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Gladiator bot port.

PostPosted: Jan 24, 2002 @ 4:50am
by RwGast

PostPosted: Jan 24, 2002 @ 5:02am
by Dan East

PostPosted: Jan 24, 2002 @ 5:04am
by RwGast

PostPosted: Jan 24, 2002 @ 5:16am
by RwGast

PostPosted: Jan 24, 2002 @ 5:32am
by Dan East

PostPosted: Jan 24, 2002 @ 5:36am
by RwGast

PostPosted: Jan 24, 2002 @ 5:54am
by RwGast

PostPosted: Jan 24, 2002 @ 6:22am
by RwGast

PostPosted: Jan 24, 2002 @ 10:05pm
by RwGast

PostPosted: Jan 24, 2002 @ 11:38pm
by Dan East
It's defined in one of the Quake II C source files. I don't have access to it at the moment - just do a search of the source code files for it.

Dan East

PostPosted: Jan 25, 2002 @ 10:18pm
by RwGast
Hmm i found out it is defined in the server project, strange. Anyways i have given up on gladiator for now its to complicated for me to port considering how much i suck at C and porting. But i have found i nice simple bot called Famkebot wich may be a nice bot to port since it doesnt have bot loading with files and all kinds of stuff like that i figure i or others can always imporve on it after the orginal source is ported. :)

PostPosted: Jan 26, 2002 @ 8:28am
by RwGast
Pewww ok i have a bot ported it compiles fine but for some reason pq2 doesnt seam to load the custom dll. I noticed you changed the project name to game.dll wich didnt seam to work, i also tried gamex86.dll wich didnt seam to work. I added a simple console command to call a gi.bprintf and it just kept saying it as chat text when i tried to run the command. I know that the console command i added was 100% right and the one to add bots is right. The only thing i can think of is quake wont switch dll files from its original. Do you think this is a possibility?