Stuff and Things and Stuff ( ° °
Stuff and Things and Stuff ( ° °
0)
Filename : sqdbt201.zip
Version : 2.0.1
Date : 12/12/97
Author : William van der Sterren
Email : [email protected]
Credits : id software,
for releasing Quake as a modifiable environment
Minh Le ([email protected])
for starting off Navy SEALs, and
for high quality weapons, models and animations
Roscoe A. Sincero ([email protected])
for a large part of the bot movement code
(Norse_movetogoal package v0.32, slightly modified)
Alan Kivlin ([email protected])
for bot rankings code
Skullhunter ([email protected])
for additional weapons and models
DnV, Blackhorse,
for publicity and testing
AssLord, Skullhunter, Spidergecko
for testing
Type of Mod
-----------
Quake C : yes
Sound : no
MDL : no
Important: This modification requires (in the same directory) the Navy SEALs
2.0 modification, (because of its models, sounds and maps).
This modification replaces and upgrades the Navy SEALs 2.0 progs.dat. This
modification add squadbots to Navy SEALs 2.0 and fixes minor weapon selection
problems.
If you are impressed by the monsters models and - animations, and by the
weapon models, please take a look at the credits again; that wasn't my work.
Navy SEALs sQuad bots have NOT been designed with ordinary deathmatch in mind.
Most real life soldiers and terrorists do not wait near the red armor
spawn location, do not dive into slime to obtain the quad damage
power-up, and do not learn to circle strafe. Nor do these Navy SEALs
sQuad bots.
Have fun,
William
step 1. Make sure you installed Navy SEALs 2.0 (INCLUDING the so-called
multiplayer update, available on the news page - until the news
page mentions an single zip file).
Impulses
------------------------
This patch requires keys 1, 2, 3, 4, 5, 6 and key 9 to be bound
to "impulse 1", ..., "impulse 6" and "impulse 9" respectively. If you
don't understand what I mean, don't worry: default Quake settings
meet this requirement.
This patch adds one new impulse command to the Navy SEALs impulses:
- impulse 99,
shows main menu. Choose options 1...6, or choose 9 to exit menu,
or ignore menu (will disappear in 10 seconds or so).
As long as the menu is screen and you didn't choose one of the
options, you won't be able to use impulse 1..6 to select weapons
(they select menu options instead).
As soon as the menu disappears, or a menu action has been executed
(providing you with a reassuring click sound, and a message on screen,
starting with "menu:" to confirm your choice).
If you choose an option leading to another menu (those menu options
end with "...", you won't be able to select weapons using keys 1...6
until you chose a menu action).
This may sound awkward, but it works fine.
I'll repeat the standard Navy SEALs impulses for you convenience
(see Navy SEALs text files for more info):
- impulse 100,
will reload the guns (except for shotgun which reloads automatically).
- impulse 101,
will fire the grenade launcher (you must have the M-16 to do this).
- impulse 102/103,
will zoom in/out with the PSG-1 (this only works in regular Quake).
- impulse 104
will toggle crouch mode.
- impulse 105
will toggle between MP5/MP5SD single shot / burst rate controlled
/ fully automatic modes. (You must have the MP5/MP5SD in your hands to
toggle this setting).
- impulse 200
will toggle between flash-bang grenades and fragmentation grenades.
Fire up Quake using (at least) the following command line options:
quake.exe -game navyseal -listen 5 -exec squadbot.cfg
(you can use glquake.exe, winquake.exe, etc. as well - use glquake
after obtaining the new .mdl patch from the Navy SEALs home page, when
available).
You'll arrive near the exit of the Slipgate Complex, without seeing
the standard powerups. Now pull the console down and type:
impulse 99
The menu appears. Just press "1" and a squad of 4 bots will be inserted
(somewhere in the level). You may wait for them to come, or go find them.
Have fun.
The squadbot.cfg file you just used (to start up the game in this mode)
contains the following lines:
coop 0
skill 3
deathmatch 89
teamplay 1
map e1m1
You can edit the "skill" and "deathmatch" values in this file to
suit your own preferences.
Do not change the teamplay mode. "Teamplay 1" sets the bots to be immune
for friendly fire. Yes, I know, that's not very realistic, but I still
am troubled by a bug that tells the bots they won't hit teammates while do
hit they mates.
Do not try to use some other map. "map e1m1" starts map "The Slipgate Complex",
the only map currently supported.
Do not remove "coop 0". Coop 1 mode does not allow bots, because it
is reserved for multiplayer purposes.
The deathmatch value reflects the various game modes. See that section
below.
By the way, (commercial plug on), I suggest you use the QuakeOn/QTray tools
(http://quakeon.stomped.com) to manage the various Quake configurations.
