226

(6 replies, posted in RTCW Coop)

check the forum for 2 fixes for bugs in the current release smile

227

(11 replies, posted in Bug reports)

on macosx they show up, and on linux probably also, cannot test this on windows atm

are you sure your firewall isnt blocking it ? (on osx it pops up asking if it can access network)

228

(3 replies, posted in Bug reports)

have fun smile

yes the people from the WEB clan are testing our releases, but you are welcome to test stuff too (if you know how to compile the latest source code)

quadlt wrote:

Why not fix it then if you know the cause?


the fix is already in our svn
but if I would make a new release after every fix we made, we would already be at version 1589 or something
if its temporary fixable with a cvar change, then I'm in no hurry to make a new release

Don't set g_friendlyfire to 2, I think this is causing it

232

(3 replies, posted in Bug reports)

you didnt copy your rtcw pk3 files to the rtcwcoop main folder

233

(6 replies, posted in Bug reports)

and does it still work in windows (or which operating system do you use) when it starts to fail in rtcw ?

234

(17 replies, posted in RTCW Coop)

quadlt wrote:

Great little patch here. Still really hoping for the AI recoil increase. smile Thanks again.

thats for later smile

235

(3 replies, posted in Bug reports)

try this one: http://www.moddb.com/mods/rtcw-classic- … /downloads

236

(3 replies, posted in Bug reports)

where did you download it ? google code or moddb?

237

(17 replies, posted in RTCW Coop)

Hello,

I provided a small patch to fix one small and one annoying but in current release, just unzip and overwrite the files in your main folder

- fixes some spectator issues
- and fixes the bug where you couldnt drown or fall to your death

https://bzzwolfsp.googlecode.com/files/ … patch1.zip

238

(6 replies, posted in Bug reports)

quadlt wrote:

Ok, I'll just post here whenever I find something.

If you create a non-dedicated server and go into server browser while in-game, all pings seem to randomly jump between 2200-2400 each time you refresh the list. Disconnecting into main menu does not fix it, restarting the game does.
Not something you should care about much, but it's still a bug that has to be fixed for a more polished look. smile

known bug smile
but thanks for reporting !

about the bug where you can't die if you fall from high, I plan to release an 'unnoffical' fix for it

239

(6 replies, posted in Bug reports)

- recoil: need to think about this, its maybe not realistic but its a good thing to make it a bit of a challenge
- falling bug: known bug, is fixed in current code
- zombie thing: they are enemies of axis and german soldiers so thats normal, the dying corpse is a bug
- npc's that just stand there without weapons is a known bug since months, I cannot reproduce it at will so I dont know how to fix it
- lives system bugs: some people have reported this in the past, but I seem not be able to reproduce it at will, so its also a though one to fix
- quickbuy only fills current clip, /buy can fill the other clips (bind it to a key to buy an extra clip of ammo /bind x buy ammo 32)
- buy with a negative score is ment to exist, but you have to know that you cannot win the round if your score is negative
- yes I know quickbuy should have prices, but actually nobody played this gametype up until now (or didnt talk about it), so you can guess why I didnt give this a priority smile

thank you for playing and reporting the bugs, this is very usefull !

240

(6 replies, posted in Bug reports)

thank you for reporting !

241

(5 replies, posted in Bug reports)

was it a local non dedicated server ? or where you connected to a dedicated server ?

242

(5 replies, posted in Bug reports)

did it happen a lot that you got kicked ? and what was the message ?

243

(6 replies, posted in RTCW Coop)

I updated the first post in this thread, see 'post release bugs' smile

244

(6 replies, posted in RTCW Coop)

first new bug is found, see main post smile

245

(6 replies, posted in RTCW Coop)

This is the first release I consider stable. In the last two months we fixed a lot of bugs and now it feels a bit polished. I don’t consider it ready, so the version number isnt 1.x yet smile

Thanks a lot to Sage, Nate, Tihan, M4N4T4RMS for all the hard work on the bugfixing. And Thanks a lot to the {WeB} clan for the extensive bugtesting and bug reporting. To quote {WeB}*GANG$TA*: “this is the best release to date by far. We played every map and it was superb fun all the way”

Fixes

  • Fixed callvote nextmap in Church map

  • Fixed Baseout loading image

  • Fixed call vote crashing in Windows due to trivial unfinished MP call vote porting.

