Welcome to the Quake3 section of this site!
Finally, software houses realized the importance to give players
some good simulated opponents, and started to integrate them into
games, to let them play any mod.
For this reason, you won't find an entire list of supported mods,
'cause they are too much, but only a selection of sites from
which you can download them.
Do you want to see and play all maps you've
installed?
Do you want to play against all models and skins, even if
corresponding bot is not present?
Do you want everything random cycled (or choosen) to be sure
everytime it's different and to see all?
Do you want to play all mods without creating hundreds of batch
files?
Do you want to do this only in two couple of clicks and a fistful
of kbytes?
Here's what you need, Bot Runner incarnation dedicated to Quake3,
that i decided to call Bot Roller.
For every file you need (maps, patch and so on), try on Planetquake.
If you are a mod/map/bot/model author, read this, please.
Being Bot Roller fully
based on the code of Bot Runner, I don't think another manual is
necessary.
So below you can find what's new respect the Bot Runner manual (that's included into RollerXXe.zip).
My product's current features:
Mainly different are, of course, supported bots , that will be (in addition to the ones programmed by id):
Oni Bots: DM, Team, CTF
ClockBots: DM, Team, CTF
Obviously, if you know any other, please email me!
As I said, mod list is too long, even because you can add a new one with very little work (see below). Among them, there are:
battle arena3, bouncy, challenge, decimal, domination, dominator, encumbrance, excessive, instagib, lastman, odq3, qwfix, railwars, rbg, rocketz, slowrocket, voosh, waza, wyrm
Regarding Bot Roller start,
instructions are the same, but the program won't ask you to
update only maps list, but also models/skins one.
Obviously, every directory changed; here's the list:
In Chapter... |
the phrase... |
becomes... |
1-7 | crbot | onibot |
1-7 | /Quake32/ | /Quake3/ |
2-7 | baseq2/maps | baseq3/maps |
4-7 | /runner | /roller |
6 | "Supermalefemalecyborg" | "??????" |
There are two new files into /roller folder, qskins.lst that contains every skin installed and qbots.lst, that contains every bot script; if you want a mod to use only some skins or bots, copy them into its directory and edit them as you want (this feature is not active at the moment).
I've decided to put every
map info into qmaps.lst. So, this file is the only one you have
to copy to customize map list for a mod (feature not available).
When you choose to run an unsupported mod, the program asks you
to insert start string and available game modes; you must type mod folder, followed by
parameters (if any) and by maps' type used (see below).
For example, for domination, you've to type "domination +set
g_gametype 5 [cd]"; this means that domination is installed
in the /domination folder, needs g_gametype 5 to start properly
and uses ctf and domination.
Other examples, for bloodlust, that is compatible with any type
of maps and has no parameter, you should type only "bloodlust",
whereas for runningman, that has only its own game mode, you have
to type "runningman [f?]" (for jaibreak, that is
teamplay, the string will be "jailbreak [?]").
In other words, you've to type the letters that correspond to
game modes (see below) and ? if the mod can be played ONLY in its
own special maps.
The first line of the file contains generic parameters, that will
be used with every mod (tipically, sv_pure 0); if you've done
minimal installation, add to it set fs_cdPath f:\quake3, where f:
is your CD Rom drive letter.
Moreover, to set more custom options, you can create a .cfg file
with the same name of the mod into /roller/mods folder and it
will be automatically used.
Regarding set death, we can have two cases:
used alone, Bot Roller can't analyze .pk3 files; so it will show you a dialog box for every .pk3 not present into paks.lst, where you should manually insert what is contained in the file (I suggest you examine it with winzip); if a .pk3 file contains more than one map/skin/bot, you should identify every one, separating them with commas;
used in conjunction with pkzip, Bot Roller can extract the list of files contained into every .pk3 and analyze it, finding informations (if present). So, it's the program that unterstand if and how many maps/skins are contained; you have only to tell it which kind it is. Being the pkzip archive auto-extracting, simply decompress it in a temporary folder, then move pkzip25.exe into /roller/zip folder.
Available values, that you must insert between parenthesys, are the following:
mappa | For example, a .pk3
containing maps could be identified in this way: "map1(ft!),map2(c#s)"
whereas one containing skins: "model1/skin1(m),model2/skin2(o)";
for another file "p" could be enough. If Bot Runner can't identify a file, it will open for you to look in; so, you MUST associate .pk3 files with a program capable to open them (I suggest Winzip). During identification process, you can avoid a .pk3 simply pressing Cancel, whereas typing ### you can terminate the whole process (in this case, only files present in paks.lst will be recognized). .bsp maps are processed apart, and you have to type only the proper values, without parenthesys or file names. |
|
f | free for all/deathmatch | |
c | capture the flag | |
t | teamplay | |
y | tourney | |
d | domination | |
? | mod map | |
s | space | |
! | already in the menu | |
# | .aas file not present | |
modello/skin | ||
m | male (human) | |
w | female (human) | |
o | other model | |
altro | ||
b | bot(:model/skin) | |
p | other .pk3 |
The prize for who get the
end of the process is the complete setting of multiplayer/create
Quake3 menu, with every custom map installed, so you can start
them easily.
To keep you calm, anyway, Bot Roller at the moment recognizes
more than 500 different .pk3 file (in addition to every skin); so,
manual work should be limited.