They proved essential to me in managing the different games modes I
needed to test. (commercial plug off)
As stated above, use impulse 99 to display the main menu. And choose
options 1...6, or choose 9 to exit menu. Every choice you make is
confirmed with a nice click, and you'll be given either a new (sub)menu
or confirmation of your choice.
Below, you can find a brief explanation of the menus (in a tree format):
1. Insert sQuad
[action] inserts a squad of bots, if there is no squad active.
if you choose "auto respawn" in the mission settings,
you have to insert a squad only once.
2. Mission settings...
[submenu]
1. Infiltrate start to exit
[action] has player start near start of level, and bots
come to the start of level. Takes effect after
restart mission.
5. <not implemented>
[action] whatever the label says, it does not do anything
except for exiting the menu.
6. Restart mission
[action] restarts mission, so new mission settings can take
effect. Similar to typing "restart" at the console.
3. Weapon settings...
[submenu]
1. Close Range Weapons
[submenu]
1. H&K MP5
[action] spawns the H&K MP5 weapon in front of the
player,
2. H&K MP5SD
[action] spawns the H&K MP5SD weapon in front of the
player,
3. Mossberg shotgun
[action] spawns the Mossberg shotgun in front of the
player,
4. Assault shotgun
[action] spawns the assault shotgun in front of the
player,
2. Colt M16-A2+RAW
[action] spawns the Colt M16-A2+RAW weapon in front of
the player. No clip for normal M16 operation
provided.
4. Squad settings...
[submenu]
1. Set sQuad size to 1 member
[action] sets squad size to 1 member only. Takes
effect when a new squad is inserted / respawns.
2. Set sQuad size to 2 member
[action] sets squad size to 1 member only. Takes
effect when a new squad is inserted / respawns.
3. Set sQuad size to 3 member
[action] sets squad size to 1 member only. Takes
effect when a new squad is inserted / respawns.
4. Set sQuad size to 4 member
[action] sets squad size to 1 member only. Takes
effect when a new squad is inserted / respawns.
5. Toggle sQuad composition
[action] toggles squad composition from "mixed" (both
machinegun armed and handgun armed guys) to
"handgun armed guys" to "machinegun armed guys".
Default, after startup is "mixed". "handgun armed"
is probably the easiest setting.
6. Squad debug settings...
[submenu]
1. Toggle team state info
[action] no info :)
2. Toggle member state info
[action] no info :)
3. Toggle waypoint visibility
[action] no info :)
4. Display current states of members and team
[action] no info :)
5. Toggle bots targeting player
[action] useful to observe the wonderful
animations and sometimes cool behavior
of the bot
5. Remove powerups/items
[action] removes items, powerups and weapons from this level. Please
use the "Mission Settings...", "Toggle item availability" to
have the items removed by default.
I consider the availability of red armor, medikits, etc.
(combined with the effortless picking up of this stuff) a bit
unrealistic. If Navy SEALs really were to pick up all this stuff,
they probably have a shopping cart as part of their basic
arsenal.
6. About / credits...
[info] our attempt to become rich and famous (yeah, right).
Credits to the people that devoted a significant part
of their ideas and time to a Quake patch you get for free.
9. Exit menu
[action] exits menu, allowing you to use your weapon selection keys.
Navy SEALs
- GLQuake crashes when running Navy SEALs 2.0 (problems with meshing
a number of the new models for weapons)
- selecting the Barrett sniper rifle looses the MK23 handgun (probably
a bitfield overflow)
- obituary messages for players killed by handgrenades mention
any weapon but a handgrenade
squad bots
- frag counter does display inconsistent values
- bots sometimes get stuck in each other in the elevator near start
- bots sometimes have trouble coming out of the water/slime
- bots sometimes display really bad strafing behavior
- bots sometimes hit teammates
* Why are these bots limited to map e1m1 (The Slipgate Complex)?
These bots have not been designed for normal deathmatch. Use
the Zeus-, Reaper- or Omicron bot for that. But please don't expect the
Zeus-, Reaper- or Omicron bot to work together, reload their gun or
keep close to their teammates.
* I have this COOL idea about adding cruise missiles, two hundred
Nazi's, HUMV vehicles, speech recognition, twin Vulcan
machine guns, and mine hunting dolphins. You MUST add that
to your patch!
To illustrate the state machine idea, the bots can have the
following states:
- wait, reload, patrol, hunt stuff, hunt enemy, strafe,
defend, attack, pain, die, assemble, position, guard, run to
help, spread, check, run for cover, ambush
The squad bots can operate in coop mode with the player;
I strongly encourage map designers to take advantage of
that. I'm also glad to assist in providing any "scripted"
behavior for such levels. Just think about situations where
both the player and the bots have different but interdependent
goals in a level.
Availability
------------
See http://www.planetquake.com/qca/goose