226

(7 replies, posted in RTCW Coop)

{SSF}Sage wrote:

At some point we will see some exclusive tests for the campaign within forum. But as I am making it for coop instead of porting existing maps, it will take time. It is a 3 map sabotaging mission in Tobruk, Africa. Biggest work is done. I will sometimes post wip images, but now I am at work on mobile.


Looking forward to it, Sage.




fretn wrote:

if they are interested in porting their maps to coop, yes then I'm interested, I'm not going to port them myself


I doubt if any of these guys speak English, Fretn, however, when reading the credits at the end of the game I noticed that some of the developers are Polish. We have Polish members in our Clan who speak very good English, leave it with me and if I can contact them I will let you know what they say.

227

(8 replies, posted in RTCW Coop)

hirko wrote:

Yes, but sometimes it's only one weapon on the map, then same ammo is useless...


I know what you're saying here, Hirko. An example is the "Secret Weapons Facility" map where the venom gun is introduced. There are 3 or 4 of them available, but if some rambo is on your server this type of clown usually grabs them all for himself rendering any venom ammo boxes useless for other players.

The solution for this, as far as I'm concerned, lies with the server Admins. RTCW COOP is a team-based game, the clue is in the name, it's all about co-operation between players. When we encounter a player like this we warn him about his attitude, if he fails to heed the warnings he is then kicked from the server and the particular map is restarted.

To give all players a particular weapon when one player picks that weapon up would be far too much fire-power for the Allied Squad. Also, in RTCW, when you pick up a new weapon for the first time, it automatically becomes your primary weapon, replacing the weapon you were using just before you picked it up. A few of your team could be fighting against the Axis forces while you find a new weapon, you pick it up, they too would pick it up right in the middle of this battle and that would cause havoc for them.

There's a selfish, greedy player on your server who just won't listen? Ban him, restart the map, problem solved.

228

(7 replies, posted in RTCW Coop)

Sounds great, Fretn. Have you guys considered the single-player series called "Project 51"? I completed it a while ago, it's a Russian SP version of RTCW.


http://www.youtube.com/watch?v=g8TEyrZhHzo

229

(7 replies, posted in RTCW Coop)

I just noticed last night that you have the Tobruk map on your test server. Is there any way to download this, you can get it from the server itself?

230

(11 replies, posted in Bug reports)

Can't he just download the single-player and multiplayer demos, Fretn? That should give him all the files he needs to run RTCW COOP:

http://www.fileplanet.com/69443/downloa … layer-Demo

http://www.shacknews.com/file/4/return- … mo-windows

231

(3 replies, posted in RTCW Coop)

Happy new year to one and all big_smile .

232

(4 replies, posted in RTCW Coop)

I know what you mean, Nate, some sigs are monstrous and animated, but that's not what I'd like to use here. I was referring to the Splatterladder sigs for our RTCW COOP servers, such as this:


http://nimga.com/m/p02Bo.png

233

(4 replies, posted in RTCW Coop)

You've lost me here, Fretn. Do you mean animated sigs?

234

(97 replies, posted in Bug reports)

Well we tried your idea, Sage, unfortunately it never changed anything. One interesting thing that DOG noticed was that in our server config we never had this section:


// Game stuff that's rearly touched..
seta g_voicechatsallowed "3"
seta g_gametype "1"
seta g_inactivity "120"   
seta g_knockback "0"       // Never liked it...(FYI - default = 1000)   
seta g_doWarmup "1"
seta g_warmup "20"
seta g_antilag "1"


So he copy/pasted it into our config, set the inactivity to 0 and then we tested it. Thanks anyway, Sage, it was worth a try.

235

(4 replies, posted in RTCW Coop)

Schnoog, over on Splatterladder, has been kind enough to add the server banner generator facility, that we use as signatures on the various websites that we visit, to the RTCW COOP Mod cool .


http://et.splatterladder.com/?mod=sig-s … idx=743949


There are 10 designs to choose from, in various sizes, so that we can advertise our own, or simply our favourite, RTCW COOP servers wherever we go on the ol' interweb big_smile . I don't know if you guys allow signatures here on this website, I've tried in the past to use one but couldn't get it to work here, it said that my sig was too big, that was despite the fact that I tried to use the smallest Splatterladder signature available. But, if you do allow the use of them, could you please increase the signature size so that we can use our SL sigs here too smile ?

236

(5 replies, posted in RTCW Coop)

Spammed again, Fretn, delete the posts tome big_smile .

