Search found 13 matches

by Tremor
Wed Mar 19, 2014 9:50 pm
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Re: Help with Quake Bot

Interesting. Seems like a decent enough solution and quite self-explanatory.. Pack a byte, append/concat it to the string. I suppose with strcat, you could do it directly.
by Tremor
Tue Mar 18, 2014 5:24 pm
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Re: Help with Quake Bot

proquake sends an impulse 39 You are using the word "proquake" in place of the mod 'CRMOD'... ;) crmod sends a stuffcmd to the client msg_entity = player; WriteByte (MSG_ONE, SVC_STUFFCMD); WriteString (MSG_ONE, "impulse 39\n"); which sends impulse 39 back to the server to updat...
by Tremor
Sat Mar 15, 2014 9:34 pm
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Re: Help with Quake Bot

Ok so I managed to get it working. Turns out, my bot can connect to darkplaces, fte, and manquake and stay connected indefinitely as long as I spam some unreliables. However, and this is where I was messing up, proquake will still disconnect the bot. Unfortunately I don't have the proquake source co...
by Tremor
Fri Mar 07, 2014 7:05 am
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Re: Help with Quake Bot

10-4, although I don't see the MTU as being problematic sine that's a layer 2 issue that should be auto-resolved/rebuilt. I suppose though, it wouldn't hurt to account for that.
by Tremor
Fri Mar 07, 2014 4:32 am
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Re: Help with Quake Bot

LordHavoc and Spike: Thank you so much for taking your time on this. I appreciate all the input and extra info! I will study these last couple of posts in detail. I appreciate being pointed in the right direction on this. I'll update this thread as I progress - I may have other questions or whatever...
by Tremor
Fri Mar 07, 2014 1:35 am
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Re: Help with Quake Bot

Spike, Thanks for your insight on this. Just to be specific, the bot is connecting to a proquake 3.90 server running crmod 6.5d. I've tried connecting it to a different proquake server running the CAX mod (by r00k). "observer" mode is really just a mode in these mods where you fly around i...
by Tremor
Fri Mar 07, 2014 12:10 am
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Re: Help with Quake Bot

I'd suggest you to use the source code as your primary reference, since the QSpecs are result of reverse engineering efforts back in 1996/1997. Also I remember there were protocol changes between versions 1.01 and 1.06 (or was 1.08 ? Can't remember fro sure), even though the protocol ID was the sam...
by Tremor
Fri Mar 07, 2014 12:09 am
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Re: Help with Quake Bot

Ok, so as it turns out, the server dislikes my noop spam:

The data field is like such:

Code: Select all

00:10:00:09:00:00:00:0d:00
Server reports "unknown cmd char"
by Tremor
Thu Mar 06, 2014 11:53 pm
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Re: Help with Quake Bot

LordHavoc, I believe that I am doing the 'signon' process correctly and successfully. The first reply after the initial connect request gives me the new port to talk with the server, and I am certainly using that. After having done this sequence, the server sends me player informations etc. Before h...
by Tremor
Thu Mar 06, 2014 7:11 pm
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10755

Help with Quake Bot

Hello everyone. I'm in the process of building a 'qsmack'-like server admin bot for Quake 1 (netquake). I'm creating this bot in python, mainly for the network byte-level programming experience. I've studied the Quake Specs 3.4 and the Unnoficial Quake Network Protocol in great detail. I've also bee...
by Tremor
Wed Aug 10, 2011 7:41 pm
Forum: Engine Programming
Topic: Linux compile Quake
Replies: 15
Views: 3352

Ok fellas... I think I've found the issue.. I grabbed the original source (unmodified with R00k's cullentities code) and did the following: 1. Put unixded_LDFLAGS = -static in Makefile.in 2. ./configure 3. make unixded 4. 'file unixded' - ouput was static, so the makefile.in mod worked 5. Copied my ...
by Tremor
Wed Aug 10, 2011 1:09 pm
Forum: Engine Programming
Topic: Linux compile Quake
Replies: 15
Views: 3352

did you try adding unixded_LDFLAGS = -static to the makefile?
R00k, Do you mean in Makefile.am?[/quote]
by Tremor
Wed Aug 10, 2011 5:55 am
Forum: Engine Programming
Topic: Linux compile Quake
Replies: 15
Views: 3352

Hey guys, I'm the guy R00k mentioned that was trying to get the 32 bit executable to work on a 64 bit machine. Here's the current deal: The pre-compiled linux proquake binary (available from quakeone.com/proquake version 3.90) runs fine in both 32 and 64 bit environments. I successfully compiled the...