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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Wed May 03, 2006 2:32 pm Post subject: Frikbots & Darkplaces |

Ok, I know I'm gonna sound like a total newbie and I feel people must have tackled this a dozen time, but I have been out of touch with the community and its IRC for so long, I am a bit clueless... so please be kind I'm fiddling with the idea of a new mod using Darkplaces, but I can't seem to have Frikbots react correctly in it, I mean, they don't seem to be following waypoints, they just stand there and do nothing. How come? Any way to fix this?
Muchos gracias!

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed May 03, 2006 3:42 pm Post subject: |

i hope you're still not using the old 2001 dp builds where frikbots break horribly _________________

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Wed May 03, 2006 4:06 pm Post subject: |

Ive been using a 2006 build (currently a late April/early may one, before hand a mid April one) and I have no problems with the Frikbots on already waypointed maps or with waypoints Ive made myself. LordHavoc has pretty much completely fixed all incompatibilities with FBX.
And Id assume youre using the last version of FBX ? Semi-recently Frik released one with a few bugfixes.

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Wed May 03, 2006 4:10 pm Post subject: Re: Frikbots & Darkplaces |

CocoT wrote:
Muchos gracias!

Dude. That's "Muchas gracias!"
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Wed May 03, 2006 4:41 pm Post subject: |

Oooooh, I see... Well, I guess my version, while not being super old (it was released around QExpo or so), obviously needed to be updated. I've tried the latest one and seems to work fine, now. Cheers, guys! Now, since I'm at it... The version of Frikbot I use is the one "b" version. Is there anything newer? Where could I get it?
Last but not least, another silly one (I feel like I've become a QC clown), which "clean" QC source would you recommend? I used to "recycle" crappy half-coded sources, but I need a fresh start and the sources I find look old, I was wondering if there was anything nicer available.
Muchas Gracios!

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Lardarse Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK |

Posted: Wed May 03, 2006 6:04 pm Post subject: |

Start with progs106 and make your own clean source

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Wed May 03, 2006 6:41 pm Post subject: |

The source that comes with QCide is nice. http://tremor.quakedev.com/Clean_v106qc.zip _________________

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed May 03, 2006 7:14 pm Post subject: |

some of my dead projects abused p0x's extras r4 as a base. http://developer.chaoticbox.com/quake.php _________________

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Wed May 03, 2006 9:11 pm Post subject: |

Cool, I have downloaded them both and they look good! Muchis Gracis, guys! (It's great to see you all here, by the way, and I really appreciate you helping a peeping Coco )

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Thu May 04, 2006 2:14 am Post subject: |

1 saludo _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Thu May 04, 2006 4:36 am Post subject: |

CocoT wrote:
Muchis Gracis, guys!

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Thu May 04, 2006 10:24 pm Post subject: |

/me has an eerie feeling of posts disappearing... Erm... thank you to the person who, before his post was deleted, said he/she enjoyed the links on my site... hehe... (I swear I'm not making this up... (By the way, have you seen a big white box with a red label on it and blue and white pill-shaped candies in it? These are my favourite sweets and I can't find them anymore... mmm...))
Erm, also I could swear that you, Sajt, had written something about my blurb on Quake4, but well, it got deleted as well (will teach me for not answering straight away ). I just want to say that I apologize for that. At the time, I think I had bumped into a couple of people on #qc and that they didn't like the game that much. As a result, I generalized, which, well, is bad. I also assumed that #qc = inside3d, which, well, isn't totally true. So sorry about that, I won't do it again
Muchublorg Grasblorg...
... and when you have some time, take me to your leader, too.

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Thu May 04, 2006 10:35 pm Post subject: I can't resist posting another... (yeepee carpet-ride!) |

Moochus Greceees... ... oh, and... bork bork bork!

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Thu May 04, 2006 11:25 pm Post subject: |

There was a post by Baker commending you on your links. I don't think it was this thread though? EDIT: here it is http://forums.inside3d.com/viewtopic.php?p=3158#3158 _________________

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Fri May 05, 2006 12:05 am Post subject: |

Incidentally, that "clean" source has a small problem with it in that it's a little bit QC n00b unfriendly in regards to frikbot installation. Namely somebody was fool enough to take out the two fields in droptofloor's defninition, rather than just hunt down all instances of droptofloor that didn't properly give said two variables... That said, you could probably fix it more easily by taking out the two variables in the instances where droptofloor is used by FBX.
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"Roboto suggests Plasma Bazooka."

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