View Full Version : bot names
]UBC[ McNite
09-09-2007, 11:21 AM
Hmmm just wondering... is there any way to actually change the bots names, to make it obvious by their name that they are bots? Maybe by making them all wear a *bot* tag, or have the same color or something like that.
The scoreboard in the demo and final version of the game shows a bot icon next to their names.
Tripster
09-10-2007, 06:24 PM
How about the names though? We have clan members who use the same names as some of the bots so we'd appreciate the opportunity to rename them if possible to avoid confusion between players. Also we may wish to use more humorous names or something. :)
]UBC[ McNite
09-10-2007, 06:27 PM
Yepp.
I like the "Niteslayer" bot though :dance: :dance: :dance:
RotzKotz_ere
09-11-2007, 12:37 AM
in your base folder create a folder named "bots"
in there create a file named "botnames.txt"
and put in your names:
"^1Bot^2|^3Name1"
"^1Bot^2|^3Name2"
"^1Bot^2|^3Name3"
try that
Babylon
09-11-2007, 11:59 AM
in your base folder create a folder named "bots"
in there create a file named "botnames.txt"
and put in your names:
try that
did you just make that up...seems WAY too easy :p
Joe999
09-11-2007, 12:17 PM
when you check your pk4 files, you'll find a file which contains a list of the bot names. i have no idea whether changes of that file will have an effect or not, so try it out yourself and give feedback :)
RotzKotz_ere
09-11-2007, 01:15 PM
That's it :)
Babylon
09-11-2007, 01:30 PM
That's it :)
Do you mean "thats it..thats all you need to do" as in text file in base folder... or in answer to previous post regarding file in the pk4 file.
I thought the PK4 files were encrypted
RotzKotz_ere
09-11-2007, 02:35 PM
No, that's where I got that from.
The pk4 were encrypted in the betas, this time specifig files inside the pk4 files are encrypted. (That's what I've been told)
Babylon
09-11-2007, 08:07 PM
aah ok..
well i ve been though all the files and they aseem readable...bgunch of text files and some map files..compiled rather than encrypted i think.
How does it work..if I want to modify the bot names...do i edit the file and put it back in the pak file?
what happens if I unpack the pk4 files and put them opened up instead.
ar they like other cab files... just create a folder and call it game0001 and "unzip" the files into there?
are the pk files compressed anyway?
my understanding of pk4 files is if you create one in the directory with the same directory structure of the pk4 file it will override whatever files are in the pk4. So putting the botnames.txt file in a bots folder under base will override the botnames.txt file in the pk4.
Note if you do this for certain files (mostly map files) you can not run the server as pure anymore as it will see different files that don't match. I am assuming botnames.txt file will be ignored though as its not really changing anything gamewise.
RotzKotz_ere
09-12-2007, 01:01 AM
my understanding of pk4 files is if you create one in the directory with the same directory structure of the pk4 file it will override whatever files are in the pk4. So putting the botnames.txt file in a bots folder under base will override the botnames.txt file in the pk4.
Note if you do this for certain files (mostly map files) you can not run the server as pure anymore as it will see different files that don't match. I am assuming botnames.txt file will be ignored though as its not really changing anything gamewise.
true
about the pure server, it should still work, it just uses one file as "pure".
Clients have to download it then :)
odyss3y
09-13-2007, 07:23 PM
creating a file named "botnames.txt" in a directory called "bots" in the "base" folder does not work for a pure/dedicated server.:mad:
Berzerkr (GER)
09-13-2007, 09:40 PM
Anybody got it to work?
Made a pk4 with new botnames (z_botnames.pk4 - zip-archive), putted it in the base-folder and tested it with bots on my own pc - No success. :(
Can't figure out what's wrong, in ET it worked all the time for me.
Or can't the demo be modded?
Generalissimo
09-13-2007, 10:10 PM
I believe the demo isn't set up to take mods.
i guess someone want to try cvar net_serverAllowServerMod "1" (allow server-side mods, default = "0") :)
Berzerkr (GER)
09-13-2007, 10:18 PM
i guess someone want to try cvar net_serverAllowServerMod "1" (allow server-side mods, default = "0") :)
Thanks a lot!!! :dance:
Will check it out asap. :D
Babylon
09-14-2007, 03:13 AM
i guess someone want to try cvar net_serverAllowServerMod "1" (allow server-side mods, default = "0") :)
what he said
Following on from this, I started a poll on our fourms to fnd out good bot names.
Turns out, few weeks befor ewe had a "MIA/AWOL" list of past and treasured members.
We decided to name the bots after "1337 haxors" of old who have been swallowed by WoW, Fatherhood, Work or other such evils!
Ooo the pleasure in getting a headshot against "Hitchico!", even if it just a fake one!!
odyss3y
09-14-2007, 05:39 AM
i guess someone want to try cvar net_serverAllowServerMod "1" (allow server-side mods, default = "0") :)
tried it, no effect.
i have it in my servers .cfg file that is loaded upon start using the +exec flag.
am i missing something else?
confirmed:
"net_serverAllowServerMod" is:"1" default:"0"
Lekdevil.NL
09-14-2007, 06:43 AM
As said above: the demo version of ETQW does not load or process any third-party pk4 files.
RotzKotz_ere
09-14-2007, 11:30 PM
That also means no files unpacked from pk4
sponge
09-15-2007, 01:55 AM
And no console command can get around that.
...just so maybe 3 posts will drive in the point.
Lekdevil.NL
09-15-2007, 11:15 AM
And to rub it in: even with the full version, you cannot simply extract files from the pk4s, modify them, and then expect the server to read those files. id titles haven't worked like that since Quake 2. You need to package your modifications into a pk4 file to have them being used by the server.