关于震动手柄的问题!!!

关于震动手柄的问题!!!,第1张

硬件方面,我推荐使用PS震动手柄+打印机口转接线。PS震动手柄最大的一个好处就是——按键够多。十字键+两个类比摇杆(光这就相当于10个按键了)+四个基本按键+两组LR键+select+start,不会有什么不够用的情况了吧!转接线市面上能买到,10块钱左右,一头接在打印机口上,另一头有两个PS手柄接口。

  要注意的是,这种线不支持震动,因为打印机口不能提供足够的电压。还有两种转接线,是在这种线的基础上多出来一根电源线。一种从USB接口取电,一种从声卡的手柄插口取电,专门给震动包提供电源。但是这两种转接线比较难买到,而且居然要40-50元。只不过是多了一根电线而已,就贵了这么多,实在划不来,也不符合diyer的精神(观众:“切,你要diy怎么不干脆连转接线也自己做得了!”……-_- 其实说真的,转接线的原理也很简单啦,只不过中间还要加入三个电容,动用电烙铁是免不了的,我看就没必要费这工夫了吧)。废话少说——所以下面提供一个简单易行的方案:自己外接一个稳压电源,给震动包供电。如图,面对PS手柄的插针:

------------------------------------------

\o o o | o o o | o x o/

--------------------------------------

  从左数起,第三针(图中用红色表示)是震动电源正极,这一针在转接线里对应的插口是空的,没有输入电源,所以我们要做的就是自己输入一个9伏的外接稳压电源。第四针(用蓝色表示)是手柄地线,把9伏稳压电源的负极接到这上面。图中用x表示的第八针在PS手柄中是没用到的空脚,转接线里对应的插口当然也是空的。至于9伏的稳压电源,最简单的办法是买一个小型的变压器就搞定了,就像随身听用的那种稳压电源。10元左右。

  手柄改装好之后就是安装驱动程序和设置问题了。

  下载一个DirectPad Pro的驱动程序,官方最新版本是50,有汉化版本的51和52。51修正了50的一个小错误。52版本据说兼容性有点问题,反正我用的是51……

  驱动程序中包含几个dll文件和一个inf文件,鼠标右键点击inf文件,选安装。(这些是基本电脑知识吧,我好像废话说得太多了-_-)

  然后在控制面板里面选择“游戏选项”,然后选“添加”,你会看到有DirectPad Pro的选项。如果是震动手柄,就选DirectPad Pro Force Feedback(中文版就是DirectPad Pro力回馈手柄……废话,都是废话……)。安装之后,你会看到手柄状态是“确定”(这个驱动程序不管有没有插手柄,状态都应该是确定,否则就是你驱动程序安装错误了)。选择“属性”,对手柄进行设置。各项设置包括键位、震动等等一般都保持默认状态。最主要的是左下角那个“手柄类型”,必须设置好了才能正常工作。如果是普通数字手柄,就选择PSX digital,如果是带类比摇杆的,就设置成PSX 6-Axis。有时候手柄的十字键和类比摇杆不能准确定位,就按一下右上角的“重置”,就可以解决了。还不行的话就是你的手柄是坏的……再不然就是RPWT了。

  到这里手柄就已经设置好了,你可以找几个支持震动的PC GAME来体验一下……不过支持震动的PC GAME不多……当然了,如果仅仅是为了体验震动,你可以找个demonstar3,游戏虽然很烂,不过保证震动得一塌糊涂

  然后,是震动手柄最主要的用途:模拟器的设置。

  FC、SFC、GB、GBA等等模拟器就不用说了,反正也没震动,就那么三四个按键,智商正常的人都能搞定了……

  SS也不说了,等什么时候有真正能完美运行游戏的模拟器版本再说……

  DC、PS2、GC、XB也不说了,大家继续YY……

主要说一下PS模拟器(ePSXe)和N64模拟器(Project64)。

  ePSXe的手柄设置界面如下图:

  ePSXe目前的最新版本是152,能够相当完美的模拟大部分PS游戏以及支持震动。但有一点提醒大家注意的是:如果你想要震动,就不要用汉化版!不知道是什么原因,150之后的汉化版都不能支持震动,不管怎么设置也震不起来。推荐大家去ePSXe的官方网站下载英文原版的ePSXe 152。

