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InsideQC Forums • View topic - My Squad AI Thing

My Squad AI Thing

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Postby Wazat » Mon Aug 03, 2009 2:23 am

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby MauveBib » Mon Aug 03, 2009 1:36 pm

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Postby Team Xlink » Wed Aug 12, 2009 9:43 pm

This seems really really nice!


It makes going trough quake less of a kill room!


I am in the process of changing this to not required Dark Places.

Dark Places doesn't run on my PC, so it saddens me that I can't use any of the mods that require dark places, which is well, a lot.

I do think this is a really good idea!
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Postby JasonX » Fri Apr 09, 2010 6:51 pm

MauveBib, do you have plans of updating this? Also, can you make a list of the required DP extensions and such? I'm planning to port it to a Vanilla Quake engine. Or the extensions.
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Postby MauveBib » Fri Apr 09, 2010 7:01 pm

I posted a partial list of used extensions earlier in the thead:


Q3BSP (variable hull sizes for crouching, HLBSP could work too I guess).
Frik_file (for the waypoint file loading)
External model/map textures including _luma
EF_ADDITIVE (barrel fire)
EF_NOSHADOW (barrel fire)
.ent files
md3 models
a couple of shaders
findchainfloat
cl_prydoncursor (not directly used by the player, but there is a half working prydon cursor based waypoint editor in the code that could probably be stripped out no problem).
.scale (used by the waypoint editor again).
te_lightning1 (used by the waypoint editor).
.alpha (not in relased version, but in the new version i'm working on)
.glow_size
.glow_color
EF_LOWPRECISION (not in relased version, but in the new version i'm working on)
EF_NOMODELFLAGS (to get rid of grenade smoke)
effectinfo.txt (not in relased version, but in the new version i'm working on)
SOLID_BSP on models (crates, lamp posts, barrels)
tracebox (for waypoint autolinking)

There are definitely others too, but I've not looked at the source for a while.


As to updating it, I actually have an updated version ready to release that I really should get around to letting out there.

I'd like to find a few more suitable maps too, any suggestions?
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Postby JasonX » Fri Apr 09, 2010 7:47 pm

Apart from the bells and whistles (effects and graphics), it shouldn't be very hard to create a Vanilla-compatible version of it.

I'll be waiting for your new version so i can start messing around with the "downgrade". :lol:
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Postby MauveBib » Fri Apr 09, 2010 7:55 pm

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Postby JasonX » Fri Apr 09, 2010 9:41 pm

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Postby Urre » Sat Apr 10, 2010 12:01 pm

I was once a Quake modder
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Postby MauveBib » Fri Feb 11, 2011 7:46 pm

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Postby xaGe » Sat Feb 12, 2011 3:20 am

:D ..That would be good.
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Postby leileilol » Sat Feb 12, 2011 3:55 am

Funny bug if you play it in Engoo - the soldiers halt when they fire. then unfreeze when you distance from them. it's like playing statue sort of, at least in 1.1. It should support the sufficient extensions necessary for Squad AI including Tracebox so...

haven't tried (and should) 1.3 yet, can't play q3bsp on it anyway...
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Postby qbism » Sat Feb 12, 2011 5:06 am

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Postby MauveBib » Sat Feb 12, 2011 3:10 pm

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Postby MauveBib » Sun Feb 13, 2011 1:54 am

New Version!

New second enemy, armed with a pistol
New sound and graphical effects
lots of AI tweaks.
Fixed ammo bug
model-based hit detection for guns.


It's split into two files thanks to quaketastic's 50mb limit:


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