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Frikbot X .way file Releases thread
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Sun Jul 22, 2007 4:15 am    Post subject: Reply with quote

Thanks for the help illithid. I can't seem to get qbsp working right. I have it in my id1/maps folder, and I ran it with -onlyents manson2 at the end. It didn't seem to do anything. Am i doing something wrong ?
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illithid



Joined: 21 Jul 2007
Posts: 14

PostPosted: Sun Jul 22, 2007 4:29 am    Post subject: Reply with quote

Monster wrote:
Thanks for the help illithid. I can't seem to get qbsp working right. I have it in my id1/maps folder, and I ran it with -onlyents manson2 at the end. It didn't seem to do anything. Am i doing something wrong ?


You need manson2.ent and manson2.bsp in the same folder as qbsp. Then run "qbsp -onlyents manson2.ent". Remember to put the .ent extension.

Btw, where did you get the manson2.ent file from?
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Sun Jul 22, 2007 4:34 am    Post subject: Reply with quote

Thanks !

I got that .ent file with the Darkplaces command sv_saveentfile. I then went into a map editor to find the coordinates of the stuck spawn point, and removed it in the .ent file.

Here is manson2.bsp with the stuck spawn removed:
http://files.filefront.com//;8112797;;/

here is xl1dm4.bsp from the Dredd pack with the BSP waypoints for another bot removed:
http://files.filefront.com//;8112798;;/
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Sun Jul 22, 2007 2:46 pm    Post subject: Reply with quote

Whoops, I had been meaning to let you know how to do this, but it kept slipping my mind. Sorry. Sad

Incidentally, it's probably not too good of an idea to distribute modified .bsp files unless the readme file says that you can.
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Sun Jul 22, 2007 8:45 pm    Post subject: Reply with quote

All: I've added an upload script so that you don't have to use filefront or mediafire anymore. See original post for more information.

illithid: I couldn't get those files off of mediafire, so if you could please reupload those files of yours using the upload script it would be nice. See original post for more info.
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redrum



Joined: 28 Mar 2007
Posts: 367
Location: Long Island, New York

PostPosted: Mon Jul 23, 2007 3:54 am    Post subject: Reply with quote

FrikaC, thanks for the in depth walk-thru.
I got it working. Now I need more .way files to work with Smile
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illithid



Joined: 21 Jul 2007
Posts: 14

PostPosted: Mon Jul 23, 2007 5:48 am    Post subject: Reply with quote

Dr. Shadowborg wrote:
illithid: I couldn't get those files off of mediafire, so if you could please reupload those files of yours using the upload script it would be nice. See original post for more info.


Ok, I'll get on it when I get back from work.
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FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Mon Jul 23, 2007 3:29 pm    Post subject: Reply with quote

For anyone that needs it, here's the tool I usually use to extract ent files.

http://www.3ddownloads.com/telefragged/inside3d/qip/tools/bspentex.zip
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illithid



Joined: 21 Jul 2007
Posts: 14

PostPosted: Mon Jul 23, 2007 3:53 pm    Post subject: Reply with quote

Ok. Everything has been uploaded.
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Mon Jul 23, 2007 4:22 pm    Post subject: Reply with quote

Dr Shadowborg: awesome, I'll make a post here whenever I get the painkeep maps finished and uploaded.

FrikaC: i'll try that tool out. I usually use Darkplaces to extract the .ent file, but that should be easier.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Jul 23, 2007 5:04 pm    Post subject: Reply with quote

I actually use a text editor to extract the ent file Smile
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FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Mon Jul 23, 2007 8:20 pm    Post subject: Reply with quote

Because you're insane.
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Tue Jul 24, 2007 8:35 pm    Post subject: Reply with quote

I've finally finished the Painkeep waypoints. There are a couple of places that can't be reached using RJ's because the harpoon is required. If the frikbots use the harpoon in the future, I can edit the waypoints later and add in harpoon points.

Download the waypoints here:
http://tlb.quakedev.com/files/fbxways/submit/incoming/monster_painkeep_fbxways.zip

Painkeep site:
http://teamevolve.planetquake.gamespy.com/products/painkeep/index.html

have fun!
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illithid



Joined: 21 Jul 2007
Posts: 14

PostPosted: Tue Jul 24, 2007 11:25 pm    Post subject: Reply with quote

It's probably possible to customize the FrikBot for PainKeep to a limited extent without too much trouble. I'm not a programmer but I'll see how far I can go on that.
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Wed Jul 25, 2007 7:08 am    Post subject: Reply with quote

I would've expected a cool mod as Painkeep would have proper frikbot support added already, by someone skilled enough to make them bots be able to get how to use the turrets, beartrap, airfist and the vortex weapon effectively. That'd be awesome! Games need more fun and weird stuff, with bots who know how to use them.
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