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  • Tekbot_CTF+ >> new server <<

    Always a work in progress !

    Full instructions: www.tekbotctf.com/instructions.txt

    Just started getting back into this mod after lots of years away from quake coding. I thought Geocities dumped my old site, but someone picked up all the geocities sites and I was able to recover my old one and start updating :

    Old Site url -
    **[ C T F - b o t + ]*****"you be dead."*****


    New Site URL
    **[ TEKBOT_CTF + ]*****"you be dead."*****

    UPDATE NOV 2014 -

    Since this original post in 2011, I have made alot of changes. DP is the only client that will work, and instructions are posted at www.tekbotctf.com/instructions.txt
    Last edited by Cobalt; 05-01-2015, 03:16 PM.

  • #2
    I don't get is my quake has a Pak0.pak in it and I downloaded yours and renamed it to Pak2.pak and it crashed quake. Whats the deal here?

    Comment


    • #3
      The file on the site is zipped up, so hopefully you didnt just rename it as is, otherwise it will not work. Safest bet is to make another game folder ie: /quake/ctfbot and use -game command with that pak in there....unzipped of course.

      Originally posted by AAA View Post
      I don't get is my quake has a Pak0.pak in it and I downloaded yours and renamed it to Pak2.pak and it crashed quake. Whats the deal here?

      Comment


      • #4
        No I unzipped it I will try it the game way.

        Comment


        • #5
          ..I have always been into the ctf bot mods. What else do I need to play this so I can see the maps I obviously don't have? I'm guessing the 3wave client files?

          Comment


          • #6
            Server added to the list.
            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

            Comment


            • #7
              I played this a ton back in the day when it was just CTFBOT... Loved the CTFBOT coordinator, so many different play possibilities.

              Really cool all this old school stuff is coming back ;D.

              Installing it is pretty easy, just put that pak file in a ctfbot folder inside your quake folder, then either do -game ctfbot, or if you're using Darkplaces or another engine that supports gamedir, just gamedir ctfbot and connect . Gonna play this more often !
              Clan Brotherhood of the Axe

              Comment


              • #8
                The pak0 file ought to be ok to let you see the custom player and female models, and hear the custom sounds:

                http://www.geocities.ws/ctfbotplus/pak0.zip

                There are other maps you can dl from that site on the links page that are bsp files for the public maps, if the server happens to be running them. I was testing some of them today...but they are not ctf levels, and are just team deathmatch.

                This mod does not run any of the 3wave stuff, except I think the player models use some of their same kind of skins. Cant remember how exactly that works. But pretty much I have always tried to keep everything just plain ID pak models only. I am experimenting with the pak0 file, and tried putting in a /maps folder inside it, with those custom maps, but the server dont seem to see them in the pak file. I am not sure if a client connecting like that would find the maps in the pak folder? Ought to work?



                Originally posted by xaGe View Post
                ..I have always been into the ctf bot mods. What else do I need to play this so I can see the maps I obviously don't have? I'm guessing the 3wave client files?

                Comment


                • #9
                  hum, fun.

                  I dislike the alternative weapons, and that weird autocross thing that keeps eating my crosshair when a weapon/hook is selected for long.

                  Till u fire again.

                  Anyways, still fun.

                  The bots kind've get lost on some maps tho. heh.

                  Comment


                  • #10
                    ctfbot was alot of fun. I eventually found a copy of it a couple of years ago and re-installed it on my retro setup. I havent set it up on my new setup though.

                    When i had it setup back in the 90s, it ran great. I got the. ent files for the id maps and mostly played those. the bots were fun to play against.

                    Glad to see you back around.
                    If you see 427 playing Quake thats me.

                    Comment


                    • #11
                      I guess the alt weapons interfere with alot of long time players configs with weapon switching. In quake3 engine with RTCW and other mods, there is an alternate weapon impulse that checks to see what weapon is chosen, then will do things like select the scope , for the sniper rifle, or plant the mg42 stand for example. I will look into just assigning one impulse that works the same way, this way cycling through all the weapons with the mousewheel for example, wont be interfered with. Tried to duplicate your auto crosshair problem, but mine turned off and stayed off. Make sure your config is not using that impulse for something else. Yea, the bots navigating maps were always in need of work since the original ctfbot came out. There is an option on the start map, where you choose the nghtmare portal, and it will execute the map rotation that the bots play the best on (ctfbot_best maps).


                      Originally posted by Lerster View Post
                      hum, fun.

