251

(6 replies, posted in RTCW Coop)

just make sure ports 27960 is forwarded in your router to your pc
and also make sure your firewall isnt blocking the game

252

(6 replies, posted in RTCW Coop)

sorry, there has been a lot of spam lately, maybe I wrongly deleted your account

253

(7 replies, posted in RTCW Coop)

It will be 0.9.5, we've got already many fixes smile

In the last 3 days, 5 different people commited fixes to the svn smile

254

(24 replies, posted in RTCW Coop)

MasaHari wrote:

Hey all..
Is there any chance make minimap more like ET have and is it possible put every fireteam member different color mark its not easy to follow now who is who...
And thx for 0.9.4 its great to play that game now.

a minimap is something i have been thinking about in the past, maybe its something for the future

Great !

(Put in mantis which ones only work on local servers)

256

(15 replies, posted in Bug reports)

{SSF}Sage wrote:

I think it is something that left unnoticed with the friendly fire code changes.


yes I'm afraid so, I did some quick tests and it seems to be broken

257

(4 replies, posted in RTCW Coop)

nate wrote:

Doubt you're going to get 10 accounts per hour rate at the moment. Maybe later but if bots prove to be a problem it may be easier to validate those few accounts once per day or when you're around then delete posts. I mean it's all about math when it comes to it, so go with what makes more sense to you.

Personally I just require email validation and a question with it that's obvious (What RTCW stands for) but doesn't have answer in question it self and works fine so far. I always lean towards making registration little more complicated (least possible) but leave rest open then as thru experience I learned that captcha or trick questions for posting, tend to drive ppl away.

Just last time for example I wanted to post something and couldn't figure out that irc question and didn't see it worth while figuring out, tho I mostly spam so wasn't really a loss. smile

I enabled the admin verification thing, three days ago and I had 20 new account requests in 2 hours

about email validation and a question, this was always the case and since last week bots just started to be able to generate accounts

258

(4 replies, posted in RTCW Coop)

email verification was always needed
I also required a 'answer' to the question field, the answer can be found on irc

and now there's a third code modification which may block them for a while

admin account verification is the last I want to do, at a certain moment there where 10 accounts / hour created, I really don't want to be spammed like that smile

259

(4 replies, posted in RTCW Coop)

Hello,

The forum has been 'attacked' by a lot of bots lately, so sorry if you had troubles posting new topics or replies, I've been trying some stuff to stop the bots

260

(24 replies, posted in RTCW Coop)

dogster64 wrote:

1.After you connect you dont automatically join a fireteam.  the only way to do this is to bring down the console and re-type your name in then you join..  (no big problem just thought you should know)

Yes I noticed this too, I thought I knew why it happened, but your workaround tells me it might something completely else that is going wrong !

btw: did you try the play as axis in the speedrun gametype yet ?

261

(2 replies, posted in RTCW Coop)

r_fullScreen 1
r_subdivisions 4
r_vertexlight 0
r_lodbias 0
r_colorbits 32
r_depthbits 24
r_picmip 0
r_picmip2 0
r_mode  4
r_texturebits 32
r_fastSky 0
r_inGameVideo 1
cg_shadows 1
cg_brassTime 60000
r_texturemode GL_LINEAR_MIPMAP_LINEAR

262

(2 replies, posted in RTCW Coop)

you need to change these settings by cvars

263

(24 replies, posted in RTCW Coop)

dogster64 wrote:

Downloaded the Linux version of 9.4 for our server installed all the files and deleted capuzzo airport however server will now not start. Reinstalled original 9.3 files and server still won't start anyone with any ideas or help would be very grateful...  maybe a list of installed files and folders would help then i could compare!!!

can you give me the output of the rtcwconsole log ?

264

(24 replies, posted in RTCW Coop)

badboy_zay wrote:

great, very stable, but here are some problems:
- like above comment, weapons change when I use quick message
- game crashed whenever I vote something
- AI uses aimbot or something. my friend and I can't stealth in Panderborn level because they can spot us before we spot them
- chat message disappear too quick
- when the other players use sniper while crouching, they handle it one hand instead of 2 hands

hmm now the quickmessage thing happens to me too, I must have looked over this, sorry

cannot crash the vote thing, can you give more info about this ?

ai: whats the skilllevel set too ?

about the sniper: this is something minor, I'm not sure if its fixable

265

(24 replies, posted in RTCW Coop)

profitgamers wrote:

1) English as default

2) both of them

hmm for both: strange, it works normal on my end
which os, windows ?

266

(24 replies, posted in RTCW Coop)

but download the maps from here: http://www.rtcwcoop.com/COOP_Capuzzo_3maps_beta1.zip its faster

267

(24 replies, posted in RTCW Coop)

profitgamers wrote:

GOOOOOOD WORK !!!!!

But here we have 3 medium bugs (still exist)

1) If I use Numeric mode of voice messages , My weapon still changes to number which I pressed for any voice message.

2) Incorrect ping value in server list (12225 , 7668 for example)

3) Which command responses for downloading custom maps?

1) -> which keyboard layout do you use ? if its not english, can you change it to that ?

2) ingame serverlist or the normal main menu serverlist ?

