User panel stuff on forum
  16 posts on 1 page  1
Maps & Textures
2010-01-26, 02:22
Member
156 posts

Registered:
Mar 2007
range">The Definitive Frikbot Waypack

After working on this for nearly 6 months on and off, I give you the Definitive Frikbot Waypack! Get ready for hours of bot fragging fun!

range">Description
This pack adds bot support for nearly 400 user created Quake maps, all extensively tested and perfected by the biggest bot perfectionist (me). It is for use with the Frikbots. Around 167 of these were created from scratch, while the rest were improved by me. When I say improved, I mean that I basically spent so much time updating waypoints by other authors that it probably would have been easier creating them from scratch. I was very meticulous about making sure each and every map had the best bot support possible. I didn't slack off in any one map! For this very reason, I have titled this pack the Definitive Frikbot Waypack. You will not find a more comprehensive archive of Frikbot waypoints - all of them the very best quality. Nothing has been left out, so stop your waypoint searching here.

range">Supported Maps
There is no way I'm going to list all of the maps here, but I'll just say that all the most popular ones are there - including many of the new releases! Aerowalk, the ztn series, Ultrav, the pope series, plpak series, dapak series, ukpak series, Misdm series, fragtown series, efdm series, and much more. There are some rare maps supported in this archive that many people have probably never heard of!

PainKeep Support
All the official Painkeep maps have been given special attention with this release. Although the waypoints were originally created by Monster, I felt that they needed much more work. I spent hours improving these waypoints. In the case of pk6, I spent 6+ hours improving/testing just the one map! The very last video at the bottom is from this map. All Painkeep maps have this kind of bot support with this release.

Make sure to grab the Frikbots merged with Painkeep here to play using the painkeep mod. You can also play the Painkeep maps without the painkeep mod - they just won't have the new weapons. The bots will understand the maps both ways.

range">Where To Download The Maps
In correspondence to the waypoint pack, I have compiled an archive of all the maps and uploaded them separately. I did this to make it very convenient, so you don't have to go searching for download links to all 400 maps. Some of these maps are rare and almost impossible to find anyway. You don't have to download the mappack if you simply want bot support for a handful of maps in your Quake folder, which is why I uploaded them separately. The Waypoint pack is only about 800kb, while the Mappack is over 100MB. I highly recommend downloading the mappack if you want to experience all if it though!

range">Installation
-Download the DefinitiveFrikbotMappack.zip and DefinitiveFrikbotWaypack.zip, and extract them both to your Frikbot mod folder. Make sure to use folder names, so that everything goes to the right locations.

-In the \maps folder where you extracted everything, you will notice there are 32 .ENT files, along with QBSP.exe and "ENT patches.bat". Run the ENT Patches batch file to modify 32 maps to work better with the Frikbots.

NOTE: I didn't want to upload any modified .BSP files in order to respect the mappers, so I included the ENT patch as an alternative. Basically, there are some maps that don't work right with the Frikbots unless you modify their ent files. If you don't run "ENT patches.bat", then 32 of the supported maps will have some major issues, or not work at all with the Frikbots. This is mostly due to mappers including waypoints for other bots in the .ent files, which screws up the Frikbots. I did include some minor fixes to various maps in these patches, such as better playerstarts for the Fragtown series.

-That should be it! I included a maps.cfg file that has all the maps with this release. If you want hours upon hours of bot fragging fun, I recommend you turn on random map rotation, and let the game surprise you with a new map every time a match is over! This is the main reason I created this pack!

range">Download

NOTE: This pack does not currently support QuakeWorld. I'm looking into making a QW version in the future, so be patient! It should work with every other engine, however.
The Definitive Frikbot Waypack
The Mappack

Mappack Mirrors:
http://kaszpir.hlds.pl/quake/The%20Definitive%20Frikbot%20Waypack/DefinitiveFrikbotMappack_.zip

Various 24-bit Texture Packs

Here are some high-res texture packs to complement a few of the maps in this pack. Download them if you want to spruce up the appearance of a few maps.

Schloss 24-bit Textures
Skull 24-bit Textures
Dad 24-bit Textures
Dad2 24-bit Textures
Doomed 24-bit Textures
Tuhnu2 24-bit Textures
Cmt1b 24-bit Textures

range">Videos

Some videos I recorded to show off the navigation of the Frikbots with this pack. You will see the bots make mistakes in the game of course (Frikbots aren't perfect), but this shows what you are downloading, nonetheless.

Cmt1b: Shows the bots navigating the map pretty well.
YouTube - Cmt1b

Spirit1dm2: The bots navigate Spirit's new map that just came out.
YouTube - Spirit1dm2

Ztndm6: The bots get all the secrets in this popular Ztn map. They even use the secret teleporter!
YouTube - Ztndm6

Efdm12: The frikbot collects 3 very hard to obtain power-ups in a minute.
YouTube - Efdm12

Agent: The bot Rocket Jumps into an air-vent to obtain a hard-to-reach Pentagram.
YouTube - Agent

Ztnbase: Great navigation on this large base map by Ztn.
YouTube - Ztnbase

Damaul2: The bots grab all items in this massive level!
YouTube - Damaul2

Pk6: This last video simply shows a bug I manipulated with the Frikbots to get them to perform a 2-button sequence in this Painkeep map. The part where the bot gets stuck on the wall was where the bug was abused. Basically, I tricked them into only going for the buttons if the Rocket Launcher room is not yet open. Once the room to the RL is open, they no longer go for the buttons. Play this map for yourself, and you will see them get that RL room open in about 3-5 minutes on their own (with about 4-6 bots in the map).
YouTube - Painkeep 6
2010-01-26, 02:32
Administrator
1859 posts

Registered:
Feb 2006
Very nice, will need to test this out

However you tricked me a bit with that http://maps.quakeworld.nu/schloss/textures1/download/ link, there is no such file
2010-01-26, 02:58
Member
156 posts

Registered:
Mar 2007
Zalon wrote:
Very nice, will need to test this out

However you tricked me a bit with that http://maps.quakeworld.nu/schloss/textures1/download/ link, there is no such file

It works for me! Does it give you a 404 or something?

