLE_20 = 0 radians = 0 degrees = UP/NORTH = default angle
ANGLE_1 = -ANGLE_19 = PI/10 radians = 18 degrees
ANGLE_2 = -ANGLE_18 = PI/5 radians = 36 degrees
ANGLE_3 = -ANGLE_17 = 3PI/10 radians = 54 degrees
ANGLE_4 = -ANGLE_16 = 2PI/5 radians = 72 degrees
ANGLE_5 = -ANGLE_15 = PI/2 radians = 90 degrees = RIGHT/EAST

[warning]Using these instead of radians will cause problems for people that don't have this tweak (namely tournament hosts).
If you are using the ANGLE_x variables, you can convert them to radians by replacing the "ANGLE_" with "math.pi/10*".[/warning]
You should post, dude, all of the ledgends are dissapearing, and thanks for the reply, I'll be sure to use them when I get the chance,

547
Existing Games / Re: Team Fortress 2
« on: December 06, 2011, 12:16:09 PM »

548
Existing Games / Re: Team Fortress 2
« on: December 06, 2011, 10:37:23 AM »
HOLY CRAP


STRANGE GET


PREMUIM GET

HAT GET

MODEST PILE OF HAT


(Sorry Joni, manco crate is gone, that's how I got the SFB).

549
Discussion / Re: System32 Discusses AI and improving it.
« on: December 05, 2011, 04:15:28 PM »
I've been hanging around the sidelines of this discussion just to see what people thought but I think its time to give some input.

    #list.append( ("Generic Popup", "AdvancedOmni", { 'radius':1.2, 'nose': math.pi, 'bot':"Popup", 'Speed':"Fast", 'wep':"Top", 'topspeed': 12.0, 'turn': 20, 'weapons': (11, 12, 13, 14,) }) )
    #list.append( ("Generic ThirtySix", "AdvancedOmni", { 'radius':1.2, 'nose': math.pi, 'bot':"HS", 'Speed':"Slow", 'wep':"All", 'topspeed': 12.0, 'turn': 20, 'weapons': (11, 12, 13, 14,) }) )
Making an AI that uses generalized bindings such as these wouldn't make the AI any smarter or more powerful, just easier to make. I've considered making something like this in the past but never got around to it (the plan was to use something like this for my Practice Garage so that it can auto AI more effectively).

As Click has already mentioned, we can't look at the opponent's bindings to check their bot type because human's don't need bindings. We also use the opponent's components to determine the best attack strategy because (1) we can't tell a wedge from a round extender, (2) we can't tell the difference between similar bot types such as a VS and a HS, and (3) we can't look directly at the opponent's .bot file because we don't know which files are loaded into the EXE. I'm sure many people have considered this before but there just isn't any way around those three issues.

One idea that I don't think has been mentioned would be to determine the AI's strategy based on a combination of guess-and-check and how the opponent is moving. It wouldn't provide the best course of action in all cases but it would allow the AI to "adapt" to its opponents. The biggest drawbacks would be the amount of coding necessary and the amount of processing that would need to be done per tick. Speed, turn speed, heading, direction, weight, and # of wheels are easy to get so if we keep an eye on them and keep track of when we receive the most damage (front, sides, underneath, above) then we could use that information to determine our best coarse of action. Saving collected data in a text file would also potentially improve performance in sequential fights.
Holy s**t it's Trovaner

*seizure*


In topic, why not try edit the 'math.pi?'
maybe other words such as 'N, S, E, W, NE, SE, NW, etc.' or 'F, B, L, R, DL (Diag Left) etc'.


550
Existing Games / Re: Team Fortress 2
« on: December 05, 2011, 02:47:25 PM »

551
Existing Games / Re: Team Fortress 2
« on: December 05, 2011, 02:12:52 PM »
I'll join, if someone makes server.
192.168.1.84:27015

password: extreme
I'l join

552
Existing Games / Re: Team Fortress 2
« on: December 05, 2011, 01:15:10 PM »
It'll be like the GTM TFM one, whoever, whenever. Just give it a password.

553
Off-Topic Discussion / Re: General Chatter Thread
« on: December 05, 2011, 12:52:50 PM »
The last 15 pages.

And this is coming from TX. (No offense, but you know how you used to be).

And none taken.

and thanks TRIAS.

554
Off-Topic Discussion / Re: General Chatter Thread
« on: December 05, 2011, 12:49:55 PM »
The last 15 pages.

555
Existing Games / Re: Team Fortress 2
« on: December 05, 2011, 12:44:21 PM »
if anyone really wants a GTM server, i can set one up. like. now.
do want

556
Existing Games / Re: Team Fortress 2
« on: December 05, 2011, 11:07:37 AM »
I'll buy crate #33, 2 scraps.
I need full version first, after Christmas :P

557
Existing Games / Re: Team Fortress 2
« on: December 05, 2011, 11:02:33 AM »
we need a TF2 GTM server.

Also, Items get.
Noble Hatter's Violet
Crusader's Crossbow
Sandvich
Southern Hospitality
Gunboats
Manco Crate #33

any interest?

558
DSL TC Showcases / Re: Waru667s Showcase
« on: December 04, 2011, 03:10:04 PM »
404'd, yo.

But, it's cool to see a new guy here. Welcome.
It was working
but someone broke it

the original name was

559
DSL TC Showcases / Re: Waru667s Showcase
« on: December 04, 2011, 03:03:00 PM »
It worked fine for me, and sorry for the curses, that was my bad.

560
DSL TC Showcases / Re: Waru667s Showcase
« on: December 04, 2011, 01:52:49 PM »
Looks cool, just wait for the feedback from the pros. :)

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