This may seem overcomplicated for Quake but this sort of thing is EXACTLY how Doom mappers implement more complex logic in their maps. Sometimes I wish you'd get into DOOM. There is a mountain of engine knowledge and trickery there. (Well, vanilla is comparatively cut and dry, BOOM on the other hand...)
Looking back at early 3D games, it baffles me that Quake has no out-of-bounds exploit unlike its contemporaries. Probably a sign of how solid the programming of it was.
Out of curiosity are the individual face lightmaps stitched together into an atlas? It seems like an expensive operation to bind a lightmap texture on a per-face draw call.
I think later versions of stockfish have a neural net as part of the heuristics used to evaluate moves? It’s possible I’m getting mixed up with a different chess engine though.
Cool project. I had starting making a stand-alone extendable Quake client in C several years ago, and I was also thinking of using it to make a Quess bot. I never ended up finishing the client though.
To the question of QuakeC and its source, did you try any of the various decompilers on the progs.dat file? I'm not suggesting that this would necessarily be a super-productive errand, but it could be interesting.
I only tried decompiling late in development, way too late to restart. The results are impressive though, and I used it to debug some issues with the bot that had been puzzling me. I'll definitely bear it in mind for future projects!
@@MattsRamblings Which decompiler suite did you use? I used the reacc/deacc ones back in the mid-90s. They worked reasonably well, but ISTR that they produced some non-standard output that wasn't even QuakeC.
Team Impact's output was amazing. Great to see this video, I remember being desperate for someone to play Quess against as a lonely child with a really poor dialup connection. Netquake at 300ms was a slideshow.
>And don't get me started on how NetQuake angles are so low-resolution. Is it not a full two ints, giving 65536 degrees of view? Or if it is, is that still really not enough, even if you made the opponent AI client noclip to the top of the map?
Hello, it's a byte for each component, so 256 different yaw values and 256 different pitch values. See github.com/id-Software/Quake/blob/bf4ac424ce754894ac8f1dae6a3981954bc9852d/WinQuake/common.c#L18
@@MattsRamblings Cheers, thanks for narrowing it down to which file has the relevant stuff in it. Good to hear how to properly express things relating to video game cameras, too. I'm still confused though, you can't just noclip once at the beginning of the match, and never have to move the bot again? I'm sure you could move the cursor to point at each square, is the issue that the monsters get in the way? I guess I should just download the map and try it myself
impressive but not as impressive as the studio that squeezed out an X Men Age of Apocalypse Quake Mod game within 1 to 2 months. i think the Shambler was Apocalypse...
From a glance at the title I thought you shoved ChatGPT inside it... Was pleasantly surprised and impressed. The Python library seems like a lot of fun too, respect and love 2u
Really liked the style of visualization! Also surprised the overcomplicating demon did not lure you into some LLVM-to-QuakeC compilation shenanigans. Still pretty impressive though.