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  • #31
    Playing MP

    Hey, I'm running winquake - qwcl.exe ....but i can't seem to connect to any games ....is every server running this darkplaces thing? I've bought quake twice in the past so I'm being tight-fisted and playing DLed versions of fullquake (not the shareware ...I'm naughty) , SOA and DOE, and I've burned CDR's with all three's music.

    What do I have to do to play? I'm putting "connect quake.shmack.net" connecting to a game but no-ones there; but this site said there were 7 people playing.

    Am I being a retard?


    [as for balance ...the more crowded the better. ]
    ----------------------------------------
    NIXON'S BACK!!

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    • #32
      My server here can be a challenge to connect to if you have been out of it for a while. Yes, you definately need Darkplaces to connect with my server for optimum results. With darkplaces, any special maps, sounds or other stuff the server is running will DL for you automaticly, pending the server has it enabled - this one does. Reason you saw 7 players on my server was because a player joined, and this is a ctfbot server, meaning 6 additional artificial players (bots) were created for the player to compete with...they now show in the scoreboard as players would thanks to advancements in the coding.

      I use darkplaces as my main client when connecting to a server over the rest....it does not have any major problems when used like that, its very good backwards compatable to any quake server using a traditional mod. Cant speak for QW, as I dont enjoy that experience at all.

      Only other thing you didnt mention is how you are connecting, wireless or ethernet cable through the internet? If wireless, your ping will be so high that all you will see is the server console messages.



      Originally posted by Halm_Barte View Post
      Hey, I'm running winquake - qwcl.exe ....but i can't seem to connect to any games ....is every server running this darkplaces thing? I've bought quake twice in the past so I'm being tight-fisted and playing DLed versions of fullquake (not the shareware ...I'm naughty) , SOA and DOE, and I've burned CDR's with all three's music.

      What do I have to do to play? I'm putting "connect quake.shmack.net" connecting to a game but no-ones there; but this site said there were 7 people playing.

      Am I being a retard?


      [as for balance ...the more crowded the better. ]

      Comment


      • #33
        Wireless, I've been trying to find an ethernet cable in the house because I wanted to try Ubuntu/Fedora but Linux doesn't want to wirelessly connect to a BThomehub.
        I did connect wirelessly but got dumped into a game on my own ...no bots. (as I say - winquake might be a problem)
        DarkPlaces automatically downloading content in-play sounds great.

        I missed arsing around with worldcraft so made all the downloads req' ...then someone told me to have a look at quakelive ...which is fun ...on the rare occasions that the whole map isn't full of bloody strafe-jumping-and-freakishly-accurate-rail-gunning joy killers.

        - The greatest gaming joy I've had to date is playing against 'squirtbot' bots on maps I had made.

        Guess I'll be downloading DarkPlaces when I'm done strolling through SOA and DOE.

        Thanks.
        ----------------------------------------
        NIXON'S BACK!!

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        • #34
          If you need more help, theres lots of resources on this site, or you can pm me.
          Last edited by Cobalt; 03-10-2012, 11:57 AM.

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          • #35
            Any plans on adding support for the usual Threewave CTF maps?

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            • #36
              Its a possibility. Those maps came with the original mod before I changed things, and am not sure if the bots are programmed to use them. The 3wave sounds and models are still part of this mod, and out of coincidence I checked them a few weeks back, and they still work. Would probably have to put in an admin command to switch from the classic keys to the flags and new sounds and the different grappling hook.

              The hook is gonna be alot different than the way 3wave utilizes it, Im not fond of players hooking all over the map hundreds of times a game, to the point they are literally flying and have no need for a player model designed with legs....and have infinite stamina.



              Originally posted by Teflon View Post
              Any plans on adding support for the usual Threewave CTF maps?

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              • #37
                Since this is a DP only mod, I have removed the link to the pak file from my sig. Its still on my site for DL, but all you ought to need to do is connect with a DP client , and you will get all the files, and maps as needed.

