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Frikbots & Darkplaces
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CocoT



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

PostPosted: Wed May 03, 2006 2:32 pm    Post subject: Frikbots & Darkplaces Reply with quote

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 Wink

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! Smile
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed May 03, 2006 3:42 pm    Post subject: Reply with quote

i hope you're still not using the old 2001 dp builds where frikbots break horribly
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scar3crow
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Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Wed May 03, 2006 4:06 pm    Post subject: Reply with quote

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

PostPosted: Wed May 03, 2006 4:10 pm    Post subject: Re: Frikbots & Darkplaces Reply with quote

CocoT wrote:
Muchos gracias! Smile

Dude. That's "Muchas gracias!"
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CocoT



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

PostPosted: Wed May 03, 2006 4:41 pm    Post subject: Reply with quote

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! Wink
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Lardarse



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

PostPosted: Wed May 03, 2006 6:04 pm    Post subject: Reply with quote

Start with progs106 and make your own clean source Smile
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Wed May 03, 2006 6:41 pm    Post subject: Reply with quote

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

PostPosted: Wed May 03, 2006 7:14 pm    Post subject: Reply with quote

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

PostPosted: Wed May 03, 2006 9:11 pm    Post subject: Reply with quote

Cool, I have downloaded them both and they look good! Smile

Muchis Gracis, guys! Smile

(It's great to see you all here, by the way, and I really appreciate you helping a peeping Coco Wink)
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Thu May 04, 2006 2:14 am    Post subject: Reply with quote

1 saludo
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Thu May 04, 2006 4:36 am    Post subject: Reply with quote

CocoT wrote:

Muchis Gracis, guys! Smile


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CocoT



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

PostPosted: Thu May 04, 2006 10:24 pm    Post subject: Reply with quote

/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 Razz). 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 Wink

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

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

Moochus Greceees...



... oh, and... bork bork bork!
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Thu May 04, 2006 11:25 pm    Post subject: Reply with quote

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
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Joined: 16 Oct 2004
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PostPosted: Fri May 05, 2006 12:05 am    Post subject: Reply with quote

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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