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TinMan Site Admin
Joined: 23 Nov 2005 Posts: 51
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Posted: Sun Dec 11, 2005 2:50 am Post subject: |
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| I really must remember to log in. heh. |
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crashtest
Joined: 03 Dec 2005 Posts: 11
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Posted: Sun Dec 11, 2005 4:43 am Post subject: |
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When I try to load up a bot using the console, the game crashes back to the main menu. I have it patched it properly, any idea as to what is happening?
nm..I fixed it. I can't leave it just sabot, I had to put tinman to make it work.
Last edited by crashtest on Sun Dec 11, 2005 4:45 am; edited 1 time in total |
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TinMan Site Admin
Joined: 23 Nov 2005 Posts: 51
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Posted: Sun Dec 11, 2005 4:45 am Post subject: |
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| What does it say? |
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crashtest
Joined: 03 Dec 2005 Posts: 11
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Posted: Sun Dec 11, 2005 4:47 am Post subject: |
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I tried using the first bot, which is just addbot bot_sabot, and thats what did it. Adding tinman to the end fixed it.
That was on fragging yard..but I can't seem to get the bot to load on Lost Fleet TMP 2. |
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crashtest
Joined: 03 Dec 2005 Posts: 11
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Posted: Sun Dec 11, 2005 4:52 am Post subject: |
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It didn't work on Phrantic either..
But it did work on FPS Lost Fleet and FPS Fragging yard 1v1.
Is there a problem with it working on the TMP maps? Or non-FPS/standard maps?
It gives me no error message, just drops me back. |
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crashtest
Joined: 03 Dec 2005 Posts: 11
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Posted: Sun Dec 11, 2005 4:53 am Post subject: |
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Update: I read that it said "Cannot find AAS file for map"
I read the readme and tried "runaas [TMP] The Lost Fleet ", I even tried q4dm3tmp .
But it said that runaas is not valid for multiplayer mode.. |
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TinMan Site Admin
Joined: 23 Nov 2005 Posts: 51
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Posted: Sun Dec 11, 2005 5:07 am Post subject: |
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Ok, then don't run it in multiplayer mode, try it when you first load the mod.
And it must be the filename of the map. |
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crashtest
Joined: 03 Dec 2005 Posts: 11
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Posted: Sun Dec 11, 2005 5:08 am Post subject: |
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| What do you mean don't run it in multiplayer mode? Do I still go to create a server? I'm not sure where else to go.. |
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TinMan Site Admin
Joined: 23 Nov 2005 Posts: 51
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Posted: Sun Dec 11, 2005 5:51 am Post subject: |
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^ | Quote: | | try it when you first load the mod |
Use runaas on your custom maps before you start a server. |
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crashtest
Joined: 03 Dec 2005 Posts: 11
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Posted: Sun Dec 11, 2005 6:07 am Post subject: |
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Oh, I didn't know that. Problem #2..
Where should the map be? In Q4base, or what? I keep trying it, but it says q4dm3tmp.map not found..I don't even think I have a q4dm3tmp.map, but it is a pk file. They are all .pk files, i can't see a single .map! |
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TinMan Site Admin
Joined: 23 Nov 2005 Posts: 51
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Posted: Sun Dec 11, 2005 7:00 am Post subject: |
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Try:
runaas mp/mapname
Use <TAB> as you type to get it to autocomplete.
Homework for tonight is to learn about the quake engine handles files and folders, pack (pk4) files and the console in general. |
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crashtest
Joined: 03 Dec 2005 Posts: 11
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Posted: Sun Dec 11, 2005 7:12 am Post subject: |
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Thanks teacher!
Ok, I was able to run the aas on the map..but when I try to load it, it just sends me back out to the desktop with a pop up q4 window. What happened? I think it said current game code doesn't match pk files..
writing maps/mp/q4dm3tmp.botaas32
done.
no entities in map that use botaas32
PB server is DISABLED
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
Shutting down sound hardware
...shutting down QAL
...unloading OpenAL DLL
------------ Game Map Shutdown --------------
---------------------------------------------
Server spawned on port 28004.
WARNING: The current game code doesn't match pak files
[Load AAS]
loading maps/mp/q4dm3tmp.botaas32
done loading maps/mp/q4dm3tmp.botaas32 (size 324104).
---------------------------------------------
-- idRenderModelManagerLocal::EndLevelLoad --
0 models purged from previous level, 242 models kept.
---------------------------------------------
---------------------------------------------
4202 msec to load mp/q4dm3tmp
hitch (22 msec)
WARNING: idEvent::ServiceEvents : NULL entity passed in to event function that expects a non-NULL pointer on arg # 0 on 'activateTargets' event.
rvStatAllocator: dump of usage stats
0 total bytes handed out in 0 requests
begin game: 0; end game: 0
player hit: 0; player kill: 0
player death: 0;
damage dealt: 0; damage taken: 0
stat team: 0
flag capture: 0;
flag drop: 0; flag return: 0
hitch (16 msec)
hitch (100 msec) |
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TinMan Site Admin
Joined: 23 Nov 2005 Posts: 51
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Posted: Sun Dec 11, 2005 7:58 am Post subject: |
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Heh, you can tell I didn't do any final testing on this bit.
For the moment the best solution is to run the server in non pure mode, which allows files out side of pk4 files to be used, far from optimal.
This is probably due to the bot code generating a botaas32 file on each map load. On intial tests it seems you can run it non pure once, then it will run fine in pure.
When creating a server choose Server Pure - No under the Advanced Options.
I've updated the readme again:
http://oakbots.co.uk/forums/viewtopic.php?p=143 |
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crashtest
Joined: 03 Dec 2005 Posts: 11
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Posted: Sun Dec 11, 2005 10:32 am Post subject: |
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Thanks, I don't mind being your test dummy.
Great work btw,you are the first bot mod out! The bots are good enough to get some practice in!
Last edited by crashtest on Sun Dec 11, 2005 10:44 am; edited 1 time in total |
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