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You need to copy the contents of steamapps/common/half-life/gearbox into steamapps/common/half-life/sandpit (not all things though - just the maps/, models/, sounds/ and sprites/ directories and and .wad files).
But get the Steam version of both Half-Life and Opposing Force.
I think I need a Mac to the do that so I probably won't be doing it any time soon (I don't have a Mac). I'm working on moving to the updated Half-Life SDK so I'm hoping to have Linux support sooner rather than later.
You need the original Half-Life to play mods, but you can use Opposing Force content with Sandpit.
You pass a monster name as the argument e.g. monster_create monster_scientist
Hm, you're right, I don't think it is possible. I'll try and add support for this in the next version (or possibly the version after that). Thanks for pointing this out.
Thanks - yes you're right there are better bots out there but I do intend to improve support for all games and mods I'm supporting (I want to add commander bots for Natural Selection for example). Also, it's a bit of a learning experience for me.
As for using code from other bots, I have nothing against it but I'm not sure how hard it would be - the template I'm working from didn't even have waypointing code so I had to modify and copy in the waypointing code from a different version of HPB Bot (it wasn't simply copy and paste).
I'm not forgetting about the Gunman Chronicles or They Hunger though - I want to have the Gunman Chronicles bots at least use one weapon variant in the next release.
I'm not sure what this feature is - how does it work?
Possibly using the skin/body swapper to make them have the shotgun body (keypad 8 or 9 by default). Not sure as I didn't try it but I think that should work.
I think there's a way to add bots to dedicated servers by adding entries to bot.cfg or something like that - haven't really investigated that yet.
I did play with MetaMod too and things just broke in weird ways.
Sandbot v0.2 is now available: Moddb.com
It adds support for Half-Life, Half-Life Opposing Force (deathmatch) (both with Linux support) and Natural Selection (combat) (playable but still a work in progress).
The project on GitHub is a generic framework to make Half-Life mods with. I compile it using Visual Studio 2008 and gcc but other compilers should work too.
There's now a forum at Forums.bots-united.com
If you try it let me know how it is. There's still room for improvement (especially the Gunman Chronicles part of it - the bots don't use any of the extra features of the weapons yet) but it's usable.
What features of GO-MOD do you want?
I wasn't planning to open source Sandpit any time soon but I'm starting to base it off Github.com
Get Visual Studio and download Github.com
twhl.info is a site where you can ask for help.
Yeah I've had a look and I think it's something I'll look at much later - I tried adding support today and unexpected things happened.
Hard to believe it's been more than 7 years!
Nice - where did you it?
Yeah the waypointing is kind of broken - I got rid of it because the maps in Gunman Chronicles and They Hunger are pretty simple but I tried to shoe-horn it back in and it has some problems.
I'm porting my changes back to a clean HPB bot codebase so when that's done it should be better.
Probably should have documented that...
I've never played with MetaMod but I'll get around to looking at it at some point.
Glad you think so.
Thanks - what do you mean by custom weapons?
Do you get an error messages?
I think it doesn't work so well in Xash3D because Xash3D only implements a subset of the GoldSource engine's features. I'm not sure what all the differences are but as time goes I'll probably making use of features that Xash3D doesn't support so I don't really plan on making it work in Xash3D (not in its current state anyway).
No, I'm still working on it - I've made some changes that I haven't found time to test yet.
Sorry - I understood a lot of what you were saying but I don't know spanish well enough to write it.
I'm not sure if the beta models are convertible but I'll consider this. As for improved models, I intend to stick with the defaults, but there's nothing to stop you from using better ones.
Not sure - it's built using the default SDK code so maybe it doesn't work in the SDK.
At the moment that's all it does.