237

(8 replies, posted in RTCW Coop)

fretn wrote:

...............so maybe we should make a list of the maps which should receive priority and which maps are just not suited for coop play (tram for example)


I posted the screenies of the maps mostly affected by bugs which prevent further progress in the map itself, but after reading the post from Sage about our server settings I'd now really like to test this idea and get back to you with the info, Fretn. DOG did not appear at all yesterday, very unlike him, so we still haven't tried this out yet. When he shows up I'll tell him the plan, change our server settings, then we'll go through all the maps and see what happens bug-wise.

As for the "Tram" map I can't agree that it's not suited to RTCW COOP play, bro. The map is bug-free and the main problem when fraggin' on this map are some of the players who seem incapable of understanding what the word, "co-operation" actually means roll . Once the Allied squad take control of the first section they must defend it against the respawning Axis AI while 2 of the squad board the tram and set off to attack the mid-section tram tower and capture the next spawn flag.

I've lost count of the times that I've seen about 5 idiots all trying to squeeze onto the tram at once, with 2 of them usually getting crushed in the process yikes . Once the two-man team capture the tram tower the rest of the squad /kill to respawn there. The two-man team board the tram again in order to capture the next spawn flag, situated to the left of the tram station, the difference this time is that only one player is actually inside the tram, the other has climbed the tram tower ladder and jumped onto the roof of the tram at the rear, where he is well protected from Axis gunfire, once at the destination he has an easy task of jumping down from the tram and capturing the spawn flag. The respawning members of the squad use their rifles to provide covering fire, thus preventing the defending Axis troops from concentrating their entire gunfire fire on the approaching tram itself.

Once the tram station spawn flag is captured the remaining squad at the tram tower /kill again and after respawning it's simply a "balls-out" frag against the Axis troops until you finally meet up with Kessler in the radio room. Simple tactics, simple co-operation, but to some players it might as well be rocket science, they never seem to get it lol .

238

(97 replies, posted in Bug reports)

{SSF}Sage wrote:

I messaged Fretn about this. But, do you have g_inactivity set to other than 0? For me that caused massive errors on loading AI script in my map. So maybe you can check and set it to 0 and test if  my theory is true? Maybe it could be causing many of these mystical AI problems. smile


I tell DOG, one of our server Admins, about this and test out your theory, Sage. Thanks for the info, I'll post in this thread what we find out cool .

239

(97 replies, posted in Bug reports)

Here's a few screenies of ingame bugs that we've found, Fretn, you'll probably know most of them by now:


Kugelstadt:

http://i.imgur.com/Tg9gw.jpg

This is just after you eliminate the Panzer Grenadier unit and are heading off to save the scientist who's with the extraction team, but that gate won't open, blocking our only route to rescue him.


Return to Castle Wolfenstein:

http://i.imgur.com/qJTUk.jpg

The very start of the map, we kill the first zombies and then 2 zombie knights should kick that door down and attack us, but they fail to appear.


Chateau Shufstaffel:

http://i.imgur.com/MYgug.jpg

All enemies on the ground floor have been eliminated and the spawn flag captured, that door should now open giving us access to assassinate the General and escape, but it doesn't open for us.


Super Soldier:

http://i.imgur.com/xUDCz.jpg

At this stage we've killed the Uber Soldat Prototypes and their back up, a scientist should now open that door giving us access to fight the main Uber Soldats and Wilhelm Strasse, the scientist fails to appear.


Radar Installation:

http://i.imgur.com/N10gJ.jpg

This is near the end of the map, we've dynamited the radar and all we have to do now is escape. Two Axis soldiers should now attack us via the door on the right, but they never appear.

Same door, same map, different view:

http://i.imgur.com/cC7s6.jpg


Rocket Base:

http://i.imgur.com/ip0c7.jpg

We've fought our way through the tunnels and reached the elevator that takes us to the upper level in order to sabotage the V2 Rocket launch. Two Axis infantry should come down on the elevator to investigate the chaos taking place below them, they never appear and we cannot manually operate the elevator ourselves and so our access is blocked.


Crypt part 2:

http://i.imgur.com/zQJlI.jpg

We've just captured a new spawn flag and enter that dungeon where about 6 zombies come up from the floor. We kill them and the door should now open to reveal 2 German infantry fighting 2 of the zombie knights, again the door won't open.


