William has some updated information as it relates to the CGF, including a download page for missions written by you, the CGF users. He says he likes to see all the enthusiasm and excitement surround the CGF, but wants to make sure that webmasters running CGF mission sites check the missions for errors before releasing them. There are currently two missions available at the links page.For those of you who have still not download the CGF for Action Quake 2, here is a short review by Lightning Mirror, a regular at the Planetquake Forums:
CGF 0.77: Teamplay bots for AQ2As the Action Quake II fans among you are probably aware, version 0.77 of the CGF (Computer Generated Forces) teamplay bots for AQ2 was released yesterday, 8 July 1999. I downloaded and installed it last night, and played it for a couple of hours last night and this morning (9 July). The following are my impressions and opinion of CGF.First, the good news. The CGF bots are pretty smart for a beta. They move together, cover each others’ advance, coordinate their fire, and generally do a respectable job of making life difficult for the player. I look forward to great things in v1.0. For the hackers and mod freaks, mission scripts are plain text files, readable (and modifiable) in Notepad. If you know anything at all about scripting, you’ll find the syntax and command vocabulary pretty self-explanatory, and the readme contains a brief but helpful section on it as well. The download includes a very helpful syntax-checking utility, cgfparser.exe, to catch bugs and typos *before* you try to play your mission (and possibly crash Q2).Second, the bad news. The missions that are included with the download are harder than hell. Your team is outnumbered and outgunned, so brush up on your small-unit tactics if you don’t want your ass handed to you (though it probably will be anyway). The intelligence that I praised in the good news is quite impressive from a purely intellectual standpoint, but once you actually get out there amidst the blood and fire, it’s a royal pain in the ass. New players should expect to lose. A lot.One thing that some will find objectionable is the lack of deathmatch support. See the CGF FAQ for the reasons for this. Personally, I prefer teamplay over free-for-all anyway, but if you’re a DM junkie, CGF may not be for you.Finally, the miscellany. This beta, 0.77, is limited to a single map, Gerbil!’s urban.bsp. Other maps will be supported in future releases, and in other scripts, but for now it’s urban or nothing. Also, it doesn’t seem to like hacked scripts very well. I’ve got two scripts that I modified from missions that came with the download, and the crash rate is appalling. It shouldn’t cripple your system, but don’t be surprised if you find Q2 crashing left and right if you try to run a modified script.Overall, I’m quite pleased. My main gripe is with the difficulty level of the missions; I’m getting thrashed, quite frankly, though I’ve had more success with my own scripts (hint: the bots are much easier to beat when they don’t have Kevlar vests). I expect that once v1.0 rolls around, we’ll see at least some player-produced scripts floating around.The bottom line is that CGF is good stuff, especially considering that it’s still in beta. I look forward to the next release.”
There is also a new discussion, or shall we say disagreement at the Action Quake 2 Forums which has caught fire recently surrounding the M4 script. Which, once executed does not allow the weapon to kick back, raising the barrel of the gun as you discharge the weapon. Most all consider this cheating. Personally, I don’t use it was just recently I stumbled across it. Be heard and voice your opinion.There should be some changes in the midst over at AQMD soon. How do I know this? Because I have been talking with Death Magnet, current Head Webmaster over there. Seems he was looking for someone to help out, or take over the daily duties of AQMD. Actually, all this began when Swoosh and Negative Creep posted messages in defense of AQMD and basically told those who were complaining to get involved. So I emailed Death Magnet and got a very positive response. Although, as I told him, I would be way in over my head if I were to attempt to fill his shoes. But I will be contributing to AQMD now on a semi-regular basis. Hopefully we can get this turned around and get AQMD releasing maps on a regular basis. But for this to happen, it is going to have to take you, the Action community to use the formats for test maps and reviews to help get the ball rolling again. Details are still being worked out with Death Magnet. I’ll keep you posted. And yes, I will continue to maintain this site. I have no desire to close up shop.