右上角是手柄类型设置,选择“Digital/Analog”的话就能使用类比摇杆了(当然,在前面的驱动程序设之中也必须设置成PSX 6-Axis类型的手柄)。下面的震动类型要选择DirectX,如果选择Burutter的话是震不起来的!再下面是“大震动”和“小震动”的调节,分别选择“Constant”和“Sine”,是最符合PS主机实际震动情况的。

这样设置完成以后,应该就能很好的模拟PS游戏的震动了。这~~~下~~~大家~~~~满意了~~~~~~吧??

  接下来是Project64的设置

  Project64的程序自带3个手柄插件,其中只有N-Rage input plugin能够比较完美的支持震动手柄,就选择它了。先复选左上角那个“plugged”选项,表示手柄已经插入了。跟ePSXe不同,它不会自动把你的手柄置于可用状态,所以先在“device”页把输入设备由“none”改成手柄,否则你就只能用键盘输入啦。deadzone保持默认就好了。下面的震动类型应该选择constant。如果复选visual rumble的话,在震动时画面会闪烁。最下面是震动幅度调节(我喜欢强悍的震动……)。左半部分是用键盘鼠标模拟手柄输入的设置,不用管。

  然后是controller pak选择,也就是N64所对应的手柄插件包。有两个选项:mem pak,这个是记忆包,选中以后在“modifiers”页设置记忆文件的存放目录等等。N64游戏有些是卡带本体记忆的,不用mem pak也能记忆。但是恶魔城64之类的游戏,不设置mem pak就不能正常的记忆了。这些跟真正的N64机器是完全一样的。设置好mem pak之后,再把controller pak设定为rumble pak,也就是震动包。这样才能让你的手柄震动起来。

  最后是设定键位。N64的手柄键位毕竟跟PS不太一样,我推荐是这样设置的:

1、十字键、类比摇杆就不用说了。

2、A、B两个键设置在□和×

3、C组四个键设置在PS手柄右边那个类比摇杆的四个方向上

4、start设置成手柄的start

5、N64游戏里面一般是Z键和R键对应,而不是L和R。L的用处比Z要小(比如zelda64里面,L只用来打开/关闭地图,而Z是非常有用的视角锁定功能。而且菜单左右翻页的时候,也是Z往左翻,R往右翻)。所以应该把Z和R分别设置到手柄上的L2和R2(你要是习惯用L1 R1那就设成这两个好了……),L随便找个还没用上的键设定下来。

6、analog stick那儿是设置类比摇杆的灵敏度,保持默认就行。

好了,大功告成!

很多人用鼠标、方向盘、手柄玩F12010,但是游戏内无法进入控制器的高级设置(只有特定的方向盘才行),所以无法取消死区,比较烦人。

以下是设置死区方法:

用记事本打开游戏安装路径actionmap目录下的Keyboardxml文件

修改里面(红色字体改为00):

QUOTE:

ActionactionName="SteerLeft"

AxisaxisName="win_key_left"deviceName="Keyboard"baseCalibration="uniDirectionalPositive"deadZone="00"saturation="10"/

/Action

ActionactionName="SteerRight"

AxisaxisName="win_key_right"deviceName="Keyboard"baseCalibration="uniDirectionalPositive"deadZone="00"saturation="10"/

/Action

然后进入游戏内的Options-DrivingControls:

1ControlProfile选择Custom

2然后进入EditSetup,选择最后一项“ResetControls”恢复默认按键,然后重新设置“Steerleft/right”就可以了

  TAC4的相关设定

 先讲感想:

 我的设定玩起来自己感觉跟pc手感,九成五像,也很顺,若是照我设定弄完觉得不像也不要怪我,毕竟每个人感受都不同。

 以下为个人在COD BO3设定

 他的设定大分为调灵敏度 跟 更改按键设定

 灵敏度有八阶,他是用LED灯的颜色来区分的` 消灯 /绿/ 黄/ 赤/ 紫/ 青/ 水/ 白

 下面按键不知道在讲啥买了就会知道,不用担心

 这边只讲重要的

 ASSIGN >> ON

 LS/DP >> 往下

 上面两个调了才能调整灵敏度

 鼠标DEADZONE

 (鼠标速度最小值的范围变更,可以以鼠标小动作达到画面大范围移动

 按着键盘L3 + 用十字键 上下调到 LED消灯

 ADS速度调整

 (用瞻孔时的速度)

