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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Mon Jul 16, 2007 5:28 pm Post subject: |
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The QuakeWorld version of FrikBot doesn't support the editor or .way files at all, hence why impulse 104 doesn't work. To use waypoints on the QuakeWorld version you must use either bsp or QuakeC waypoints.
Both have some overhead in getting set up. For the QuakeC waypoints you must have compilable source base. To make one, follow the bot_qw.qc instructions and install it on the normal QW QuakeC. This is the easier method.
BSP waypoints need the map entity extractor utility found on QIP. To do this, you must extract the ents from the BSP, append the waypoint data then use qbsp -onlyents to patch the bsp file.
To convert a .way file to either format, you'll need to do what Dr Shadowb0rg et al mentioned, load up the NQ version with -condebug, the one that does support the editor onto the map that you want to convert the waypoints for, invoke the editor with the impulse 104 command, go to Waylist management, change the dump type to QuakeC or BSP and re-dump them. Then cut the data out of the log file and follow the install instructions in readme.html. |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Tue Jul 17, 2007 12:38 am Post subject: |
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I've finished editing CocoT's UQC waypoints. The ones I didn't edit were ones that have already been made.
These will work much smoother for Deathmatch purposes (removed lots of waypoints that were for the UQC quads originally (generally made the wayfiles more efficient), made some RJ points to quad/pent that weren't there, etc).
These include: alk08dm, alkdm04, argonaut, auhdm1, baldm7, bsdm4, bsdm11, crdm2, croctear, crowdm1, dmcloud, eodm3, fmc, gs1dm1, gs1dm2, gomdm5, jaj1dm1, kdmf, kikdm5, kzk3dm1, lilith, misdm8, north, persdm1, pope5, pope7, sthdm3, swk, territory, trw, v2dc, wot, and xntrick.
http://files.filefront.com//;8072242;;/
Have fun! |
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Monster

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

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

Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada
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Posted: Tue Jul 17, 2007 10:40 pm Post subject: |
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Do you ever sleep?  |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Wed Jul 18, 2007 1:34 am Post subject: |
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He does actually, watch him on irc, he leaves around the same time within a few minutes every night. |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Wed Jul 18, 2007 10:26 pm Post subject: |
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Once you get used to the editor and know what each AI flag does exactly, its a breeze. It's the testing that takes up the most time (sometimes the bots will do some odd things).
I made another waypoint for manson2, scar3crow's personal favorite, by Brandon "KillMe" James. This one comes with a .ent file since there is a bad spawn (get stuck in the wall). I don't know how to load the .ent files in any engine other than DP though (DP does it automatically). Can someone help me there?
This one is great fun... The bots work fairly well on it, sometimes they'll miss the jump to the RL and get spiked, and sometimes they'll fall through the crusher below the quad. It is fun to see them get mercilessly crushed with lots of gibbage though
manson2.way & wa1:
http://files.filefront.com//;8089186;;/
http://files.filefront.com//;8089187;;/
manson2.ent:
http://files.filefront.com//;8089188;;/
manson2.bsp:
http://www.gamers.org/pub/idgames2/levels/deathmatch/m-o/manson2.zip |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Thu Jul 19, 2007 10:52 am Post subject: |
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Good job, Monster! I'm glad you could put those UQC waypoints to good use  _________________ http://www.planetcocot.net/ |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Fri Jul 20, 2007 8:49 pm Post subject: |
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Thanks CocoT! I should try out UQC when I get the chance.
I've made a bunch of waypoints for more interesting maps I've seen. These are: 3towers, b2s, castle01, castles, haunt, manson1, mchurch, mexxdm2, misdm6, pcastle, pope1, and reneq1_3.
ThreeTowers.way:
http://files.filefront.com//;8101969;;/
3towers.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/0-9/3towers.zip
Back2School.way:
http://files.filefront.com//;8101970;;/
b2s.bsp:
http://www.gamers.org/pub/idgames2/planetquake/pingu/b2s.zip
castle01.way:
http://files.filefront.com//;8101977;;/
castle01.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/a-c/castle01.zip
Castle Invasion.way&wa1:
http://files.filefront.com//;8101975;;/
http://files.filefront.com//;8101976;;/
castles.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/a-c/castles.zip
The Haunted.way:
http://files.filefront.com//;8102136;;/
haunt.bsp:
http://quake.phoenixlabs.org/maps/id1/maps/haunt.bsp
manson1.way:
http://files.filefront.com//;8102138;;/
manson1.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/m-o/manson1.zip
Metal Church.way:
http://files.filefront.com//;8102139;;/
mchurch.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/m-o/mchurch.zip
HatRed 666.way&wa1:
http://files.filefront.com//;8101978;;/
http://files.filefront.com//;8102137;;/
mexxdm2.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/m-o/mexxdm2.zip
Pandemonium.way:
http://files.filefront.com//;8101973;;/
misdm6.bsp:
http://mpqarchive.pauked.com/index.php?view=download&file=misdm6.zip&review_link=16982
Pingu's Castle.way:
http://files.filefront.com//;8101972;;/
pcastle.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/p-r/pcastle.zip
BlackPope's Mountain Getaway.way:
http://files.filefront.com//;8101974;;/
pope1.bsp:
http://www.gamers.org/pub/idgames2/levels/deathmatch/a-c/bp1stmap.zip
The Keep.way:
http://files.filefront.com//;8101971;;/
reneq1_3.bsp:
http://mpqarchive.pauked.com/index.php?view=download&file=reneq1_3.zip
now go kill some frikbots!  |
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leileilol

Joined: 15 Oct 2004 Posts: 1322
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Posted: Sat Jul 21, 2007 4:21 am Post subject: |
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painkeep's maps are great. would love waypoints for those |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Sat Jul 21, 2007 4:23 am Post subject: |
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ah, forgot all about those... i'll get to waypointing them  |
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illithid

Joined: 21 Jul 2007 Posts: 14
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Sun Jul 22, 2007 2:28 am Post subject: |
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nice! I'll try out that Fbxplus Is there a way to turn off the random respawning though ? IMO, it somewhat takes away from the classic quake feel. Good work, and thanks! |
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illithid

Joined: 21 Jul 2007 Posts: 14
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Posted: Sun Jul 22, 2007 2:45 am Post subject: |
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Sorry, the only way to do that is to edit the SelectSpawnPoint function in client.qc to restore the original commented out code and recompile. It not that hard to do though. The random respawn code starts at line 434 and ends at 553. Just delete all that and uncomment the original code below that and recompile. |
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illithid

Joined: 21 Jul 2007 Posts: 14
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Posted: Sun Jul 22, 2007 3:43 am Post subject: |
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Monster wrote: |
I made another waypoint for manson2, scar3crow's personal favorite, by Brandon "KillMe" James. This one comes with a .ent file since there is a bad spawn (get stuck in the wall). I don't know how to load the .ent files in any engine other than DP though (DP does it automatically). Can someone help me there?
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You'll need to use a qbsp program e.g. http://user.tninet.se/~xir870k/txqbspbjp.zip to replace the bsp MAP entities. Run it with "-onlyents [.ent file name]" and make sure the .bsp and .ent files are in the same folder. |
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