  • Fixed Centeprint newlines fix. Made CG_CenterPrint more like MP version.

  • Fixed chair pickup to work like it should.

  • Fixed clients being able to call activate on doors, chairs, etc. when dead.

  • Fixed clipboards from showing on all clients when only one client activated one.

  • Fixed crash loading crypt1

  • Fixed non working custom map notebooks and clipboards

  • Fixed drop so messages get printed as they should. This broke the announcer sound

  • Fixed crosshairnames and teamoverlay not always working

  • Fixed Improved AI behavior from getting blocked from one another.

  • Fixed mg42 hitcode

  • Fixed last door in Rocket that was not safely made.

  • Fixed obituaries from displaying.

  • Fixed voicechat and buymenus

  • Fixed speedrun last life crash.

  • Fixed venom weapon not gibbing corpses.

  • Fixed capslock Walk bug - see /view.php?id=128

  • Fixed When a client has a clipboard open, and they die, the clipboard goes away.

  • Fixed a broken sound

  • Fixed the memory allocation on windows

  • Fixed Crash when a spectator tried to spectate certain ai's

  • Fixed Axis being able to end a level

  • Fixed tram model not always working

  • Fixed walking and running animations

  • Fixed ai's being kicked because of inactivity

  • Fixed flag capture code

  • Fixed scrollbutton to be able to scroll lists

  • Fixed dead bodies blocking bullets

  • Fixed loading screen on widescreen setups

Added

  • Added banning and tempbanning

  • Added obituaries for players

  • Added 1 respawning gun around each flag that will only be there if AI respawning is enabled.

  • Added globalaccum command for player sections, as the accums in the player section are local to each player. This fixes random bugs like Tram, Boss1 start, City gate or Rocket elevator or such.

Changes

  • Any risky AI's stopped from respawning. Those who could respawn without guns etc.

  • Applied various fixes from wolfX (initially from ioq3).
        - static buffer overflow fix.
        - reliable command overflow

  • Changed explanations to the Skills in Create server menu. Like what options it sets.

  • AI reinforcements always respawn if g_airespawn = -1. If it is 0> reinforcements spawn randomly.

  • End map's Nazies won't respawn after you start final battle, unless you run nightmare mod.

  • Changed Baseout start explosion AI's.

  • Changed behavior of client helper functions; functions will return false if the entity is not a client. We will see how this behavior works.

  • Changed Forest and Village2. The reinforcements had godlike abilities to spot you.

  • Changed g_airespawn <n> command. -1 = all respawn unlimited times. 0 = No respawning. x =respawn x times, now random percentage of reinforcements will not respawn.

  • Now axis can play in both speedrun and normal coop

  • Changed spectator health to be 0. This feels right and wonderfully fixes the AI issue when going in spectator mode.

  • Changed turn on allowdownload by default for new clients

  • Changed g_gameskill to also control AI respawning time. With hard it is now 5 seconds faster than before. Medium is like in 0.9.4. Easy is 5 seconds longer than before.

Known bugs

  • In escape1 you sometimes spawn at the wrong flag

  • If you join specs during a game, you cannot rejoin as long as the game is going on, you can only rejoin during warmup

  • Flamezombies their flames cannot hurt you

  • The Tesla gun's damage is multiplicated by the number of players that are watching the gun in action (don't ask)

  • spectators don't see the endgame scoreboard

  • In tram the ai's sometime just jump down into the canyon

Post Release Known bugs

  • No damage is done while falling, while being too long underwater, by touching a trigger hurt


Downloads

https://bzzwolfsp.googlecode.com/files/ … _linux.zip
https://bzzwolfsp.googlecode.com/files/ … .5_osx.zip
https://bzzwolfsp.googlecode.com/files/ … indows.zip

246

(1 replies, posted in Bug reports)

if you play the battle gametype, the maxplayers is changed to 2, when you switch back it stays on 2.

