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Re: Carentan map bugs
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the bindlestiff
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Join Date: Nov 2005
Location: Washington state
Default Re: Carentan map bugs - 02-12-2005

Re: Carentan Streets. My copy of the map is named "mp_carentan.pk3, dated 1/13/2002, size 4725044 bytes.

I've installed the latest "small patch" of qagame_mp_x86.dll dated 12/2/2005 1:07 am, size 602,112 bytes.

A quick startup via console and bots loaded via console, g_gameplay =5, resulted in exactly the same problem: all the bots stuck in position with one or two shooting at the ceiling. Strange. . .

It's 'way past my bedtime so I'll sign off for now. Will try to test the automatic bot loading tomorrow.

Quoting Maleficus (always forget how to use the "quote" feature on this forum):
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I'll have to work on a different system to get bots loaded. I never really thought anyone would want to use Fritz as a server mod, but more as an offline mod for times you want to play wolf, without the lag or losers.
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Well, that was our first intentions exactly. But we were plagued by very unbalanced ping times that made it almost unplayable for the person connecting (unless we cut down the number of bots+players to six or less). I live in the Northwest woods at the end of a long dirt road, and am just slightly outside the normal range for DSL. So my upload speed is dismal (download not too bad). A difference of 500 feet in line length is critical.

For a modest investment, a rental server seemed to be the way to get good pings for both of us. I've got the server running for plain-vanilla Wolf right now and the pings for both of us are quite good. When I'm certain that I can trust Fritzbot to behave reliably on the server, I'll upload it and we'll be ready to play. By "reliable," I mean that:
1. It'll load bots when one or more players are connected and

2. That it will recognize that players are connected when the maps are rotated and

3. Will continue to load bots as long as someone is connected to the server.

Doesn't do this on my listen server right now.
  
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