3) set cl_allowdownload 1

268

(24 replies, posted in RTCW Coop)

It took us a while, but we managed to get rtcwcoop 0.9.4 ready for release !

This release has one interesting new feature and one interesting bugfix. All the other stuff is minor.
So I'll start with the interesting bugfix. Sage went through all the map scripts and modified all the parts
that could possibly break the maps during coop play. Some maps got even modified to make them more fun during a coop session.

Mapfixes

  • Escape2 is reworked and has now a dynamitable door. The dynamite needs to be picked up somewhere in the map (10 possible locations)

  • Tram has now a second tramcar, so late joiners or people who spawn incorrectly can reach the bottom a bit easier. The enemies are also a bit modified.

  • The elevators in Rocket are now faster and not so annoying anymore.

  • Church and Castle had sound bugs.

  • The truck in Forest shouldnt break anymore and do what it is supposed to do: driving to the finish

  • End map is made coop friendly, AI's don't fight eachother anymore and there's more ammo/health available

  • Crypt1 was sometimes unfinishable, this is fixed

  • Dam has also better (and faster) elevators, also the AI's are working better now.

New feature: play as axis in the speedrun gametype

If you choose the speedrun gametype, you have now the possibility to play in the axis team. During warmup (yes I added warmup) you can select to join the axis team in the ingame menu, or use the console command (/team red or /team blue to go back to allies). An axis player always spawns at the location of a bot and this bot is killed (offered). The axis team allows place for 1 or 2 human players, depending on the total number of players on the server. When 8 people are playing a maximum of 2 axis players is possible, in all other situations only one.

Other minor new features and bugfixes

  • Hirko started working on new levelshots (the ones with coop action on it are his, the others are placeholders made by me)

  • Warmup, the time is tweakable by the cvar g_warmup (lower than 5 is not possible)

  • Support for mapname_notebook.menu and mapname_clipboard.menu no changes to menus.txt is needed to make it work. This is useful for custom maps.

  • Map scripts now accept a g_random cvar this is useful to spawn entities in random locations, see escape2 for examples.

  • cg_fancyfx cvar, all new visual things that can break older computers must be enabled by this cvar, its off by default, this includes the greyscale rendering when you are dead, this might fix some peoples problem with a crashing game if they die. The default value is 0. If you want to have a greyscale screen when you're dead (like it was default before), you have to set this cvar to cg_fancyfx to 1 (and also set the r_greyscale cvar to the correct value)

  • The code is now ready to be translated, but I'm mentally not ready for it yet tongue

  • The intro video now works on widescreen

  • After a long time, servers stopped working, this is fixed now

  • Friendly fire was broken, it works again !

  • Numsecrets was broken again, I fixed it, again smile

  • I modified the norespawn script function so it now accepts an aiName, just like the alertentity function

  • Stop sending servercommands to bots

  • Crash bug when you die (see above)

Capuzzo coop campaign (3 maps) by Sage

Sage released his 3 map coop campaign as a first beta, you can find a local mirror here (http://www.rtcwcoop.com/COOP_Capuzzo_3maps_beta1.zip).
I played an alpha version of this campaign with him and it is a lot of fun. I'll be running it on my server so you can play it.

Download links

https://bzzwolfsp.googlecode.com/files/ … indows.zip
https://bzzwolfsp.googlecode.com/files/ … _linux.zip
https://bzzwolfsp.googlecode.com/files/ … .4_osx.zip



Statistics about previous releases

0.9.3 had 2854 downloads
0.9.2 had 1018 downloads
0.9.1 had 743 downloads
0.9 had 1501 downloads

So it looks like 0.9.3 was pretty popular. But you have to keep in mind that it took much longer to release 0.9.4 than the previous ones.

how do you start it, by double clicking on the rtcwcoop.app file ?
and where is the main folder located, next to the rtcwcoop.app file ?

270

(62 replies, posted in RTCW Coop)

the company logos are also better now

now next thing, hehe sorry, I'm a pain in the ass, I know

how does it look if the buttons are red (the red from the rtcw logo) in normal state and the green/blue when highlighted ?

you need them, as they contain updates for textures/shaders, scripts and other stuff, all the code I wrote was tested with these mappacks in my installation folder, so you need them

272

(62 replies, posted in RTCW Coop)

the reason I don't like the effect is certainly because of the color, can't you make it in the greenish tone instead of yellow, because in my opinion yellow doesnt fit in the colorsheme of this

the font is a lot better

273

(62 replies, posted in RTCW Coop)

yes thats better !

and how does it look with the font you used here: http://www.rtcwcoop.com/forum/misc.php? … mp;preview ?

274

(62 replies, posted in RTCW Coop)

sorry to say this but the effects look cheap, maybe make the buttons a bit desaturated when they are not highlighted, and show them in their normal state when you hover over them

How do the activision, id and gmi logos look if you make them white and a bit transparent ?

I've got the GOTY edition of the game and the pk3 files are not in the exe file, but in one of the subfolders if I remember correctly.

If they are not, try unzipping the setup.exe (yes sometimes a setup.exe is a special zipfile which can be unzipped)

About 1.41: all you need is the mp_mappaks pk3 files, so try the same as above (with the windows download)