Edit: Oh, wait... You are right! It downloads a corrupt file. I'm updating my original post with a Quaketastic link as we speak.
2010-01-26, 11:58
Member
1435 posts

Registered:
Jan 2006
Is this known to work with QuakeWorld? I tried both ezquake and qwsv.exe servers, bot very often doesn't leave his spawn point, in dm4 falls to lava or forgets to use RL when leaving mh room.

I like the video how it moves thru cmt1b.
2010-01-26, 14:37
Member
156 posts

Registered:
Mar 2007
Hey Johnny, check out the official Fbx Readme here, and go to the "Playing" section. It talks about how to get the Frikbots working in Quakeworld. Just be aware that they do not support all the features they would in other Quake engines, and I have not personally played the Frikbots in Quakeworld. I personally use Qrack to test the bots, but they should work fine under any of the popular engines - such as Darkplaces, FTE, EzQuake, etc.. I have no personally tested this, but it seems that as long as the engine can run the Frikbot modification, they should work.
2010-01-26, 14:42
Member
1435 posts

Registered:
Jan 2006
Yea thank you, but I did all that, I tried changing the skill via localinfo skill x as it says, but the bot is still kinda "retarded". For a short moment it actually was doing something, like shafting me precisely as it should, but that was like 10 seconds highlight, for the rest of the ~15 minutes I gave it the bot was rather useless (often not leaving the location where it spawned, ignoring weapons...).

But of course I can't say if it's related to your waypoints or the frikbot in general, I think I never tried frikbot before (not sure).
2010-01-26, 15:06
Member
156 posts

Registered:
Mar 2007
The waypoint code is very simple, so it's not related to that. All the waypoints do is add markers for the bots to run around. It's very possible that the Frikbots just generally suck in Quakeworld. Maybe one day someone can code a version of them for Quakeworld that don't suck.

It's odd that the FBX readme file makes no mention of the bots failing to move around. Perhaps it's an issue with the version of Quakeworld people are using these days?
2010-01-26, 15:19
Member
1435 posts

Registered:
Jan 2006
It might be just my setup or something, hopefully someone else will try this stuff too (in quakeworld) and we will see.
2010-01-26, 16:38
Member
156 posts

Registered:
Mar 2007
By the way Johnny, I notice that you said you tested dm4. What version of the Frikbots did you test dm4 with? The default waypoints released with Fbx are terrible for the official maps. I haven't (yet) improved the official maps, because igor9 did some pretty good waypoints for them included with the Fbx+ release. You can download that version of the Frikbots here. I also included Fbx+ with the Mappack.

Do the bots just sit around in the other maps too (like cmt1b)? I assumed they were when I read you initial post, but I was just thinking about it again - and noticed you only mentioned dm4.
2010-01-26, 17:32
Member
156 posts

Registered:
Mar 2007
Ok, well I was just now informed by Frika C (the creator of the Frikbots) that Quakeworld will not load external .way files. The waypoints have to be in the format of .qc files or .ent files. This means that currently, this pack is not compatible with Quakeworld.

I will look into this and see if I can make a version of this pack that is compatible with Quakeworld.
2010-05-22, 01:05
Member
1 post

Registered:
May 2010
Hey Lightning Hunter, did you ever work on qw compatible waypoints?
2010-05-24, 06:50
Member
156 posts

Registered:
Mar 2007
darkwolfe wrote:
Hey Lightning Hunter, did you ever work on qw compatible waypoints?

Unfortunately, I ran into too many problems. First of all, there was no efficient way to convert all the waypoints to qw. It would have taken me weeks to manually convert them. Second, there is a limit as to how many waypoints you can put into .qc files (not sure exactly what the limit is, however). There just isn't really any good method to doing this. I recommend Frogbots for qw for now. Maybe I'll eventually find a way to convert the Frikbot waypoints, but don't count on it anytime soon.
2010-05-31, 08:41
Member
198 posts

Registered:
Oct 2006
can it play endif?
2010-06-02, 00:52
Member
156 posts

Registered:
Mar 2007
No. I could add waypoints to the map, sure; it would just be a complete waste of time. The bots would do nothing but run around on the floor. I guess I could give all the waypoints a jump tag, but they would still immensely suck. No bot was ever designed (as far as I know) to play with such a gametype. Actually, they could possibly win on the hardest skill, since they turn into ridiculous aimbots. You wouldn't survive 2 seconds before getting hit by a rocket.
2010-06-02, 01:01
Moderator
1329 posts

Registered:
Apr 2006
FrikBot MidAir (The project is closed)
======================================
Title : FrikBot MidAir (fbma)
Version : 1.02
Date : Nov 13, 2003
Author : ParboiL
Email : parboil@quakeworld.ru
Download : http://www.parboil.quakeworld.ru


Description
===========
A Quake mod that combines the FrikBot with Kombat Teams (KTPro MidAir).

I have had this mod for a long time. Unfortunately, bots don't seem to have any kind of prediction so they won't be able to kill player too easily.
Servers: Troopers
2010-10-08, 03:38
Member
232 posts

Registered:
Feb 2006
You can get QW FrikBots to load external waypoints (ableit in .ent format), I did it for JTeams. I'm fucked if I remember how however.
vb.drok-radnik.com
  16 posts on 1 page  1