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Quake with bots

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First post, by truth_deleted

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Quake with bot support is a good fit with dosbox as it is a 3d FPS title with DOS support. There are Win9x versions with extended graphics, but this would require additional work to setup 9x in dosbox; the DOS version seems sufficient if the resolution is 640x480 or higher (tested in a low-end core2duo system). This configuration is also CPU dependent and does not require the 3d functions of a video card; especially a good fit for systems with an onboard GPU or for a non-Windows host.

Excellent guide for Quake deathmatch with bots:
http://steamcommunity.com/sharedfiles/filedet … s/?id=123626484

And the single download necessary to enable bots in Quake:
http://eclecticmenagerie.com/jl/quake/bots/fr … _quickstart.zip

This download requires the original DOS version of QUAKE.EXE, CWSDPMI.EXE, and the ID1 subdirectory with PAK0.PAK and PAK1.PAK game files.

To enable the "frikbots" in Quake, I had to rename quickstart.cfg to autoexec.cfg. Ensure that the downloaded mod is in a subdirectory named "frikbot". Then, the game is started like so:
quake.exe -game frikbot -listen 16 -zone 2048 -heapsize 48000

The "heapsize" at 48000 kilobytes (48mb) will require additional memory in dosbox; "zone" is in kilobytes, too. The "heapsize" setting is recommended at 192000, but the only problem I've had is with loading the map.cfg; instead, choose one of the maps-partX.cfg files and rename it to maps.cfg to load that subset of maps (first preserve/backup the original maps.cfg file). The "b" on the keyboard will add bots during a game and then the bots will disappear after the round is over. There is a setting to override this behavior, but I haven't yet found a way to implement it.

The bots have waypoints for hundreds of maps which makes for realistic gameplay with the bots. These bots are rated very highly and provide deathmatch (free-for-all and teamplay) gameplay with much lower system requirements than UT99 and Q3. This download should also work with glquake (9x in dosbox).

I'm now working on a patch to increase my skill against these bots. 😀

Reply 1 of 7, by mr_bigmouth_502

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Does this mod work with WinQuake by any chance? Can you host multiplayer servers with this mod?

Reply 2 of 7, by truth_deleted

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It works with winquake. Also, the above configuration starts a server automatically, but it can also be started manually from the Quake menu (perhaps a better choice for a multiplayer server with humans). For instance, a multiplayer server can use IPX (typically LAN only, but dosbox may allow connections across the internet under this configuration). It should also work with TCP/IP, and then the humans would connect remotely using the server ip address. This setup should be supported under dosbox with the ne2000 patch, but I imagine most would run a server outside dosbox. There is a third option to use a "modem" which may work via the virtual modem-enabled dosbox.

Outside dosbox, I would think the tcp/ip option is best. I believe you can also setup a listening server instead of the way above.

Reply 3 of 7, by leileilol

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Engoo's DOS version does have some engine-side bots in there, and you can have the frikbots battle them 😁.

apsosig.png
long live PCem

Reply 4 of 7, by mr_bigmouth_502

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I tried the included batch file for GLQuake, and while it started a game on one of the multiplayer maps, there were no bots and somehow the movement physics got screwed up. I'm gonna try Engoo.

EDIT: Engoo seems to fix the movement physics, but I still don't see any bots. 🤣 What command do I use to add them?

EDIT2: Finally figured it out, it's impulse 101. 😁 Another thing I'm wondering now, is it just me or do the bots really really like to launch themselves into the lava? 🤣

Reply 5 of 7, by truth_deleted

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Brief guide for CTF Quake with bots:
install quake
download ctfbotp mod: http://www.quakewiki.net/archives/ctfbot/download.html
extract above archive into /quake/ctfbotp/

download pak.exe tool: prdownloads.sourceforge.net/quake/quakeforge-tools-0.5.5-win32.zip
download ctf map packs 3.01 and 4.0: http://www.quaketerminus.com/ctf.shtml
extract pak files and rename to pak1.pak and pak2.pak
using the pak.exe tool, extract these bot supported maps from the ctf map packs and copy them to /ctfbotp/maps/: ctf1.bsp-ctf8.bsp; ctf2m1.bsp-ctf2m8.bsp
examples of extracting maps with pak.exe:
pak -x pak1.pak
pak -x pak2.pak