                Today I upgraded the DP engine on the server to use the new release LH made for me so that my mod to the runes now works. So now, if you pick up a rune, it appears in your hud, and as its powers are utilized, it will flash.

                Progress on the release of Version 5 is slow, I am stuck porting over the old creepcam by the Dimebox clan, but got lucky today and found the author, and hes helping me out. Once thats fixed I plan to try and get curl working so that you just DL one pk3 file , and you have the mod, and dont have to worry about directories and stuff. then its back to upgrading the bots so that they are better opponents. Nahanual recently helped me figure out how to import skins using quark, so we now are gonna have the Doom guy as a selectable model, or the frogbot model in addition to the female model. I found a very good model of the Terminator (Arnold) in an old mod, and am tempted to use it as it for the bots as an option, and it has some neat sound effects, but not sure if the Terminator really fits into the world of quake too well.

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                • #38
                  My PC doesn't like DarkPlaces.
                  ----------------------------------------
                  NIXON'S BACK!!

                  Comment


                  • #39
                    Reopening.
                    Scout's Journey
                    Rune of Earth Magic

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                    • #40
                      Thanks for reopening.

                      Just wanted to update this thread as its been a while since and some new stuff was just added to the server such as Creepcam, new music tracks, and some new Teleporter models on maps E1M3, E1M7 and E2M1.

                      Its still a DP only server and you will need a DP version > Nov 2011. If you are not sure, type: version in your DP console.

                      I have also made some instructions: www.tekbotctf.com/instructions.txt

                      For those who know CTF from way back there is a teleporter in the water under the red base that never had a model - I think it was only present in the CTF mode of play anyhow, but there now is a teleporter there , a real model and the spikes ammos have been moved that are nearby. Overall the new teleporters like these are working more accurately because with my new (haxed) models we can set the triggers precisely to the inner texture so that if its off the ground you actually have to jump to get in, otherwise you are just running into the teleporter edges. When ID made their maps, the merely "splotched" a trigger over the outside in front figuring it will snag the player. [ probably Romeros idea lol ]

                      One day when I get better at mapping I will redo all the teleporters this way, but that would mean I have to put all the maps into a server DL package. They way it is now you can use your original ID maps.

                      I have also added alot of other stuff since then, such as Captn bubs new player model, who now uses the player sounds from the Epiquake soundpack player folder. The Female player model (Cory) has always been with this mod, but she now has new crouch frames, (thanks to modeler Madfox) and can actually animate when moving and attacking - something the other models never had. There is also now new animations for the player swimming, using the ID playerswim model they never put with Quake...as well as player jumping, landing and leaping off a ledge. Also now when u are completely underwater you dont hear the above surface sounds happening, and underwater explosions are now detected and handled so only if you are in water u can hear them.

                      If you happen to connect and its a base style map [ One of Romeros ] grab a sng and shoot some light fixtures for a neat trick.

                      As always some things are not perfected yet, always a WIP....such as the grappling hook, which I am changing around to be more realistic than the original Zoid Hook.

                      This past Monday xaGe came by and I showed him some stuff, and he made a video while I was showing him stuff and answering his questions. Thanks xaGe.


                      tekbotctf - Knocking around with Cobalt. - YouTube






                      Originally posted by golden_boy View Post
                      Reopening.

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                      • #41
                        LOL... Please, nothing too great video wise with lots of wasted time, but you showed me some rather neat features I liked. 2 things off the top of my head that added to the play for me was how you can fall depending on the height and land on an angle being immobilized for a time. Liked how you can break the lights and make them spark. There is so much to your mod, but nothing that stops anyone from just grabbing the files from your site and jumping on to play.

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                        • #42
                          Glad you liked it, and you did fine on the video. Im sure it will get better as you make more. I have been looking to make some videos for newcomers and this one is a good one for that.

