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FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Mon Jul 16, 2007 5:28 pm    Post subject: Reply with quote

The QuakeWorld version of FrikBot doesn't support the editor or .way files at all, hence why impulse 104 doesn't work. To use waypoints on the QuakeWorld version you must use either bsp or QuakeC waypoints.

Both have some overhead in getting set up. For the QuakeC waypoints you must have compilable source base. To make one, follow the bot_qw.qc instructions and install it on the normal QW QuakeC. This is the easier method.

BSP waypoints need the map entity extractor utility found on QIP. To do this, you must extract the ents from the BSP, append the waypoint data then use qbsp -onlyents to patch the bsp file.

To convert a .way file to either format, you'll need to do what Dr Shadowb0rg et al mentioned, load up the NQ version with -condebug, the one that does support the editor onto the map that you want to convert the waypoints for, invoke the editor with the impulse 104 command, go to Waylist management, change the dump type to QuakeC or BSP and re-dump them. Then cut the data out of the log file and follow the install instructions in readme.html.
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Tue Jul 17, 2007 12:38 am    Post subject: Reply with quote

I've finished editing CocoT's UQC waypoints. The ones I didn't edit were ones that have already been made.

These will work much smoother for Deathmatch purposes (removed lots of waypoints that were for the UQC quads originally (generally made the wayfiles more efficient), made some RJ points to quad/pent that weren't there, etc).

These include: alk08dm, alkdm04, argonaut, auhdm1, baldm7, bsdm4, bsdm11, crdm2, croctear, crowdm1, dmcloud, eodm3, fmc, gs1dm1, gs1dm2, gomdm5, jaj1dm1, kdmf, kikdm5, kzk3dm1, lilith, misdm8, north, persdm1, pope5, pope7, sthdm3, swk, territory, trw, v2dc, wot, and xntrick.

http://files.filefront.com//;8072242;;/

Have fun!
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Tue Jul 17, 2007 3:51 am    Post subject: Reply with quote

Made waypoints for rpdm7 (Halls of Darkness) and rpdm8 (The Grim Citadel). These maps have great atmosphere to them, lots of fun architecture. rpdm7 has tons of powerups to make for lots of carnage and gibs.

The bots perform perfectly on rpdm8 and almost perfectly in rpdm7 (they sometimes screw up rocketjumps necessary to grab powerups).

rpdm7 .way:
http://files.filefront.com//;8073430;;/
rpdm7.bsp:
http://mpqarchive.pauked.com/index.php?view=download&file=rpdm7.zip&review_link=16791

rpdm8 .way:
http://files.filefront.com//;8073464;;/
rpdm8.bsp:
http://mpqarchive.pauked.com/index.php?view=download&file=index.zip&review_link=16953
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Tue Jul 17, 2007 8:57 pm    Post subject: Reply with quote

Made another waypoint for apdm5 (Castle of Carnage). Large castle level with some good traps. Should make for lots of fun!

apdm5.way & apdm5.wa1:
http://files.filefront.com//;8079910;;/
http://files.filefront.com//;8079911;;/
apdm5.bsp:
http://mpqarchive.pauked.com/index.php?view=download&file=apdm5.zip&review_link=18

I'll keep waypointing any maps that I find interesting. have fun...
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Tue Jul 17, 2007 10:40 pm    Post subject: Reply with quote

Do you ever sleep? Smile
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scar3crow
Inside3D Staff


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

PostPosted: Wed Jul 18, 2007 1:34 am    Post subject: Reply with quote

He does actually, watch him on irc, he leaves around the same time within a few minutes every night.
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Wed Jul 18, 2007 10:26 pm    Post subject: Reply with quote

Once you get used to the editor and know what each AI flag does exactly, its a breeze. It's the testing that takes up the most time (sometimes the bots will do some odd things).

I made another waypoint for manson2, scar3crow's personal favorite, by Brandon "KillMe" James. This one comes with a .ent file since there is a bad spawn (get stuck in the wall). I don't know how to load the .ent files in any engine other than DP though (DP does it automatically). Can someone help me there?

This one is great fun... The bots work fairly well on it, sometimes they'll miss the jump to the RL and get spiked, and sometimes they'll fall through the crusher below the quad. It is fun to see them get mercilessly crushed with lots of gibbage though Very Happy

manson2.way & wa1:
http://files.filefront.com//;8089186;;/
http://files.filefront.com//;8089187;;/
manson2.ent:
http://files.filefront.com//;8089188;;/

manson2.bsp:
http://www.gamers.org/pub/idgames2/levels/deathmatch/m-o/manson2.zip
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CocoT



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

PostPosted: Thu Jul 19, 2007 10:52 am    Post subject: Reply with quote

Good job, Monster! I'm glad you could put those UQC waypoints to good use Wink
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Fri Jul 20, 2007 8:49 pm    Post subject: Reply with quote

Thanks CocoT! I should try out UQC when I get the chance. Very Happy

I've made a bunch of waypoints for more interesting maps I've seen. These are: 3towers, b2s, castle01, castles, haunt, manson1, mchurch, mexxdm2, misdm6, pcastle, pope1, and reneq1_3.