only ctfbotp pak0.pak file is required in game, so ctf map paks from 3.01 and 4.0 may now be removed (named pak1.pak and pak2.pak)

run the win32 program "ctf bot coordinator.exe"
first, set the directory where "quake" is located on the host drive (such as c:\quake or c:\dosbox\hdd\quake)
next, select maps and add the maps which correspond to the map names in /ctfbotp/maps/
third, choose bind keys and bind F5 and F6 to the "add friend" and "add enemy" key functions
fourth, choose ctfbot+ settings (reduce bot skill level to 0)
next, choose player settings and press OK
then, choose quake settings, change the executable name to quake
under the config menu item, choose "Write .cfg files"
next, under the play menu item, choose "Write .bat file" (will write ctfbot.bat to /QUAKE/ directory)

run "ctfbot.bat" to start Quake/CTF with bots (works in dosbox)
after game loads, press 1 or 2 to join a team, then F5/F6 for bots
adjust dosbox cycles parameter for optimal game speed (also try vid_wait 1 or 2)

Reply 6 of 7, by truth_deleted

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There is a zeus bot which acts as a friend in single player mode, so this bot will attack the (enemy) monsters. Installation; copy the files to a subdirectory under quake/, preferably named zeus, like so:
-Quake
--ID1
--zeus

Run quake with "-game zeus" parameter at command line, then start a single player game via the menu. At the quake1 console, the command impulse 100 activates a bot helper, although it is possible to repeat this command for an additional bot; impulse 112 turns off the extra graphical interface which overlays the screen in single player mode.

Reply 7 of 7, by truth_deleted

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Performed limited testing of the following bot-enabled quake modifications with the QIP Quake binary inside dosbox. Mods are activated by a command line such as this: quake.exe -game seals -listen 16. The "listen" value sets the number of (bot) players and the "game" value is the name of the mod directory (in this case the mod NavySeals is installed in the seals subdirectory of Quake). Note that many mods require a full installation of Quake, including the PAK files in the ID1 subdirectory.

NavySeals is a realistic mod with customized bots which have multiplayer mode support for one Quake map, E1M1, while the single player mode is supported by the included set of 3 custom maps. For a multiplayer bot game, start a new game under the multiplayer menu and choose IPX networking; once in game, then type: exec squadbot.cfg, which enables the bot key commands (m for menu and r for reload weapon). Noted a couple of issues with long file name support and this mod; a workaround is to copy the entire /sound/ directory in the mod pak0.pak archive to the mod directory and then copy the navystart.bsp map from the archive to /maps/ under the mod directory. There is a link in an above post for a tool to work with PAK files.

BlackOps is another realistic mod and includes an early version of the frikbot. Type "addbot" at the console after entering multiplayer mode as described above. In game, the map is changed at the console, like so for e1m3.bsp: map e1m3.

Reaper mod (reaprb81.zip) has deathmatch-style bots along with support for varied bot "skins" (such as msreap20.zip). These bots do not require user made waypoint files and adapt to the layout of maps in which they gratefully spawn in. Others have updated (reaperfx.zip and quakebot) the original bot mod with bug fixes and additional features, including quakebot which conveniently displays the current scores. In the original Reaper mod, press "b" to add a bot in multiplayer mode and "m" to display scores in the quake console. These bots are an alternative to the frikbots; some report the reaper bot as more human-like, but the frikbots are very capable with well designed waypoint files.

Paroxysm is a multiplayer bot-enabled mod with additional gameplay modes, such as "last man standing", modifications of the default weapons, and inclusion of the "poxbot". After starting multiplayer game, activate game type modifications by typing: map start, and then type in map name. Key "b" adds a bot. Also has a "chase camera" which enables a spectator mode (of the bots in action).

The HellSmash mod is under development but requires long file name support in dosbox, perhaps use of the recent LFN patch is one solution for dosbox. I also performed limited testing and this mod should work with DOS 7.0 (disk image in dosbox) and QIP Quake, although this method would presumably require network and audio drivers to run in multiplayer mode. A working LFN patch for dosbox should avoid the extra step of installing these drivers.