Reaper Killer? -
Well, just a few moments ago I played a 20 minute deathmatch with one eliminatorbot at
skill 3 whose name happens to be "eliminator". The final score was 29 to 10 with me
winning. As a comparison, I played a 10 minute deathmatch with the reaperbot at the
same skill level and the final score was 18 to 10 with me winning as well. Don't let these
two scores fool you, however. When it comes to consistency, my deathmatch skills are
far below what most people would consider adequate. The map used in both games was
the START map. In another deathmatch, I was able to get a score of 14 to 0 in my favor
before the skill 3 eliminator was able to get its first kill. MrElusive, I hear, had a score of
10 to 0.
Although v2.0 is based on the reaperbot and behaves very much like the
reaperbot, there are some differences. When you play the reaperbot, you will
notice that the strafing is somewhat smooth. It is important to notice that
little fact considering that the reaperbot uses the walkmove command for its
strafing. The eliminatorbot's strafing is very, very choppy. This is the
result of "beefing" up the amount of strafing it does. That is, it strafes
hard and fast much like the karnagbot. This is very unplayer-like since
players can not strafe as hard nor as fast as v2.0. This is the primary
reason I didn't like the karnagbot, too. Its strafing is too cheap. I would
lose track of the eliminator often because of the strafing. This is not true
with the reaperbot; I just couldn't aim fast enough to keep up with it. With
the eliminatorbot, the bot could be infront of you but in a blink of an eye,
it can be practically behind you. On the START map, the eliminatorbot went
through the teleporter a few times without me noticing. I was shooting at an
enemy that wasn't even there.
With the smooth strafing, I am very tempted to go head-to-head against a
skill 3 reaperbot and see who aims better and faster. I won't run away, I
won't jump into the water, nor would I try to get the Quad everytime. You
can actually see the reaperbot circle strafe you. Even though the bot is
actually better than me in these situations, there's always that possibility
that I can beat the bot. I don't have that same feeling with the
eliminatorbot. Its hard and fast strafing makes it very obvious from the
start that you don't go head-to-head with the bot. It is a lot wiser to find
better armor, 100 health, and the Quad. That is what I did and that is why I
won by a large margin.
Problems, problems -
Its strafing, however, is not the only problem. Unlike the reaper, this
eliminatorbot loves to jump up and down while still on top of the water. It
is true that the reaper does it once in a blue moon but the eliminatorbot
does it more often. This is very unplayer-like. I got fragged a few times
because of this "enhanced" ability. But I also fragged it a couple of times
while it was still in the air. It is possible that the eliminatorbot was
trying to jump out of the pool on START map. If it is too close to the
ledge, it may have bounced backwards a little keeping it from jumping on top
the ledge. Thus, it looks like it is jumping up and down while still on top
of the water. I couldn't tell.
The original eliminatorbot made by Cameron Newham had better strafing than
this new version. However, the fighting skills of the eliminatorbot was not
very good so v2.0 is an improvement over the original. This should not
surprise anyone since v2.0 is based on the reaperbot.
Several times, I was able to frag the bot because it was "stuck" in the
pool. On the START map, when I am below the pool and look up, I can see the
bot's legs all the way up to the middle of his torso. Occasionally,
it won't go down. So I simply frag the bot with a rocket. It is like
shooting ducks in a shooting gallery.
The eliminatorbot also goes up for air too early sometimes. In the red armor
"room" inside the pool in the START map, I can see the eliminator dragging
its head on the ceiling as it tries to escape for air. This is a problem
that v2.04x of Zeusbot had. Now, you are lucky to get the Zeusbot v2.05 even
in the pool long enough to get to the red armor. This assumes it actually
jumps into the pool. And when it finally does jump in, it simply drops down
to the super-nailgun. But at least, it is not a sitting duck. It has
problems jumping out of the pool so it is an easy target for that simple
reason but at least it can drop down easily. The eliminatorbot is the
opposite: it can jump out quite easily but it has a harder time dropping down.
It CAN drop down but sometimes it can't.
Common to most bots is its inability to walk on broken ground. This is no
different with the eliminatorbot v2.0. I've used this little fact to my
advantage a couple of times in my deathmatches. The bot is simply not able
to chase me around on broken ground effectively. Yes, it can move by jumping
but that is still not effective enough.
Like the reaperbot, the eliminatorbot has a problem jumping over gaps. I've
never seen the eliminator get the regular nailgun on START map. When I
tested the bot on E1M8 (low gravity), it avoided the lava as well as the
reaperbot did. In fact, like the reaperbot, it is better than the Zeusbot
in this regard. But like the reaperbot, like the Zeusbot, and like most bots
the eliminatorbot is unable to jump out once it is in the lava. All you hear
is some pain sounds and a bunch of thud sounds before a final scream. This
is an easy fix. A test bot and demos are included in a file called
btsk23.zip which can be downloaded ftp.cdrom.com/pub/quake/quakec/bots. The
demos shows the test bot jumping out of lava easily. The source code is also
included in the package.
Additionally, I have seen the bot jump up alot in this level and NOT ONCE did
I hear it make the jumping sound. In short, like the reaper, it is a "silent
jumper".
On E1M7 level, I would follow the bot while in observer mode and I've noticed
two more glitches. When the bot makes a comment, it suddenly stops moving
for a brief moment. Normally, a player can't move BEFORE the message pops up
because the player is busy typing. Once the message is sent the player can
move again. With the eliminatorbot, it can't do anything for about one
second AFTER making a comment. The other glitch is the simple fact that the
bot runs around looking for things at speeds faster than a player can move.