ThreeTowers.way:
http://files.filefront.com//;8101969;;/
3towers.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/0-9/3towers.zip

Back2School.way:
http://files.filefront.com//;8101970;;/
b2s.bsp:
http://www.gamers.org/pub/idgames2/planetquake/pingu/b2s.zip

castle01.way:
http://files.filefront.com//;8101977;;/
castle01.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/a-c/castle01.zip

Castle Invasion.way&wa1:
http://files.filefront.com//;8101975;;/
http://files.filefront.com//;8101976;;/
castles.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/a-c/castles.zip

The Haunted.way:
http://files.filefront.com//;8102136;;/
haunt.bsp:
http://quake.phoenixlabs.org/maps/id1/maps/haunt.bsp

manson1.way:
http://files.filefront.com//;8102138;;/
manson1.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/m-o/manson1.zip

Metal Church.way:
http://files.filefront.com//;8102139;;/
mchurch.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/m-o/mchurch.zip

HatRed 666.way&wa1:
http://files.filefront.com//;8101978;;/
http://files.filefront.com//;8102137;;/
mexxdm2.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/m-o/mexxdm2.zip

Pandemonium.way:
http://files.filefront.com//;8101973;;/
misdm6.bsp:
http://mpqarchive.pauked.com/index.php?view=download&file=misdm6.zip&review_link=16982

Pingu's Castle.way:
http://files.filefront.com//;8101972;;/
pcastle.bsp:
http://gamers.org/pub/idgames2/levels/deathmatch/p-r/pcastle.zip

BlackPope's Mountain Getaway.way:
http://files.filefront.com//;8101974;;/
pope1.bsp:
http://www.gamers.org/pub/idgames2/levels/deathmatch/a-c/bp1stmap.zip

The Keep.way:
http://files.filefront.com//;8101971;;/
reneq1_3.bsp:
http://mpqarchive.pauked.com/index.php?view=download&file=reneq1_3.zip

now go kill some frikbots! Twisted Evil
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leileilol



Joined: 15 Oct 2004
Posts: 1322

PostPosted: Sat Jul 21, 2007 4:21 am    Post subject: Reply with quote

painkeep's maps are great. would love waypoints for those
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Sat Jul 21, 2007 4:23 am    Post subject: Reply with quote

ah, forgot all about those... i'll get to waypointing them Very Happy
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illithid



Joined: 21 Jul 2007
Posts: 14

PostPosted: Sun Jul 22, 2007 2:04 am    Post subject: Reply with quote

Keep up the good work Monster. I really appreciated the Manson waypoints, I love those maps. Here's my little contribution.

"Butt" by ParboiL:
http://www.mediafire.com/?5vbhamdzw5m

"The Consternation" by ParboiL and DangeR:
http://www.mediafire.com/?8vd33l92bb3

"Dm1a" by Anonymous:
http://www.mediafire.com/?6valbwggbv2

"Dm1ex" by Anonymous:
http://www.mediafire.com/?d1bxzmgavvv

"Dm4plus" by LedMan:
http://www.mediafire.com/?3bwvdj3a5h9

"Dm5a" by Anynymous:
http://www.mediafire.com/?ahbd4zi2lzz

"Halls of the White Wizard" by Tronyn:
http://www.mediafire.com/?5gcz3ntmtyi
http://www.mediafire.com/?3wlzzghyjmg

"KandyBase" by Kandyman:
http://www.mediafire.com/?5gydqg3hiwm
http://www.mediafire.com/?amf0e21tw2t

"Muny17" by Eric "Munyul" Sambach:
http://www.mediafire.com/?6yu1bcyyrz3

"Skyhigh" by Richard Kalling:
http://www.mediafire.com/?bahwkjyl31j

I also included some small waypoints improvement for DM1, DM2, DM4, DM5 and DM6 into a Frikbot modification that had deathmatch 3 support, random respawning and a somewhat improved item pickup AI.

"Fbxplus" by myself
http://www.mediafire.com/?1mqtvuhifhz

It would be really nice to see all the Frikbot stuff collected into one place.
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Monster



Joined: 07 Jan 2006
Posts: 94
Location: North Carolina

PostPosted: Sun Jul 22, 2007 2:28 am    Post subject: Reply with quote

nice! I'll try out that Fbxplus Surprised Is there a way to turn off the random respawning though ? IMO, it somewhat takes away from the classic quake feel. Good work, and thanks!
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illithid



Joined: 21 Jul 2007
Posts: 14

PostPosted: Sun Jul 22, 2007 2:45 am    Post subject: Reply with quote

Sorry, the only way to do that is to edit the SelectSpawnPoint function in client.qc to restore the original commented out code and recompile. It not that hard to do though. The random respawn code starts at line 434 and ends at 553. Just delete all that and uncomment the original code below that and recompile.
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illithid



Joined: 21 Jul 2007
Posts: 14

PostPosted: Sun Jul 22, 2007 3:43 am    Post subject: Reply with quote

Monster wrote:

I made another waypoint for manson2, scar3crow's personal favorite, by Brandon "KillMe" James. This one comes with a .ent file since there is a bad spawn (get stuck in the wall). I don't know how to load the .ent files in any engine other than DP though (DP does it automatically). Can someone help me there?


You'll need to use a qbsp program e.g. http://user.tninet.se/~xir870k/txqbspbjp.zip to replace the bsp MAP entities. Run it with "-onlyents [.ent file name]" and make sure the .bsp and .ent files are in the same folder.
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