![]() |
Re: shrub for fritzy
Scratch that last problem, i fixed it, apparently RTCW set some wacky video resolution in my cfg file (1024x1600 ???:() anyway, set it to a window, 800x600 works great, both WolfMP and the tool.
Okay so onto the tool. The menu looks fine, a bit big but that's okay, looks very wolfbotish which is fine, the only problem was i didn't have any node files to test, and the buttons weren't working (i think because i didn't have a node file). Could you PM me one for the one of the stock maps mal? |
Re: shrub for fritzy
Quote:
It seemed fairly intuitive with the menu system. A couple of the node flags didn't seem to work, but I'm sure those will be re-coded to support fritz. EDIT @Denny there is a node file for mp_assault included, just run the bat file, then type /map mp_assault in console. It seems that the node files are inside the pk3 |
Re: shrub for fritzy
I agree with Crapshoot, and about them flags not working. You'll have to tweak it for fritzbot features but i'd say it ain't a bad little tool. It reminds exactly like wolfbot and from the looks of it works the same as well, but that's cool. Just wish there was more console commands, i use to custom bind the menu and the place waypoint buttons so i could be more efficient in waypointing maps (it made things quicker). Same with other console commands that did the same things as the menu does like doors, etc.
|
Re: shrub for fritzy
Quote:
1) I have not seen any mod even remotely *comparable* to it. 2) Its a great mod for people that run low internet connections 3) Like you said, feel proud of what you created. Look how many attempted to try and fail. |
Re: shrub for fritzy
Quote:
If I understand correctly, his work on the tools, which were originally for UberSoldat, wasn't complete. So any missing features were things he probably didn't get around to. I've already added console functions, for every possible thing you'd want to do with the nodes - thats what I used to path all of the Fritz maps up til now, and they will not be removed. In fact, my lazy side is tempted to just hand those out as is, but it would be really hard to work that way, and I want to make it easier for you guys. I haven't even touched wave's code yet, but Fritz's path system is totally different from UberSoldat and Wolfbot, so there will be a LOT of changes because of that. |
Re: shrub for fritzy
Quote:
And Mal don't get me wrong i didn't mean to come off like i was saying you shouldn't publicize Fritz at all, i just wanted to let you know of that thing we discussed earlier, i think publicizing is a great idea, in fact i've made mention of it on a couple Doom and Unreal Tournament forums myself. |
Re: shrub for fritzy
Quote:
Denny's idea of binding keys to the console commands is a good one. |
Re: shrub for fritzy
Quote:
If that and the console tools will make you guys happy - I'll go for it! :D You can already see a nodes location, its connections, radius, etc. Give me a couple weeks - finals are the week of the 19th, and TBH: I just don't have the time to work on Fritz until then - its crunch time for me ATM. When I'm done, I'll get you guys those tools. :) |
Re: shrub for fritzy
Quote:
|
All times are GMT +2. The time now is 09:41. |
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.