nice work !
I'm confused about the translations.cfg file, did this work for you ?
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RTCW COOP → Posts by fretn
nice work !
I'm confused about the translations.cfg file, did this work for you ?
the reason the umlauts don't work is because they probably don't exist in the font used by rtcw
about the hardcoded strings: thats what the scripts/translations.cfg file is for
the hardcoded strings in the code may still be a trouble
I'm not in favor of new pk3 files, but for gfx I think its the only solution, I need to look at this code again and think about it
Had no luck with this. compiled the project successfully, but no translation.cfg. :-(
There i one in my original installation of the german version, located in main/scripts, which contains various strings in english, french, german, italian and spanish. I can provide that, i you can use it. Some color code maybe must updated, because this is from the earliest release of the game, no GOTY or Special Edition was released in germany, because the game was put on the Index right after the release.
yes it should be in main/scripts, I mistyped
it will be in the main folder located in the rtcwcoop folder in your documents
I made a new folder, and replaced all textfiles with the german ones. Mostly all is shown right when translated. But there is a problem with the "Umlauts" in the UI, there are not shown, instead there is a space. They are shown correctly in all mail and mission descriptions.
Some of the new stuff, like "Airborne Ranger" etc. in the UI is still english, i didn't find their location, but i am unsure, if translate them makes sense.
In the project books the sketches are not translated, i guess these texts are part of the picture, no strings.
yes it are probably images
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)
I have all the mission descritions, mails, etc. here. In the sp_pak1.pk3\text\ folder there are two files (strings.txt, pickupnames.txt) in which some stuff is translated. I guess, your build would put exactly this stuff in a text file.
But anyway, maybe there are hardcoded strings in there, so it would help to get your build with translation code enabled.
This is an example from strings.txt:
"Mission gescheitert" (means: Mission failed.)
"Sie haben ein Versteck gefunden" (means: You have found a secret.)These are from pickupnames.txt:
"Wertgegenstand" (Treasure item)
"Erste Hilfe - klein" (Small health)
"Erste Hilfe - mittel" (Medium health)
"Erste Hilfe - gross" (Large health)Both files are in the sp_pak1.pk3\text\ folder of the english version of that game too.
Problem is, both files are directly there, not in the language folder. The game was not meant to be multilanguage, even the german mission descriptions and stuff are located in a EnglishUSA folder in the german version. Activision put just the translated files in it. This means, that the source must be changed to have the game multilanguage.
thats what I've been working on in the past (but never completed) source changes to allow everything be translated
do you know how to compile the source from the svn ? (in that case I can tell you how to enable the translation stuff)
if you are interested I can provide you a build with the translation code enabled, and then you can run the game and it will save all texts that need to be translated in a file, in this file you can add the translation for your language
I wish you all a happy new year !
And I promise that rtcwcoop will have another new release in the next year
cheers !
yes its a bug that exists since a long time, I have no idea what goes wrong, and I cannot reproduce it at will so its very hard to get it fixed
I still cannot reproduce this
dedicated server, with 2 connected clients, map changes without a crash
On what operating system is the server running ?
I need to look into this
I never touched this cvar, didnt even know it existed in coop
I have no problems with signatures, but I really don't like images in signatures, they are too distracting
It sounds you have structure messed up. Try deleting wolfconfig.cfg out of wolfCOOP\main folder as well as in documents folder as it seems it's looking for stuff at wrong places.
Also, what's sp_pak4.pk4 suppose to be? Afaik default goes up to 3 - are you using special edition version or something?
Alternatively, you can try with repeating install process with coop. In that case do it correctly that's;
1st: Delete wolfCOOP in your documents folder as well as game it self (wherever you placed it).
2nd: Download the game once more.
3rd: Extract the game and instead of dumping whole rtcw folder in just copy/paste what's suppose to be in and that's:pak0.pk3
sp_pak1.pk3
sp_pak2.pk3
sp_pak3.pk3mp_pak0.pk3
mp_pak1.pk3
mp_pak2.pk3
mp_pak3.pk3
mp_pak4.pk3That's all so ignore the rest of the packs and files.
As a side note, make sure you copy packs listed above inside your COOP\main folder. Then run the game and see how it goes..GL!
No he has the correct number of pk3 files, the GOTY edition contains all these files, I always have used the GOTY pk3 files to develop this game.
sp_pak4.pk3 contains fixes for several maps (crypt1, dam, end, escape1 and forest)
Also wolfconfig.cfg is ignored, rtcwcoop uses only wolfconfig.coop.cfg unless autoexec.coop.cfg references this file
The folder you're looking for in the documents folder is named "RtcwCOOP" not "wolfcoop" (just to be clear)
So I suggest you do as nate said, reinstall with into a new clean directory and make sure it has no cfg files in its main folder, also clean the c:\users\heineken\documents\rtcwcoop folder
okay I lied, the score reset bug and the one where people crash if they get killed are two others I don't understand (aka can't reproduce them)
fretn wrote:...............but this means this is not the reason of the troubles
Well at least that's one reason for this happening scored off the list, bro . 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 .
yes we know about the maps having problems, they are fixable with things like I did with escape2, its just a complex and time haunting task, 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)
but I really want to get rid of this disconnect bug, its the only one I still not understand why it happens, for all other bugs I know why I just didn't have the time yet to fix them all
Can you show me a screenshot of your rtcwcoop folder and a screenshot of the main folder inside this rtcwcoop folder ?