 按着鼠标滚轮(R3)+ 用十字键 上下调到 LED**

 用鼠标的加速度

 水平调整

 按着QUICK键+ 用十字键 上下调到 LED**

 垂直调整

 按着X键+ 用十字键 上下调到 LED绿色

 ASSIGN >> OFF

 LS/DP >> 往上

 然后游戏内的视角移动速度都调到最高

 (这样用起来其实速度算是普通)

 鼠标的灵敏度就不用开那两个按键

 但我调最低

 鼠标本身的灵敏度 >> 消灯

 另外还可以调ADS时的加速度

 按键也都可以换

 换按键时只要

 ASSIGN >> ON

 按着要改的键

 按十字键上下时左方的面板会显示现在变成什么键

 改完 ASSIGN >> OFF

 总结

 这样弄完问题在于想要再快一点点却无从调起,因为游戏内的视角速度都调最高了,刚刚用键盘调的灵敏度再调高感觉会满奇怪的,而鼠标灵敏度加一阶又快太多,所以不敢打100分,但跟手柄相比还是好太多了,尤其是用步枪打远处敌人会很有把握,心理不会有犹豫跟迟疑

(1)STEERiNG DEADZONE(转向死区)

增大这一项的数值可以减小汽车在直线行驶时的抖动;

(2)STEERiIG SATURATiON(转向饱和度)

减小这一项的数值可以增加汽车转向的灵敏度;

(3)STERRiNG LiNEARITY(转向线性度)

增大这一项的数值可以使汽车容易保持直线行驶;

(4)ACCELERATiON PEDAL DEADZONE(油门踏板死区)

如果你觉得油门太容易就踩下去了,可增大这一项的数值;

(5)ACCELERATiON PEDAL SATURATiON(油门踏板饱和度)

减小这一项的数值可以增加油门的灵敏度;

(6)BREAK PEDAL DEADZONE(刹车踏板死区)

如果你觉得刹车太容易就踩下去了,可增大这一项的数值。

Codemasters07年上市的越野竞速类作品《DiRT》将迎来续作,目标平台仍面向PC、PS3,和Xbox 360,那些对NFS新作表示失望的赛车游戏爱好者据此可稍稍释怀。

《DiRT》执行制作人Gavin Raeburn表示新作将在画面、物理、职业生涯,及多人连线方面有长足的进步。该作在北美以外地区将被冠以《科林·麦克雷:DiRT 2》的头衔,以纪念去年在直升机事故中丧生的传奇车手科林·麦克雷,据称新作还将参考麦克雷本人晚期职业生涯。

如果想比较容易一些操控的话就是要多点按键别一直按

过弯时,松开油门,方向键快速的高频率的点,而不是一下子按下去

加速时油门也是,别一下子按着到底,车子就飞了刹车也是点刹

首先方向盘的驱动肯定要先装上,然后设置

总体效果、弹力效果、减震效果自定义成适合自己就行,每个人习惯不一样,设置肯定也不一样。

中心弹力关闭,反正我玩所有赛车游戏都不开,开了原地打盘都会回中,不现实,除非游戏真的一点力回馈都不支持可以开少许。

方向盘角度,随个人喜欢设置。

允许游戏调整设置打开。驱动基本就设置完了,接下来进游戏设置

在控制这一栏顶端可以选择控制器,选择自己喜欢的设备就可以

“变速箱”这项比较多童鞋问到的简易自动档:只需要控制油门刹车;

智能换挡:类似现实中的自动档汽车,需要前进就要先挂上前进档,后退就挂倒挡,这个选项与下面的“自动变速箱使用H-换挡器”有关联,把那个勾打上就可以自定义按键;

序列手动档:顾名思义是按顺序来升降档,也就是拨片换挡,按升档键和降挡键进行升降档位,按键设置在键盘设置找到升档降挡那里。

unity是一个3d游戏引擎,可以来制作3d游戏。

失落帝国

战舰少女

地牢女王[1]

MemoLine!

