Search found 101 matches

by Monster
Sat Jul 28, 2007 2:55 pm
Forum: General Discussion
Topic: SuperCoop beta 3
Replies: 4
Views: 3949

awesome. I'll check it out. Have you gotten the frikbots to act more intelligently in co-op? :D I also made a version2 of the ID1 waypoints. Download them here: http://tlb.quakedev.com/files/fbxways/m ... waysV2.zip
by Monster
Wed Jul 25, 2007 9:01 pm
Forum: General Discussion
Topic: Links for my site
Replies: 3
Views: 1528

Ultimate quad Capture:
http://cocot.planetquake.gamespy.com/uqc.htm

Quad Hunt:
http://cocot.planetquake.gamespy.com/quad-hunt.htm

Jeht & Best of Void:
http://static.condemned.com/download.shtml

Quake 1 Arena: (couldn't find Electro's site)
http://www.fileplanet.com/136699/130000/fileinfo/Quake-1 ...
by Monster
Tue Jul 24, 2007 8:35 pm
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

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 ...
by Monster
Mon Jul 23, 2007 4:22 pm
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

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.
by Monster
Sun Jul 22, 2007 4:34 am
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

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 ...
by Monster
Sun Jul 22, 2007 4:15 am
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

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 ?
by Monster
Sun Jul 22, 2007 2:28 am
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

nice! I'll try out that Fbxplus :o Is there a way to turn off the random respawning though ? IMO, it somewhat takes away from the classic quake feel. Good work, and thanks!
by Monster
Sat Jul 21, 2007 4:23 am
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

ah, forgot all about those... i'll get to waypointing them :D
by Monster
Fri Jul 20, 2007 8:49 pm
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

Thanks CocoT! I should try out UQC when I get the chance. :D

I've made a bunch of waypoints for more interesting maps I've seen. These are: 3towers, b2s, castle01, castles, haunt, manson1, mchurch, mexxdm2, misdm6, pcastle, pope1, and reneq1_3.

ThreeTowers.way:
http://files.filefront.com//;8101969 ...
by Monster
Wed Jul 18, 2007 10:26 pm
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

Once you get used to the editor and know what each AI flag does exactly, its a breeze. It's the testing that takes up the most time (sometimes the bots will do some odd things).

I made another waypoint for manson2, scar3crow's personal favorite, by Brandon "KillMe" James. This one comes with a .ent ...
by Monster
Tue Jul 17, 2007 8:57 pm
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

Made another waypoint for apdm5 (Castle of Carnage). Large castle level with some good traps. Should make for lots of fun!

apdm5.way & apdm5.wa1:
http://files.filefront.com//;8079910;;/
http://files.filefront.com//;8079911;;/
apdm5.bsp:
http://mpqarchive.pauked.com/index.php?view=download&file ...
by Monster
Tue Jul 17, 2007 3:51 am
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

Made waypoints for rpdm7 (Halls of Darkness) and rpdm8 (The Grim Citadel). These maps have great atmosphere to them, lots of fun architecture. rpdm7 has tons of powerups to make for lots of carnage and gibs.

The bots perform perfectly on rpdm8 and almost perfectly in rpdm7 (they sometimes screw ...
by Monster
Tue Jul 17, 2007 12:38 am
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

I've finished editing CocoT's UQC waypoints. The ones I didn't edit were ones that have already been made.

These will work much smoother for Deathmatch purposes (removed lots of waypoints that were for the UQC quads originally (generally made the wayfiles more efficient), made some RJ points to ...
by Monster
Sun Jul 15, 2007 1:20 pm
Forum: General Discussion
Topic: Tutorial Requests
Replies: 65
Views: 26703

CRMOD is like normal DM, except you can enable FFA, Match, or Teams. Pretty much vanilla with enhanced voting options (vote-quad, etc). Not sure if it can enable Co-op mode though. That would be interesting.
by Monster
Sat Jul 14, 2007 2:14 pm
Forum: General Discussion
Topic: Frikbot X .way file Releases thread
Replies: 104
Views: 39209

Oh... I don't use QW or play frikbots with QW. :( You might have to ask FrikaC about that, but you could try converting to .qc.. not sure how you would do tha though.