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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sat Jul 14, 2007 12:44 am Post subject: |
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Lacrima.way was in the file I downloaded that CocoT mentioned above. It was one of the 50 or so .way files.
Can't get the bots to roam though.  _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sat Jul 14, 2007 1:24 am Post subject: |
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Ok, it does work.
It works when I run the mod.
I'm trying to get it to work on the server that I host. That is where I'm having the problem.
Is there a way to convert the .way files to .qc files?
That should fix my problem. _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Sat Jul 14, 2007 2:18 am Post subject: |
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I host a frikbot server sometimes, and it uses .way files fine... I've never had to use .qc files. Make sure you are using -game frikbot ?
Oh yeah, I just realized that Cocot had made a lacrima.way... I also have been tweaking some of his other ones (they were made specifically for his mod, so some of those waypoints aren't needed). When I finish tweaking them all, i'll release em and they should work better for general deathmatching purposes. |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sat Jul 14, 2007 2:43 am Post subject: |
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When I change the map on the server it doesn't say "QuakeC waypoints detected" like it does for dm1, dm2, etc... _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Sat Jul 14, 2007 2:59 am Post subject: |
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It won't say that for .way files. It'll say execing maps/lacrima.way. You won't see it as a client, but it'll be in the dedicated server window. |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sat Jul 14, 2007 3:18 am Post subject: |
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yeah, thats what I mean. It doesn't say it in the server window. _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Sat Jul 14, 2007 3:47 am Post subject: |
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Yeah, I just tested it. it won't say it in the server window. It does load the waypoints though. Just type impulse 104 in the console and youll see all of the waypoints. |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sat Jul 14, 2007 4:55 am Post subject: |
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Impulse 104 is not working for me.
It works for the mod, but not the server.
I type impulse 104 in the console after I connect to the server, and nothing?
The server is running in gamedir frikbot.
I'm stumped. _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Sat Jul 14, 2007 4:57 am Post subject: |
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impulse 104 works when i connect...
Are you using frikbot in conjuction with a mod? If so, read the instructions in readme.html to correctly plug in the frikbot. |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sat Jul 14, 2007 5:08 am Post subject: |
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I think I forgot to mention it is a QW server.
Are you testing with a QW server? _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sat Jul 14, 2007 5:14 am Post subject: |
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Also, if I could convert to .qc, it would make life much easier  _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Sat Jul 14, 2007 2:14 pm Post subject: |
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Oh... I don't use QW or play frikbots with QW. You might have to ask FrikaC about that, but you could try converting to .qc.. not sure how you would do tha though. |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Mon Jul 16, 2007 2:59 am Post subject: |
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Can anyone help with the conversion? _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Mon Jul 16, 2007 8:01 am Post subject: |
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If my memory is correct, to include a waypoint file into the QC code rather than have it in an external file, you need to turn that waypoint file into a QC file (check the existing map_dm1.qc file to see how exactly it is done), called just after defs.qc in progs.src.
Then you need to call it in the "bot_map_load" routine in bot.qc (you'll probably see the other default maps waypoints being loaded there). Then compile the whole thing again, of course.
I don't really know what including it into QC really changes (except making the progs.dat bigger). I'm also unsure on how this all works with QuakeWorld, I must admit. _________________ http://www.planetcocot.net/ |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Mon Jul 16, 2007 1:47 pm Post subject: |
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redrum wrote: | Can anyone help with the conversion? |
Load them up in regular quake (with -condebug), then use the impulse 104 menu and go to the dump waypoints area. Make sure you select the .qc output. Then clip out the relevant data from the qconsole.log file _________________ "Roboto suggests Plasma Bazooka." |
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