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InsideQC Forums • View topic - Updating a mod?

Updating a mod?

Discuss programming in the QuakeC language.

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Updating a mod?

Postby jastolze » Tue Dec 03, 2013 1:09 am

Hey I have a question: I play a mod called Black Ops for Quake 1, and love the game all around. The problem I'm having is with the Frikbots - They don't shoot at me, they shoot at each other though? So, basically what I want to know is, can I update the old frikbot (0.9 version) to the new one without losing any of the features? (i.e: ability to understand each weapon)

I have a video of the mod in action, and it shows the bots just following me facing the wrong way: http://www.youtube.com/watch?v=OP4PJZGhF1c

P.S: Something I probably should have mentioned to begin with is that the Black-Ops mod came with an application to run the mod, so could it be because the engine itself holds the guts of the mod? Just curious.

If you want the mod or qc files it's here: http://www.gamefront.com/files/2959671
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Re: Updating a mod?

Postby r00k » Tue Dec 03, 2013 12:26 pm

try setting deathmatch 1 or teamplay 0??

cant download the mod, just feels weird to fill out a survey.
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Re: Updating a mod?

Postby ScatterBox » Tue Dec 03, 2013 1:52 pm

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Re: Updating a mod?

Postby jastolze » Tue Dec 03, 2013 2:06 pm

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Re: Updating a mod?

Postby Spirit » Tue Dec 03, 2013 4:53 pm

https://www.quaddicted.com/files/mods/b ... 11full.zip

You guys should install adblockers ;) Adblock Edge for Firefox is nice.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Updating a mod?

Postby jastolze » Tue Dec 03, 2013 4:56 pm

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Re: Updating a mod?

Postby jastolze » Fri Jan 03, 2014 6:47 pm

Hey I'm gonna give this another shot. However, I have no documentation on how to update from the 0.09 Version of Frikbot to the new 0.10 (X). I know it exists out there, but all I can find is how to install the WHOLE frikbot as opposed to just updating it. I don't want to accidentally remove any features that's been made to the older one, which is why I don't want to remove it then do a fresh install. Any help would be nice. :)
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Re: Updating a mod?

Postby qbism » Sat Jan 04, 2014 2:21 am

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Re: Updating a mod?

Postby jastolze » Sat Jan 04, 2014 2:39 pm

Thanks for that, Qbism. Yeah, I don't have that file either. I even tried going to frika's homepage and couldn't find that.
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Re: Updating a mod?

Postby Cobalt » Sat Jan 04, 2014 4:05 pm

If they are facing the wrong direction you may wanna study CL_KeyMove () , in bot_phys .... it seems that function is where the bots angles are computed and also the bots movement.

Its possible something in your download got corrupted in that file and it might look like the right values.

After looking at it some more, I would also check this line:

self.v_angle_y = frik_anglemod(self.v_angle_y);

...as its computing the bots _y angle which is the facing angle you mention it wrong. Also check the frik_anglemod () to see if its computing correctly.
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Re: Updating a mod?

Postby jastolze » Sat Jan 04, 2014 4:49 pm

Will do, thanks Cobalt.
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Re: Updating a mod?

Postby qbism » Sat Jan 04, 2014 9:27 pm


Latest frikbot AFAIK. Also the awesome 'definitive frikbot waypoint' project files on quaketastic tweaked the bots a bit.
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Re: Updating a mod?

Postby Cobalt » Tue Jan 07, 2014 6:08 pm

While on the Subject of Frikbots, anyone explain the phys_obj entities or have an understanding of what they are doing?

server EDICT 17:
classname phys_obj
owner entity 1
_next entity 18


At first glance there are at least one spawned for every player slot, and they seem to control the physics "thud" sound that so many engines make when bots jump around and do stuff. Is that all they do or is there more?
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