炉石传说

酷酷爱魔兽

捣蛋猪(Bad Piggies)

神庙逃亡2(Temple Run 2)

武士2: 复仇

亡灵杀手:夏侯惇

蛮王记

极限摩托车2 (Trial Xtreme 2)

神庙逃亡:勇敢传说(Temple Run:Brave)

Bladeslinger

火车危机(Train Crisis)

血色屋顶(Blood Roofs)

猎鹿人(Deer Hunter Reloaded)

果冻防御(Jelly Defense)

ChopChop Tennis

9号计划之地下雅利安

暗影之枪:死亡禁地 (Shadowgun: DeadZone)

Komodo Crunchtime:Ultimate Sup

The Drowning

The Room Pocket

三国之杀场

王者之剑

Rochard

Momonga弹珠冒险记

Tap Sonic Star

死亡扳机 (DEAD TRIGGER)

公路战士(Road Warrior)

极速飞盘 Frisbee Forever

口袋RPG (Pocket RPG)

机器人大战 (Roboto)

绝命武装(Bravo Force:Last Stand)

阿尔龙:剑影 ( Aralon:Sword and Shad)

街头摔跤 ( Street Wrestler )

缪斯(MUSE)

疯狂的公牛(Bull Dozer)

year walk

Jack Lumber

神庙逃亡:魔境仙踪(Temple Run Oz

血之荣耀:传奇 ( Blood & Glory 2 : Le)

绳索救援 ( Rope Rescue )

子弹时间(Bullet Time)

松饼骑士(Muffin Knight)

狂奔弗雷德 (Running Fred)

荒谬剧场 (Theatre of the Absurd)

纸片怪兽

Create! Pottery

愚蠢的僵尸 (Stupid Zombies)

Bag It!

攻城大战 (Aiegecraft)

飙车战警 (Smash Cops)

AVP: Evolution

崩坏学园(The end of school)

天天飞车

Alien Hive

Darklings

全民炫舞

口袋四驱车

心灵颤音

OXkong

纪念碑谷(Monument Valley)

Duty Driver Bus(FULL)(公交司机)

Duty Driver Taxi(FULL)(出租车司机)

Duty Driver Firetruck(FULL)(救火车司机)

Fried Aircraft(炸飞机)

以上是unity制作的手机游戏,不过也不是全部都有unity的标志。

反正madfinger公司的暗影猎手,武士2和死亡扳机等都有标志,这公司也常用unity3d引擎。

(Gameloft现在用虚幻3,)

望采纳!!!!!!

作者:春神

链接:https://wwwzhihucom/question/59391287/answer/189345060

来源:知乎

著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。

网页游戏

2012年 坦克英雄(网页游戏)

2012年 皇牌海战

2012年新仙剑Online

2012年 蒸汽之城

2012年 绝代双骄

2012年 Touch

2012年 纵横无双

2012年 将魂三国

2012年 天神传

2012年QQ乐团

2012年 北欧英灵传

星之战记

骑士的远征(已停止运营)

萌战记

推倒Online

格子RPG

图腾王

争锋OnLine

喷喷战机(已停止运营)

魔偶给我冲

猪仙

木乃伊OL (The Mummy Online)

魔晶星球

将神

天宠岛

Kartuga

极限摩托车2 (Trial Xtreme 2)

枪战世界(OffensiveCombat)

梦幻国度2

UberStrike

Kartuga

客户端游戏

Robocraft

手机游戏

择天记

失落帝国

地牢女王[2]

MemoLine!

