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  • Originally posted by bta.monster View Post
    @Lightning_Hunter: Those are the same things I've been noticing... I'll forward these over to Supa, as I know she is interested in improving the Frikbots as well. I'll look around and see if I can't fix a few of these myself (the simple ones). Good list though... I think FrikaC's main objective with the Frikbot was to make a simple, easy to plug-in bot for mods. I guess he left the optimization and other things up to the modders. I'll see what I can do and let you know if anything happens
    I would be extremely happy if any of these bugs were fixed. They annoy the crap out of me!

    I've been slowly creating waypoints for more maps over the past 6 months, by the way. I've added suupport for maybe 50-60 more maps since the last pack I released. When I feel I've added enough maps (or get tired of adding them), I'll get a new version of the definitive frikbot pack out.

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    • Sorry for the late response, been pretty busy . I'll get to looking at the frikbot code and seeing what I can do sometime soon. More waypoints... nice! . There's still a few maps in NewDM that could use some waypoints, would be a nice surprise if your updated waypack happened to include them.

      In other news, tweaked the server a bit more, going to upload a new version within the hour. The axe now does 80 damage normally and a slightly increased range. With ring it does 120 damage and greatly increased range.

      Thanks to LordHavoc, distance spawning is now implemented in NewDM! Spawn kills should now be a thing of the past (for the most part, unless its a tiny map). Also thanks to a few others in #qc who have helped me out.
      Clan Brotherhood of the Axe

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      • Originally posted by bta.monster View Post
        here's still a few maps in NewDM that could use some waypoints, would be a nice surprise if your updated waypack happened to include them.
        Might I ask what they are? I can't guarantee I'll do waypoints for them, but maybe I can take a look.

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        • Hehe, of course... I suppose I'll just list them for you:
          • All of the Beyond Belief maps
          • camber
          • citdoom
          • darkfst
          • kasteel
          • lostwrld
          • mexx7
          • mexx8
          • mexx8b
          • mexx9a-9d
          • shadow
          • soedm1
          • soedm4
          • soedm5
          • soe1m2
          • soe1m3
          • soe1m6
          • soe2m2
          • soe2m5
          • soe2m6
          • well


          Some of those are the Soul of Evil/Beyond Belief maps which are in .pak files... You could just download the NewDM map package which contains the seperate .bsps to make it easier. It would also have all the others I listed . Many of those maps are absolutely huge by the way... If you decide to waypoint them, I wish you the best of luck
          Last edited by bta.monster; 01-17-2011, 10:20 PM.
          Clan Brotherhood of the Axe

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          • As a general rule, I'm not too keen on doing waypoints for singleplayer maps (even though they might also have DM support). However, I will check out the ones that were designed for DM only. Do the soedm maps run in regular Quake? If they were designed to work specifically in DM only and run in regular Quake, then I'll most certainly check them out.
            Last edited by Lightning_Hunter; 01-17-2011, 11:58 PM.

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            • Whenever I try to get into this server it crashes and I don't get past the console screen. Any solution for this? ..I just wanted to play the bots when there's no one around. (I'm using Quake Engine X.)

              -Thanks.

              Comment


              • Originally posted by Lightning_Hunter View Post
                As a general rule, I'm not too keen on doing waypoints for singleplayer maps (even though they might also have DM support). However, I will check out the ones that were designed for DM only. Do the soedm maps run in regular Quake? If they were designed to work specifically in DM only and run in regular Quake, then I'll most certainly check them out.
                I added a bunch of singleplayer maps (with deathmatch support) in because most of the ones meant for pure DM were rather boring to me. Alot of the ones for DM are QW maps and have similar layout/designs that give this feeling of "blah, same as the others".

                Yes, the soedm maps work fine in regular. There are a few entities present in Soul of Evil that are missing in the pack, but not enough to really impact the deathmatch experience in my opinion. For some of the mexx/soe maps I've had to create .ent files to remove some doors that closed permanently and other such things occuring, probably because the mod had special code which doesn't work in NewDM. I haven't had to do any .ent files for the soedm series though.

                Originally posted by freQncy View Post
                Whenever I try to get into this server it crashes and I don't get past the console screen. Any solution for this? ..I just wanted to play the bots when there's no one around. (I'm using Quake Engine X.)

                -Thanks.
                Hmm... Only thing I can suggest is trying another engine. Or maybe try -zone 1024/-heapsize 64000 in the console? Not too sure on how EngineX handles that kind of stuff.

                Other engines should work fine as far as I know. Polarite said he couldn't connect with Qrack, but r00k tried yesterday and said he connected fine. So I'm guessing Polarite must have been using an older version.

