26

(24 replies, posted in RTCW Coop)

Umm.  Yes we are both right, but we argued about different things. Obviously you can decompile maps. But the decompiled map will not be same as the original map source. And it will never turn into a fully finctional BSP anymore. You can use it for learning or placing purposes. But you will still need to add them manually to .ents file. But never ever to edit existing brushwork without very complex tools.

Problem is that things from map file are lost in conversion. I wont go back 10 years of conversations with ydnar. 

You will not be able to compile a functional BSP from a decompiled map file with the tools we have. Unless it is a box map or you spend 3 Months remaking it. Atleast with q3map2. Chances are you might be able run it somehow, but the map will not function very well. And probably will not create aas file anymore.

Obviously it is binary and editable with hex. I have not came up with anyone cabaple of providing tools for us. Have you? Talking about adding a new house or terrain. Not plain game entity. Bani has done something similar but it will not work without hacking Bspc tool too.

Everything is possible. But without years of dedication and professional coding group, forget it.

Am talking about decompiling bsp and then turning it back to bsp. I have decompiled maps for finding origins. But in many cases using dump tool in coop mod is faster unless you make many many things. All items, ammo, ai etc will find their location easily.

Also if you are ready to compromise quality and performance it is a lot easier to get the recompiled bsp to function. But it will be a shadow of the glory. I do not accept compromises for myself. I insist everything to be as it was supposed to be. Nevertheless this will require a lot of experience and work.

27

(24 replies, posted in RTCW Coop)

{WeB}*GANG$TA* wrote:
-SSF-Sage wrote:
TheSlow wrote:

You probably forgot about -game switch.

Yes or wrong -game switch.


This is what I put into the .BAT file, lads:

q3map2 -game wolf -convert -format map kdepot2.bsp


So, what have I done wrong here?

The problem is possibly that you are not recompiling the map with -game wolf from GTK?

28

(12 replies, posted in RTCW Coop)

There is probably a bad line or command or something. Try removing one (script) file at a time until you do not crash anymore. Then remove parts of that script file which causes crashes, until you find the spot that caused the crash.

29

(24 replies, posted in RTCW Coop)

TheSlow which of these suggestions have you actually tried?

TheSlow wrote:

Turning a .BSP file to a .MAP file and then recompiling the map, virtually impossible.

Nope as long as You have good version of q3map2 and You know valid arguments.

Show me! You will not be able to make it. Simply because Q3Map2 cannot revert detail brushes. Along with many many many other lost things. Or do we nowadays have a super boosted Q3map2 I am not familiar with and what Ydnar (creator) said was once impossible?

TheSlow wrote:

Notepad or such works best for editing Coop stuff imho.

Unless You want to change some elements of map itself. While it's possible to change it using notepad and q3map2 only, it'd be nightmare.

Notepad is simplest way. You cannot change map elements at all. Editing some map entities is theoretically possible via exporting/importing entities (into .ents file) with q3map2, but you would still edit them in notepad, if it worked at all. And would still be limited to .ents file stuff.

TheSlow wrote:

".bsp is version 47 not 46"

You probably forgot about -game switch.

Yes or wrong -game switch.

30

(1 replies, posted in RTCW Coop)

Hey Alucc!

Welcome to the Mod and forums. There are usually players at evenings and sometimes when you play alone somebody will join. smile

31

(24 replies, posted in RTCW Coop)

Notepad or such works best for editing Coop stuff imho. Did you get things to work?

For GTK Radiant I prefer 1.5. It has much easier learning curve imho. I quit mapping first time because I tried 1.4 (10 years ago). I think all other radiant versions are more or less similar to 1.4. Which one you used G-Mate? smile

http://icculus.org/gtkradiant/downloads.html Scroll down to look for 1.5

Ps. If you want to use Radiant to check location for Coop stuff or such.. you can load a decompiled map, create an entity. Then just copy all it's keys and paste the values to your .Ents file.

