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12/8/2000
Grinbots Version 0.6b is ready !!!
Not many obvious new features this time, but lots has changed behind the scenes. I've concentrated
on their DM skills for this release, improving their navigation skills and weapons use. I have
also re-written a few things to try and make them more stable on a dedicated server.
Oh yeah,
and they also talk :)
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26/7/2000
Grinbots Version 0.4b is ready !!!
To start with, I just want to say thanks for the interest you have all shown for the
bots, and the positive feedback that I've received has been really encouraging.
I have been very busy with the brats over the last week or so, and things are starting to
come together nicely. I've made a lot of big changes to the code based on your feedback,
and added some other stuff too.
The bots now have a dedicated melee combat AI for when the game is run with a blade-only
configuration. I am really pleased with the way that this is working, and as far as I know,
there are no other bots that feature this type of AI. They actually look like they know what
they are doing with a blade in their hand, and I have spent more than a few hours lying dead in
the middle of an arena watching two bots fighting. They still do not play by 1on1 rules, but they
make a good sparring partner, and also a good teammate for team ffa.
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14/7/2000
GrinBots have arrived !!!
The first and only artifical opponent for Heretic2 DeathMatch.
Well then, I thought it was about time that I released these babies of mine in their beta form.
Try them out and let me know what you think. Just remember, they are still beta, so don't expect
miracles from them. Also, I'm not sure about the stability of the MOD, so you may experience the odd
lockup or crash, although I have had all ten bots causing mayhem for several hours with no problems.
You have been warned !
Download the Bots (V0.2b)
INSTALLATION:
Unzip the contents of the archives into your heretic2 folder. Then run heretic2 using the command line:
Heretic2.exe +set game grinbots +set deathmatch 1
SUPPORTED MAPS:
As the bots use an external file for navigation information, they only play intelligently on supported
maps. At the moment, these are:
DMZARDOZ - Plays really well.
PHOENIX, - The bots love this one. Tomed doom ?? hehe.
DMLIGHT, - Plays well, some glitches.
DMOZ, - good, but the rope can confuse them big-time.
DMJERSEY, - Great fun.
H2NEDSSACRUM - Good, but some jumps make them confused.
DMSEVEN - Oh yes, but can't reach the teleport.
DMGOTTMOS - Good fun, but can't use the platform.
EISENBLATT - Nice. A couple of glitches.
DMCLOUD - Plays well.
DMANDORIA - Nice.
I will be creating navigation files for more maps in due course. Check back soon for more.
If you need any of these maps, check out the Atlas
or all of them can beobtained via ftp from Grimlocks Four Winds server
You can play them on non-supported maps (not recommended though). Run around for 5 or 10
minutes, picking up items and visiting shrines. The bots will learn how to navigate the level
from you. At the moment this information is not saved, so you will have to do it again if the map
changes. Their performance is not very good using this method.
TO ADD SOME BOTS:
Start a map, either by typing map name into the console, or by starting a server in the
multiplayer menu (use this method if you want to customise the DM settings). Then type into the console:
sv bot spawn
and hopefully a bot should enter the game. Repeat this to spawn up to ten bots, depending on your
maxclients setting. (tip - if you do this once, then hit the up arrow key, it will bring up the line
of text you just typed).
KNOWN BUGS/ISSUES:
They are not very clever. You may find them getting lost, or generally acting a bit stupid. Don't worry,
things can only get better.The bots cannot cope with moving platforms, deep water or ropes. This is not a
problem if you only play the supported maps.
Currently, the bots cannot use the blade or the flying-fist spell. This does not spoil things too
much though. Also, at the moment, they never use the tornado spell.
Bots do not stay across map changes. You will have to manually re-spawn them.
The bots are not configurable, so you cannot specify names and skins yet. I will include this feature once
I have got the AI and movement fine-tuned. Just in case you do not have the skins that the bots use, you can
download the skins here
The bots move more slowly than a real player. I have no idea why this is, but I am working on it.
I have no idea if the bots will run on a dedicated server, or what sort of performance issues will arise
if they are used this way. Feel free to try though.
BEWARE the bot with a tomed hell-staff!! I suggest you run away quickly :)
HAVE FUN !!!
Grin out.
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23/06/2000
InstaGib-H2 Version 0.5 released.
What's New for version 0.5:
I have tidied up my code, and altered the way that the damage and weapons timing are handled.
Previously, the staff did not fire instantly, but there was a 0.2 second delay between pressing
the fire-button and the weapon firing due to the animation sequence that readies the hellstaff.
I have changed this, and the weapons fire is now truly instant. Additionally, the problem with
the staff being holstered when entering water is fixed. To accomplish both of these fixes, I had
to alter the player.dll. The mod is still server-side, but 2 files are now needed for the
server to function. Luckily, the player.dll is very small.
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21/06/2000
I am apologising in advance for what I have done, but I just couldn't help it.
