When we tried to vote for g_reinfoce the server crashed all the time. Both from callvote and from menu. However when joined spectators it worked. Did not try other votes.
On voicechat the global menu is broken. Returns to itself, so cannot say v5x.
Like RTCW Single Player but together ! | Currently there are 2 pub players on 9 available servers. (While there are 3 private servers running)
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RTCW COOP → Posts by -SSF-Sage
When we tried to vote for g_reinfoce the server crashed all the time. Both from callvote and from menu. However when joined spectators it worked. Did not try other votes.
On voicechat the global menu is broken. Returns to itself, so cannot say v5x.
@Talk about custom pk3s
I was hoping not to see this subject arising for a long time. I played ET since start and still do some times. I spent way way too many hours on it every single day for many years. During those years the servers had easy access. Not too much custom pk3s being the major thing. Many servers had custom maps (great) but not that many had skins/sounds. At some point I found it too hard to join servers, because every single server had tens of megabytes of stupid skin/sound packs. At that point, I pretty much slowly quit playing ET. Sometimes it did take long time to join any *** server and sometimes I even failed to find one. I pretty much felt the game being raped.
Imho make maps, not skins/sounds.
I'd ask for a feature regarding AI respawn. This is only for devs. This would also stop respawning in wrong places and wrong times..
AI scripting command to disable respawn per AI.
How it should work? If g_airespawn = 1, then all bots respawn by default until set not to respawn. Then you can at a certain moment disable that on the bots you have passed already. And have a possibility to set it back to respawn would be nice too. So for example when the player walks into a trigger, you could put into map.coop.ai the following command:
airespawn [targetname] [0/1]
eg.
player
{
//Player touches a trigger in the end of stage_1
trigger approaching_stage_2
{
airespawn nazi1 0
airespawn nazi2 0
...
}
}
What I am after is that you could "stage up" the maps. The bots would respawn until you've passed a certain spot, or finished a certain object. Like if you are in the stage1 in the map the bots of stage1 will keep respawning, once you get to stage2, the stage1 AI stops respawning.
This is great news. Too bad I don't get to enjoy this for a while, as I'm going to take off to NZ for a month.
I don't know if it is a bug or a feature or known already, but caps/helmets are dissapearing after a headshot.
Also please add explanation for g_spawnpoints 2 for flagzones (and somewhere it is g_spawnpoint in it, without the S) in http://code.google.com/p/bzzwolfsp/wiki/HowTo would have saved me some searching.
Like I said. Only way to really know if it works is by checking the r_speeds. Go to the map start, check the numbers, play the map through, go to the exactly same position facing the same direction and check r_speeds again. If the numbers are about same, you have fixed it. If you have like 3-10 times more tris calculated, bug is still there.
Don't trust r_showtris on this bug, it can LIE (did for me). r_speeds proves IF the engine calculates them even when your eyes can SEE it dissapearing with r_showtris.
Wtf! It was fixed that quickly and nobody bothered to fix it back then. :S Did you check it with r_speeds? Really nice job! Impressive. Thanks!
Exactly. Great!
Edit. If you have to sink and remove them, then make the time long. Atleast 1-2 minutes or so before it happens.
I'm not sure if you get it. It was stated to be a bug and overlooked back in the days when RTCW was created. They did not think it was too important for a weird reason (even tho it cuts the FPS like 50%). But now we have way more AIs and the problem grows much.
I do prefer that the bodies stay on the ground, because it's realistic, and it's easier to know where your co-players have been if you lost them. I also know that a lot of players dislike dissapearing bodies. This would not be a problem, if the bug was fixed.
Bodies should lay on the ground, but they should not be calculated when you are on the other side of the map. Living AI's are not calculated but dead AI's are.
Well animating and coding are the areas that are not very strong in my cababilities. But have you looked at the code if you could fix the bug?
Probably some of you are aknowledged of this bug, dunno. This bug dates back to the original RTCW and I thought it was fixed for COOP, but is not. If AI is alive (atleast regular soldat, did not test others) it will be not drawn if it is out of the engines visibility (r_showtris 1). However once the soldier is dead, it will be drawn by the engine even if it is out of the visibility. Now it might quickly seem like they are not drawn judging from "r_showtris 1", but they actually are still calculated. So r_showtris lies on this bug.
If you select a point facing towards where you can imagine the most of the map be and type "r_speeds 1" and check the numbers. Do this after you spawned the bots, but they are still alive. Then kill them and check the numbers again in the same spot facing same direction. And you will notice the verts drawn by the engine has been multiplied several times, which causes FPS to lower down a lot. The more soldiers you have and the further you are in the level, the higher the impact gets ofc.
Fixing it would improve the performance. There are 2 options for it. Either delete the bots some time after death or fix the bug with the death animation.
Alright. Well I like the W-ET approach with having main/profiles/Nickname/*configs* and simply selecting a profile on the main menu. But still I don't think screenshots needs to be placed per profile.
In short I wish to see all files including files the game creates in one folder. Probably been under a lot of discussion on your end and might change in a future version. Story behind this:
I took some screenshots and then I realised they were not there. After some thinking I remembered someone saying settings were stored in appdata under users. Well found the screenshots from there. I then realised it's because there is no installer for the mod. I hope this is going to change at some stage, or could there be a way for the game to create them in the same folder the exe is in. It's quite the clicks to go in the folder and might get noobs very confused. Also realising that it is a hidden folder by default.
Oh yeah also the name of the folder in appdata is Wolfenstein. Got me confused with the new wolf.
I totally agree on making everything new work with Cvar!
Okey perfect. That's how shove should work. Thanks!
Yeah I know you have hands full of things to do. I'd concentrate on fixing bugs and getting rid of crashes etc. if I was you. But I thought this would help you to keep on track of the suggestions for future. Some nice features might be forgotten if they were not in front of you.
Buying feature sounds interresting. Just has to be easily managed on the run. Like not overly complex pretty menus etc. Unless you are planning to do so while on main menu not playing. Then we would probably need online accounts for it. Like global xp save/guns stay with you in all servers etc. Plus a cvar to have a server without this feature. Well ok dunno how good this global is, might divide the community.
Hi. This thread did not exist, so I thought I could put it up so it would be easier for the devs if the requests would be on the same topic. I'll start with couple.
-Shove (don't know if this exists/is buggy/cvar/on todo list etc.) sometimes kinda annoying if someone is for some reason standing still and blocking the way)
-More ammo, maybe you could increase the amount in a weapon that an AI has dropped. Adding ammo in levels would be best but is time consuming. Constantly out of ammo on every weapon.
RTCW COOP → Posts by -SSF-Sage