炉石传说

酷酷爱魔兽

捣蛋猪(Bad Piggies)

神庙逃亡2(Temple Run 2)

武士2: 复仇

亡灵杀手:夏侯惇

蛮王记

极限摩托车2 (Trial Xtreme 2)

神庙逃亡:勇敢传说(Temple Run:Brave)

Bladeslinger

火车危机(Train Crisis)

血色屋顶(Blood Roofs)

猎鹿人(Deer Hunter Reloaded)

果冻防御(Jelly Defense)

ChopChop Tennis

9号计划之地下雅利安

暗影之枪:死亡禁地 (Shadowgun: DeadZone)

Komodo Crunchtime:Ultimate Sup

The Drowning

The Room Pocket

三国之杀场

王者之剑

Rochard

Momonga弹珠冒险记

Tap Sonic Star

死亡扳机 (DEAD TRIGGER)

公路战士(Road Warrior)

极速飞盘 Frisbee Forever

口袋RPG (Pocket RPG)

机器人大战 (Roboto)

绝命武装(Bravo Force:Last Stand)

阿尔龙:剑影 ( Aralon:Sword and Shad)

街头摔跤 ( Street Wrestler )

缪斯(MUSE)

疯狂的公牛(Bull Dozer)

year walk

Jack Lumber

神庙逃亡:魔境仙踪(Temple Run Oz

血之荣耀:传奇 ( Blood & Glory 2 : Le)

绳索救援 ( Rope Rescue )

子弹时间(Bullet Time)

松饼骑士(Muffin Knight)

狂奔弗雷德 (Running Fred)

荒谬剧场 (Theatre of the Absurd)

纸片怪兽

Create! Pottery

愚蠢的僵尸 (Stupid Zombies)

Bag It!

攻城大战 (Aiegecraft)

飙车战警 (Smash Cops)

AVP: Evolution

崩坏学园(The end of school)

天天飞车

Alien Hive

Darklings

全民炫舞

口袋四驱车

心灵颤音

OXkong

纪念碑谷(Monument Valley)

Duty Driver Bus(FULL)(公交司机)

Duty Driver Taxi(FULL)(出租车司机)

Duty Driver Firetruck(FULL)(救火车司机)

Fried Aircraft(炸飞机)

音速少女队

崩坏3

可能不全,希望得到好评

不知你说的疯狂机器人是否就是SABOT

我用SABOT

方法是解压到Q4文件夹事先中手动新建的“SABOT”文件夹

然后运行游戏,在主菜单中“MOD”选项中栽入sabot

游戏重新启动后建立服务器,然后在控制台中输入:

addbot bot_sabot

具体的看英文原文如下。

----------------------------------------------------------------------------------

= SABot - Stupid Angry Bot - A Multiplayer Bot for Quake 4 =

It won't eat, it won't sleep, it absolutely will not stop, until it does something stupid

Version: Alpha 10 - "I obey these words, written in my head I think they are spelled wrong"

Date: 2005-08-08

Author: Jarad "TinMan" Hansen

Site: http://wwwoakbotscouk/forums/viewforumphpf=7

NOTE: This is an Alpha version

While theoretically the worst that will happen is the game crashes, I hold no responsibility if your computer explodes in a ball of incandescent fury

= ChangeLog =

Just an update to Q4 13, quick hack, 80% broken, support for deadzone gametype

Minor bug fixes

Now based off new fake-client framework worked by custom, John, gauss

Bot's persist over map change

= Note for previous users of SABot =

Do a fresh install, don't install to an existing installation (rename that fisrt then bring over any stuff from that you want to)

The aas compiler has been updated by custom, the command is now runbotaas You should recompile custom map aas files from scratch rather than copy them from your previous instalation

= Known bugs and Limitations =

Well, most of it, I could write a novel

Due to a hd crash I lost the stock maps I updated for improved aas/bot navigation so the stock maps the will play worse ie "get stuck" on geometry

More info here: http://wwwoakbotscouk/forums/viewtopicphpt=100

= Performance =

As a rule you generally want performance over graphics in multiplayer games anyway, and throwing in CPU eating bots means you may want to consider dropping details down a bit

ie High special effects and shadows off, dropping down resolution Have a look for Quake 4 tweak guides on the net

As well as experimenting with how many bots your system can comfortably handle

= Using the Mod =

IMPORTANT: Make sure your Quake 4 installation has been updated to version 12

Will not work on earlier versions of q4 and not guaranteed to work on later versions of q4

