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InsideQC Forums • View topic - Frikbot X .way file Releases thread

Frikbot X .way file Releases thread

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Postby redrum » Sat Jul 14, 2007 12:44 am

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. :(
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Postby redrum » Sat Jul 14, 2007 1:24 am

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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Postby Monster » Sat Jul 14, 2007 2:18 am

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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Postby redrum » Sat Jul 14, 2007 2:43 am

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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Postby Monster » Sat Jul 14, 2007 2:59 am

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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Postby redrum » Sat Jul 14, 2007 3:18 am

yeah, thats what I mean. It doesn't say it in the server window.
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Postby Monster » Sat Jul 14, 2007 3:47 am

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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Postby redrum » Sat Jul 14, 2007 4:55 am

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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Postby Monster » Sat Jul 14, 2007 4:57 am

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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Postby redrum » Sat Jul 14, 2007 5:08 am

I think I forgot to mention it is a QW server.
Are you testing with a QW server?
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Postby redrum » Sat Jul 14, 2007 5:14 am

Also, if I could convert to .qc, it would make life much easier :D
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Postby Monster » Sat Jul 14, 2007 2:14 pm

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Postby redrum » Mon Jul 16, 2007 2:59 am

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Postby CocoT » Mon Jul 16, 2007 8:01 am

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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Postby Dr. Shadowborg » Mon Jul 16, 2007 1:47 pm

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