Secret Weapons Facility:

http://i.imgur.com/6kBVO.jpg

Our first encounter with the Lopers, we kill them all and that door should now unlock where we can gain access to the office to kill the Axis guard and lower the bridge so that we can then attack Wilhelm Strasse's submarine, the door does not unlock and the guard never leaves the office so we have to trickjump in order to get the next spawn flag at the submarine.


Crypt or Crypt 2 map? (not sure)

http://i.imgur.com/j6Qqf.jpg

Spawn flag capture area under the floor that collapses when we try to run over it. We kill all the zombies and zombie knights which should open that door for us, but no joy.


There's a couple of other minor bugs, for instance, when one player in the squad picks up a chair we all appear to have one until he decides to drop it and if one player chooses to read any documentation lying on a table then we all read it unless we press our Esc key big_smile . I hope this info helps you out, Fretn, you're doing a great job and we're all looking forward to the RTCW COOP 0.9.4 release cool .

240

(5 replies, posted in RTCW Coop)

I took a look at your screenshots there, pretty impressive, Nate cool . I registered at your website, any questions that I have about WolfX I'll ask over there.

241

(8 replies, posted in RTCW Coop)

fretn wrote:

...............but this means this is not the reason of the troubles hmm


Well at least that's one reason for this happening scored off the list, bro big_smile . This problem and the problem with certain areas of a few maps being inaccessible to us, preventing us from completing these maps, seem to be the main things to focus on. What I've noticed, while fraggin' on these particular maps, is that our way is blocked either because the Axis AI fail to do what they would normally do in the RTCW single-player, i.e., open certain doors, or when we have completed certain objectives, which would normally result in previously locked doors being opened, the doors remain locked.

If you fix these problems, Fretn, then the fraggin' experience in RTCW COOP will be practically problem-free. The excellent solution you came up with for the "Escape 2" map, making the castle gates dynamitable, really helped here. I'm looking forward to this feature being available in RTCWCOOP 0.9.4 cool .

242

(8 replies, posted in RTCW Coop)

Yeah, we all get this bug, Fretn, but it's no big deal when we're fraggin', we just reconnect.

243

(97 replies, posted in Bug reports)

Here's a screenie of the Black Guard parachute mayhem big_smile :


http://i.imgur.com/fkutL.jpg

http://i.imgur.com/zvPls.jpg


And here's Mr Unkillable Zombie lol :

http://i.imgur.com/rpaLs.jpg


If you don't shoot him he behaves himself, for a while, then you can slip past him big_smile .

244

(62 replies, posted in RTCW Coop)

Command acknowledged big_smile .

245

(97 replies, posted in Bug reports)

profitgamers wrote:

BOSS1 Map

Olaric often takes his focus on zemph and helga , and he does not destroy the gates

Also , he often prefers to stay near his masoleum and kick unknown invisible enemy smile)))


This is a recent event that we've seen happening a few times now. When we first played that map, a couple of weeks ago, it ran the way it should.

246

(62 replies, posted in RTCW Coop)

I like it, Fretn cool . Remember, RMK, my pics are website banners, not logos big_smile . I'll use your logo, Fretn, when I'm advertising RTCW COOP on other forums hmm .

247

(62 replies, posted in RTCW Coop)

It's always good to advertise, RMK big_smile .

248

(8 replies, posted in RTCW Coop)

Our new RTCW COOP server, courtesy of the Schnoogmei$ter, is up and running and being tracked by Splatterladder:


http://et.splatterladder.com/?mod=serve … idx=743949


WINY from SL started a thread about RTCW COOP over on Splatterladder too:


http://forum.splatterladder.com/index.p … entry81789


This would be a good thread for the RTCW COOP Team to post any news or ideas in cool .

249

(15 replies, posted in RTCW Coop)

Thanks for the info, guys, I'm sure that our DOG is testing this out as we speak big_smile .

250

(62 replies, posted in RTCW Coop)

I see the mix-up here, banner = logo, logo = banner big_smile . I made the banner at the top, Fretn, but after your last email to us DOG and me modified it. You're right about the Wolfenstein fonts, Fretn, they are not very good at all. There's no Wolfenstein font, as far as we can see, that can match the Wolfenstein logo font.

Using the same background that I created for the first banner that's been posted, we experimented with different fonts and we came up with these 2 variations that we liked:

http://i.imgur.com/7YSVf.jpg

http://i.imgur.com/Py6AX.jpg

As always, let us know what you think, good or bad lol big_smile .