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InsideQC Forums • View topic - Getting Frikbots to work in Quakeworld.

Getting Frikbots to work in Quakeworld.

Discuss Artificial Intelligence and Bot programming.

Moderator: InsideQC Admins

Postby redrum » Fri Mar 30, 2007 9:40 pm

Somehow got the compiler to work :D with 94 warnings :cry:

Started the server, loaded the mod, re-started map.

Now when I call for the bot, nothing happens. Impulse 100 has stopped working! Somebody shoot me!

Any more info on that localinfo b_options 1 thing?
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Postby redrum » Sat Mar 31, 2007 12:02 am

New development:

I tried using the saved1 cvar in regular Quake. It worked!
The Frikbots would transfer from map to map!
Then I noticed that the weapons looked somewhat different than the weapons I normally see in Quakeworld. Hmmmmm.

I'm guessing this means I am not getting the full mod working in QW. Which is weird b/c I can spawn bots in QW. I am still playing with the localinfo b_options with no luck.

I guess the qwprogs.dat that came with FrikbotX is not correct. Thats why there are those instructions to make a new one. I think that the instructions are missing something or I did something wrong.

It would be real nice if that localinfo b_options worked.

What should the line look like:

localinfo b_options 1?
localinfo b_options saved1?

In regular Quake it was: saved1 1
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Postby Lardarse » Sat Mar 31, 2007 1:29 am

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Postby Spike » Sat Mar 31, 2007 1:48 am

.
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Postby Sajt » Sat Mar 31, 2007 2:14 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby FrikaC » Sat Mar 31, 2007 3:39 am

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Postby redrum » Sat Mar 31, 2007 4:14 am

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Postby Urre » Sat Mar 31, 2007 12:28 pm

I was once a Quake modder
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Postby redrum » Sat Mar 31, 2007 3:41 pm

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Postby Dr. Shadowborg » Sat Mar 31, 2007 7:17 pm

God, this reminds me of how much I loathe QuakeWorld. :/

You're probably better off overall following Urre's suggestion of FTE / Darkplaces.
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Postby Orion » Sun Apr 01, 2007 12:05 am

Hey, I've a QW version of OrionBots... but I should make a total rewrite 'cuz it is out of date..
But they're not bad, if you want my bots, post here and I'll upload to shub-hub.

I can make'em change level using a cvar.
When I connect a bot have a global float called "botcount" that will be increasing while connecting bots... And this float is stored at any unused cvar (e.g. temp1)..

Improvements for NQ OrionBots version 2.1 (third release) are underway, but I dunno if QW supports temp1. If supports, then great! :)
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Postby redrum » Sun Apr 01, 2007 1:58 am

Sure man, I'll check em out!
Was nice battling with ya. Server crashed though :cry:
I'll let all know when it is stabilized!
Do you want to just e-mail me the file?
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Postby redrum » Sun Apr 01, 2007 12:13 pm

Update:

Server is stabilized! :o

Join at 24.184.130.106:27500, most active in the PM, New York time.

Download maps/skins from ftp.nikon.net, not www.ftp.nikon.net, not http//ftp.nikon.net. (Don't use this hyper-link, it won't work)

Username: quake
Password: demotest

You should find: skins.zip, maps.zip, newmaps.zip, newmaps1.zip, newmaps2.zip

Thank you for all your help! :) See ya on the battlefield!
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Postby scar3crow » Sun Apr 01, 2007 4:15 pm

If Ive got time tonight I'll drop on by, depends on homework and girlfriend. =)
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Postby redrum » Sun Apr 01, 2007 6:05 pm

I hear that!

BTW, I was wondering is there a way to have your autoexec.cfg load at the beginning of each new map?
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