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We need a frontend for Sabot.
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Mon Jan 16, 2006 12:25 am    Post subject: I found a problem Reply with quote

I setup a TDM game.
I assigned the teams as follows:

MARINE TEAM
Myself
Tilman (bot)

STROGG TEAM
Martin (A bot I created)
Martin (A bot I created)

When I played, this is what I got:

MARINE TEAM
Myself
Martin (A bot I created)

STROGG TEAM
Martin (A bot I created)
Tilman (bot)

As you can see, the Tilman and the Martin bot were switched.
I duplicated this a few times.
Confused Confused Confused
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Mon Jan 16, 2006 10:52 am    Post subject: Reply with quote

Yeh, I had that problem aswell.... its because autobalance is on. I'll fix it now, actually forgot about it.


thanks
Twism
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Sat Jan 21, 2006 12:52 pm    Post subject: Reply with quote

Any update??
Surprised Surprised Surprised
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Sat Jan 21, 2006 3:50 pm    Post subject: Reply with quote

lol...... yeh sorry master ( Very Happy )

umm.... I've been getting stuckk every here and there, plus, I've had a lot of interuptions(friends visiting just as I start working on it), plus, Im kinda looking for a job at the moment, so havnt had a lot of time to just sit down and finish it.

But, it is nearly done.

The mapcycle creation is done(loading saving editing)
Basic AAS file creation is done
Extra bot options have been added
Most of the issues that you guys reported have been fixed.

So its just one or two smallish things need to be done, and I'll put it up.

Also, minimal testing has been done. So I'll hear back from you guys on things that need to be added/changed Smile

TwiSm
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Mon Jan 23, 2006 11:50 pm    Post subject: Reply with quote

Hey

Well.... its finally done. I spent the last hour or so testing, and am going to test a bit tomorrow aswell. I'll try upload it tomorrow night, but its quite a bit bigger so I'll see if my 56k is up for the challenge Very Happy

Just keeping you up to date

TwiSm
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jhan



Joined: 20 Nov 2005
Posts: 35
Location: Mississippi De La Norde

PostPosted: Tue Jan 24, 2006 1:42 am    Post subject: Reply with quote

cool! I installed XP just for the occasion Laughing
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JLMode



Joined: 24 Jan 2006
Posts: 2

PostPosted: Tue Jan 24, 2006 5:16 am    Post subject: aas files Reply with quote

Guys great mod!!! specially when playing off line.

I was able to get at least doom3 up and runnin at work and been playing with some friends CTF in RoE or deathmatch, and equally fun with quake 4....

But the question here is, for doom3 how do i make the aas files necessary for bot integration on maps??? need the editor? or what else, since i tried some times without luck to do this....

I go to console, tipe the runaas and the console gives me 3 options, i go for the second one, (something ``brushes``) and i put the map. file and when i hit the enter, a console error appears and i get back to the load screen of the game....

What am i doin wrong????
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JLMode



Joined: 24 Jan 2006
Posts: 2

PostPosted: Tue Jan 24, 2006 7:15 am    Post subject: Never mind... Reply with quote

Nevermind you guys, i actually was able to do the thing i wanted and now im able to play other maps i downloaded from the web and that really rocked!!!

Just extract the .map files to your Doom3\base\maps directory, and then the runAAS option like the readme says, then go to the Sabot folder, a directory called ``maps`` should have been created with the necessary .aas files to play, just add those to the aas_d3dm.pk4 and you are ready to go!!!

I already do that to the ROE mp maps, so the big question right now is, you get the Sabot Mod loaded to play it with ROE???

I couldnt do this, each time i load ROE and the go to the mods menu to activate Sabot, it gets me back to Doom3 so i was unable to play ctf with bot support....

Any help will be appreciated...

And by the way, how do i add more skins like the ones the LMS mod added to the game???