1 Installation: Create a folder inside the Quake 4 folder called "sabot" and unzip the files into it

2 Loading the mod:

Run the batch file "Load Sabot" in the sabot folder

Or load quake 4 and choose sabot from the mods menu

NOTE: You'll be able to tell if the mod has loaded successfully by typing:

gamename

At the console, it should say "SABot a10"

3 Adding a bot

Start a new multiplayer server

To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type:

addbot bot_sabot

NOTE: addbot command works like the spawn command, eg accepts key/value pairs

NOTE: Typing addbot bot_<TAB> will give you a list of bot defs

4 Removing a bot

Use the console command:

removebot n

Where n is the clientnum of the bot Bot clientnums start from 32 down

or

removebot botname

Where botname is the name of the bot

or

removeallbots

To clear all bots

= Bot difficulty =

Bots aim accuracy or "drunkenness factor" can be set when bot is added with the key/value "aim_accuracy", higher value = less accurate

Range [0-4]

You can slow down bots aim a bit with key/value "aim_rate" default is 05 with less being slower Range [01-1]

Example:

addbot bot_sabot aim_accuracy 3 aim_rate 04

= Teams =

The team of the bot can be specified with the team key/value 0 = Marine, 1 = strogg Note: autobalance may override this

You can force bot's to change team via the normal admin menu

= Customising =

Bots can be customised as they are added (as seen above) or via def file

The bots read all ui_ key/value like a player

These include:

ui_name - For the name of the bot

ui_clan

ui_model

ui_hitscanTint

Examples:

addbot bot_sabot ui_name "Fluffy Bunny" ui_model "model_player_marine_tech"

Some of the above setting are in their own character def files, the can be added with:

addbot bot_sabot_tinman

addbot bot_sabot_blackstar

addbot bot_sabot_fluffy

Have a look at the file sabot/sabot-pak000pk4 /def/bot_sabot_charactersdef for the examples

NOTE: The Quake 4 uses Zip archives with the extension pk4 which may be opened in winzip The def files are plain text files

= Playing custom maps =

Compiling AAS Files: The AI navigation system in Quake 4 relies on its own map of the level you are playing on Chances are most multiplayer maps weren't created with this in mind but you can force the engine to compile them They'll be rough, but will work for the most part

You'll only have to do this once for each map that doesn't have them

1 The aas compiler can currently only be run when the mod has been loaded fresh, while at the main menu and before you have started a server

2 The console command to compile an aas file is:

runbotaas /mp/mapname

Where mapname is the file name of the custom map

NOTE: This has changed from the previous version where it was runaas

NOTE: You can use the <TAB> key to complete what you started typing

NOTE: Use the console command

dir maps/mp/

to list the filenames

The quality of the aas file (ie incomplete areas for bot) will depend on how the map author has handled patches and models See below

= Map authors - Making your own map bot ready =

The aas compiler takes into account brush geometry but not patches or models (func_statics etc) You must block these out with a brush textured with common/monsterclip

See the quake4 single player maps for examples

And also the resource about clipping at quake4/iddevnet:

http://iddevnetcom/quake4/LevelEditor_Clipping

And also keep your eyes peeled on doom3worldorg for info

Things will be a lot better if you follow the standard quake 3 "playerclip everything you can" approach

Also make sure the file aasdef in the sabot pak000pk4 is loaded with your editor, this means either putting the file in base/def (which will cause problems for single player maps) or loading the editor with the sabot folder set as fs_game, ie quake4 +editor +set fs_game sabot

When running bsp/dmap runaas will automatically be run You'll notice the only aas compiled is the aas32, the rest will be 630bytes empty and you can delete them

In game use aas_showareas 2 and have a run around to get an idea of where the areas are, and note that they shouldn't pass through something that's solid to a player (do a test map with a crate made out out of a brush and one made out of a func_static to see what I mean)

= Running a pure server =

This is mainly for those who wish to run a server for other people over the internet

I set pure mode to off in the autoexeccfg because the aas compiler requires it and it's the easiest way to run custom maps with the aas files

If you want to run a pure server:

1 change the autoexeccfg

2 All extra data files that you have created that weren't in the sabot zip - ie the aas files for the custom maps - must be put in a pk4

3 People who wish to connect to your server must have the extra pk4 files How you distribute them is up to you, if it's just for friends you can just send the pk4s