                EDIT: Just did a little bit of testing, seems that EngineX can't connect to any DP servers even when the server is using sv_protocolname QUAKE. In the server console heres what prints:

                SV_ReadClientMessage: unknown command char 0 <at offset 0x11>

                That is testing with NewDM and with just default Quake running with sv_protocolname QUAKE. Though in NewDM, an extra bit prints in the clients console, "size of string is 308".
                Last edited by bta.monster; 01-18-2011, 11:07 AM.
                Clan Brotherhood of the Axe

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                • Just updated the server again 01/28/2011:

                  Added an observer mode shmack style. I took some hints from Runequake's code of course, but alot of it was my own code. The camera is now much smoother as well (still not very smooth from the bots point of view - but the bot's move rather jerky).

                  -Practice mode has been added as well. Spawn with all weapons, limited rocket and LG ammo so as to encourage the use of the other weapons.

                  -Other minor tweaks and small things added.

                  As far as the connection problems go... I don't think there is much I can do mod-wise to fix any of these. These clients still connect straight through in my testing. I suppose I'll have to bug LordHavoc some more to formulate an engine build that may fix these issues.

                  So check it out, leave me some comments, notify me of any bugs that may occur, or more feature requests...

                  I plan on adding a bunch of game modes sometime in the future, CTF (modified to be a bit different), Axe-only mode (picking up weapons grant you and your axe certain powers), vote-runes maybe, and a few others I can't think of at the moment.
                  Clan Brotherhood of the Axe

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                  • Good job monster !

                    For the euro's, flanders.servequake.com:26003 fully updated now with your mod.
                    My servers for the gamers:
                    bigfoot.servequake.com / damage.servequake.com

                    port 26000 EuroQuake
                    port 26001 EuroQuake Coop


                    newyork.quakeone.com
                    Offline ATM
                    fvf.servequake.com
                    flanders.servegame.org / flanders.servequake.com
                    Offline ATM
                    newdm.servequake.com
                    port 26010

                    http://bigfoot.servequake.com (EuroQuake)
                    sigpic

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                    • Added an observer mode shmack style. I took some hints from Runequake's code of course, but alot of it was my own code. The camera is now much smoother as well (still not very smooth from the bots point of view - but the bot's move rather jerky).
                      Hey Monster, I meant to ask you something a while back. Is this observer mode a free spectator mode in which you can travel about wherever you want, without distracting bots? If so, then this mode would be absolutely invaluable for waypointing! In fact, I always wish the Frikbots had a built in mode such as this. Sometimes whem I'm doing waypoints and come across a "trouble" spot, I always wish I could add a bunch of bots, and keep my camera on just that one spot. This would save me from having to move from botcam to botcam, attempting to see a bot reach the trouble spot by chance.

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                      • Yep it is a free spectator mode, however the bots still "see" you in obs mode for some weird reason. they don't constantly fixate on you though and move along after a few seconds of staring at you like, "WTF?" hehe. I suppose if you hovered high enough up in the air they wouldn't "see" you. Been meaning to fix that for awhile but its not a major priority. I suppose it would be simple to just make bots ignore .classname "observer" entities.

                        I also implemented the botcam with the observer mode, you can quickly switch between bots/players and then press 4 to go observer once again, you'll "leave the body" of whoever you were riding. Kinda like runequake. =p It is also a bit smoother than the original botcam, i stole the smoothing code from Runequake.

                        There has been some new updates to the mod but I've been too lazy to update the thread. Nothing too significant though. Been really busy with school otherwise I'd try to get teamplay working nicely. Then that would be worthy of an update in this thread.
                        Clan Brotherhood of the Axe

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                        • You better not be sleeping when you ought to be coding


                          Originally posted by bta.monster View Post
                          Been really busy with school otherwise......

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                          • =P I'll be honest, there are a lot of other things I've been doing when I ought to have been coding... hehe.

                            By the way, Lightning_Hunter, I dug up a decent amount of deathmatch maps that could definitely use waypoints Let me know if you want me to post em here...
                            Clan Brotherhood of the Axe

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                            • Originally posted by bta.monster View Post
                              =P I'll be honest, there are a lot of other things I've been doing when I ought to have been coding... hehe.
                              We all have our moments.

                              By the way, Lightning_Hunter, I dug up a decent amount of deathmatch maps that could definitely use waypoints Let me know if you want me to post em here...

                              Sure! I haven't done a whole lot of waypointing latley, but I always do them in bursts. I'm sure I'll just wake up one morning and add waypoints for a handful of maps.

                              Comment


                              • Ok, here goes:


                                ab2
                                any32
                                apdm1
                                argument
                                bmango
                                cctdm1
                                cdm2
                                dedcent
                                dranzdm7
                                forge
                                fort01
                                go2hell
                                hell
                                hipdm1
                                kdmb
                                kdme
                                kdmv
                                nightmre
                                paddydm1
                                ramses2
                                rcdm10
                                rcdm6
                                rcdm9
                                soahc4
                                soedm1
                                soedm2
                                soedm4
                                soedm5
                                soedm6
                                uzul
                                w3

                                Some of those might be kinda hard to find, but just typing the file name in google should work. Let me know if there are some you cant find. The soedm* ones are the deathmatch maps from the Soul of Evil mod.
                                Clan Brotherhood of the Axe

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