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Thread: QDS.Arena - Final - Bot Modpak for QuakeDS

                  
   
  1. #11
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    Quote Originally Posted by simonjhall View Post
    Do you get the freeing precaches message when you're playing regular single player quake? If so, PM me and we'll sort something out (there seems to be a lingering bug which I'm working through with someone else)

    @x999x, so what's next? Any more mod plans? (please)
    Mr.Hall,

    I have RailArena ready to release, but I'm hesitant until people can get this one working correctly :P As for the precache error, I honestly don't play single player so I can only say I haven't experienced it the times I dabbled with it. With regards to the mods, I ran into errors loading the sky on XPLoadzone when the frag limit was hit. The error messoage would say the it needed XXX more ram to fill but only had YYY available and would halt arm7. I found that I would not run in to this bug if I changed game modes before loading the new map. I don't know what that does, maybe clears the cache or something, but I've never run into the problem since. If you'd like to try and reproduce some of those cache errors, try loading the omicron bots from my modpak into a regular e1m2 map. I forgot which one it was, but you'll get a crash every time it gets to that blasted sky texture or model.

    @Mr.Biggs

    When I say save state, I am referring to the actual quakeds.sav file that your R4 or what-have-you would make upon running Quake the first time.

    Now, make sure you have the last and final installer files of this modpak found above. There should be one folder named omicron, and a qdsopts.txt file which you place in the root of your flashcard. You will also need your standard ID1 folder in the root of your flashcard with pak0.pak and pak1.pak (registered version).

    Now, make sure your qdsopts.txt reads as follows:

    -game
    omicron
    +maxplayers
    2
    +map
    dbra

    Also make sure there is a blank line under "dbra", you can tell if there's a blank line there if you can see a cursor when you click there.

    Now, again, make sure you have no quakeds.sav file, and fire up quakeds. You *should* be taken to the que area of the mod.

    /crosses fingers

  2. #12

    Default works for me

    This final release worked like a charm for me: I copied the qdsopts.txt, the new omnicron/pak0.pak, and deleted the quakeds.sav.

    This release appeared to fix the problem of resetting the attack binding.

    Bring on RailArena!

    FWIW, I'm running this on M3 Simply DS with the latest firmware. I don't even have to patch the DLDI thanks to the autopatching.

  3. #13
    DCEmu Rookie Sir_Voe's Avatar
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    Thumbs up

    Great! I just edited the txt file (gotta love DSOrganize) to what it was supposed to be and it's running now. I guess your hat is safe this time.
    The AI really shines on the new levels. I think an arcade mode would suit the 1 on 1 play style well, with a new, more skilled bot being swapped in at the end of each round. Thanks again for putting this together, I look forward to your next release.

  4. #14

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    Ok, I'll test in a bit to see why the sky doesn't load on regular maps. Although tbh I doubt it's a problem with the sky, as that shouldn't take any memory! (or does it...?)
    Anyway, these omicron bots do take a lot of memory, so I wouldn't be surprised if they didn't fit well with the regular levels.

    To any other people who are getting crashes which don't have desciptive messages (for instance that weird precaches message), please get in touch.

    Also, I posted this on gbadev - if anyone has an old copy of the first Quake mission pack, care to send it my way? I can't seem to get hold of it for decent money.

    EDIT: I've found out why the sky wasn't loading - basically you've run out of memory by this point. It's not a problem with the sky, but the loading of the lightmaps for the world...

  5. #15

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    Quote Originally Posted by simonjhall View Post
    Ok, I'll test in a bit to
    Also, I posted this on gbadev - if anyone has an old copy of the first Quake mission pack, care to send it my way? I can't seem to get hold of it for decent money.
    Do you mean you need Quake's .pak files?

  6. #16

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    I want to add support for the first official Quake mission pack, Scourge of Armagon, made by Hipnotic.
    I've got the second mission pack, so don't need that...

  7. #17
    DCEmu Regular Mr_Biggs's Avatar
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    Quote Originally Posted by x999x View Post
    @Mr.Biggs

    When I say save state, I am referring to the actual quakeds.sav file that your R4 or what-have-you would make upon running Quake the first time.
    My M3 Perfect SD only needs save files if a game or homebrew file uses SRAM. and that file isnt created unless i make it. but i got hold of simon, and we've established that... something... is buggy. but i managed to play QDSRA, and i am really impressed. now we just need to wait for simon to get us some blood up in this thing!

  8. #18
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    Quote Originally Posted by Mr_Biggs View Post
    My M3 Perfect SD only needs save files if a game or homebrew file uses SRAM. and that file isnt created unless i make it. but i got hold of simon, and we've established that... something... is buggy. but i managed to play QDSRA, and i am really impressed. now we just need to wait for simon to get us some blood up in this thing!
    Or the sound bytes at the begining of each RA matchup:

    3-2-1-FIGHT!!!

    Simon got it working, just waiting on a new QDS release I reckon we'll see it once he sorts out the Xpansion pack project.

    /crosses fingers

  9. #19

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    Quote Originally Posted by Mr_Biggs View Post
    i got hold of simon...!
    Nice.
    Btw, an M3 will be fine for the big RAM build. It's EZ-flash you want to worry about, as I'm thinking of dropping support for that.
    Quote Originally Posted by x999x
    Simon got it working, just waiting on a new QDS release I reckon we'll see it once he sorts out the Xpansion pack project.
    I can't remember, did I send you that sound-playing build in the end?
    And yeah I'll release it in conjunction with some kind of major feature, eg the RAM build.

    EDIT: and blood? How does that work? Are there $#@!-loads of red particles on the PC version or something?

  10. #20
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    Quote Originally Posted by simonjhall View Post
    I can't remember, did I send you that sound-playing build in the end?
    And yeah I'll release it in conjunction with some kind of major feature, eg the RAM build.

    EDIT: and blood? How does that work? Are there $#@!-loads of red particles on the PC version or something?
    I didn't get that, it's probably because we post here and at gbadev, which is where I PM'd ya my email addy. No rush, I put audio over the game sounds in my video so noone would notice them missing, which is what I was going to use that special build for basically.

    I'll take a look in my archives for that expansion pack, I remember having all of them at one point in time.

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