451

(97 replies, posted in Bug reports)

TitaN655 wrote:
fretn wrote:
cybdmn wrote:

It is still not v1.0, we testing to find bugs, so that in the end the game works. ;-)

Edit: In the vote menu, in tab MAP no map is shown.


hmm it does for me on 0.9 and on 0.9.1 (on a local listen server)

Maybe you need to run your server in 'dedicated 2' mode, I have found that I have the same problem.
This error is obviously reproduced by running a dedicated server, it if does not happen on a local server.

Also, I have some more bug reports, I will added them later once I have found more. For now I am only onto testing the map Forest; I might have to skip this one for now due to this error as I test for bugs as well as running a dedicated server. Maybe you should come visit sometimes, it's name is '#ETCLAN.net CO-OP*'. I cannot give the IP out as it is host on my PC for now, and my ISP uses a dynamic IP address.

I was already afraid it would have been a dedicated issue, I'll try to fix it

If I have some free time I'll try to join, but currently my little free time goes into trying to fix of the bugs on the huge list

452

(97 replies, posted in Bug reports)

cybdmn wrote:

It is still not v1.0, we testing to find bugs, so that in the end the game works. ;-)

Edit: In the vote menu, in tab MAP no map is shown.


hmm it does for me on 0.9 and on 0.9.1 (on a local listen server)

453

(97 replies, posted in Bug reports)

cybdmn wrote:

Server crashed while loading forest map.

Hitch warning: 1000 msec frame time
********************
ERROR: AICast_ScriptParse(), Error (line 23): unknown action: numsecretst.

********************
----- Server Shutdown Server crashed: AICast_ScriptParse(), Error (line 23): unk
nown action: numsecretst.

-----
==== ShutdownGame ====
AAS shutdown.
---------------------------
Hunk_Clear: reset the hunk ok

dammit, I deserve a punch in the stomach

454

(49 replies, posted in RTCW Coop)

my svn revision on my harddisk automaticly dumps all the used texts, to have all the text we have to complete the game once with a certain cvar enabled

455

(8 replies, posted in RTCW Coop)

cybdmn wrote:

Great news, my server is now updated (was still running on 0.9 :-D). Finally the gates in escape2 opens. Good work!

always ? smile

456

(8 replies, posted in RTCW Coop)

hurry, its available for download, hurry hurry and play play !

457

(49 replies, posted in RTCW Coop)

I'm working on the code to make it fully translatable, when this is done it still needs to be translated ofcourse

458

(8 replies, posted in RTCW Coop)

TitaN655 wrote:

Awesome! Great job once again! Still some major bugs that need fixing, but I will be patient. I will continue to help you guys by finding more bugs and, if I can, making fixes for them: http://rtcwcoop.trak.be/forum/viewtopic.php?id=8
I already made a fix for a UI bug just in case you haven't seen! Great job once again.

Yes I just committed that code, hadn't a chance to test it until now smile
thanks for the help

459

(8 replies, posted in RTCW Coop)

Changelog for RTCWCOOP 0.9.1

This version is not network compatible with RTCWCOOP 0.9. Due to the changes in the scoreboard.
The main new things are awards on the scoreboard, shove command and a lot of fixes.

On windows your keybindings will be lost because we changed the default folder where they are saved.
You can copy them from your C:\Users\<username>\AppData\Roaming\Wolfenstein\main
to C:\Users\<username>\Documents\rtcwcoop\main.
The same applies to Mac users. The config is stored in ~/Library/Application Support/Wolfenstein/main
so copy it and paste it in ~/Documents/rtcwcoop/main/

New features:
  !quit as a consolecommand, so you can press ! tab enter to quit quickly
  shove command, press the +activate button to shove a player, must be enabled on the server with g_shove and g_shoveamount
  Made the path on windows more accessible: c:\user\documents\rtcwcoop This will result in "loosing" your old configs, copy them from C:\Users\<username>\AppData\Roaming\Wolfenstein\main
  Support for the color tags from ET
  On osx your coop folder will now be in ~/Documents/rtcwcoop instead of ~/Library/Application Support/Wolfenstein
  Some FUN stats on the endmap scoreboard (destroyer award, airbourne award and pickup award)
  forced limbo mode when using flagzone respawn, time is controlled with g_limbotime

Fixes:
  Fixed a possible divide by zero which could result in a server crash
  fix logexit printing so only players are reported
  Signal11 error fix
  Bani's verify challenge fix
  aluigi's info boom nuke fix
  Fix for a segmentation fault on servers
  No more broadcasting of dead bodies, this should keep fps higher
  default value of r_primitives is changed this should fix fps drops with some new graphic cards.
  shared lives now works again.
  Don't disable a weapon if its ammo is out in battle gametype
  Some AI related fixes where the AI code was depending on player '0'
  longer delay between two maps, so stats can be viewed properly
  Total number of secrets is fixed in the endmap
  Show the foundsecret text print to the correct player and also give the correct player the points.
  Fixed village1 and escape1 starting scripts, they also shouldn't crash anymore on a map_restart
  Your server shouldn't be stopped when the last map is finished.
  Dont go to main menu when pressing escape in ingame menus (thx to TitaN655)

460

(1 replies, posted in RTCW Coop)

Hello,

Your computer probably doesn't have enough free memory, close all the running programs and try again.
If that doesn't help go to C:\Users\Gagan\AppData\Roaming\Wolfenstein/main
and open the file wolfconfig.coop.cfg and edit the value of com_hunkmegs change it from 1024 to 512

If it still gives the same error (1024megs will be 512megs) lower the value even more. But if you lower it you'll probably not be able to run a game with the maximum amount of enemies.

