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redrum



Joined: 28 Mar 2007
Posts: 367
Location: Long Island, New York

PostPosted: Sat Jul 14, 2007 12:44 am    Post subject: Reply with quote

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. Sad
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redrum



Joined: 28 Mar 2007
Posts: 367
Location: Long Island, New York

PostPosted: Sat Jul 14, 2007 1:24 am    Post subject: Reply with quote

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.
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Monster



Joined: 07 Jan 2006
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Location: North Carolina

PostPosted: Sat Jul 14, 2007 2:18 am    Post subject: Reply with quote

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
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Location: Long Island, New York

PostPosted: Sat Jul 14, 2007 2:43 am    Post subject: Reply with quote

When I change the map on the server it doesn't say "QuakeC waypoints detected" like it does for dm1, dm2, etc...
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Monster



Joined: 07 Jan 2006
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PostPosted: Sat Jul 14, 2007 2:59 am    Post subject: Reply with quote

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
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Location: Long Island, New York

PostPosted: Sat Jul 14, 2007 3:18 am    Post subject: Reply with quote

yeah, thats what I mean. It doesn't say it in the server window.
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Monster



Joined: 07 Jan 2006
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PostPosted: Sat Jul 14, 2007 3:47 am    Post subject: Reply with quote

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
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Location: Long Island, New York

PostPosted: Sat Jul 14, 2007 4:55 am    Post subject: Reply with quote

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.
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Monster



Joined: 07 Jan 2006
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PostPosted: Sat Jul 14, 2007 4:57 am    Post subject: Reply with quote

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
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Location: Long Island, New York

PostPosted: Sat Jul 14, 2007 5:08 am    Post subject: Reply with quote

I think I forgot to mention it is a QW server.
Are you testing with a QW server?
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redrum



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PostPosted: Sat Jul 14, 2007 5:14 am    Post subject: Reply with quote

Also, if I could convert to .qc, it would make life much easier Very Happy
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Monster



Joined: 07 Jan 2006
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PostPosted: Sat Jul 14, 2007 2:14 pm    Post subject: Reply with quote

Oh... I don't use QW or play frikbots with QW. Sad 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
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PostPosted: Mon Jul 16, 2007 2:59 am    Post subject: Reply with quote

Can anyone help with the conversion?
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CocoT



Joined: 14 Dec 2004
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PostPosted: Mon Jul 16, 2007 8:01 am    Post subject: Reply with quote

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.
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Mon Jul 16, 2007 1:47 pm    Post subject: Reply with quote

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
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