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Quake / Re: Hootenanny? Nice Job / Good Work
on July 26, 2024, 09:51:55 PM to RailWolf
We're planning another one for this August.
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Quake / Re: Hootenanny? Nice Job / Good Work
on July 26, 2024, 09:51:55 PM to RailWolf
We're planning another one for this August.
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Quake / Re: Quake 2 Remastered - Bots and CTF Insightful
on August 17, 2023, 06:42:17 PM to Kyper
Bots partially work in CTF maps; the maps have bot nav points so they'll move around but won't go for the flag unless it's already in their path for something else. And even if they grab the opposing team flag, they don't seem to capture it for a point. And I don't think they know how to use the grapple
The easiest way to start a CTF map with bots is to create an Online/Local lobby as normal and start a CTF map, then in console: bot_skill 5 (set to Nightmare) bot_minClients 8 OR manually add one by one: addbot If you don't want to create a lobby for whatever reason, then before you start the CTF map in console, you need to set: deathmatch 1 teamplay 0 ctf 1
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/dev/random / Re: Where have they gone Amazing Conspiracy Theory Bro
on April 24, 2015, 11:44:56 AM to Th0m@s29
THE ONLY LOGICAL EXPLANATION IS THEY ALL HAVE DIED AND OR BEEN BRUTALLY OR ACCIDENTALLY MURDERED OR KILLED WITH INTENT OBVIOUSLY THOUGH!!
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Quake / Re: High resolution 32 bit texture pak compilation Insightful
on April 22, 2015, 05:44:37 PM to quadz
TROLLING So it would seem. (The info in my prior post was targeted as much at those who might find the thread via google search for "quake2 torrent", as directly to Capt. Cranial Vacancy.)
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tastyspleen.net / Re: Anyone else tired of seeing this garbage? Funny
on May 11, 2013, 02:50:22 PM to Focalor
Next time I rape some dumb cunt... Yeah, tell your sister I said get well soon.
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tastyspleen.net / Re: GOTO ZIGBOT Demonstrates Exceptional Knowlege of the Game
on April 03, 2013, 03:56:37 PM to quadz
Does anyone know how annoying is it to make the route files for other maps? I'd be willing to make some if it's not too time consuming so we can expand the map pool on this server. It's not too egregious a process. The master list of Zigbot FFA route files is here, and will be kept up to date as more are submitted: https://github.com/tastyspleen/zigock-q2/tree/tsmod/3zb2/chdtm (Note that this directory mixes routes from various FFA mods together, so you'll see routes for some xatrix maps there as well.) The mod provides a config file with some fancy addbot/removebot binds: https://github.com/tastyspleen/zigock-q2/blob/tsmod/3zb2/addbot.cfg However I prefer using the lower level commands directly from console like "sv spb 5" (spawn five bots.) The following explains how to create route files (better rendered as HTML, but anyway...) https://github.com/tastyspleen/zigock-q2/blob/tsmod/doc/user_guide/ugfiles/chaining.htm Basically from Q2 console it's: ] game 3zb2 ] set chedit 1 ] map whatever // run routes on map to efficiently navigate between relevant areas and items ] sv savechain ] disconnect A couple useful extras are being able to undo the last N recorded steps (cmd undo 20), or being able to watch the bot try to follow the last N steps (sv dsp 20). Generally the bots will succeed in following your route unless you've tried something that requires complex interactions with dynamic map elements or high precision jumps. Note also that the bot can't mimic speed jumping or double-jumps off boxes, etc. However it can cheat a little to get a distance boost to mimic strafe jumping. So for example on tastydm2, there's a yellow armor on top of a large crate that a player can reach via either a double-jump off a small box, or by a slower series of jumps along light fixtures and ledges. The bot is able to follow a route for the latter, but not the former. Oh... also, important note: Routes should be created using the same map overrides the server will be using. The current set of server-side overrides for tastyspleen baseq2 mods is here: http://tastyspleen.net/~quake2/baseq2/r1q2-bsp-overrides.zip So those should be unzipped into baseq2/maps before creating routes. (This also means r1q2 needs to be used to create the routes, as q2pro uses a different override format.)
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Quake / Re: Windows 8 Vs. R1q2 Informative
on March 19, 2013, 06:43:06 AM to Jay Dolan
BTW, that post above was a tounge-in-cheek jab at my own system. :> But I actually do get fair performance on it anyway. OpenGL runs average about 60-90 fps now, on this basic Intel integrated chipset. The processor dictates how well things run. 1.8 Ghz does the current FPS, but I know someone who has a slightly newer, but same class of Express Chipset, on a 2.67 Ghz processor. He gets around 250 FPS on average, which means that more intense games like Quake 4 could actually run decently on it. Probably not anything higher-end though, especially within the last 4 years especially. It's not that simple. id Tech 2 and id Tech 3 do not use the programmable pipeline. They use the OpenGL 1.x fixed-function pipeline, which any card from the last 10 years can utterly crush. This is why Quake2 and Quake3 are entirely CPU-bound on most hardware. id Tech 4 was one of the first AAA engines to take advantage of OpenGL 2's programmable pipeline, in the form of per-pixel lighting. The fragment shaders in DOOM3 and Quake4 require a heck of a lot more GPU cycles than the FFP rasterization of Quake2. For this reason, plenty of hardware that was CPU-bound with Quake2 either becomes heavily GPU-bound or won't even run Quake4. I'm not sure your card supports OpenGL 2.0 at all.
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tastyspleen.net / Re: Arrrgh! Quake web space, mateys!! Funny
on March 18, 2013, 07:35:17 PM to quadz
I need magic.tastyspleen.net Your request has been received and has been assigned Support Ticket #8008135 Please stay on the line, your call is very important to us. Applications will be processed in the order received. Void where prohibited. Offer not valid in Botswana or Kyrgyzstan. Please allow five to eighty-one thousand four hundred three business days for delivery.
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tastyspleen.net / Re: Ratings Nice Job / Good Work
on February 26, 2013, 10:22:05 PM to quadz
quick post as i've got to leave for a meeting in a few minutes
the 300 sec delay was the only limiting option available in the mod that seemed possibly useful to prevent a flood of someone rating ancient posts frankly what i'd want is just that you can't rate a given user more than once per interval, but there was no such option haunted: in your profile you can see who's given the ratings (the one given looks inappropriate to the content of the message) i've set up ratings such that if abuse occurs, a given user can be prevented from issuing positive/negative/neutral ratings in any combination mostly it's supposed to be fun, not tooooo serious, but i'd still be annoyed if someone just starts clicking "racist ignoramus" on random posts, etc. gtg
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