Thank you for the patience smile

461

(36 replies, posted in RTCW Coop)

badboy_zay wrote:

can you add a feature to enable cutscene?
I know it will be annoy and buggy, but I will take the risk smile

no

462

(97 replies, posted in Bug reports)

okay

463

(97 replies, posted in Bug reports)

{SSF}Sage wrote:

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. tongue Thanks!

it checked with r_showtris, the bodies dissappear when they are outside your pvs

but it needs to be tested because there was a comment next to that part of the code which said this can cause dead animations to replay, so I might revert my changes

464

(97 replies, posted in Bug reports)

the bodies error is fixed in svn, next release will have it !

465

(97 replies, posted in Bug reports)

ah thanks for the screenshot, was hoping you noticed the error !

466

(97 replies, posted in Bug reports)

Ah I think I understand it now. The entities shouldnt be rendered when you cannot view them

There's a comment about this in the source code, I'll have to experiment with this one. if I cannot fix it by not rendering them if they are not visible, I will make it work like in wolfmp, just sinking into the ground

467

(97 replies, posted in Bug reports)

{SSF}Sage wrote:

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?

its not really a bug smile it is just how things work currently, but yes I can make the bodies dissappear after a few minutes

468

(14 replies, posted in RTCW Coop)

Keep in mind that we are coders, not mappers smile

469

(97 replies, posted in Bug reports)

yes I know, I wanted to change this so the bodies disappear like in multiplayer, but marvin wanted the bodies to stay around for realism

maybe I make this cvar'able

470

(36 replies, posted in RTCW Coop)

{SSF}Sage wrote:

Alright. smile 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.

yes its a change I wanted to revert very shortly before first release, but I was afraid of breaking things, so I didnt do it.

I'll try to fix this for next release, at least for windows and osx, on linux this was alway like this

471

(36 replies, posted in RTCW Coop)

nate wrote:

Cvar for "buy" feature/gametype, will naturally be present.

fyi: its #ifdef'ed in the code with a #define MONEY and only works for GT_COOP_BATTLE

472

(14 replies, posted in RTCW Coop)

Deadmeat1971 wrote:

I have been keeping an eye on this one for a long time.  Thanks for releasing this one!!  smile 

I'm also aware that the gamepad function still works!!!  I use it for moving around with the mouse to shoot.

To enable it, type 'in_joystick 1' (without quotes) under console---need to restart the game to take effect.


Great work, guys!!!   Another cooperative game to tag along..

I do have a question:  Does this mod makes other single-player maps work (custom maps made by other people)?

Custom single player maps need some small changes. First of all the .ai and .script files need to be renamed and modified if needed (so they are compatible with multiple players). Also you must make sure these custom maps don't contain custom playermodels for the (human) players, or it will crash with missing animations. And they also need a mapname.ents file so at least coop spawnpoints can be added.

473

(97 replies, posted in Bug reports)

cybdmn wrote:
fretn wrote:

what gametype ?

in battle it is forced to a value

g_gametype is set to "0".

which is the battle gametype smile

474

(97 replies, posted in Bug reports)

TitaN655 wrote:

I managed to collect a couple more bugs:
- [Major] Civilians cannot be hurt or killed, surely, when they are killed the mission fails? Yet they cannot even be killed or hurt.

This was on purpose. This is to prevent jackasses from spoiling the game for others.

475

(36 replies, posted in RTCW Coop)

about the buy feature, its already in, its activated for the battle gametype only

everything you pickup gives you points, your damage that you do also scores you points. Buying ammo, weapons or health costs points.

The scoring system also works different in battle (compared to beta releases), there are three criteria: dmg given/done ratio, number of deaths and score. The player who scores highest in at least two of these wins the battle (round).
There are two ways to buy things, use the buy command: type /buy to see all the options, prices of guns and ammo or use the /quickbuy menu (ala voicechat) to buy things
The prices of everything need to be balanced, but this is only possible after some games, all this was coded in 2 evenings without a lot of testing, shame on me, but I didnt like the previous battle scoring system enough to have it in the public release



shove: I planned to add this a long time ago, but I never came around, I'm glad nate did it already ! smile

about the next release, I think to release shortly a 0.9.1 version, with some small bugfixes and small new features, to keep the flow of the game going, so people have new stuff to play with and dont get bored with the bugs. One of the things I'm currently working on are some fun statistics (ending scoreboard awards) for the coop gametype.