What you go work next you go Finish projekt51 ?
what still need correcting ?
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RTCW COOP → Posts by Yoshik
What you go work next you go Finish projekt51 ?
what still need correcting ?
On level "pro 4" and "pro7" if you don't complite all objectives and walk away to end trigger it count like mission failed. Its original autor idea, we can change it and looks like you do it already
I also think deleting or not stealth elements from "pro3", playing this moments in cooperative is making more trouble but still possible https://youtu.be/vkJfh37M2ao?t=28m53s
Can you remove these files in scripts folder sky.shader, gfx.shader, characters.shader and models.shader from pk3 package, please?
I found bug in map pro7 where left gate in number 2 tunnel is non-solid. I fixed it with scripts.
https://www.dropbox.com/s/yktq7yokw87zo … 7.mp4?dl=0This patch fixes some bugs and add notepads to some maps. You can test it and then add to your release package.
https://www.dropbox.com/s/p1jmm1s0whoql … h.pk3?dl=0
I add all your changes and suggestions in release package. It is always good to work in cooperation, there is always a chance to overlook something or miss it. And you more skilled guys in coop mode than me. Big thanks. Wish see it on your server, many players wait for this ^.^
By the way, how many mappacks can be in rotation on the server? Maybe I can convert another one, until I am consumed by the daily routine.
Updateed ?
If you about new links, I just added mirrors. How testing?
Download Project 51 Coop ver.1.2
Mirror#1 4shared.com
Links are updated 18\11\2018
Yes, we test it today. Need corect some thinks and then send you to test too with Duko.
perfect xD
p.s. made this news on ytube
IM CAN MAKE server with vpn
duko go test map too soon
Are there any news? "Labor2" now does not kill the server?
Today made the final compilations. Test it on the server, I will wait for positive news (crossed fingers xD)
yea Update but labor2 is Bugged
while the only option to fix it is to raise the model limit in the source code to 512 and compile it
but it would mean that existing 256-size clients would not be able to connect to the server to Midu
All this time I rebuild decompiled map and fights with compiling errors, this was really hard but looks like it's on finally stage. Also I have another good news, "ber" level now have 60 path_corners (in past only 15) and our train ride to the end with normal railtracking on corners.
Updating
Mirror#1 yadi.sk
Mirror#2 dropmefiles.com
Mirror#3 4shared.com
Door from tomb3 removed, aded game_manager in coop.scripts, rewriten script for 1-st vagon on berg and lift on labor3, now they returns.
About brush limits on labor2, I was not able to reduce their. But by the trial method I found, when you play single after dead crash happens, but when you create dedicated server and enter to him, after dead crash not happens. Thats why I did not find it earlier.
I and other players die on this map many time and no one fall https://youtu.be/9z2XUigSxEI?t=1h21m35s
Hope it will be work fine on your servers too.
Hello guys, sorry that did not answer earlier, I had a grueling business trip.
1. Use game_manager for .coop.script file and add giveweapon option in .coop.ai so player can spawn with right weapons
2. map tomb3
http://files.midu.cz/rtcw/screenshots/shot0071.jpg
these doors at start should be removed, players connected later can't pass thru them3. map berg
http://files.midu.cz/rtcw/screenshots/shot0072.jpg
http://files.midu.cz/rtcw/screenshots/shot0073.jpg
players connected later spawns at start in the air, second spawn should be active after tram start moving4. map labor2
http://files.midu.cz/rtcw/screenshots/shot0069.jpg
models of brush entity exceed max limit 256, if player die his client will crash
Map needs reduce brush entities to 190 (reserve needed?), current are 393 used, map have 254 func_explosive brush ents used, its too much
If you can decompile and edit map please remove func_explosive that are not necessary for map script (without target or targename) mainly oscilloscopes, test-tubes and paintings5. also remove coopgameinfo.txt from pk3
1. Weapons alredy set in .coop.ai. In future update I add game_manager to the .coop.script
2. Remove this door is possible. I will do it.
3. In first version I set spawn on first cablecar station but some triggers are in air and player must activate him. Maybe I set 4 spawns in vagon and 4 in station? In any way it's a 5 seconds ride to the first flagzone. Or just make first vagon are return to the level start?
4. Decompiling this map broke many brushes and after that it's uncompilable. Manipulation I do in Hex editor. I look what i can do with this objects. During the tests I did not find this error.
5. Ok, I will do it.
map berg
Please fix tram cone from otner side and is move there and back
You about 1 tram? Second are returns and ride again.
Map : ber
Please set tram go to end map (big gate)
I want it too, but without original source map it's not possible. I take path_corners what lay on the turn of the railtracks and redistributed them, as far as possible.
I will be happy to see this on your server KillerSlovakia
https://www.rtcwcoop.com/forum/viewtopic.php?id=309
Time Gate Cooperative Version
https://www.youtube.com/watch?v=pn9kSmhqBFs
Addon "Time Gate" I always liked very much, and with the advent of mod for a cooperative game, the idea arose to convert it. But as always, the matter was constantly postponed, until now. Last months I worked on this issue actively, and today I am ready to present it to your attention.
Like all decent co-op levels, our maps also contain a flagzones for spawns, which makes the game much more enjoyable than autosaves. The cutscene-levels were decompiled, rebuilding and, as a result, playable. I also allowed myself to add a small area in the cutscene of the appearance in the village, so that staying on this stretch of adventure was more interesting. There were also added a few new hiding places of gold, a little handfull models and music. All the "trap doors" from the levels were removed, the cablecar and the elevator has a slight delay time before the start. This is done specifically to people with different pings, safely appeared on the map and comfortably continued the journey, not spawn into the air for a couple of seconds before the imminent death. The script part was amenable to alteration, all moving platforms after the start, return and start the route on a new one. For even more fun, the path of the locomotive was lengthened as much as possible, and he now passes halfway through the railway track. During the tests, it was revealed and corrected a lot of small things, and maybe not all, maybe you will find something, too, but this will be on your conscience)
Failed to add scripts of the multiplier of enemies, I could not understand these wilds, but maybe it is not needed.Cleaning is not perfect, but everything works fine. Separately, I want to express my gratitude to Tatiana, for her unbearable fate in debugging the add-on and for saving this work from failure, when I lost all the data from the PC, and the original authors of the Gate, Priv and Pbald for a wonderful addon.
I hope you will also like it and, meeting on the battlefields.
p.s. if any word embarrasses, I apologize, I do not know English well and used google for translation.
Download: (ver1.3)
Mirror#1 4shared.com
Instalation:
put coop_TimeGate.pk3 in this place "C:\Users\YourComputerName\Documents\RTCWCoop\coopmain"
Hello, KillerSlovakia. Like you know I love playing on your server. But last 2 weaks I cann't connect. I think maybe this something with my game, so installing again pure. And nothing
thanx {WeB}*GANG$TA*
Hi, there ^.^
I am looking on some tutorial how convert\build levels to Coop Mod. Interest also, it can be applied to the addons that have their custom modified .dll (added weapons, enemies) ?
RTCW COOP → Posts by Yoshik