426

(10 replies, posted in RTCW Coop)

Bothe wrote:

Greetings!

Currently I'm hosting a Homeserver named "All welcome! :*" . I'm trying to keep it almost 24/7 online, though I could think about renting a root server for keeping the server really 24/7 running at all. smile

So, in the meantime, join up and have fun by the public - Internet - Serverlist.

don't forget to update to 0.9.2 !

427

(3 replies, posted in RTCW Coop)

This version is not network compatible with the previous versions. In this release we focussed on fixing stuff. This should make the game a little bit more stable, we still have a long way to go smile

New features:

  • Version check, when we release a new version you will be notified in the main menu

  • Obituaries ! (SomeDude? was killed.) Experimental, I'm open to changes.

  • Votes have now sounds.

  • support for MOTD's (message of the day) on servers, so server admin can advertise their forums, etc

Fixes:

  • Fixed a possible divide by zero which could result in a client crash

  • The forest map is playable again

  • Now a wrongly set g_limbotime value will not crash the server

  • TitaN655? fixed the ingame notes

  • All maps now have a default wait time of 20 seconds, so you have time enough to check the scoreboard.

  • When g_limbotime was lower or equal to (sv_fps/1000) you couldn't respawn, now it cannot be set lower.

  • Notebook was missing

  • Restart server immediatly when its empty don't wait 5 seconds, because this resulted in AI script errors

  • Mission failed now restarts the map and doesn't fade to black

  • Master server has now a hostname (I bought rtcwcoop.com yay!), I also made sure that the IP's in your config files are replaced by this

  • hostname, this should also fix the empty serverbrowser issues on some clients

  • Cleanup in serverinfo cvars

  • When a server is spawned bots are removed first.

  • Challenge is reset when a client disconnects

  • Don't call GAME_CLIENT_DISCONNECT when a client reconnects.

  • Some memory cleanups when clients disconnect

  • MAN-AT-ARMS fixed the fog, great !

  • Cinematics are completely removed in crypt1 and church

  • Maxlives maxlives fixes (restart map if everyone is dead), also updated the HUD for this

Here you can see the update check in action:

http://bzzwolfsp.googlecode.com/svn/trunk/screenshots/rtcw_coop_versioncheck.jpg

428

(36 replies, posted in RTCW Coop)

great, thanks !

429

(36 replies, posted in RTCW Coop)

Are they still around ? (and willing to help porting them to rtcwcoop ?)

430

(36 replies, posted in RTCW Coop)

who made this map ?

431

(36 replies, posted in RTCW Coop)

its not a request as its already built:

A version checker, so you don't have to watch the internet everyday to know if a new version is available !

the 0.9.2 version is still a lie, it will be released (I hope) after next weekend.

http://bzzwolfsp.googlecode.com/svn/trunk/screenshots/rtcw_coop_versioncheck.jpg

432

(97 replies, posted in Bug reports)

are you guys talking about XP aka "the higher my xp the more powerfull I am" ?
If you are talking about this, I'm very sorry but I'm not going to implement something like this in rtcwcoop. It spoils the fun for new players.

If its just a number (to show how long you play and how good you are) then yes I might implement this

433

(36 replies, posted in RTCW Coop)

I think after playing all the maps a few times (10-20 times) people will stop caring about the story line of the game

sage: sounds like a nice plan, I'll put it on my long todo list and see how hard it is to implement

434

(97 replies, posted in Bug reports)

nate wrote:

A MP script may be reusable for it I think. smile

the scripts are already for 90% from mp iirc, as we use the mp player models

435

(4 replies, posted in RTCW Coop)

also remove your config

or type this in the console:

/set cl_master master.rtcwcoop.com

436

(97 replies, posted in Bug reports)

badboy_zay wrote:

can you fix a bug which you can see other player holding a rilfe with 1 hand while crouching?

its probably fixable, I need to dive in the player animation scripts for this, I'll see what I can do !

437

(12 replies, posted in Bug reports)

cybdmn wrote:

I hate that deploying time stuff, you never know if it is your counter, or if it is the counter of the player you are following. And i had the impression, that it sometimes skip a cycle, so you have to wait 40 seconds instead of 20 seconds. Is there a cvar to set/disable deploying time?


it ist possible that you where playing on a server with maxlives on ?

and that you where speccing a player who had no lives left ?

438

(97 replies, posted in Bug reports)

TitaN655 wrote:

I have created another bugfix for this bug:
- [Medium] Cannot read documents/notes, mouse appears. Also, you need to hold down the Activate button for it to show, if you let go, it disappears, but the documents/notes do not appear anyway.
I don't know if you are removing this on purpose, but it is a very simple fix. You missed out the line:
    loadMenu { "ui/clipboard.menu" }
So when a document/note is selected in-game, the game doesn't know what to do as it has not loaded any UI for it, this line will load the UI.
There is only one thing I have not tested with this fix, and that is with other players online. I don't know if when one player selects the document/note, all the other players will also have the note in front of them, and cannot move.
Here is a link to the download: http://www.mediafire.com/download.php?ork45dghlal1hma

--

I have also found a couple bugs with g_limbotime:
- When g_limbotime is 0 the server will crash.
- When g_limbotime is 50 or anything less than 50 (including any minus values), you will never respawn once killed.

