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Help with custom maps/mods


Help with custom maps/mods

Postby Zog » Dec 26, 2001 @ 12:19am

How do you load custom maps in pocket quake?  I'm trying to use PQL.  I have the dmmuseum map in the "\quake\id1\maps" directory.  I also dled the texture pack from the author's site, but I'm not sure where these should go (currently in "\quake\id1")  When I load PQL, the map doesn't seem to be there.<br><br>Another question, I'd like to play w/ bots, but I have no idea what to do.  People seem to like the 'reaper bot', and I assume this can be found at planet quake, but I have no idea what I'd do with the file(s) once I got them.<br><br>I'd really appreciate any help.  Thanks.
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Re: Help with custom maps/mods

Postby randall » Dec 26, 2001 @ 5:49am

To tell you the truth, I haven't used PQL yet but I've heard its great. Where was this last May when we were converting all these mods over to PQ?<br><br>You don't need my texture pak to run the maps. Those are strictly for map makers to integrate the textures into their maps. As a matter of fact, if you try to include it with PocketQuake, it'll just take up space and be ignored.<br><br>Normally, I just use "+map dmmuseum" when I want to play a custom map. It automatically searches "id1\maps\" directory for it.<br><br>Reaperbot is popular because it requires less resources. The Omicron is definately a better, more intelligent and largely supported bot but it will kill gameplay on a Casio.<br><br>There are several threads within these forums that cover howtos regarding mods.<br><br><br><br>
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Re: Help with custom maps/mods

Postby Zog » Dec 26, 2001 @ 9:26pm

To load user maps/mods, I realize that registered quake is needed.  Is it enough to have the pop file in id1, or is the entire registered pak file needed?
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Re: Help with custom maps/mods

Postby Matt Keys » Dec 26, 2001 @ 11:11pm

the pop.imp file will work so long as it is in the same dir as in the pak file.
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Re: Help with custom maps/mods

Postby Paul » Dec 27, 2001 @ 2:11pm

actually i think it needs to be in a gfx folder inside id1... thats where mine is anyway.
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Re: Help with custom maps/mods

Postby randall » Dec 27, 2001 @ 6:06pm

yes. "\id1\gfx\pop.lmp"
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Re: Help with custom maps/mods

Postby Gleeb » Dec 29, 2001 @ 3:01pm

IMHO, the best bot is FrikBot.<br>It has the best waypointing system available, using external files. It can play DM and CO-OP, and the code is so easy to put in other mods. It has good AI, it can use all weapons, and it can even play team games.<br><br>http://www.botepidemic.com/frikbot
It's funky
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Re: Help with custom maps/mods

Postby johannpublic » Dec 31, 2001 @ 1:12am

pardon my ignorance...but where do you get a pop.lmp file? do you just make a blank file named that, or does it need to contain any specific information?
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Re: Help with custom maps/mods

Postby Matt Keys » Dec 31, 2001 @ 2:10am

it comes from inside the registered quake pak file (pak1.pak I think) You open it up with a pak explorer and export the file to your harddrive. From there you can simply through it in you /quake/id1/gfx/ directory and your set.
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Re: Help with custom maps/mods

Postby johannpublic » Dec 31, 2001 @ 2:32am

ok thanks<br><br>now time to go buy friggin quake 1! (do they still sell it in stores?)
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Re: Help with custom maps/mods

Postby Matt Keys » Dec 31, 2001 @ 2:35am

It is probably in the bargin' bin at some computer store.
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Re: Help with custom maps/mods

Postby Matt Keys » Dec 31, 2001 @ 2:37am

It is probably in the bargin' bin at some computer store for $10. Or you could buy one of those box sets with quake 1-3. That way you get what you need for PocketQuake1 and what you are going to need for PocketQuake2, and quake 3 is just bonus.
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