NewLTK bot and what to make of it...

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Werewolf
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NewLTK bot and what to make of it...

Post by Werewolf »

Hey there,

I'm the author of the enhanced LTK bot known as "NewLTK" and I've heard that folks would like to see something to happen with the source of this bot. Since I have the bot's source on my website at www.playspoon.com. the question is: Is there really any demand for stuff like merging it with the TNG mod, or fixing the DM mode?

If there is, I'm not entirely against the idea of doing some AQ2 coding again. Maybe even get my announcer samples into TNG :santa:
Stric
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Post by Stric »

If you gonna code, do it on TNG source... No doubt about hat 8)
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n99
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Post by n99 »

if u can get the bots to strafejump, ill give u 50 bucks.
birdie
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Post by birdie »

ohh, tng + bots \o/

I'd like to see that happen :)
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Werewolf
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Post by Werewolf »

Hmm... well, last time I tried to merge a mod with the bot, I got all sorts of bad side effects. The problem is that most of the more enhanced gameplay mods (CTB for example) are coded in such a way that you can't just merge the code - you have to take everything apart and start anew. What's really sad is that the LTK bot is unusable in it's official form. They can't navigate doors and they don't use the waypoints properly.

As for strafejumping: that's absolutely no problem. The difficult thing is to have strafejumping that doesn't make them jump to their death all the time in maps like actcity3 :bday:

Anyway, maybe I'll fetch the TNG source (it's available, right?) in the coming days and see what I can do. But the price for that is that I'll change the announcer voice to the NewLTK one :D
Stric
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Post by Stric »

visit THIS PAGE and browse CVS . You have latest source there.
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slacker
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Post by slacker »

i dont know how recent this NewLTK code is, but are you aware of ltktbm? http://ltktbm.moddb.com/

this is an already enhanced version of ltk, you might want to check it out and consider working together instead of spending your individual efforts on two projects with the same goals.
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