Thanx
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Tue Jan 24, 2006 12:22 pm    Post subject: Reply with quote

You need to download Sabot that is designed for ROE. It will install in a different directory than the regular Sabot. Run the batch file that comes with it. When Doom 3 loads, run Sabot from the console.
Get it here http://doom3.filefront.com/file/SABot;46802

By the way, I think CTF is much better in DOOM 3 than Quake 4.
I was hoping that the frontend being designed by twism could also be used for Doom 3. Because it ties with Q4Max, I don't think it is possible.
Laughing Laughing Laughing
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Tue Jan 24, 2006 12:59 pm    Post subject: Reply with quote

mmm...... give me a while, and I'll start working on getting it to run with doom3...... first i have to get my hands on a copy of doom 3 Smile

Ill look at doom and figure out if it will be possible.

TwiSm
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Wed Jan 25, 2006 12:23 am    Post subject: Reply with quote

twism wrote:
mmm...... give me a while, and I'll start working on getting it to run with doom3...... first i have to get my hands on a copy of doom 3 Smile

Ill look at doom and figure out if it will be possible.

TwiSm


As far as I can tell, the games are basically the same (using the same engine).
A couple of differences.....
To create a AAS file in Quake 4: runaas
To create a AAS file in Doom 3: runaas -playerflood

Location of PK4 files in Quake 4: Quake 4/Q4Base
Location of PK4 files in Doom 3: Doom 3/Base

Really good news to hear your frontend may be available for Doom 3 as well. Can't wait for the next ver of Q4Setup!!!!
Laughing Laughing Laughing
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Wed Jan 25, 2006 11:00 am    Post subject: Reply with quote

arrrr...... I cant upload it with my 56k, it just keeps timing out Sad going to a friend tonight, will try it there Smile

TwiSm
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Thu Jan 26, 2006 11:38 am    Post subject: Reply with quote

I Got it uploaded Smile..... yey!!!

You cane get it here: http://www.youknow.za.net/twism/Q4FastStart05.rar

Changes
1. Name changed from "quake4 setup" to "Quake4 FastStart" (thx guladig)

2. Added functionality to browse cfg files for the "Execute config field"

3. Added functionality to create AAS files

4. Added Mapcycle creation(advnced and simple)

5. Fixed issue where selected bots were not being saved.

6. fixed issue where maps had no icon, a default icon is now used

7. Users are now able to delete bots

8. Two extra Bot options added, bot model, and bot rail color

9. fixed issue where bots randomly join teams(autobalance)

10. fixed issue where quake4 menu screen has a white background(still needs testing)

11. improved the def file creation when faststart is opened

12. Added confirmation messages to the various save and delete buttons

13. "Launch game" and "save settings" now do the same thing, except save settings doesnt launch the game. Smile

NOTE* Please give me feedback on this version... there are bound to be bugs in it as I couldn't test it all by myself. Sad

NOTE* Please read the readme. Razz

Thanks to all the guys around here for your help.

Let me know what you think

Twism
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Masterblaster



Joined: 27 Dec 2005
Posts: 60

PostPosted: Thu Jan 26, 2006 12:48 pm    Post subject: Wow Reply with quote

Wow, I can't wait to get home and try this (I'm at work).
It looks like you made a lot of additions and improvements.
The addition of AAS creation is a big thing. Lots of people are confused by this.
I assume that if we create AAS files for all maps it will not override the existing AAS files (some of these have been tweaked by the creators). Well I guess I shouldn't offer input until I try it!!
I will run it tonight and report back.
Thanks again twism for all of your hard work.
I can't imaging anyone would want to run Sabots without Quake4 FastStart.
Laughing Laughing Laughing
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twism



Joined: 16 Nov 2005
Posts: 42

PostPosted: Thu Jan 26, 2006 2:42 pm    Post subject: Reply with quote

Quote:
I assume that if we create AAS files for all maps it will not override the existing AAS files (some of these have been tweaked by the creators)


LOL... problem no. 1 Smile

Well, I'll start working on that soon enough, just want to take a little break. I had no Idea that the aas files could be tweaked.

Twism
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