Frikbot / QW
Moderator: InsideQC Admins
25 posts
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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!
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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vegetous - Posts: 14
- Joined: Wed Oct 25, 2006 2:51 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.
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
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redrum - Posts: 410
- Joined: Wed Mar 28, 2007 11:35 pm
- Location: Long Island, New York
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...
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
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redrum - Posts: 410
- Joined: Wed Mar 28, 2007 11:35 pm
- Location: Long Island, New York
25 posts
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