326

(8 replies, posted in RTCW Coop)

yes it would be great if they port some maps and expand the coop community

327

(8 replies, posted in RTCW Coop)

http map downloads are planned for one of the next releases, but as there is almost no custom content for rtcwcoop this is pretty useless at the moment smile

328

(62 replies, posted in RTCW Coop)

sorry for being a picky guy, but I don't think the rtcwcoop main screen suits as a homepage.

disclaimer: I have been working in webdesign companies for +- 5 years together with skilled graphical designers and my standards are very high, thats the reason why I didn't even attempt to design a homepage, if I don't like something its nothing personal I just say what I think.

I really hope I don't offend anyone with this as I very appreciate people trying stuff for the homepage

{SSF}Sage wrote:

Oh hehe Fretn, too busy to read? tongue I'm talking about a different project. See the link. We tested the three maps named Tobruk, they will be seen later on. This is called Capuzzo and will see open Alpha in some days/weeks. smile

Is too tired to pay attention a valid answer ? smile
(thats why the screenshots on SD forums looked totally different than the maps I played, haha)

SO INTERNET PEOPLE THE TOBRUK MAPS LOOK PROMISING, IGNORE MY ABOVE POST tongue

I played them together with sage, and I can tell you, the map(s) are awesome !

331

(8 replies, posted in RTCW Coop)

I'm afraid that the players will be overpowered then, not sure, I'll think about it, and maybe I make it as an option

332

(8 replies, posted in RTCW Coop)

so for example there is a map where you can pickup one panzerfaust, you want it that all the players have a panzerfaust when it is picked up ?

333

(7 replies, posted in RTCW Coop)

{WeB}*GANG$TA* wrote:

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

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

334

(8 replies, posted in RTCW Coop)

fyi: you can drop ammo, or is this not enough ?

335

(7 replies, posted in RTCW Coop)

its a test version of the map, I disabled downloads on request by Sage

All I can say is that the map is very promising !

336

(62 replies, posted in RTCW Coop)

I like the action a lot in these pictures

337

(62 replies, posted in RTCW Coop)

nate: when you are autodownloading, or seeing the 'connecting to' messages you don't see the map screenshot, thats the connecting screen
the loading screen is the map you see and thats when you are actually connected to the server

338

(2 replies, posted in RTCW Coop)

yes thats technically possible, but I'm not sure if this will be playable, I'll need to think about it smile

339

(11 replies, posted in Bug reports)

he will miss most of the maps I think and maybe other media

340

(11 replies, posted in Bug reports)

you have to buy it

341

(11 replies, posted in Bug reports)

www.rtcwcoop.com

342

(11 replies, posted in Bug reports)

you have to install rtcwcoop in a separate folder and then copy your rtcw pk3's (see below for a list) to the rtcwcoop main folder

mp_pak0.pk3
mp_pak1.pk3
mp_pak2.pk3
mp_pak3.pk3
mp_pak4.pk3
mp_pakmaps0.pk3
mp_pakmaps1.pk3
mp_pakmaps2.pk3
mp_pakmaps3.pk3
mp_pakmaps4.pk3
mp_pakmaps5.pk3
mp_pakmaps6.pk3
pak0.pk3
sp_pak1.pk3
sp_pak2.pk3
sp_pak3.pk3
sp_pak4.pk3

DONT mix the rtcwcoop installation with the rtcw installation or things will not work

343

(11 replies, posted in Bug reports)

show me contents of the rtcwcoop main folder
and also the contents of the rtcwcoop main folder inside your Documents

344

(62 replies, posted in RTCW Coop)

a slightly transparent backdrop behind the content would make it more readable I think

I wish I could make the cooperative part in this screenshot looking like the 'wolfenstein' font

345

(62 replies, posted in RTCW Coop)

the problem is now that your eye is attracted to 'a return to castle wolfenstein modification' because this is white and rtcwcoop is black (your eye is always attracted to the brightest part it sees)

346

(49 replies, posted in RTCW Coop)

The plan is to make sure all the translated texts from the menus come into the scripts/translations.cfg so we don't have menu files for each language. This would be a horror to maintain (a small menu file change would result in having to change it for all the languages, this is unworkable)

I've commited a small change which enables the localisation code when you compile, and I've added my own native language (dutch) support, everything still needs to be translated ofcourse, but first the localisation code must be working like it should

347

(49 replies, posted in RTCW Coop)

fretn wrote:

well if you are on windows you have to add a preprocessor define to the visual studio projects

-DLOCALISATION

(search for -D_ADMINS or -DMONEY)

and then when you run the game with cl_debugTranslation set to 2 it will draw all untranslated texts in red
(a translations.cfg file should appear also in your main folder)


okay this info is wrong, it applies to linux and mac

for windows you just have to add LOCALISATION to C_ONLY;USE_ICON;WIN32;MONEY;

(don't forget to add a ; between all these values), do it for the debug and release build projects (or at least for the active setting, which is probably debug)

348

(49 replies, posted in RTCW Coop)

I think in that case that the preprocessor is not set correctly, I'll provide you a build in one of the next days

349

(49 replies, posted in RTCW Coop)

ah forgot to mention this, did you set cl_language equal to '2' ?
this is probably the reason why the translations.cfg file wasn't written

350

(49 replies, posted in RTCW Coop)

when I have some time in the next days, i'll look into organising all of this

its been a couple of months since I last touched the localisation code and I forgot how it exactly works

I'll also give you svn access then