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Postby Monster » Sun Jul 22, 2007 4:15 am

Thanks for the help illithid. I can't seem to get qbsp working right. I have it in my id1/maps folder, and I ran it with -onlyents manson2 at the end. It didn't seem to do anything. Am i doing something wrong ?
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Postby illithid » Sun Jul 22, 2007 4:29 am

Monster wrote:Thanks for the help illithid. I can't seem to get qbsp working right. I have it in my id1/maps folder, and I ran it with -onlyents manson2 at the end. It didn't seem to do anything. Am i doing something wrong ?


You need manson2.ent and manson2.bsp in the same folder as qbsp. Then run "qbsp -onlyents manson2.ent". Remember to put the .ent extension.

Btw, where did you get the manson2.ent file from?
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Postby Monster » Sun Jul 22, 2007 4:34 am

Thanks !

I got that .ent file with the Darkplaces command sv_saveentfile. I then went into a map editor to find the coordinates of the stuck spawn point, and removed it in the .ent file.

Here is manson2.bsp with the stuck spawn removed:
http://files.filefront.com//;8112797;;/

here is xl1dm4.bsp from the Dredd pack with the BSP waypoints for another bot removed:
http://files.filefront.com//;8112798;;/
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Postby Dr. Shadowborg » Sun Jul 22, 2007 2:46 pm

Whoops, I had been meaning to let you know how to do this, but it kept slipping my mind. Sorry. :(

Incidentally, it's probably not too good of an idea to distribute modified .bsp files unless the readme file says that you can.
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Postby Dr. Shadowborg » Sun Jul 22, 2007 8:45 pm

All: I've added an upload script so that you don't have to use filefront or mediafire anymore. See original post for more information.

illithid: I couldn't get those files off of mediafire, so if you could please reupload those files of yours using the upload script it would be nice. See original post for more info.
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Postby redrum » Mon Jul 23, 2007 3:54 am

FrikaC, thanks for the in depth walk-thru.
I got it working. Now I need more .way files to work with :)
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Postby illithid » Mon Jul 23, 2007 5:48 am

Dr. Shadowborg wrote:illithid: I couldn't get those files off of mediafire, so if you could please reupload those files of yours using the upload script it would be nice. See original post for more info.


Ok, I'll get on it when I get back from work.
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Postby FrikaC » Mon Jul 23, 2007 3:29 pm

For anyone that needs it, here's the tool I usually use to extract ent files.

http://www.3ddownloads.com/telefragged/inside3d/qip/tools/bspentex.zip
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Postby illithid » Mon Jul 23, 2007 3:53 pm

Ok. Everything has been uploaded.
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Postby Monster » Mon Jul 23, 2007 4:22 pm

Dr Shadowborg: awesome, I'll make a post here whenever I get the painkeep maps finished and uploaded.

FrikaC: i'll try that tool out. I usually use Darkplaces to extract the .ent file, but that should be easier.
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Postby leileilol » Mon Jul 23, 2007 5:04 pm

I actually use a text editor to extract the ent file :)
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Postby FrikaC » Mon Jul 23, 2007 8:20 pm

Because you're insane.
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Postby Monster » Tue Jul 24, 2007 8:35 pm

I've finally finished the Painkeep waypoints. There are a couple of places that can't be reached using RJ's because the harpoon is required. If the frikbots use the harpoon in the future, I can edit the waypoints later and add in harpoon points.

Download the waypoints here:
http://tlb.quakedev.com/files/fbxways/s ... bxways.zip

Painkeep site:
http://teamevolve.planetquake.gamespy.c ... index.html

have fun!
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Postby illithid » Tue Jul 24, 2007 11:25 pm

It's probably possible to customize the FrikBot for PainKeep to a limited extent without too much trouble. I'm not a programmer but I'll see how far I can go on that.
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Postby Urre » Wed Jul 25, 2007 7:08 am

I would've expected a cool mod as Painkeep would have proper frikbot support added already, by someone skilled enough to make them bots be able to get how to use the turrets, beartrap, airfist and the vortex weapon effectively. That'd be awesome! Games need more fun and weird stuff, with bots who know how to use them.
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