Note: there is also a version of FBCA available for these Quake engines. The "glquake-bots-ffa-cycle.bat" batch file can be used to launch the Windows version of GLQuake with the right options if you are using some other Quake engine then you can of course edit the batch file to change the name of the Quake executable, or create other batch files or shortcuts. The "frikbot_quickstart_readme.txt" file describes the command-line options that you should use to launch Quake in order to play against these bots. Just put the "frikbot" folder next to your "id1" folder. This contains the FBX++ downloads from throughout this guide, ready to go in a mod folder named "frikbot". (But see the "GLQuake Issues" section below.) This mod will also work if you use many of the modern Quake engines: DarkPlaces, QuakeSpasm, Fitzquake Mark V, DirectQ, qbism Super8, ProQuake, or Qrack. Follow the guide below!įor most Quake engines.If you like to play Quake using the original Quake (WinQuake) or GLQuake programs, then the FBX++ mod is a good choice. But I'd recommend not getting any downloads or following instructions from those sites they're outdated in various ways. If you'd like to learn more about these bot mods (or their progenitors) you might be interested in the websites for Omicron, FrikBot X. The Reaper bot probably isn't what you would want to play with these days, so this guide is going to cover some of the later bot mods that would be a better choice: It was never quite finished and polished up, but the Reaper (along with Cameron Newham's Eliminator bot) was a cool demonstration of possibilities that kicked off a long history of bot mods in Quake and other games. The first widely used Quake bot was the Reaper bot by Steven Polge, who eventually went on to work at Epic. And if you're playing FFA then a bot game can be nearly indistinguishable from a game on a public server. But bots can be a fun way to learn a map or just burn some time shootin' stuff. Now, bots are never really an accurate replacement for humans, since even the smartest Quake bots don't have much brainpower in the "high level" game like predicting opponent routes or coordinating team strategies. The purpose of a bot mod is to let you play a multiplayer gametype, such as FFA or team deathmatch, with the bots standing in for human opponents. (Left: a screenshot I took in 1997 playing against an Omicron bot Right: FBCA bots moshing in 2013) Happy Quaking!Īrtificial intelligence opponents - "bots" - are not available in the plain vanilla Quake game as originally released by id software, but mods (add-ons) to provide bot skirmish functionality have been among the most popular Quake third-party content almost since the beginning. Maybe someday I'll have the time and motivation to rewrite this stuff, but in the meantime there's plenty of other good resources out there. Sorry I'm not engaging with it these days, but that's life. In any case, thanks for the comments and other feedback over the years. So I can more easily poke at it occasionally to keep it up-to-date. That's a more focussed set of tools/docs that doesn't try to cover Every Quake Thing it's just about getting a good modern singleplayer setup going as fast as possible. I had some guides errata posted on the forum a while back, which might be interesting, although that's getting stale now too.Ī more up-to-date thing that might be useful/helpful for some of you is the Quake Singleplayer Starter Pack. Modern "Quake engines" like Quakespasm, Mark V, FTE, and ezQuake are still being developed though, and so the features and behaviors of the newest versions of these engines may be somewhat different than what these guides describe now. Since Quake is a classic game, a lot of the stuff in these guides doesn't need to change. Not a lot of game time, and what I do have goes into things other than guide-writing these days. Family stuff, etc., you know how it goes. I haven't maintained these guides in a while. I'm putting this generic update on all my Quake guides here on Steam, just as an FYI:
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