ReD NeCKersoN wrote: I don't understand why wq3 would look in baseq3 for bots in the first place.
Unfortunately, that's how the engine works. I just searched for the logic. Inside all the available pk3's (and that includes baseq3) it looks for "scripts/*.bot" files - unconditionally. Right now, I can think of 3 solutions:
- Make the game/mod not look for any "scripts/*.bot" at all. But that would prohibit custom WQ3 bot development.
- Change the engine that for "scripts/*.bot" files it only looks inside "westernq3" folders. That's what I just did and it seems to work
... It's a bit hackish and I want to think about it how it could be done cleaner. OTOH it may not be _that_ hackish.
- The probably cleanest solution would require to change both, the game and the engine. The game would need the possibility to ask the enigne "give me these sort of files, but only inside westernq3". But the game cannot do such a request to the engine right now - at least as far as I can see.
- ahh
I just had a 4th idea
... we could change the game, so that it does not look for bots in "scripts/*.bot" but instead in "wq3scripts/*.bot" or similar. Then it won't find custom vanilla bots, and custom WQ3 bots would need to go in "wq3scripts/*.bot" instead of "scripts/*.bot"
... I hope it does not really hurt if I drop some of these thoughts in a public forum and not in the smokin guns forum. But hey, so the players can get a bit of a glimpse what we do
...
Pardner wrote: sometimes it would take a couple of minutes for the bot_miniplayers to fillup
I see, and this does sound annoying. But at last it's not fatal.