Maybe you should try and make g_limbotime value set as seconds.
Any decimal values should be ignored, the default value should be set.

And one other bug in Escape1 (i found this a while back, just forgot to mention):
- In flagzone mode the flag up by where the snipers are ('Upper bunker'), players capture it, and still spawn at previous flag (first flag caught).

your clipboard fix is in the svn, thanks !

I fixed all the g_limbotime issues

about the flagzonemode in escape1, I cannot reproduce this, can you make a demo of this and send it to me ?

thanks a lot

439

(12 replies, posted in Bug reports)

nate wrote:

You mean skips cycle and respawns you on the next one. It happen few times to me as well but wasn't sure because I wasn't really paying attention on it at that time.

that sounds more like what the problem really is

to what time was the g_limbotime cvar set ?

440

(12 replies, posted in Bug reports)

cybdmn wrote:

I talk about the display of the limbotime, it seems, that if you are in limbo, following another player, who is in limbotime too, that you see his limbotime, not yours.

the limbotime is for everyone the same, it is a global timing not per player, thats why I dont understand what you mean smile

So it happens to you that you see for example 5 seconds left and that you respawn already ?
Or that you see 1 second left, and that it takes for example another 5 seconds before you respawn ?

441

(12 replies, posted in Bug reports)

cybdmn wrote:

I hate that deploying time stuff, you never know if it is your counter, or if it is the counter of the player you are following

I dont understand what you mean by this.
The deploy time is for everyone the same.

Its every X (g_limbotime) seconds. Not X (g_limbotime) seconds after you die. So if you die one second before the next reinforce, you only have to wait one second.

442

(97 replies, posted in Bug reports)

no problem smile
I remember the etpro times where our bugtracker was full of bugs like the ones you describe smile
Difference with rtcwcoop is: smaller team more bugs

443

(97 replies, posted in Bug reports)

TitaN655, you make me feel depressed tongue

444

(5 replies, posted in Bug reports)

I had this problem on assault, the parachute guys where invisible for me. I'm running an updated server version on the BOOZZE server can you guys test if they are still invisible ?

thanks smile

445

(49 replies, posted in RTCW Coop)

Assassin wrote:

You can change language from regedit. Tell what language you want ?

Not everything is translated, so it will not really work

446

(5 replies, posted in Bug reports)

Sometimes AI's are invisible, very very annoying
as soon as I get a fix for this I will release 0.9.2

447

(12 replies, posted in Bug reports)

if you have low fps change the r_greyscale value to 0

If you want to lower the deploy time, change the server cvar g_limbotime

448

(97 replies, posted in Bug reports)

btw: I tested the callvote menu on a dedicated server to change a map and I see the maplist

449

(97 replies, posted in Bug reports)

TitaN655 wrote:

I was online with two other players, so altogether there was three. Of course two players or more is what Co-Op is about. Also, I something to add; At the end of a map, some maps fade out of the statistics very slowly, some fade out quickly. The long fade-out may be something you are including so players have time to read all the statistics. But I don't think it would take (roughly) 10 seconds for players to read it all, 4-5 seconds yes; players would get impatient. So maybe all maps should be the same fade-out time as the original Single Player.

I think original rtcw sp had different fade out times also

I know what coop is about, but I think in code, thats why I was telling about being alone on the server or not wink

450

(97 replies, posted in Bug reports)

All the cutscene related stuff needs to be removed from the scripts, this breaks everything, and I'm getting really annoyed by it smile

TitaN655 wrote:

Alright, I have managed to gather some more bugs, (so far i've only just finished boss2 (Uber-Soldat), and that's all for today), but the list is quite big...

- [Medium] The enemies are in same position as the cutscenes on 'Crypt1' and 'Church'
- [Minor] Door textures are flipped in accordance to where their 'hinges are'
- [Medium] Some enemies spawn incorrectly (in objects/walls/flags) so they cannot move or attack, so far I have found this happens in 'Kugalstadt' at the start, doen the alleyway there is a sniper who is stuck in the wall, and in 'SWF' where where is an enemy stuck in the flag at the U-boat.

Church
- [Major] Cannot be completed due to objectives (may be because of cutscene, some elite guard do not spawn at the beginning.

Tomb
- [Minor] You start the map, the cutscene continues on the map start, as you can hear the sounds of the monster breaking out and Helga screeming.

Kugalstadt
- [Major] When the tank is destroyed by anti-tank weapon, the map is failed, and restarted, the screen stays black, even when map is restarted.

The bombed Factory
- [Medium] Stats do not show at end

Norway
- [Medium] Some textures are the camoflage netting texture, not transparent also, but black

X-labs
- [Major] The electical door security field does not de-activate at the start after killing the enemies
- [Medium] At the secret area (after the swim, where the loper, scientist and proto-solider fight looking through the window), the door explodes immediately and nothing else happens.

--

I also got some info about a disconnect bug (that I think you already know about). I seem to get it a lot when moving on from Trainyard to SWF, maybe you could try reproducing it that way, but this is the following error I receive on disconnect:
CL_GetServerCommand: a reliable command was cycled out
When I took a look at the server console, there was nothing abnormal, only showing that all players had disconnected.

with how many players where you playing, it looks to me that it happens most of the time with more than 2 players. And only sometimes with 2 players (and until now never when I was playing alone)