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vegetous



Joined: 25 Oct 2006
Posts: 14

PostPosted: Sun Sep 16, 2007 1:15 am    Post subject: Reply with quote

I'm also trying to integrate FrikBot 0.09 and some clean qw code, to make ffa normal mod. The objective is have a server with "players" 24/7.

The main task is ok, the server add bots based on a cvar, and remove bots when the match ends. The problem is that each player that joins the game, overlaps a bot. And sometimes bots stops from spawning!
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redrum



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

PostPosted: Mon Sep 24, 2007 4:14 am    Post subject: Reply with quote

Quote:
Well what he's asking for is a fixed FrikBot, not a fixed QuakeWorld. And I suppose I could accommodate, QW limits me a lot, but not completely. It's just not a battle I really ever had my heart in engaging. Bots are typically for offline single player and QuakeWorld is for multiplayer, so the whole general thing never really seemed necessary and/or redundant.


FrikaC, any progress with a QW Frikbot? I know your busy, and this isn't a high priority. Just wondering.
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redrum



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

PostPosted: Mon Oct 08, 2007 11:07 pm    Post subject: Reply with quote

Bueller???
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Tue Oct 09, 2007 4:19 pm    Post subject: Reply with quote

No.
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redrum



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

PostPosted: Tue Jan 22, 2008 11:24 pm    Post subject: Reply with quote

Quote:
Well what he's asking for is a fixed FrikBot, not a fixed QuakeWorld. And I suppose I could accommodate, QW limits me a lot, but not completely.

FrikaC, remember this...
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redrum



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

PostPosted: Wed Feb 20, 2008 11:24 pm    Post subject: Reply with quote

ummm, errrr, hello?? Is this thing on???
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Thu Feb 21, 2008 3:40 pm    Post subject: Reply with quote

No.
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raynorpat



Joined: 26 Feb 2008
Posts: 1
Location: USA

PostPosted: Tue Feb 26, 2008 12:43 am    Post subject: Reply with quote

zquake has support for frikbots
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Tue Feb 26, 2008 5:35 am    Post subject: Reply with quote

raynorpat wrote:
zquake has support for frikbots

what port doesn't
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Feb 26, 2008 3:55 pm    Post subject: Reply with quote

redrum: why not just run a FTEqw server? It supports NetQuake mods with QW clients connecting to it...
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