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FPSC Classic Product Chat / Requesting Your Maps!

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Hockeykid
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Posted: 2nd Jun 2010 23:10
Hey guys,
So the V1.17 Dark AI is now in the testing phase. Lee had asked me to create 20 to 30 maps testing the AI in all different ways. After further discussing we agreed that it would be more beneficial to ask for maps from the community because everyone has their own ways to make maps so this will help test the Dark AI in all different environments.

Listed below are the types of maps we are looking for:
Quote from Lee :
Quote: "Focus on testing the AI against the other main components of the engine such as other dynamic entities, different types of door, explosions, spawning, etc"



Listed below are requirements for your map(s):

-Stock media only
-Needs to contain a file with "instructions" (which entities should be enemies which should be allies and what should happen)


Please try to keep the concept of your map different then others already submitted.

P.S. If you have something such as a stair case that you want the entity to go up it make a waypoint that connects from the bottom of the staircase to the top.

Thanks in advance

PW Productions
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Posted: 2nd Jun 2010 23:16
Hmmm... interesting, I'll see if I can submit a few.

Bugsy
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Posted: 3rd Jun 2010 05:35
done deal!

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Bugsy
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Posted: 3rd Jun 2010 05:46
ok, here's a map I've made rather quickly, it's a lit environment with 3 enemies, the enemy behind the player is to test the enemy's pathfinding skill, he should always be able to keep up with the player, no matter what level he's on. the 2 enemies up top are to test enemy combat when shooting up and down angles. the player has not been given a weapon, I kind-of figured that that's your choice what kind he gets. the enemies have pistols

have fun


skype = isaacpreston. I want to talk to YOU
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 3rd Jun 2010 06:29
I'm working on one. Multi-layer with stairs and a lift. I have one style door. However there are several. One is keyed, several auto and one remote. I'll put in lighting and several enemy and friendly npc's.

Are neutral npc's a possibility?

Hockeykid
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Posted: 3rd Jun 2010 06:46
Quote: "Are neutral npc's a possibility?"


Technically yes I have not made script for neutrals although this will give me an excuse to make one.

AbdulAhad
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Posted: 3rd Jun 2010 10:56
I will post my map in a few days.

Abdul Ahad
Tom10320
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Posted: 3rd Jun 2010 14:01
This is just a probably stupid suggestion, but I don't suppose you could duplicate the same level 20-odd times and build that? Or is the reason that the memory gets fragmented that you're building different stuff each level?

You've probably seen tom10320 before. At last count the username had been used on more than 50 sites.
da2020
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Posted: 3rd Jun 2010 17:18
@Tom10320
lol! they're not asking for built games their only asking for fpm levels

yesterday's dreams are today's reality
Flatlander
FPSC Tool Maker
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Posted: 3rd Jun 2010 21:45
Quote: "Technically yes I have not made script for neutrals although this will give me an excuse to make one."


OK, I will include some npc's that will should be neutral.

Errant AI
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Posted: 3rd Jun 2010 23:49
Quote: "This is just a probably stupid suggestion, but I don't suppose you could duplicate the same level 20-odd times and build that? Or is the reason that the memory gets fragmented that you're building different stuff each level?"


Hopefully HockeyKid won't mind me chiming in here but I wanted to add some clarification to the types of .FPMs we're in need of.

The point of this exercise is so that we can tap into the level designing expertise of the community and run some practical tests with different level layouts as they might appear in actual games...

HockeyKid and I know the current strengths and weakness of DAI and as such; when we build test maps we tend to have that in mind when designing so that the AI is more likely to perform well. Receiving a variety of FPMs from developers will give us some of the real-world testing we really need.

What would be great to see is some FPMs where developers have recreated (using stock media) portions of their current WIPs in terms of room sizes, layout, entity placement, etc. They need not be beautifully crafted complete levels so long as they can approximate the physical spaces and actors.

So, if you're working on a game and have some areas where the action is not satisfying due to poor AI then maybe that would be something good to test with.
Flatlander
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Posted: 4th Jun 2010 11:21
This is not part of one of my games. I hope this is satisfactory for your use. If I have some time I will create another small level that will have entities going up and down stairs.

The characters in this map are named with either friendly, enemy or neutral. There is

1 neutral
4 friendly
7 enemy

Some of the enemy and friendlies are spawned by trigger zones. You have to take the lift to pick up a key to open the door on the starting layer.

I would love to create a large level for you but I'm not sure I really want to take the time right now.

Hockeykid
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Posted: 4th Jun 2010 23:59
Quote: "This is not part of one of my games. I hope this is satisfactory for your use. If I have some time I will create another small level that will have entities going up and down stairs."


Thanks, just one question. What is the neutral guy suppose to do(run, hide, stand there, etc)?

Flatlander
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Posted: 5th Jun 2010 00:04
Oh, I forgot that there was a couple of options for a neutral guy. Well, I don't know. I don't have anything for him to hide behind unless the lift will be attractive to him. Why don't you try all three (of course not all at once ) if you have the time. That way you can see what an npc would do in that particular environment for each case scenario.

Any other questions I'll be checking in every once in a while.

Flatlander
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Posted: 5th Jun 2010 01:20 Edited at: 5th Jun 2010 01:20
Hi HK,

In that map I have two enemy snipers on top of the stairs. They spawn as the player goes down one of the stairs. I don't know if it is automatic or not but I thought you could test the snipers pointing down the stairs at the player. You probably figured that out already.