If you want to change start options, you can find four *flg.cfg
files into /roller, each one dedicated to a play mode (dm, team,
ctf and tourney); to set any option, simply open the one you want
and change values or add commands. If you want particular
settings for a mod, simply copy them (at least one, if you want
to change only one mode) into the mod folder, then change them.
From version 0.7, I've
implemented a method to manage bot names; into /roller/botnames.cfg
you can find every available name, with this syntax: modelname(name1,name2,etc).
To add some names, you've only to search the model you want or
add it, if it not exists; after ( place all the names, spacing
them with commas; you can use every character except for quotes
("); you must close the parenthesys at the end, but the last
comma is not needed.
Every time Bot Roller assigns a model, it chooses a casual name
from the ones available in the file; if the file doesn't exists,
or there's no available name, model's name will be used (as in
old versions).
If you want, you can add generic settings for male, female, and
other models using mmm, www, ooo or ### as a model name (### is
used if corresponding sex can't be found); these settings will be
used with every model not explicitly defined in the file.
Same way, if you want to personalize a file created with the new method,
you can use this new syntax: (bot name)modelname/skin,(bot name2)modelname2/skin2;.
In other words, you've only to put bot names into parenthesys;
old config files are still supported.
For those who don't like to edit files manually, i've added a
little utility to automatically create the file; start botnames.vbs
(into /roller folder) and it will add (if the file exists, it won't
be overwritten) every model not already present.
What's new in version 0.7
skin cycling
map handling code fixed
bot names handling capability
analisys of .pk3 files in mods' folders
recognizes map types supported by mods, and game modes of mods themselves
able to support every mod, except for class based ones (=q3fortress)
version 0.5
better update system
same features of Bot Runner
model cycling (or choosing)
skin and bots management (random selected)
bot script cycling
better support for mod
map cycle management
version 0.1
capable to analyze every .pk3 file
auto-recognizes every installed mod
capable to set up multiplayer map menu
New versions of Bot Roller will include:
support for every bot and mod
config files as updated as possible
I prefer to leave this
section here, so you don't need to read the whole manual to
simply play.
To play, follow these steps:
you have to do this only once, execpt if you install new .pk3 files (in this case run set deah.vbs again)
At the first question, you can answer with one of recognized
mods.
Please notice: the new method to allows predefined bot
configuration (see manual) is supported; you have to
create a .bot file into /roller folder in the form: "(name1)modelname1/skinname1,(name2)modelname2/skinname2;".
So, you'll have a bot called name1, that uses modelname1 and
skinname1. Commas are used to separate players, semicolon to
divide teams; the last semicolon is NEEDED.
If you select only one bot, or less than 4 players, Bot Roller
assumes you want to play Tourney.
Being set death.vbs very complex, I pray you to read dedicated section.
I prefer to remember here that you must install pkzip (execute
the .exe in a temporary folder, then move pkzip25.exe into /roller/zip/).
I invite everyone to support this project, sending
me your paks.lst and mods.lst
files, so I can make your know-how available to everyone. I
suggest you to return frequently to my site, because I want to
update them frequently and indipendently from Bot Roller (you can
find latest version in home page).
If you are mod/map
author, i invite you to send me information about your creation,
so I can insert them in the list, and your site among the ones
that support my initiative (in the dedicated page).
Notice: Bot Roller work is based on paks.lst
and mods.lst, so these files are often updated (see home page) when
you install updates, they have different extension (*.new);
execute update.vbs (placed into /roller folder) to import new
config without losing your personalization.
When you install a new Bot Roller version, do NOT overwrite any .cfg/.lst
file into /roller folder, or you'll lose any customization you
made!
From version 0.7, a new system to set your random bot names is available (see before).
If you get an error similar to "No application associated with this file", associate .pk3 files with Winzip!
Important: Q3Fortress is NOT compatible with this version!
Et voilą. Here's everything you need to start a good massacre.
To use my front-end, you need only the file RollerXXe.zip (into
it you'll find also the manual in HTML format).
If you want to use its .pk3 analisys features, you must download
and install also pkzip (see above). I
can't put it into Bot Roller because license agreement doesn't
permit it.
But, it's not a bad thing, in this way you can download it only
one time...
I remind you that you need at least GlQuake3 (if you want to play
hardware accelerated) and Windows 98. If you have only Windows 95,
you must download also the WSH, either from the link in this page,
or directly from Microsoft's site.
Moreover, you can download the bot manager you prefer, if it's
supported. You can find the latest version on Bot Epidemic.
Obviously, for every bot/mod/site, more the symbols, higher the
score (in author's opinions).
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Roller07e.zip | Bot Roller version 0.7 | 60 kb |
![]() |
rollpaks.zip | last update | 10 kb |
![]() |
WSH.exe | Windows Scripting Host per W95 | 575 kb |
![]() |
Pk250c32.exe | PkZip v 2.50 (needed!!!) | 300 kb |
The blue link leads you to a local copy of the file, the red is linked to the home page.
![]() |
ClockBot* | ClockBot | 3 Mb |
![]() |
Oni Bot* | Oni Bot | 1 Mb |
![]() |
LakerBot* | LakerBot | 274 kb |
Since there are too many bot mods to list, i decided to give you only links to comprehensive sites.
![]() |
Q2Crew | Q2Crew Roller Project | |
![]() ![]() ![]() ![]() ![]() |
Quake3 mods | www.quake3mods.net |
* Due to their excessive size, these files aren't available locally, but only as link to the original site (you can find the other links in the dedicated section).
** These extensions requires also the complete original mod