I have never been a fan of pure deathmatch, whether its for Quake2, Unreal or UT, I just don't
like that style of play. What I do like is Rocket Arena for Q2, and the Instagib mutator
for UT. These seem to be a much fairer game, as everyone is playing on a level field, where
no one has an advantage. The winner is not the person who knows the map best, but is the
person with the best aim (or is that ping ???).
So, here is InstaGib-H2. It only took a couple of hours to code, and it works sweet. Check out the
InstaGib-H2 page for more info.
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04/06/2000
The ZonE mod is coming along, and now features an alternative game mode for when
non-zone maps are run on a ZonE server. Details can be found on the IT page.
The MODs page has details on three projects, including ZonE, IT and the Anti-Llama
MOD.
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28/5/2000
There is a new MOD coming to Parthoris very very soon - The ZonE.
I have just about finished the coding and
preliminary testing, and everything seems to be working as intended. I am currently working on some maps for it, and am also looking
for map contributions from other mappers. You can find some map previews and the map specifications on
the ZonE maps page. I will also be needing a decent server for some proper testing in the very near future.
To find out more, head to the ZonE page and read all about it. If you can offer me any help, or have
any comments or suggestions, do not hesitate to get in touch.
Unfortunately, the time that I have put into learning C++ and the ins-and-outs of the Heretic2 game code
means that my DM map has been put on hold, and will not be ready for a while yet. Hopefully I will finish it once the ZonE is up and running.
Grin
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1/5/2000
Well, as you can see, grins place has found a new home here at raven-games.com.
Big thanks to Phoebus for making the transition a smooth one.
Nothing new here content wise, but those of you who have visited before may notice that the site has undergone a major overhaul
this week, and now has a significantly different front-end.
I thought that it was about time for a change,
and felt the need to learn some new HTML stuff. I think it has worked out OK.
Take a look around, and feel free to email me with your comments.
I am working on my first Deathmatch map at the moment, and while it is slow work,
I think it's getting close to being finished. I will post some screen shots when I have the texturing
and lighting looking the way I want it.
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News 23/3/2000
Phew.... the map with the eye theme is finally finished. This map just seemed to grow of its own
accord. The small DM-style ffa arena that I planned grew into a monstrosity. It may be a bit too large now,
but I'm going to leave it, as I like the way it looks. Go to the maps page for more information, screenies and,
of course, to download.
Additionally, I have updated my textures page with the sky and the eye textures used in this map. |
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News 20/2/2000
I was playing around with Poser4 today, and made a family portrait of all my girls together. I got the idea from Drax's Sidhegroup picture
on the HereticII home page. The picture on the intro page is low-resolution and compressed. If anybody wants to see this picture at its best,
then download the official Grins Place Wallpaper (lol) -
it comes in three exciting flavours: 640 x 480,
800 x 600
and 1024 x 768. |
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News 12/2/2000
Well, as you may have noticed, this site is now hosted by HereticII.com.
Many thanks to the HereticII.com crew and the Planetquake tech support team for their help over the last couple of weeks.
My mushroom map is now finished, and ready for download.
Had a bit of a headache making this one,
but it got there in the end. I have added a new page to the site, which contains custom skies and textures.
I will add to these as I make them for new maps.
Currently, it contains the Hexen2 textures, two swamp skies and the mushies textures.
The unfinished map with the eye theme is still unfinished, but the end is near.
It is working well at the moment, and should be finished soon. |
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News 28/1/2000
I got a bit side tracked this week, the result of which is Alice and a bunch of shrooms hehe.
I was going to continue with the unfinished map and eve mentioned below, but ended up making a mushroom,
which then had to be put into a map, then realised that the map demanded an Alice skin. Additionally,
Eve is now finished and ready for download. |
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News 6/1/2000
Welcome to the new millennium.
I hope you all got through it without so much as a nibble from the big bad bug.
I have updated my skins page with a picture of Eve, the KS female clan skin that I have almost completed.
I think she's a sweetie.
The maps page now contains a few preview screenshots from the new map that I have been working on (no title yet),
and finally there is a sneak preview of a new player model that I have been tinkering with over the holidays. |
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News 14/12/99
My latest map, Grins tomb is complete and available for download from the maps page.
The map is a blade map in the style of an Egyptian tomb, using several of the hexen2 textures.
There are four large arenas: 1 outdoor arena and 3 indoor arenas. The outdoor arena is accessed via a corridor.
The indoor arenas are accesed via portals, each of which has 5 destinations, so hopefully telefrags should not be a problem.
I have added a feature that indicates whether an arena is occupied or not.
An occupied arena has a coloured crystal above the relevant portal/door, and this should prevent people from wasting their time looking for someone to fight.
You will find screen shots on the maps page. |
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News 8/12/99
I have finished converting the hexen2 texture set into m8 format for use with heretic2.
The zip file on the textures page contains instructions for use which should be adhered to if possible.
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