It is like the reaperbot on an Adrenalin rush. Players can not run as fast
as the reaperbot. He can outrun you making this bot a badass chaser. I wish
real players can do this.
And here we go with the rest.. (long read, i tell ya!) - Unlike the reaperbot, karnagbot, zeusbot or the original eliminatorbot, this
new version appears to have included more realistic momentum damage effects.
With real players, you can bounce them around with a rockets. Aim for the
ground for splash damage and you can see your enemies around you bounce away
from you. You can now do this with the eliminatorbot as well. This is
probably the only real improvement over the reaperbot or eliminatorbot. Very
few bots have this ability. The Gyrobot (also called the "Indecisive bot")
can be bounced around. The test bot I mentioned can be bounced around. Now
you can add v2.0 of the eliminatorbot to this short list.
The bot ranking seems to work nicely. When changing maps, the bot will
automatically spawn just like the reaperbot and the TAB scoring system still
shows the correct scores. I still did not test out the eliminator on a LAN,
however, so I could not determine whether or not the scoring system becomes
jumbled when changing maps with more than one real client participating.
Additionally, I do not know what would happen to the scores when another
real client joins a game already in progress. But with one player, the
ranking system works nicely.
Unlike the reaperbot, the monsters are active and you can NOT spawn any
eliminatorbots in single-player games. You will get a message saying that
the number of max clients have been exceeded. The error message looks very
much like the error message you get when you spawn the test bot that I
mentioned earlier in a single-player game. If you try to spawn too many
eliminatorbots in a deathmatch (the default is only four max players for a
total of three eliminatorbots), you will also get an error message saying
that it was unable to spawn another bot because the max client will be
exceeded. Again, this error message looks strangely familiar. Download
btsk23.zip mentioned above and play with the test bot to see what I mean.
In coop mode, you can spawn eliminatorbots. However, the monsters do not
notice the bots and the bots do not notice the monsters. It is just you
against the world in coop mode. This is no different from Steven Polge's
reaperbots and no different from Cameron Newham's version of the eliminator.
And one major glitch that needs to be mentioned is the disappearing weapons
bug. The reaperbot as we all know uses a dynamic waypoint system. The
waypoints are called "BotPath". These "BotPath" waypoints can have the same
value for its .flags variable as the player's. This means that the waypoints
that the players spawn for the reapers will have the FL_CLIENT flag. The
weapon pickup function only checks to see if an entity has the FL_CLIENT
flag. As a result, the waypoints can pickup weapons just like players.
Since the eliminatorbot is based on the reaperbot, the eliminatorbot also
has the disappearing weapons bug. Sometimes you might not notice this bug
but if you are unlucky enough to have a waypoint that was created right next
to a weapon then don't be surprised to see that weapon disappear the
microsecond after it respawns.
In conclusion, I do not see any real improvements (besides the added momentum
effects) over the eliminatorbot. It has the same limitations, in general, as
the reaperbot and it includes some unrealistic features that have been either
enhanced (jumping on water) or added ("super strafing", incredible running
ability). As a reaperbot copy, there is some potential but it still needs
some work. The new momentum effects is a start. An impulse to remove bot
comments would be nice. One bot making comments isn't too bad but 15 bots
making comments would be somewhat "distracting". And, of course, the
comments shouldn't be in white lettering, either.
It is hoped that in future versions of this bot, it will also include support
for a predefined waypoint system pioneered by Cameron Newham. This way the
bot will already "know" the level and it doesn't have to learn the map as
it goes along. This is, of course, in addition to its ability to learn the
map. A bot that can do both will be a major improvement.
If I was going to use a rating system similar to the one used by QuakeC
Archives (http://www.planetquake.com/qca), I would probably give this bot
a 7/10, better than BGBot (5/10) and better than the Oak (6/10). As a
comparison, the Zeusbot and the original Eliminatorbot both earned an 8, the
Reaperbot earns a 9 and the Karnagbot earns a 6. Let me remind you that the
lower rating for v2.0 is due to the quirks I mentioned above including but
not limited to "super strafing", incredible running, and the very famous
disappearing weapons bug. One should not add a known bug to an existing
package like the eliminator! This will give you a poor rating everytime.
What makes matters worse is that this bug is VERY EASY TO FIX!
On a related note, contrary to what Perge claims on his page, the eliminator
is a server-side bot and not a client-side bot. Client-side bots are not
programmed in QuakeC while all server-side bots are programmed in QuakeC.
Additionally, the reaperbot like the original eliminatorbot uses a waypoint
system. Unlike the original eliminatorbot, the reaperbot spawns the
waypoints as it roams the map. Players and observers also spawn waypoints
for the reaperbot to follow. This is how the bot learns the map; it needs
the waypoints. In short, v2.0 of the eliminatorbot still uses waypoints
contrary to what Perge claimed on his web page. This new version no longer
needs modified maps but it still uses waypoints.
Please send any comments to legion@softhome.net. My original e-mail
address is down for the time being. Any e-mails sent to my old address
will most likely bounce back. I can also be reached via ICQ. My UIN is
2708492.
I can also be reached at:
norsebot@hotmail.com
norsebot@MailCity.Com
norsebot@hempseed.com
legion@SoftHome.Net
legion@keg.zymurgy.org (my original e-mail address)