Yeah, we all get this bug, Fretn, but it's no big deal when we're fraggin', we just reconnect.
Well I hoped this was fixed in 0.9.3 As I ported the rtcw mp client server code to rtcwcoop, but this means this is not the reason of the troubles
okay that means that this crappy bug is still not fixed
Hello,
I was wondering if people still get randomly get disconnected during new level loads ?
or is this fixed since latest release ?
gibbing kills them forever iirc
now that I think of it thats maybe we see so many bugs with respawning ai, their death triggers dont get triggered (unless you gib them)
I can assume it was on 0.9.3 ?
Well this week gangsta and i have played through entire cycle and here are our findings of bugs on our server!
Escape: as far as we can tell is bug free
Castle Wolfenstein: tram door bug
are you talking about the door that leads you to the bridge ?
Tram ride: sometimes the car goes the wrong way... and sometimes fog disappears! no biggy!
yes the car can go the wrong way, it was at the time the only good solution marvin found to make the tram go to the top again so lost players could join. Or do you mean it never goes down ?
fog: dammit, I thought this was fixed
Village: karl villigut does not open door so sten guns are available!
Catacombs: a couple here obviously there is the undefeatable axis zombie.... guess we just have to put up with him but once you fall down after the walkway collapses ... after you kill all the zombies the dooor does not open..
Crypt: once someone has gone past the portcullis unless they capture flag noone else can get in!
reminds me of the teleport function i've built, this should help you working around this stupid bugs
needs real fixing ofcourse
Defiled church: no problems!
Forest compound: sometimes the truck wont move... otherwise fine!
Rocket base: lifts are a nightmare.. first couple of times we played could complete but now when you reach the train bay end the lift to the rocket stays at top... incompletable!
Radar installation: sometimes hangs at start ... but main problem is after radar is blown door out wont open!
Airbase assault: funny one here the black guard parachuted in and teh parachutes stayed in air and they dropped to thier death! no real problems otherwise...lol
lol !
Kuglestadt; other than difficulty no real problems!
The bombed factory: no real problems
Trainyard: sometimes the map hangs and you have to restart server!
Secret Weapons Facility: no problems!
Ice Station Norway: no problems!
X-Labs: guards missing at start doors wont open incompletable!
Super Soldier Chamber: again doors wont open!!
Bramburg Dam: no issues found
Paderborn Village: no problems!!
Chateau Schufstaffel: fine up till you get to the staircase spawn. doors wont open at top of stairs!
Unhallowed ground: no issues
The dig: no issues found.
Return to Castle Wolfenstein: main door after first spawn does not open.
In the final map Heinrich fails to appear.... and we believe it may be something to do with in single player mode once you leave the crypt the walls collapse so you cant get back there .... now obviously in multiplayer the wall cannot collapse because your respawn there... but we tried it several times and not once did he appear!
I think they are all the issues we encountered. Its been so much fun playing them all hope the majority can be fixed... also one little aside we managed to set up admin passwords and they work fine and tried some of the commands and they seem ok too the one thing we could not do was load a alternate map on our server we have for instance mp_marketgarden and i tried the !map marketgarden but got the error message failed to find marketgarden.bsp and it did that with every map we tried to load... sorry for the noobery i am sure i am just doing something wrong but if anyone can help would be grateful!!!!
its not compatible with multiplayer maps, you need to compile AAS files first for that map and then make all the aiscripts and regular mapscripts
thanks for the huge feedback !
there is already an event called 'fakedeath', when a bot dies but will respawn, when he really dies 'death' trigger is triggered
but if you can configure only the numrespawns <number>
you can use it as an on off too, on = 1 (or more), off = 0
I think this is a bit more flexible, or not ?
Any news on the airespawn script command? AI respawning feature cannot really work unless every single bot's respawning possibilty is controlled from the map.coop.ai file. I understand that adding these commands to every map would take a lot of time, but coding the command should not take much time. Help can be provided once the feature is there. Before this is done, we can't really play with AI respawn, because it's not fun when AI's respawn all the time everywhere.
so basicly a command 'norespawn' in the attributes section of the bot is what you want ? (or respawn 'yes' / respawn 'no')
or:
respawns <max number of respawns>
where 0 disables the respawning for this bot ?
I'll add this, its not much work
Currently bots only respawn if no players are around them, so thats a way to control it a bit
RTCW COOP → Posts by fretn