Oops sorry for the double post.

The Grunge Guy
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Posted: 5th Jun 2010 06:54
You guys are quite funny,this is almosty to fun, but does model pack 7 count as stock media, seeing as it was an expansion of the original?

I hate this box, but hey it's there.....
..... It's still there.....
Flatlander
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Posted: 5th Jun 2010 08:09 Edited at: 5th Jun 2010 08:10
TGG, I was going to ask as well if the FPSC Model packs was considered stock. I know if Lee is testing he will accept model packs. However, HK, is Lee letting you have model packs? I would say probably not but, hey, who knows. Since this is something that is not going to be criticized by the peanut gallery I wouldn't sweat using just plain old stock.

The Master Dinasty
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Posted: 5th Jun 2010 23:39 Edited at: 5th Jun 2010 23:43
I am just wondering hockeykid have you made it possible for AI to ignore player for example even how close the player is the two AI fighting eachother would ignore the player?

Oh and just a thought, maybe you could include a "gameover" condtion/action? maybe its there from before but it would be nice to make gameover without killing your player.

-Massap2

We are the magnificent Masters, builders of pyramids.
SpyDaniel
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Posted: 6th Jun 2010 00:23 Edited at: 6th Jun 2010 18:10
The NPC next to the player is the ally, they must follow the player.

The three NPC's next to the fake door in the second room are to spawn when the player triggers the trigger zone.

The NPC on the walkway, second floor is there to test shooting down at the player.

The third room has an NPC right next to the door that if possible to do, is meant to grapple the player, the player should in some way fight off this melee attacking NPC that has grabbed hold of them.

Leave the NPC around the corner of the third room alone, run up the stairs and kill the 2 NPCs there. The three NPC's should spawn as you have now triggered the trigger zone (when I tested this, they never spawned, though all the settings seemed correct). Kill the NPCS that should follow the player from the other room.

Now the NPC you left around the corner, look down on him, test to see if he shoots you. He didn't shoot at me when I tested.

The ally the player has should walk to the door that is remote operated and start working on it, some how, after a short while he should manage to open the door.

The player then needs to go into the room and and kill the BOSS Conker to win, "end the level".

DOWNLOAD:
http://danielhiggins.co.uk/files/test_001.fpm

Contact me if you need any more information.

//EDIT

I updated the map so that the spawned enemies actally spawn and follow the waypoint into the room.

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da2020
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Posted: 6th Jun 2010 12:01
can we also use x10's stock medias?

yesterday's dreams are today's reality
Hockeykid
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Posted: 7th Jun 2010 00:36
Quote: "You guys are quite funny,this is almosty to fun, but does model pack 7 count as stock media, seeing as it was an expansion of the original?"


Only the media that came with FPSC.

Quote: "can we also use x10's stock medias?"


No

Pirate Myke
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Location: El Dorado, Ca
Posted: 7th Jun 2010 06:58
GENERAL NOTES:
All door open by auto
All segments from sci-fi pack
Characters from standard sci-fi pack
Entities from model pack 3 and sci-fi

A picture of the map layout included

1. CHARECTERS CANT CROSS OPEN SIDED GANTRIES OVER SPANS OR
STACKED STAIRS. (BUT YOU KNOW THIS READ IN FORUM)
2. SEEM TO FOLLOW JUST FINE, BUT TEND TO HUDDLE TOGETHER.
3. SEEM TO POINT ABOUT 45 DEGREES AWAY FROM ENEMY WHEN
SHOOTING
4. FOLLOW AND HOLD COMMANDS FUNCTIONAL, DOES NOT WORK AFTER
YOU USE THEM AFTER ALLY ENGAGES FIGHT
5. DID SHOOT THE FIRST ENEMY I SHOT AT BUT SHOT AWAY FROM THE
OTHERS THAT SPAWNED FROM THERE ON OUT

Just got the program a week ago. Have been browsing the forum for a month or so. Am
using your AI script found in the forum to control characters.

OBJECT: Have ally do my bidding for me, I shot to determine enemy to focus on. Maybe
down the line, a hit list kind of thing.

Hope this works for your beta testing on version 1.17. Can't wait to try it out.

Great job on all your contributions. They are very insightful. I hope I become as useful in
time.
Pirate Myke
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Posted: 7th Jun 2010 06:59
here is the picture of the map layout
AJ Schaeffer
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Location: Jacksonville,FL
Posted: 14th Jun 2010 03:12
(stupid question) how do i upload my fpm file to message
Bestorio
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Posted: 14th Jun 2010 17:22
just add the attachement?

.:M3D:. for the gamers!
Hockeykid
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Posted: 17th Jun 2010 23:50
Quote: "DOWNLOAD:
http://danielhiggins.co.uk/files/test_001.fpm"


@SpyDaniel : the download link you provided no longer works, could you please re-upload it?

angusm3
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Posted: 17th Jul 2010 23:12
here's a huge one, it has some custom media in it.
Nickydude
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Posted: 4th Aug 2010 22:24
Are you still requesting maps?



For KeithC
Hockeykid
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Posted: 4th Aug 2010 22:33
No, you can unsticky this and lock it.

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