32

(6 replies, posted in RTCW Coop)

The engine give some really cool effects. smile

33

(6 replies, posted in RTCW Coop)

Always nice to see effort towars keeping this wonderful game alive! smile

34

(28 replies, posted in RTCW Coop)

Well tbh I really don't like how it is done either. I wish it would read that value and just add or remove 0.2 of it or something. Makes no sense to totally ignore it and create a new absolute accuraccy. 

But there is nothing we mappers can do about it. If you want to change it, you will need to take out the code, change it and compile the code into a different mod. sad

So best way to make a difference is to suggest how it should be done and wish it would be implemented in a new version of Coop mod.

35

(28 replies, posted in RTCW Coop)

I checked end map and the bigger zombie has these keys in BSP:

{
"skin" "dark"
"aiteam" "4"
"angle" "180"
"classname" "ai_warzombie"
"targetname" "dark6"
"ainame" "dark6"
"spawnflags" "1"
"origin" "802 472 66"
}

I think that "skin" "dark" makes him bigger.

36

(28 replies, posted in RTCW Coop)

Well we have not used anything else than the normal RTCW way

    attributes
    {
        aim_accuracy 0.6
    }

But I think this is supposed to be ignored. Thought I have somehow a feeling it might make some difference but dunno. Try it yourself:

    attributes
    {
        aim_accuracy 0.1
    }

and

    attributes
    {
        aim_accuracy 1.0
    }

37

(28 replies, posted in RTCW Coop)

Here is a tutorial to adding friendly AI in Rtcw. Difference is that you add ai_partisan in ents file instead of map editor. It also has good knowledge of AI scripting.

http://www.surfacegroup.org/tutorials/r … m/#kessler

38

(28 replies, posted in RTCW Coop)

Read the tutorial I posted. It will create an AI with exact same location and angle you are. Then it will create or edit ents file in your personal files folder. There it sets the location aka origin. Then you copy paste it to your real ents file if your real ents file is not in that folder.

Other way is to do /where ingame. It will print your origin in console.

39

(28 replies, posted in RTCW Coop)

orwa96 wrote:

you mean "levelname".ai but no that doesn't contain the entity's name i've searched it i searched the castle ai file it contains "labels" not entity names like zombie1 zombie2 zombie3 or zombiewalkingthroughdoor for example

Let's clear air with terms.

ainame = nazi30 or zombie_flamerguy
classname = ai_zombie or ai_soldier

what do you mean?

40

(28 replies, posted in RTCW Coop)

Wow really tough read. But I will help you. Please post your scripts here so I can have a look.

1. Have you changed the entity's script in .AI script file? It is not enough to change the .ents file. You must edit the corresponding "ainame" block in .AI file.

-To make them same team, add "aiteam" "4" in .ents file
-Bigger zombie... check how it is done in that map. If I remember right the key "skin" does this. I don't remember for sure right now thought.

2. Yes I think only blackguard has animation for FG42. You can give ai_soldier regular rifle, sten or panzer etc..

3. All original RTCW entities are added in BSP file. Ents file ONLY has entities that COOP mod added. All AIs have a scriptblock with their name in .AI file. Easiest way to figure someones name is to do /aicast_debug 1 and shoot him, then look at your console and see who received pain.

I suggest you stop editing existing entities. It is much easier and safer (less crashing or game failures) to add new ones. Here is a complete COOP mapping tutorial I have written. Forgive that it looks a bit messy because it was moved to a different site.

https://github.com/fretn/rtcwcoop/wiki/Mapping

Here is a direct link to adding a new AI

https://github.com/fretn/rtcwcoop/wiki/ … forcements

41

(16 replies, posted in RTCW Coop)

Also

https://github.com/fretn/rtcwcoop/wiki/HowTo

Has list of most general Coop settings.

42

(20 replies, posted in Bug reports)

Good to hear. tongue Nice work. Hopefully you will enjoy playing.

43

(20 replies, posted in Bug reports)

Well the server should use /sv_pure 0

I am afraid that might be the only way at the moment. Or if you can find the same download for the game that the others used, then it should work. I will ask if Fretn would put /sv_pure 0 server on so it could be used for playing if other servers did not do it.

