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  • Quake one Mod issue

    Hi. I was having trouble spawning a bot in a mod that uses the Wraith AI. I don't rember what mod it was called (possibly Death of the MotherFuckers). The error command it gives me is: "Dynamic wraith spawning is disabled by server command" I looked in the autoexec.cfg and the config.cfg but didn't mention anything about spawning the bot itself. I've also checked on google, but nothing related came up...
    Please, do help me!!!

    Thanks,
    Jastolze
    Last edited by jastolze; 02-07-2012, 08:41 AM. Reason: fixed something

  • #2
    Originally posted by jastolze View Post
    having trouble spawning a bot in a mod
    Originally posted by jastolze
    I don't rember what mod it was called
    I would humbly suggest that this is not enough information for anyone to be able to help you.

    You basically said this:

    "I am having a problem with a mod, I don't know the name of the mod and I also haven't said what engine I am using."
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #3
      Oh, whoops. I was in a hurry. I am using Zquake for pandora. And the mod I believe is DMF or death of the mother fuckers. It's a great mod and all, but it won't even let me spawn a bot. Thanks

      Comment


      • #4
        Originally posted by jastolze View Post
        And the mod I believe is DMF or death of the mother fuckers.
        Download link to mod?

        [Google search of either search shows millions of pages that do not seem to be this mod.]
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          Originally posted by Baker View Post
          Download link to mod?

          [Google search of either search shows millions of pages that do not seem to be this mod.]
          Index of /pub/idgames2/quakec/compilations
          It's as big of a mod as KQP, but it has bots coded in, too. Also, the file is called dmf112.zip.
          EDIT: Sorry, the mod is really Darkmajik. You can find the mod on the same link above as well, only it's called Dkmj20.zip
          Last edited by jastolze; 02-07-2012, 04:31 PM.

          Comment


          • #6
            According the source code in the zip in ImpulseCommands in weapons.qc ...

            Find the value of the console variable temp1. Do this by typing in the console:

            temp1

            It will say something like:

            "temp1 is <somenumber>"

            Subtract 4 from that number so like 32646 - 4 = 32642

            Type in console:

            temp1 32642 (substituting 32642 with your number)

            Code:
            void() ImpulseCommands =
            {
            	if (self.impulse >= 1 && self.impulse <= 8)
            		W_ChangeWeapon ();
            
            ...
            
                   // wrAIths:
                    if(cvar("temp1") & 4) <------------ BAKER: This means that if the temp1 cvar has a 4-bit in it
                    //if(1 == 1)
                    {
            ...
                    }
                    else if((self.impulse >= 100) && (self.impulse <=104))
                            sprint(self, "Dynamic wrAIth spawning is disabled by server command!\n");
            
                    if (self.impulse == 253)
                            ServerStatus();
            	if (self.impulse == 255)
            		QuadCheat ();
            		
            	self.impulse = 0;
            };
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #7
              Originally posted by Baker View Post
              According the source code in the zip in ImpulseCommands in weapons.qc ...

              Find the value of the console variable temp1. Do this by typing in the console:

              temp1

              It will say something like:

              "temp1 is <somenumber>"

              Subtract 4 from that number so like 32646 - 4 = 32642

              Type in console:

              temp1 32642 (substituting 32642 with your number)

              Code:
              void() ImpulseCommands =
              {
              	if (self.impulse >= 1 && self.impulse <= 8)
              		W_ChangeWeapon ();
              
              ...
              
                     // wrAIths:
                      if(cvar("temp1") & 4) <------------ BAKER: This means that if the temp1 cvar has a 4-bit in it
                      //if(1 == 1)
                      {
              ...
                      }
                      else if((self.impulse >= 100) && (self.impulse <=104))
                              sprint(self, "Dynamic wrAIth spawning is disabled by server command!\n");
              
                      if (self.impulse == 253)
                              ServerStatus();
              	if (self.impulse == 255)
              		QuadCheat ();
              		
              	self.impulse = 0;
              };
              Thanks Baker for your help. I tried the temp1 command, but it said unknown command. Maybe a netquake only command?

              Comment


              • #8
                Good point, I don't think QW has a temp1 cvar.

                Options:

                1) Ask the Pandora ZQuake guy if he would be interested into adding that into his ZQuake. Tonik added NQ progs compatibility to ZQuake back in 2007 or 2008, but that cvar is somewhat commonly used in NQ mods. Really, Tonik should have added in temp1 and maybe even scratch1 cvars for NQ completeness (which is the main reason ZQuake is awesome).

                2) Or recompile the mod. Editing the weapons.qc file. If you choose this option, I would recommend Inside3D for any questions about compiling QuakeC (because learning how to mod is what that site is for and has the user base to assist with that kind of thing; I personally don't get into that stuff).
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  if you're targetting quakeworld then you should probably be using the localinfo instead, then you don't have to get the user to mess around with adding bits together:
                  if (stof(infokey(world, "whatevernameyouwant")) == 1) {foo();}
                  then set it with:
                  localinfo whatevernameyouwant 1
                  on the server.
                  you might have issues when porting over to NQ, but _all_ QW servers have fully functioning localinfo/serverinfo commands.
                  Some Game Thing

                  Comment


                  • #10
                    @Spike

                    He's using ZQuake's nqprogs capability so this progs.dat is a NetQuake progs.

                    As far as I can tell, the Pandora ZQuake guys are using ZQuake basically as NetQuake with all benefits of Quakeworld.

                    And the mod in question is a NetQuake mod.

                    (Pandora = that open source portable gaming device)

                    http://en.wikipedia.org/wiki/Pandora_(console)
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #11
                      if its always zquake then I don't see why the infokey builtin won't work, at least when used on world.
                      also, it probably also supports the 'set' command, so just 'set temp1 4' and it'll *probably* work. Do that in a config and you'll not need the set elsewhere.
                      Some Game Thing

                      Comment


                      • #12
                        Originally posted by Spike View Post
                        if its always zquake then I don't see why the infokey builtin won't work, at least when used on world.
                        also, it probably also supports the 'set' command, so just 'set temp1 4' and it'll *probably* work. Do that in a config and you'll not need the set elsewhere.
                        You write qcc compilers so I defer to your judgement.

                        But here is the thing ... if the Pandora guys are using ZQuake as their total NetQuake + Quakeworld ...

                        What are they going to do if they hit a closed source NQ mod that uses temp1 or scratch1? They won't have the source.
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                        Comment

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