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Lightning Hunter Joined: 28 Nov 2007 Posts: 61 |

Posted: Tue Jan 26, 2010 2:09 am Post subject: The Definitive Frikbot Waypack |

The Definitive Frikbot Waypack After working on this for nearly 6 months on and off, I give you the Definitive Frikbot Waypack! Get ready for hours of bot fragging fun! Description This pack adds bot support for nearly 400 user created Quake maps, all extensively tested and perfected by the biggest bot perfectionist (me). It is for use with the Frikbots. Around 167 of these were created from scratch, while the rest were improved by me. When I say improved, I mean that I basically spent so much time updating waypoints by other authors that it probably would have been easier creating them from scratch. I was very meticulous about making sure each and every map had the best bot support possible. I didn't slack off in any one map! For this very reason, I have titled this pack the Definitive Frikbot Waypack. You will not find a more comprehensive archive of Frikbot waypoints - all of them the very best quality. Nothing has been left out, so stop your waypoint searching here.
Supported Maps
There is no way I'm going to list all of the maps here, but I'll just say that all the most popular ones are there - including many of the new releases! Aerowalk, the ztn series, Ultrav, the pope series, plpak series, dapak series, ukpak series, Misdm series, fragtown series, efdm series, and much more. There are some rare maps supported in this archive that many people have probably never heard of!
PainKeep Support
All the official Painkeep maps have been given special attention with this release. Although the waypoints were originally created by Monster, I felt that they needed much more work. I spent hours improving these waypoints. In the case of pk6, I spent 6+ hours improving/testing just the one map! The very last video at the bottom is from this map. All Painkeep maps have this kind of bot support with this release.
Make sure to grab the Frikbots merged with Painkeep here to play using the painkeep mod. You can also play the Painkeep maps without the painkeep mod - they just won't have the new weapons. The bots will understand the maps both ways.
Where To Download The Maps
In correspondence to the waypoint pack, I have compiled an archive of all the maps and uploaded them separately. I did this to make it very convenient, so you don't have to go searching for download links to all 400 maps. Some of these maps are rare and almost impossible to find anyway. You don't have to download the mappack if you simply want bot support for a handful of maps in your Quake folder, which is why I uploaded them separately. The Waypoint pack is only about 800kb, while the Mappack is over 100MB. I highly recommend downloading the mappack if you want to experience all if it though!
Installation
-Download the DefinitiveFrikbotMappack.zip and DefinitiveFrikbotWaypack.zip, and extract them both to your Frikbot mod folder. Make sure to use folder names, so that everything goes to the right locations.
-In the \maps folder where you extracted everything, you will notice there are 32 .ENT files, along with QBSP.exe and "ENT patches.bat". Run the ENT Patches batch file to modify 32 maps to work better with the Frikbots.
NOTE: I didn't want to upload any modified .BSP files in order to respect the mappers, so I included the ENT patch as an alternative. Basically, there are some maps that don't work right with the Frikbots unless you modify their ent files. If you don't run "ENT patches.bat", then 32 of the supported maps will have some major issues, or not work at all with the Frikbots. This is mostly due to mappers including waypoints for other bots in the .ent files, which screws up the Frikbots. I did include some minor fixes to various maps in these patches, such as better playerstarts for the Fragtown series.
-That should be it! I included a maps.cfg file that has all the maps with this release. If you want hours upon hours of bot fragging fun, I recommend you turn on random map rotation, and let the game surprise you with a new map every time a match is over! This is the main reason I created this pack!
Download
NOTE: This pack does not currently support QuakeWorld. I'm looking into making a QW version in the future, so be patient! It should work with every other engine, however.
The Definitive Frikbot Waypack
The Mappack
Waypack Mirrors:
Definitive Frikbot Waypack (Thanks to Shadowborg and the FBX Resource Cube)
Mappack Mirrors:
http://kaszpir.hlds.pl/quake/The%20Definitive%20Frikbot%20Waypack/DefinitiveFrikbotMappack_.zip
Various 24-bit Texture Packs
Here are some high-res texture packs to complement a few of the maps in this pack. Download them if you want to spruce up the appearance of a few maps.
Schloss 24-bit Textures
Skull 24-bit Textures
Dad 24-bit Textures
Dad2 24-bit Textures
Doomed 24-bit Textures
Tuhnu2 24-bit Textures
Cmt1b 24-bit Textures
Videos
Some videos I recorded to show off the navigation of the Frikbots with this pack. You will see the bots make mistakes in the game of course (Frikbots aren't perfect), but this shows what you are downloading, nonetheless.
Cmt1b: Shows the bots navigating the map pretty well.
YouTube - Cmt1b
Spirit1dm2: The bots navigate Spirit's new map that just came out.
YouTube - Spirit1dm2
Ztndm6: The bots get all the secrets in this popular Ztn map. They even use the secret teleporter!
YouTube - Ztndm6
Efdm12: The frikbot collects 3 very hard to obtain power-ups in a minute.
YouTube - Efdm12
Agent: The bot Rocket Jumps into an air-vent to obtain a hard-to-reach Pentagram.
YouTube - Agent
Ztnbase: Great navigation on this large base map by Ztn.
YouTube - Ztnbase
Damaul2: The bots grab all items in this massive level!
YouTube - Damaul2
Pk6: This last video simply shows a bug I manipulated with the Frikbots to get them to perform a 2-button sequence in this Painkeep map. The part where the bot gets stuck on the wall was where the bug was abused. Basically, I tricked them into only going for the buttons if the Rocket Launcher room is not yet open. Once the room to the RL is open, they no longer go for the buttons. Play this map for yourself, and you will see them get that RL room open in about 3-5 minutes on their own (with about 4-6 bots in the map).
YouTube - Painkeep 6
Last edited by Lightning Hunter on Sat Apr 17, 2010 5:51 am; edited 5 times in total