44

(20 replies, posted in Bug reports)

I tried to connect 2 servers myself. And I did get same error message on both. I read the console log and spotted this.

**************************************************
WARNING: main/mp_pak0.pk3 is present but its checksum (2863003017)
is not correct. Please re-copy pak0.pk3 from your
legitimate RTCW CDROM.
**************************************************

It basicly means we have just slightly different Pk3 files. So the server should set /sv_pure 0 to bypass it meanwhile. I think the checksum check should be little easier. sad

45

(20 replies, posted in Bug reports)

Try reinstalling Coop in it's own folder. Coop can run standalone.


Follow these steps.

Create a new folder in good location .../your-coop/
Then Unzip rtcwcoop-1.0.1 ZIP into it.
There you have automatically folders "/your-coop/main" and "/your-coop/coopmain"
"main" is for RTCW files and "coopmain" is for COOP files.
Go to your original RTCW game "main" folder. Copy these files and paste these files to your COOP installations "main" folder

mp_pak0.pk3
mp_pak1.pk3
mp_pak2.pk3
mp_pak3.pk3
mp_pak4.pk3
mp_pak5.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

Done.

PS. If you are trying it with 64 bit windows version, try changing it to 32 bit. Once I had to change to 32 bit even thought my system was 64 bit for the game to work.

46

(10 replies, posted in Bug reports)

Well for the host I think changelevel persistant gives stuff from previous round. For the other the mapscript gives new weapons. I think that is the case here too. I think persistant never affected all players.

47

(115 replies, posted in RTCW Coop)

frootloop wrote:

I still get the message in the dos window, "couldn't exec auto exec.coop.cfg".  I think if I knew where the application was directed to look for this file, I might be able to get it to work.  Also, I launch Coop on my other computer, select internet as source, open the console, type in /connect… and then the internet ip and port and it doesn't connect, it sits there counting "waiting for connection".

This error message can be ignored just aslong as myserver.cfg is executed and your batch works.

48

(13 replies, posted in Bug reports)

BSmith wrote:

Another bugs:
In the maps chateau (first flag) and castle (starting position) the spawning points are not placed correctly, you can get stuck in the wall sometimes and you can't move after respawning.
On nightmare, boss2 if you killed your enemies many times, the proto soldiers spawns lying on the floor with their upper body facing to the player (and they don't shoot). On the same map there is a flammerthrover guy with a wrong spawning point, he spawns with body parts in the wall, so he can't shoot.
If you play a Battle, even if you change "friendly fire on" (without health penalty), in the game there is a health penalty for shooting other players.

I fixed the Chateau and Castle. Could not really reproduce the Boss2 (well once barely the proto respawned inside the wall). Could not find any flamer guy inside wall. But I think it is simply because the place is stacked and when they respawn, there is no space so they get pushed inside the wall. Thanks for reporting!

49

(115 replies, posted in RTCW Coop)

Erm. There are default cfgs set for you that game will automatically search for, if it does not find them, this error comes. You do not have to have them thought. You can use them or not use them. It should not matter thought. Try these steps.

1. Back up all CFG files.
2. Remove the server / Ded cfg files. (I think game should automatically replace it).
3. Run the game and close it.
4. Copy the cfg you posted above and create a new file called myserver.cfg
5. Add +exec myserver.cfg to your batch, I fixed couple spots
rtcwcoop_ded.exe +set dedicated 2  +net_ip 75.140.2.101 +net_port 27960 +set vm_cgame 0 +set vm_uigame 0 +set vm_game 0 +exec myserver.cfg +coopmap swf
6. Launch server and try to connect to it.

If you can't still connect after this, try changing +net_ip to your computers local ip. For me it looks something like 192.168.0.X (x is not 1). Then try connecting to your net ip 75.140.2.101. Also open port for this 192. starting ip. I don't think this always needs to be done, but I have to do this on my current router to get online. Am not really expert on this area thought, others have more knowledge on this.

Yes. Unfortunately the looks are still a bit messed up after moving. I'm hoping Fretn will solve it thought. https://github.com/fretn/rtcwcoop/wiki/Mapping