Just a few simple questions

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J.!(r)!x
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Just a few simple questions

Post by J.!(r)!x »

Hi everyone
I am very new here so sorry if doing anything wrong :oops:
I have tried your ZDoom recently and I have to thank you for such a brilliant work. Here is a list of questions which I am not able to solve myself:

1) is the 1.22 version kind of the latest official one and the 2.0.x something like "being developed"?

2) is it possible to turn of automatic weapon switch or just set the weapon priority?

3) how can I display scoreboard else then when I'm dead?
don't mean that I am never dead - we're using autorespawn ;)

4) is there a simple way how to increase the font-size or should this be solved rather by decreasing the resolution?

thank you for any comment
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HotWax
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Post by HotWax »

1) 1.22 is very very OLD. However, you might consider the last non-beta release. I wouldn't let that stop you from updating to 2.0.63 (the current version) though because 1.22 is years out of date. Since 1.22, we've gained the ability to slope sectors, apply hires textures, use textures and flats interchangably, and even define new decorations, projectiles, items and enemies without needing to touch Dehacked or be limited by the frametable. In case you don't know, you can get 2.0.63 from the http://www.zdoom.org/files/lars folder.

2) You can turn off autoswitch by bringing down the console (~) and typing:

neverswitchonpickup true

There is currently no way to specify weapon priority.

3) Bind a key to +showscores from the console or the controls menu

4) You can change the size of the statusbar via an option in the display menu. If set, the status bar (and all text on it) will appear the size it would at 320x200 regardless of the resolution.
You can likewise change the size of the text messages that appear on screen in the same manner, but this requires changing another console cvar. Again, bring down the console, and type:

con_scaletext true

There is no way to change the size of the text inside the console itself short of changing your display resolution.
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J.!(r)!x
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Post by J.!(r)!x »

1) done - I was confused by the amount of the files there, I took just 63.cab

2) done - it has also been added to zdoom-WinXP.ini, that's great!!!

3) done - I found it set (backslash) in zdoom-WinXP.ini - works fine!!!

4) done - it has also been added to zdoom-WinXP.ini, that's great!!!

thank you very much!!!
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HotWax
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Post by HotWax »

You're welcome very much.
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Biff
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Post by Biff »

Heh, Mr. Burns, great avatar. :)
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J.!(r)!x
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Post by J.!(r)!x »

Oh, thanks :)
Anyway, got two more questions that I cannot figure myself:

1) Can I add a bot (or more) already in the command line? How?
I tried +addbot and -addbot but it doesn't work, and what if I want two or more bots to be added thru the command line?

2) Can I start the specified round with all the available buttons pushed?
I mean all the secrets revealed, all the doors opened, and everything...

3) How do I specify the toughest bot possible who preferes shotgun?

Thank you for your advices.
Last edited by J.!(r)!x on Sun Feb 22, 2004 6:33 pm, edited 1 time in total.
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cccp_leha
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Post by cccp_leha »

1) Get ready... the command for adding bots is... "addbot".
2) Most likely not.
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J.!(r)!x
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Post by J.!(r)!x »

well I know, but this doesn't work in Command Shell when trying to run the game using .bat file like

zdoom.exe -deathmatch -altdeath -warp 07 -nomonsters +set dmflags 87312 +addbot

which I would like to turn on the bot(s) without writing "addbot" in console.
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cccp_leha
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Post by cccp_leha »

That I don't know, but trust me: it ain't great fun playing with ZDoom's bots.
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J.!(r)!x
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Post by J.!(r)!x »

I agree, but I'd like to create a bot to train my friend before he challenges me :twisted:

1) My friend hardly knows what console is (not everyone has to know the console to be a good friend and a good Doom oponent - we used to struggle this game many years ago)

2) What a pity, this wouldn't be any bad option -

3) I tried the following, but the bot is still not tough :(

Code: Select all

{
name           Borec
aiming         100
perfection     100
reaction       100
isp            30
color          "ff 00 00"
weaponpref     387564210
}
I am not even sure with the weapon preferences - does he prefer the shotgun like this?
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HotWax
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Post by HotWax »

Your bot is setup just fine and he yes he should prefer the shotgun. It's just that the bots in ZDoom are unbelievably stupid and do not make good opponents (or good coop partners for that matter). Randy did not write the bot code and does not support it, so for now the bots are pretty much worthless and that's not going to change. However, IIRC there are some new bots being written into SkullTag and once that's done, Randy will probably replace the current bots with those ones. Hopefully they'll be much smarter and more able to provide a good challenge.
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Post by Nanami »

One can only hope. ;)
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J.!(r)!x
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Post by J.!(r)!x »

1) What about calling bot(s) already in the command shell line when starting zdoom.exe? I believe it should be possible somehow.

2) Everybody things it is not possible to run the specified round with everything "pushed"? What a pity, I guess I am not the only one, who would potentially make use of it.

3) Well then, we will wait and hope :)

4) Where can I find all the available commands for specifying bot? Now I would like to join few "godlike" bots against the player somehow. It might slightly increase the difficulty, don't you think?

Thank you all for your advices
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HotWax
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Post by HotWax »

Okay, I just tried this on the command-line:

Code: Select all

zdoom -iwad iwad\doom2.wad -warp 01 -skill 4 -deathmatch -nomonsters +addbot +addobt
I found myself on MAP01 in deathmatch mode with no bots. A quick check of the console revealed this:

Code: Select all

Couldn't spawn bot -- no bots left in bots.cfg.
Couldn't spawn bot -- no bots left in bots.cfg.

------------------
MAP01: Entryway
------------------

17 bots read from bots.cfg.
This tells me that ZDoom reads the bots.cfg file sometime after it parses the command-line, meaning that no, there is simply no way to add bots from the prompt.

You can however bind a key to "addbot" to quickly bring a bot into the game. Just bring down the console and type "bind Q addbot", where Q is the key you want to use. You can slip this in your friend's INI for him and he'll never have to look at the console.

2: It's not possible without modifying the map yourself, and I seriously doubt this will be added as it doesn't make sense for many a map. Some of the buttons/doors are repeatable, should those trigger? In some co-op maps you can't accomplish things without hitting stuff near the same time or in a certain order, how should ZDoom handle that? What about mutually-exclusive actions or actions that act on the same sector? There's no clean way to do this. Make your own map and have a script that checks for deathmatch and sets everything up accordingly.

3: Yes we do.

4: You can't until after doing #3.
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J.!(r)!x
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Post by J.!(r)!x »

1) works fine with binded letters (also for removebots) :!:

2) it just needs some time or a few kills until everything's opened in the rounds that we play at most (01 and 07) - never mind, I just asked :wink:

3) ok

4) ok

I guess that's all - nothing bothers me right now except issues that are not possible to handle. Thanks
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