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A mod for classic Serious Sam: The Second Encounter v1.07 that adds Cooperative and Deathmatch player bots. Designed with other mod integration in mind.

Home Page: https://dreamycecil.itch.io/botmod

License: GNU General Public License v2.0

Batchfile 0.01% C++ 97.85% C 1.73% ECL 0.01% HTML 0.42%
open-source sdk mod serious-sam serious-engine sam-sdk

cecilbotmod's Introduction

Cecil's Bot Mod

This is the source code of a mod for classic Serious Sam: The Second Encounter v1.07 that adds customizable bots to multiplayer games (both Cooperative and Deathmatch modes). Based on Serious Engine 1 Mod SDK

Visit repository's wiki to find information about integration help and available mod console commands:

Building

To compile the source code, you'll need to use a compiler from Microsoft Visual C++ 6.0.

Full guide: https://github.com/DreamyCecil/SE1-ModSDK#building

Running

Once the project is compiled, there should be three libraries in the Bin folder: EntitiesMP.dll, GameGUIMP.dll and GameMP.dll.

There are two ways to start the mod:

  1. Create a .des file in your Mods directory under the same name as this repository, open it in any text editor and type your mod name in it. Then you'll be able to launch your mod from the game's Mods list.
  2. Run ModStart.bat or EditorStart.bat from the Bin folder to open the editor or the mod.

When running a selected project, make sure the mod in project properties Debugging -> Command Arguments is set to your mod name instead of CecilBotMod (example: +game MyBots).

License

Just like Croteam's Serious Engine 1.10 source code, Serious Sam SDK is licensed under the GNU GPL v2 (see LICENSE file).

This SDK includes Croteam's Entity Class Compiler (Sources/Extras/Ecc.exe) that is used to compile .es files and officially distributed with classic Serious Sam games. Its source code is included in Serious Engine 1.10.

Some of the code included with the SDK may not be licensed under the GNU GPL v2:

  • DirectX8 SDK (Headers & Libraries) (d3d8.h, d3d8caps.h and d3d8types.h located in Sources/Extras) by Microsoft

cecilbotmod's People

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cecilbotmod's Issues

Path point grouping

There need to be groups of path points for optimized path finding. You should be able to assign an index to path points, indicating which group they belong to.

Then there needs to be a separate list of all the groups and their connections. Upon doing pathfinding, first iterate through groups and find the shortest amount of them and then iterate through points from only those groups instead of all of them.

Manually add boxes

Hi,
I don't know how to explain this better but the auto-generator makes boxes in shape of walkable path. Is there a way to manually add them?
I was thinking those could be grids but I already tried these possible commands with following results:

-> /MOD_AddNavMeshPoint(0, 5)
MOD_AddNavMeshPoint(0, 5);
(1): Wrong parameters for 'MOD_AddNavMeshPoint'

-> /MOD_SnapNavMeshPoint(1,5)
MOD_SnapNavMeshPoint(1,5);
(1): Wrong parameters for 'MOD_SnapNavMeshPoint'

-> /MOD_SnapNavMeshPoint(1 5)
MOD_SnapNavMeshPoint(1 5);
(1): parse error, expecting `')''

[Feature Request] Reusable switches and range for PointLock and multiple PointLocks

I got these ideas when making bots try Karnak.
It is known that on Karnak there are two switches right at the start which trigger the elevator but bots don't make on time to the elevator and switches have to be reused to activate it again.
As for the elevator, they won't be going onto in unless it's way down. If there was a way to set a MeshPointLock range which would tell them that they can use the elevator when it's within Y range, that would get them on.
And finally, there are two statues with sands and with spikes below. There is no way to set PointLock to both of those MovingBrushes so the bots will fall into spikes.

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