Frikbot X .way file Releases thread
Moderator: InsideQC Admins
Ok, it does work.
It works when I run the mod.
I'm trying to get it to work on the server that I host. That is where I'm having the problem.
Is there a way to convert the .way files to .qc files?
That should fix my problem.
It works when I run the mod.
I'm trying to get it to work on the server that I host. That is where I'm having the problem.
Is there a way to convert the .way files to .qc files?
That should fix my problem.
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
-

redrum - Posts: 410
- Joined: Wed Mar 28, 2007 11:35 pm
- Location: Long Island, New York
I host a frikbot server sometimes, and it uses .way files fine... I've never had to use .qc files. Make sure you are using -game frikbot ?
Oh yeah, I just realized that Cocot had made a lacrima.way... I also have been tweaking some of his other ones (they were made specifically for his mod, so some of those waypoints aren't needed). When I finish tweaking them all, i'll release em and they should work better for general deathmatching purposes.
Oh yeah, I just realized that Cocot had made a lacrima.way... I also have been tweaking some of his other ones (they were made specifically for his mod, so some of those waypoints aren't needed). When I finish tweaking them all, i'll release em and they should work better for general deathmatching purposes.
-

Monster - Posts: 101
- Joined: Sat Jan 07, 2006 10:27 pm
- Location: North Carolina
Impulse 104 is not working for me.
It works for the mod, but not the server.
I type impulse 104 in the console after I connect to the server, and nothing?
The server is running in gamedir frikbot.
I'm stumped.
It works for the mod, but not the server.
I type impulse 104 in the console after I connect to the server, and nothing?
The server is running in gamedir frikbot.
I'm stumped.
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
-

redrum - Posts: 410
- Joined: Wed Mar 28, 2007 11:35 pm
- Location: Long Island, New York
If my memory is correct, to include a waypoint file into the QC code rather than have it in an external file, you need to turn that waypoint file into a QC file (check the existing map_dm1.qc file to see how exactly it is done), called just after defs.qc in progs.src.
Then you need to call it in the "bot_map_load" routine in bot.qc (you'll probably see the other default maps waypoints being loaded there). Then compile the whole thing again, of course.
I don't really know what including it into QC really changes (except making the progs.dat bigger). I'm also unsure on how this all works with QuakeWorld, I must admit.
Then you need to call it in the "bot_map_load" routine in bot.qc (you'll probably see the other default maps waypoints being loaded there). Then compile the whole thing again, of course.
I don't really know what including it into QC really changes (except making the progs.dat bigger). I'm also unsure on how this all works with QuakeWorld, I must admit.
Neurotic Conversions - New location: Update your bookmarks!
-

CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
redrum wrote:Can anyone help with the conversion?
Load them up in regular quake (with -condebug), then use the impulse 104 menu and go to the dump waypoints area. Make sure you select the .qc output. Then clip out the relevant data from the qconsole.log file
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Who is online
Users browsing this forum: No registered users and 2 guests