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Tue Jan 26, 2010 2:19 am Post subject: |

That is amazing work! Brilliant! This is going to keep my occupied for ages. Thank you!! _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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

Posted: Tue Jan 26, 2010 3:46 pm Post subject: |

Wow! Awesome job!

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Lightning Hunter Joined: 28 Nov 2007 Posts: 61 |

Posted: Tue Jan 26, 2010 4:01 pm Post subject: |

Thanks guys. Hey Frika C, someone over at this thread was saying that the Frikbots weren't moving in Quakeworld or something. Is this just the way they are in Quakeworld, or is something fishy going on? I haven't tested them in Quakeworld myself, so I couldn't really answer his question.

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c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Tue Jan 26, 2010 4:07 pm Post subject: |

I can't view Quakeworld.nu at work. What engine are they using?

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Lightning Hunter Joined: 28 Nov 2007 Posts: 61 |

Posted: Tue Jan 26, 2010 4:27 pm Post subject: |

Well, to quote him:

Quote:
Is this known to work with QuakeWorld? I tried both ezquake and qwsv.exe servers, bot very often doesn't leave his spawn point, in dm4 falls to lava or forgets to use RL when leaving mh room.

And:

Quote:
I tried changing the skill via localinfo skill x as it says, but the bot is still kinda "retarded". For a short moment it actually was doing something, like shafting me precisely as it should, but that was like 10 seconds highlight, for the rest of the ~15 minutes I gave it the bot was rather useless (often not leaving the location where it spawned, ignoring weapons...).

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

Posted: Tue Jan 26, 2010 5:09 pm Post subject: |

That sounds like no or incorrectly loaded waypoints. Remember (stock) QuakeWorld cannot use .way files directly, they either need to be made into .ent patches or compiled into the QC.

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Lightning Hunter Joined: 28 Nov 2007 Posts: 61 |

Posted: Tue Jan 26, 2010 5:21 pm Post subject: |

FrikaC wrote:
That sounds like no or incorrectly loaded waypoints. Remember (stock) QuakeWorld cannot use .way files directly, they either need to be made into .ent patches or compiled into the QC.

Aha! That would explain it!
I wonder if there is a quick way for me to get this pack working in Quakeworld?
Edit: Hmmm. Would I literally have to load up all 400 maps in Quake and have them saved as .qc files? That would take forever... Is there a quicker way?

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

Posted: Tue Jan 26, 2010 5:47 pm Post subject: |

Sorry, that's the only method I provided. I didn't forsee the need for batch conversion.

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c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Tue Jan 26, 2010 5:48 pm Post subject: |

Making a .way to .qc converter is definitely doable, preferrably via something multiplatform like python. You would then just need to add the code into bot.qc.

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Lightning Hunter Joined: 28 Nov 2007 Posts: 61 |

Posted: Tue Jan 26, 2010 5:53 pm Post subject: |

c0burn wrote:
Making a .way to .qc converter is definitely doable, preferrably via something multiplatform like python. You would then just need to add the code into bot.qc.

Unfortunately, I know nothing about this. It would probably take me more time to learn how to create such a program than it would to manually go through and convert each .way file to a .qc file.
This reminds me... R00k (the developer of Qrack) informed me that Qrack now supported Frikfile. Does this mean that I can load a map with a .way file, and dump the waypoints directly to .qc files from within Qrack? If so, then this would significantly speed up the process. It would get rid of the step of having to manually copy/paste information from the condump. Thoughts? Comments? Concerns?

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Tue Jan 26, 2010 8:54 pm Post subject: |

6 months and 400 waypoints!?!?!?!? you crazy bastard! j/k great work, you just did something that everyone else procrastinated doing... times 400! _________________
Inside3D : Knowledge Is Power
Darkplaces Documentation Wiki

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Wed Jan 27, 2010 2:40 am Post subject: |

This rocks! Thank you for doing this! _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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

Posted: Wed Jan 27, 2010 4:28 am Post subject: |

This is all kinds of crazy awesome! Excellent job Lightning Hunter! Also note that I've edited your original post to reflect your request for FXRC Mirror. I'll try to find some time sooner or later to shove all the old, outdated stuff into an archive and update the mainpage soon.
_________________
"Roboto suggests Plasma Bazooka."

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Junrall Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA |

Posted: Wed Jan 27, 2010 5:25 am Post subject: |

Wow! There should be some kind of an achievement award given out to people here on this forum... or some sort of hall of fame page listing the person's name, achievement, file link, and date. Hands down... I would nominate Lightning Hunter for an achievement award and/ or to be forever listed on a hall of fame page!
Way to go!!
_________________
Good God! You shot my leg off!

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