If it's a public server you could set up autodownload

http://wwwiddevnetcom/quake4/AutoDownload

= Feedback =

Visit the SABot section in the OakBot forums:

http://wwwoakbotscouk/forums/viewforumphpf=7

= Distribution =

Distribute as you will, just keep the zip unmodified Sweet

= Thanks and credits to =

Super ZOMG thanks to Steve "cusTom3" Baker for putting up with my incessant rambling and his herculean efforts at deciphering the aas system and adding jumpad and teleporter reachabilities

Thanks again to Richard "Son of Sam 2" Potter for his testing SABot may be crap, but it's less crap because of him

Cheers John Cricket for throwing up a SABot section off his OakBots forum

Rick "GaussDecay" Idon'tknowyourlastname for the aim blending cooperatively thrashing around with the fake client framework and answering exactly "what's ccookin"

doom3worldorg for providing an excellent d3engine modding community It is excellent

Raven for the fun continuation to both q2 an q3

And you Yeah you know

Previous (but still valid) sabot thanks to:

Extreme thanks to id Software for making the Doom 3 engine easily modifiable for a retard like me

Oh and thanks id for making the script plain text and thus hooking me into making this, and for the nice sdk code

And for the brilliant AAS navigation system

Brian from iddevnet for pointing out the runaas command and starting a solution for the usrcmds transmission

Mega thanks to Steve "Cobalt" Gray for pointing out the (now blindingly obvious) fake client approach, and creating the not so obvious network wrapper

Gate from Team Mirage for his initial grueling attempt to compile the linux build for a8

AnthonyJ for the fix and the a8 linux build

= Final Thoughts =

Alpha 8:

This may be the first and last version of SABot for q4 (though I've said that in the past for d3), with the new q4 bot community shaping up it doesn't make sense to continue it when the more seasoned lads will eclipse it so totally

I knew things would heat up in the bot dev world for q4 and I'm real glad to see the collaborative effort that's building up at the OakBot site

Plus I have wanted to have a bash other mod ideas for a fair while now, for good or worse So, while I won't have a direct hand in further q4 bot developments, I will at least have a seditious whispering voice in it

I had always intended to do a quick port of SABot from Doom 3, mainly to get something out for the community (no matter how crap) I had however been halfway through a goal/priority system overhaul so I had to complete and tweak it (which I haven't completed), then with the conversion over to q4 I decided to take advantage of the updated movement/enemy code, which took a while After breaking the CTF code for the third time and finding problems with my old enemy selection code, I can now say with all the new code thrown in it's better and than the previous sabot Kinda

I'm also very glad that the mp performance is way better than d3 (especially the xp) which means a decent amount of bots can be added for a game of ctf

With Raven having (quite understandable) shifted the scripts for weapons/actors and ai to game code and creating stae macros that kept the system very similar to what it was it would have been very easy for me to shift to full c++ Quoting myself: Having to extend, manage and debug a scripting system for something like ai can get tedious, going with full c++ and an ide, compiler and debugger that's had years of optimisiations and refinements is a big draw

So why didn't I As I mentioned I doubt SABot has any long term viability, I'm only just bumping into scripting limitations in this version And the main reason - I started out learning programming with the d3 AI scripts and I like the idea of having something out there that the newbies can rip into and have a crack at something themselves You don't allways have to create something striving for the best as long as you are having fun

I'll shut up now

Alpha 9:

Ah yes an update to q4 12 is all I currently have time for, it's a shame, I killed a couple of bugs but that's just exposed more in the stuff I had planned to overhaul The whole thing is creaking at the seams Bums

Alpha 10:

It rises again from the grave to forever taunt me Just a quick update to 13, but SABot had been previously shifted to the new fake-client framework which was a lot cleaner and stable The ai code it still the horrible stuff that hasn't had any major overhaul since a7/doom3 But whatever, it works

--------------------------------------------------------------------------------

DABAN RP主题是一个优秀的主题,极致后台体验,无插件,集成会员系统
网站模板库 » 关于震动手柄的问题!!!

0条评论

发表评论

提供最优质的资源集合

立即查看 了解详情