                          I fixed the auto download for the pk3 files today, so there are only (2). The main one is 367MB - BIG ! The 2nd one is only 2MB and I combined it with the other smaller one and deleted it to make things easier. I tested on a DP 32 bit version I have in a seperate folder so it ought to work as long as your curl library loads ok. There are different versions of the curl libraries for Win32 and 64. In Win you can type : curl at the console and if its active it will let you know.

                          Originally posted by xaGe View Post
                          LOL... Please, nothing too great video wise with lots of wasted time, but you showed me some rather neat features I liked. 2 things off the top of my head that added to the play for me was how you can fall depending on the height and land on an angle being immobilized for a time. Liked how you can break the lights and make them spark. There is so much to your mod, but nothing that stops anyone from just grabbing the files from your site and jumping on to play.

                          Comment


                          • #43
                            I will try out the auto download again for the little file later. I was able to DL the 300+mb file fine thru darkplaces, but the other smaller one didn't seem to work correctly when I tried that. Hard for me to explain, but you know how DP downloads files you don't have to a data folder then auto loads them from there? The files was in there, but still wouldn't load in game even after restarting quake. It wasn't until I moved it out of there to the id1 directory that it worked. Not sure if I inadvertently did something weird or it was something else. Either way I will retry later.

                            As far as curl goes most likely running the 64bit version since my Linux OS is 64bit and I'm not at my home PC, but I'm pretty sure I'm running the x86_64 darkplaces-sdl compiled from source from 2014-06-08 or the date before it.

                            There were other weird things with a few weapon mdl's missing and that maybe the custom pk3 I downloaded from moddb with lots of custom crap to id1. Yeah I did it the lazy way...lol. I usually use a ctf folder for ctf files and might just create a tekbotctf dir to throw your files into to make my life easier.
                            Last edited by xaGe; 11-06-2014, 06:16 PM.

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                            • #44
                              Hmm I ought to test with the 64 bit curl just to be sure. The file name for 32 bit is curl4 and so is the 64 bit file , same name. I dont know if it has another dll dependency, but for some reason my 64 bit curl dont work right in the folder I use for dev with my mod. May have to just make another for 64 bit only tests...

                              Yea, when I play on my server I have the pk3 assets in a folder under quake (tekbotctf) and run -game tekbotctf. If more assets are added later like sounds or whatever, I will add them tot the smaller pk3 file and rename it. This way anyone else who has the previous asset file will just get the new one and it will wind up in id1/dlcache I believe.

                              Originally posted by xaGe View Post
                              I will try out the auto download again for the little file later. I was able to DL the 300+mb file fine thru darkplaces, but the other smaller one didn't seem to work correctly when I tried that. Hard for me to explain, but you know how DP downloads files you don't have to a data folder then auto loads them from there? The files was in there, but still wouldn't load in game even after restarting quake. It wasn't until I moved it out of there to the id1 directory that it worked. Not sure if I inadvertently did something weird or it was something else. Either way I will retry later.

                              As far as curl goes most likely running the 64bit version since my Linux OS is 64bit and I'm not at my home PC, but I'm pretty sure I'm running the x86_64 darkplaces-sdl compiled from source from 2014-06-08 or the date before it.

                              There were other weird things with a few weapon mdl's missing and that maybe the custom pk3 I downloaded from moddb with lots of custom crap to id1. Yeah I did it the lazy way...lol. I usually use a ctf folder for ctf files and might just create a tekbotctf dir to throw your files into to make my life easier.

                              Comment


                              • #45
                                Ok started working again on my mod. I added 2 new CD tracks, and I got the sprinting working ALOT better and it now has a level indicator (thanks to Gnouc's progress bar tutorial) reflecting your sprint level. I plan to move it vertically at some point like how it is in RTCW / Enemy Territory Q3 eng mod.

                                Also added a new armortype (4), which is insulated blue Armor and greatly reduces lightning damage....and protects against other damage a little better than green armor but not as good as Yellow. The new armor also shows in the hud...heres screenshot:





                                The armor models for base type levels (worldtype2) have these kinds of armor models while the medevil (worldtype 0) ones have a new model as well.

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