                      I dislike the alternative weapons, and that weird autocross thing that keeps eating my crosshair when a weapon/hook is selected for long.

                      Till u fire again.

                      Anyways, still fun.

                      The bots kind've get lost on some maps tho. heh.

                      Comment


                      • #12
                        Yes, its a great mod. I always wondered what happened to the original authors? Their email addresses never got me any responses. Version 1.4 and 0399 are the most common out there, but I did find some other versions dated 1998 over on the clan rum ftp site the other day. Alot of the old ctfbot impulses are unchanged in my mod, and I made the bot waypoints entities part of the maps, as opposed to loading them dynamically in the code to save room. I also made the bots 'hookswing' with the hook, duck when in combat and a bunch of other stuff I forgot about. I remember I borrowed some code from the reaper bot to calculate an aiming pitch angle or somethng, and it worked out pretty well. The loadmod module is also kind of neat...it scans the items on the maps and if there are armor or health unit shortages depending on a formula of players ratio, it will spawn more of them. The items it spawn usually appear on the same origins of other items, so you get some funky looking things, liken the nailgun on top of an armor, with a health under the armor. Right now they have code commented out that will add red armor, so only blue and yellor armor will be added. My mod was the first to implement gib-able corpses that also float in water, and spin underwater, and sometimes release air bubbles. I remember posting a screenshot of it over at inside 3d at the time. BTA monster tells me they now have a really good mod like that that can be downloaded, and I will have to check it out someday.

                        Also, I am experimenting with trying to run the server with the darkplaces engine....but right now its using the latest version of PQ, version IV.

                        Hope to see more players around now that the server is listed on quakeone. Thanks to all the people who have contributed to this site over the years, and keeping the game alive.







                        Originally posted by sb306 View Post
                        ctfbot was alot of fun. I eventually found a copy of it a couple of years ago and re-installed it on my retro setup. I havent set it up on my new setup though.

                        When i had it setup back in the 90s, it ran great. I got the. ent files for the id maps and mostly played those. the bots were fun to play against.

                        Glad to see you back around.
                        Last edited by Cobalt; 03-17-2011, 01:55 PM. Reason: hindsight is 20-20

                        Comment


                        • #13
                          Today I tested using a separate quake folder using -game with a updated version of the pak0.zip file, that includes the maps, and it works! So the new pak0.zip is about 4 MB dl now on the geocities.ws site, same location as the old file.

                          Also learned that if you have separate folders such as /maps , /sounds , /models from within the ID1 folder or another game folder with a pak file, it will not use what's in the pak file, and instead , use what's in the actual folders. I had a bug where something in the E1M2 map was showing a white checkerbox and not the original map skin, and it was because I had too many map directories.





                          Originally posted by xaGe View Post
                          ..I have always been into the ctf bot mods. What else do I need to play this so I can see the maps I obviously don't have? I'm guessing the 3wave client files?

                          Comment


                          • #14
                            ..Cool! I will grab and play next time I have time.

                            Comment


                            • #15
                              Just an update on trying to use darkplaces as the server client.

                              Was able to get it to run locally by removing some old QC that Rook made for me years ago for IP masking with the older versions of PQ. For the most part, mod runs ok, except sometimes when a bot captures a flag, the celebration sounds for taking the flag and scoring repeat, several times, and the scores are updated accordingly....so for one capture, the team is rewarded something like 150 points! Have not seen it duplicate yet
                              with PQIV as the server, so I think its darkplaces related at this point. Also learned DP is VERY picky about map content. There was a bracket ( { ) located one character higher in one of the entities in my DM3 map, and it crashed the server because of it. I still get the 'nasty filename' comment for my E1M1 modified map, where I am calling it: 'The toxic waste dump slipgate complex' instead of: 'The slipgate complex' , in the text that loads with the map. There was also a problem with the loadmod feature, that sifts through a maps entities after the game framecount > 100. Seems 100 was too low, and would crash the server, had to bring it up to 140 to not crash the server.

                              Last strangest unsolved problem is with the sound for a common ID file: hknight/hit.wav - am experimenting using this sound in some Footsteps code that I think Rook made for me a while back. The sound is distorted and tinny when used with a dp server, the PQIV server sounds just fine. Not sure what thats all about, but I did try changing the channel to voice, item and body with no difference.

                              It will be a while before I can even run DP on the live server because the OS on the server does not support the proper C library (ver 2.7) it needs to run.

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