                    D U K E    N U K E M    3 D
                                    
                            
                             
                              
                               v1.0
               An advanced Automatic Dukematch Opponent

---------------------------------------
------------------------------- General
Author                : Lari Muuriaisniemi (CryptR)
Web Site              : www.dlc.fi/~lmuur (get all my game stuff there!)
E-Mail                : lmuur@dlc.fi
                        Send any comments if you feel like! 

Thanks to             : Joris Weimar
                        Some code ripped and CON coding learned
                        from his CON programming tutorial.

---------------------------------------
-------------------------- Introduction

Have you tired getting fragged all the time
by those too accurate Atomic Edition Bots?
You have tried some user-created bots too
but those can't do any special tricks, they
just walk (yeah, really slowly) 'n' fight
only?
Here's the solution! Here you have the
computer controlled opponents for Dukematch
games! These Bots have many special features.
Here's listed some:

* Bots can use jetpack if they can't
  reach you normally, eg. if you are
  higher than 'em.
* Bots will spawn at random spots after
  some time when you fragged 'em.
* Bots can use RPG or Shotgun when in
  distance, and Shrinker when they can
  get close. This makes 'em very challenging.
* They can run same speed as players can.
* Bots use Medkits sometimes.
* There could be human team against Bot
  team, it's very fun!
* Bots sometimes say something in different
  situations, like in fight.

---------------------------------------
---------------- Installing and Playing

I have included one Multiplayer demo recorded
on my LAN, where I was playing with other
human player against Bot Team, on CR City.
You can play it back by starting game normally;
just type
DUKE3D /XBOT.CON
at prompt, and demo begins to play. It's about
ten minutes long.

Unzip BOTxx.ZIP with all it's contents
to your Duke3D directory. It's doesn't
replace any existing files, except
TILES005.ART and DEMO1.DMO if you have 'em.
If these have some important content for
you, you should take backups of them first.

Single Player Dukematch
-----------------------
Run BOT.BAT to start Single Player game.
You can use parameters with BAT, like
BOT 1 1 /R
You can give directly level (see below for
available Bot support levels) as parameter
where you want to play, like
BOT 1 1
If you don't, game will begin at
Launch Facility, and you can select level
at New Game -menu, which is now for
multiplayer.
BTW, if you want parameters, episode and level
must be specified, and then parameters, like:
BOT 1 1 /R /Q3
so this one doesn't work:
BOT /R /M

NukeBOT on Network
------------------
Run BOTIPX.BAT to start Network game.
(BTW, current BOTIPX.BAT will set 2 player
game, if you want more, you should edit it)
Enter:
BOTIPX 1 1
and game will begin at CR City, if you don't
give any parameters, game will begin normally.
(Master selects level, ect.) You can use other
parameters with it too, like
BOTIPX 1 1 /R
will record demo. BOTIPX.BAT works same way as
BOT.BAT (see above).

Of course you can use SETUP for Network game,
and in some cases you should do it instead of
BOTIPX. Just enter /xbot.con -parameter for setup:
SETUP /XBOT.CON

LIST CURRENT NukeBOT SUPPORT LEVELS:
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
I'll replace Episode 1: L.A. Meltdown
with Bot supported levels. But here's no
more than one in this release. You can
easily port your favorites (see below),
and distribute them publically, if their
Author(s) permit it. 

Map name    Episode, Level  Author
____________|______________|__________________________________
CR City     |   E1L1       |   CryptR (me), lmuur@dlc.fi

If you have totally great map, and it
just fits for Bot play - see CRCITY.MAP
for the example what that map should look
like, you might ask me as E-Mail if I
want it and it may be distributed directly
with NukeBOT archive, like CR City. See
section below how to add NukeBOT support
for your map. Here's some recommendations:

* Use only textures of one theme in your
  map (City, Space, ect.), NO space and
  city mixed for the example. I like
  especially City theme levels.
* Use pretty smooth terrain in your map
  so bots doesn't get stuck too often.
* You should follow CR City -style
  architecture all the time in your level.
* You may use new textures, but then please
  use TILES014.ART for that. Notice that
  TILES014.ART must NO take more than
  500 kb of disk space. And no crap
  textures thanx!

DON'T send me anything as E-Mail before I
request you to do that, just ask me first.
I suggest that you upload your map somewhere
to the net, like into your own homepage
directory and then you drop me a line.

If you are awesome map author and you have
got some public praise, it will help you
a lot! ;)
---------------------------------------
------- Adding NukeBOT support for maps

As you might guess, there are no bots
in level if you don't add them. You
must add NukeBOT support for all levels
you are going to play if there aren't
already.

 You can add it easily, just first open
level on Build, delete all enemies (you
should, I think you DON'T want those in DM).
Delete all Respawn sprites too (# 9?)
 PIGCOPs (# 2000) are NukeBOT spawn positions.
You should insert them into open areas. So
bots don't get stuck. Look supplied CRCITY.MAP
for the example, there's PIGCOPs and goodies
only there. You should add about 4 Bot starts,
depends of course size of the level.

---------------------------------------
--------------- Help wanted, bugs, ect.

There are some mystic bugs that I can't fix.
Here's list:

* Bot gets invulnerable when it tries to
  stomp shrunken player. Other player(s)
  can't hurt it. There's also one possible
  other problem, if bot dies while it is
  trying to stomp shrunken player, it
  gets invulnerable and/or inshootable.
* Bot sometimes stands and doesn't move,
  and it's not blockable. However, this
  can be fixed by shooting bot with
  some projectile weapon (RPG) and it's
  dodge ai will be activated and bot will
  return to it's normal state.
* I'm also very interested if someone could
  implement feature that when bot is on
  jetpack, and if it can't see any player(s)
  in 8 secs, it'll land back to ground and
  seek players normally.
  Currently it can't land back to ground,
  except when it gets hit or it's trying to
  dodge flying projectile.

If you know how to fix these and/or if you
experience any other problems where you
know solution how to fix please E-Mail me.

---------------------------------------
--------------- Copyright / Permissions

NukeBOT (c) and all it's code + new contents
are copyrighted (c) by L.mR-SOFT. You MAY modify
code for your on private use, but you
may NOT distribute modified versions in any
way. Also, I'm not responsible if this causes
any damage, use at your own risk!

You MAY distribute NukeBOT in Internet, BBS's,
ect. as far as BOTxx.ZIP and all it's contents
remains unmodified. Please distribute original
archive which is be obtained from my Web site
or one of places listed at next section below.
If you are going to distribute NukeBOT on
commercial CD, let me know first by E-Mailing
me.

---------------------------------------
------------------ Where to get NukeBOT

Internet:
- My own Web site of course: www.dlc.fi/~lmuur
- Maybe www.dukeworld.com, but not sure yet.

BBS's:
- MBnet (for Finnish people): <You know the number
  if you are ordering the magazine>