Its a know bug, sorry for the troubles with it

gold everywhere !!!! big_smile

will be fixed in next release !

249

(7 replies, posted in RTCW Coop)

XillieXolf wrote:

Yes, if making menu buttons and sliders is too much work, collections of configs could be used. Check the many other Q3 clones out there, they all have these standard system options that rtcwcoop is lacking, even the ones that have been released last year (like smokingguns).
I do want to point out that putting com_hunkmegs on 1000 is just a mistake, it makes no sense at all. Also, picmip going from 0 to 1 really is the main FPS booster on older specs.

at a certain point during development the game couldnt start anymore because com_hunkmegs was too low, so we've made it higher, I do'nt think 1GB of memory is a lot nowadays, as my phone has that amount

The reason we removed all these tweaking options in the menus where because there where so many options to keep track of and it took marvin such an amount of time to keep them up to date that we simplified the menus at a certain point, just to keep the amount of work low

all the settings can be configured by cvars, even the default config files (high / low settings, etc) still exist:

highVidhighCPU.cfg
highVidlowCPU.cfg
lowVidhighCPU.cfg
lowVidlowCPU.cfg

just exec them in the console

XillieXolf wrote:

It's a good thing this whole game runs on old hardware, it makes no sense to claim P3/gfmx  hardware is outdated for this software project. I sincerely hope rtcw coop is not going to be, like many projects that failed over time, the target of "graphic improving" patches that will require hardware shader cards. In that case I would say, this is a game of low specs, keep it that way. To me, it makes sense to stick to the defaults of the engine used, which would be default res of 640x480 lol. The low requirements of this whole is a substantial part of what interests me about this project. My input it is, tastes differ:)

it will not, all graphic improvements will be disabled by the cvar cg_fancyfx
and it will be disabled by default

XillieXolf wrote:

Also, people's ping improves when they increase their "rate" to 10000 or 15000.

Perhaps, but Im not sure about this, a higher rate than the default 5000 will bring smoother gameplay. Maybe an idea for the dedault config to put it on 10000?

the problem with change cvar values is that people have a config in their installation folder which is always autoloaded, so even if I set it higher as a default value in the engine, their autoloaded autoexec.coop.cfg will overrule this again

250

(7 replies, posted in RTCW Coop)

XillieXolf wrote:

I'm the one with the old computers playing this awesome mod:)
Considering the default config file, I found that the default resolution of 1280 can be harsh, could it be 800x600 standard?

Also, could there be the standard detail options of Q3 games like geometry (r_subdivisions) and texture detail (r_picmip)?

Most important of all, the com_hunkmegs.
Years ago I tested loading times (using fs_cdpath) and timedemo FPS measurements and found that really Q3 games perform best when using com_hunkmegs AS LOW AS POSSIBLE. Not only will FPS drop with unneeded large com_hunkmegs but also memory management; the larger hunk does NOT work as "internal cache" while it does eat away memory leaving noticeably less for windows caching system. There is absolutely no performance decrease when using low com_hunkmegs; the game will never load data while the level is running (tested using data on dvd with fs_cdpath). If you make com_hunkmegs too low, all you eventually get is a hunk allocation error when trying to load a map.

I was not even able to launch the dedicated server under linux with the standard com_hunkmegs of 1 gigabyte having only 512mb!

I have found that com_hunkmegs 128 will run my ded linuxbox supersmooth and you can guess what old machine that is (P3 cubx 1000mHz, 3com wired) 25% CPU used, no hogging, hardly any pingdrop with more than 4 players.

For  my windows machines, I safely use com_hunkmegs 160 and have great fps on P3's with geforceMX's.
Also, I noticed starting the main executable involves starting the dedicated executable, that right?

thanks alot and kudos for the speedy development, have you been thinking of Jedi Knight and Medal of Honour?:)

While I agree that maybe not all settings are optimal but you'll have to run a custom config to customize the settings to your needs, you're probably one of the very few who run it on old hardware

about other games: no interest smile rtcw is the only game I love and played