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  #1  
Old 07-13-2007, 03:17 PM
madborg
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Join Date: Jan 2002
Posts: 322
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i like the idea of bots a lot. in fact i have been trying in various places for some of the bot like things. a few years ago in a mud-dev list i advocated the use of external bots and that wasnt well recieved. i was going to add that part into my mud server but it wasnt worth my time then.
the best i did was use multiple logins with scripting clients.

a bot port would be nice because there is no need for graphics just the ability to send and read messages. of course i would add in additional hooks - something that a normal player wouldnt have access to but would make the life of the bot easier. maybe a bot port wouldnt be necessary for a first pass since we were able to do a lot with just a scripting client but there are limitations to that.

i found a NWN emulator (very crude) and the guy set up a separate server for mob control. one nice thing about an external mob is that the logic can be very complex without it affecting the game server. well maybe some effect since the server and the mob controller have to talk to each other.

i dont know of any project where they have pushed the whole concept of external controllers and bots.
  #2  
Old 07-13-2007, 04:33 PM
dark_fusion's Avatar
dark_fusion
Fire Beetle
 
Join Date: Jun 2007
Posts: 18
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This is absolutely awesome Mag! Great job!

I really look forward to the next release, cant wait to play around with those raid commands, thats gonna be sweeeet.

Keep up the good work!
  #3  
Old 07-13-2007, 04:52 PM
Magoth78
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Join Date: Jun 2003
Posts: 345
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Thank you. I'm actually debugging the raid stuffs...
It might take more time than I thought.

Sorry about that,
Mag
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User's projects:
-- Original EMPIRE I/II and Factions! servers
-- Web GM Portal
-- EQoffline/bots
  #4  
Old 07-13-2007, 07:04 PM
Magoth78
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Join Date: Jun 2003
Posts: 345
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Temporary windows binaries : http://eqoffline.free.fr/Build.rar
Temporary sources files: http://eqoffline.free.fr/EQEmu-eqoffline.rar

A lot of things got fixed. The raid is almost finished, I'm just finishing the debugs...


G'nite,
Mag
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User's projects:
-- Original EMPIRE I/II and Factions! servers
-- Web GM Portal
-- EQoffline/bots
  #5  
Old 07-14-2007, 12:07 AM
Haerikk
Fire Beetle
 
Join Date: Jul 2007
Posts: 3
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Thank you SO much Magoth!

They seem to be working just fabulously. I am noticing that a pre-update level 6 cleric bot that I had doesn't seem to want to cast buffs on the group, but that may just be a function of level.

I will post if I can confirm after testing^^^playing for a few hours here

Again, thank you for all your hard work. It is appreciated!

-Haerikk
  #6  
Old 07-14-2007, 02:33 AM
linghuUU
Fire Beetle
 
Join Date: Jul 2007
Posts: 11
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Hi all

can anybody post guides for setting up EQ offline plz?

Thx a lot
  #7  
Old 07-14-2007, 03:51 AM
John Adams
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Join Date: Jul 2006
Posts: 1,552
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Magoth, things are looking very nice! I can now report with confidence the Linux compile does behave differently than the Windows Binaries you provide (I have yet to compile on Windows myself). The major difference is, in Windows Binaries, I can form a group of 5 bots and myself - attack something - and it fights back.

But in Linux (FC4), the mobs you are attacking do not aggro. I cannot say why, just reporting what I have discovered.

No more zone crashing with full bot groups, either. Yay!

Also, the #repop command appears to make the bots vanish, but they are still grouped. I think my zone crashed only when I tried to zone to see if it would clear my group. No luck tho.


Goodnight, and happy to see this coming along so nicely!
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