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Frikbot / QW

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Postby vegetous » Sun Sep 16, 2007 1:15 am

I'm also trying to integrate FrikBot 0.09 and some clean qw code, to make ffa normal mod. The objective is have a server with "players" 24/7.

The main task is ok, the server add bots based on a cvar, and remove bots when the match ends. The problem is that each player that joins the game, overlaps a bot. And sometimes bots stops from spawning!
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Postby redrum » Mon Sep 24, 2007 4:14 am

Well what he's asking for is a fixed FrikBot, not a fixed QuakeWorld. And I suppose I could accommodate, QW limits me a lot, but not completely. It's just not a battle I really ever had my heart in engaging. Bots are typically for offline single player and QuakeWorld is for multiplayer, so the whole general thing never really seemed necessary and/or redundant.


FrikaC, any progress with a QW Frikbot? I know your busy, and this isn't a high priority. Just wondering.
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Postby redrum » Mon Oct 08, 2007 11:07 pm

Bueller???
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Postby FrikaC » Tue Oct 09, 2007 4:19 pm

No.
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Postby redrum » Tue Jan 22, 2008 11:24 pm

Well what he's asking for is a fixed FrikBot, not a fixed QuakeWorld. And I suppose I could accommodate, QW limits me a lot, but not completely.

FrikaC, remember this...
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Postby redrum » Wed Feb 20, 2008 11:24 pm

ummm, errrr, hello?? Is this thing on???
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Postby FrikaC » Thu Feb 21, 2008 3:40 pm

No.
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Postby raynorpat » Tue Feb 26, 2008 12:43 am

zquake has support for frikbots
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Postby leileilol » Tue Feb 26, 2008 5:35 am

raynorpat wrote:zquake has support for frikbots

what port doesn't
i should not be here
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Postby Urre » Tue Feb 26, 2008 3:55 pm

redrum: why not just run a FTEqw server? It supports NetQuake mods with QW clients connecting to it...
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