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

                  
   
  1. #31
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    Quote Originally Posted by chemical View Post
    Hey thanks for the help but that isn't exactly what I meant, they're seperate physical files alright, but when I start QuakeDS. I can no longer use the regular Quake single player, I can only use the deathmatch. And after fiddling the only way to get back the original quake is to totally remove this mod, so I was asking if there's a way to make it seperate? so I have QuakeDS.nds and QuakeDeathmatchDS.nds for example.

    With Doom it was thought you could only use 1 WAD with it, but I copied the .nds and renamed them, then used a hex editor to make them search for a different name to "doom.wad" allowing me to have multiple on my DS all at once, so I was asking if maybe I could do something similar? I'm not sure exactly how this mod works, but if it searches for "id1" perhaps I could hex edit to search for "id2" and just copy a new folder so I have 1 unmodded and one modded, or perhaps it searches for another file?


    Hopefully I've made my question clear now, thanks for any help :thumbup:


    p.s If this is possible I'll be happy to do it and upload it like I did for the Doom IWAD thread.
    1- It really shouldn't mess your QuakeDS up by using this mod. It's just a folder and qdsopts.txt file. That txt file is a command line, and tells QuakeDS what to do next, and in my case, it tells Rocket Arena to start.

    2- Starting QuakeDS with or without a commandline is on my wishlist I'd like to see something like a preloader that just lets you select which qdsopts.txt file to boot, or holding down the "A" button when you launch QDS reads or bypasses the qdsopts.txt

    PS- I think the Rail Arena Mod should be released this week, I've sat on it long enough Ready for another Simon?

  2. #32

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    Quote Originally Posted by x999x View Post
    PS- I think the Rail Arena Mod should be released this week, I've sat on it long enough Ready for another Simon?
    Knock 'em dead, mate.
    I think this one should run a whole lot smoothly, now that you know the magic of <newline> ;-)

  3. #33

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    So, how's rail arena coming on then?

  4. #34

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    Help! I need a bit of help with QuakeDS because I do everything right,put the folders where's they're supposed to be,but then I get an error where it says something has too many vertices.Any pointers on how I could get this working right?Oh yeah,it was Progs/V_shot.mdl has too many vertices.What is that?

  5. #35

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    Dude excellent addition to QuakeDS!
    Just thought i'd mention that on my version, it plays great, but the sound cuts in and out kinda randomly, not sure if this is a prob for everyone, also on rocket arena i cant fire the rocket launcher on ocassion lol.... im using the latest Supercard slot 1.

    Dude plz make more maps!! BUT THANK YOU FOR ALL YOU'VE DONE SO FAR!!!!

  6. #36
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    x999x, awesome work! And of course, simonjhall for the port!

    I have a couple of questions that someone might be able to answer.

    Firstly, is it possible to run more than one bot at a time? I changed the +maxplayers bit in the qdsopts file to 4 but it didn't make a difference.

    Secondly, is it possible to use a bot as a co-op partner in regular Quake?

    Lastly, I've added a whole bunch of DM maps to the PAK and edited the dmstart.cfg file accordingly, but rather than randomly or even sequentially moving through the levels, it plays through a few and then eventually keeps going back to the same map. Is there any way I could fix this?

    Thanks again!

  7. #37

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    Unfortunately, it seems QuakeDS currently has a 2 player maximum hard coded into the engine. I've removed it, but am unable to get it to compile.

    Also, I have frikbot running on this. How many it can support, I won't know until I can get the hard coded limit removed, but I'm hoping for at least 3 so I can get some CTF action going on.

  8. #38
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    Apparently performance suffers dramatically with more than two players so the cap was implimented to keep things playable. The next update or EXRAM build should hopefully help matters in that regard.

    I MUCH prefer Frikbot to Omicron, so if you have any files/wlkthroughs/etc that you could post up that would helps others to get this working, please do!

  9. #39

    Angry

    Ran out of texture handles!
    Trying to make a texture for progs/eyes.mdl
    Freezes at that in console at boot. works w/out bot pack

  10. #40

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    im having the same problem

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