476

(97 replies, posted in Bug reports)

TitaN655 wrote:
nate wrote:

You mean as going to any server and typing /a1_pass and pressing enter?

That will only offer password you last set, by either a server config, local server etc..

If that's the case and you think I'm wrong, feel free to try to login on mine server -> RTCWx.com  COOP. It's fully managed, so it will log any attempt, fail or success and we can go from there on.. smile

If there's something different, by all means, explain it more detailed.

If you type in /a1_pass, /a2_pass, or /a3_pass you will be able to see the passwords on that server for that admin, which enables anyone to be able to exploit this by logging in easily as an admin as they will know the password. Logging is not an entirely good solution, because you generally don't want players who you don't intend to logging in as an admin at the start, and not after you see the log files in potentially the next hour-day or longer. Players who you don't want logging in as admins can potentially be dangerous to the server and it's players.

are you sure you didnt try on a local listen server ?

477

(97 replies, posted in Bug reports)

cybdmn wrote:
fretn wrote:

- [Medium] g_friendlyfire "0" does not work, friendly fire is still activated in-game.

The value ist set back to 1, no matter what you set.

what gametype ?

in battle it is forced to a value

478

(97 replies, posted in Bug reports)

TitaN655 wrote:
fretn wrote:

wow thank you for the massive input !

No problem, I will try my best to find some more bugs for you.
I already said "I'm seeing much success for RTCW COOP in the future."

Also, i've added a couple more bugs I remember from yesterday:
- [Minor] All players screens turn black and fade back (as if starting a new map) when a new player joins. (Discovered this at the first few maps, couldn't seem to reproduce it in following maps).
- [Medium] g_friendlyfire "0" does not work, friendly fire is still activated in-game.

- more people will need to play it to have great success smile

the fade to black is in levels which start with a cutscene smile

479

(97 replies, posted in Bug reports)

About statistics: I've been working the last days on some fun stats, most weapon pickups, longest time in the air, most damage done to the environment, etc

edit: attached screen of it

480

(97 replies, posted in Bug reports)

Clonest wrote:
fretn wrote:

wow thank you for the massive input !

about the death messages: we had this in, but it was annoying, the bots do not have names, we can give them names, but it isn't what I expected it to be

time limit game mode: check speedrun, its exactly what you want smile Server saves the fastest time of a map, and next time the map is played, this is the new timelimit. This timelimit is saved in a cvar, so it can be set by admins.

Tesla, spirits, flamethrowers (except the one from the player himself) and the boss lightning are a pile of crap, and this code will take a lot of work to cleanup so it works like it should in a multiplayer environment. In battle gametype these are all disabled

A lot of the map bugs happen in only very specific situations, all the maps have been finished with 1 or 2 players. But sometimes something fails and you cannot finish it. A workaround is to go in spectator mode, fly to the point you have to be, save a spawnpoint and go back to normal player, and you'll respawn behind a gate that doesnt want to open.

although the question remains....what happens if its in an indoor area and spectating players cannot pass through doors that are still closed? yikes


callvote nextmap for now smile

481

(97 replies, posted in Bug reports)

wow thank you for the massive input !

about the death messages: we had this in, but it was annoying, the bots do not have names, we can give them names, but it isn't what I expected it to be

time limit game mode: check speedrun, its exactly what you want smile Server saves the fastest time of a map, and next time the map is played, this is the new timelimit. This timelimit is saved in a cvar, so it can be set by admins.

Tesla, spirits, flamethrowers (except the one from the player himself) and the boss lightning are a pile of crap, and this code will take a lot of work to cleanup so it works like it should in a multiplayer environment. In battle gametype these are all disabled

A lot of the map bugs happen in only very specific situations, all the maps have been finished with 1 or 2 players. But sometimes something fails and you cannot finish it. A workaround is to go in spectator mode, fly to the point you have to be, save a spawnpoint and go back to normal player, and you'll respawn behind a gate that doesnt want to open.

482

(5 replies, posted in Bug reports)

what map is it running ?
and what other game settings do you have ?

483

(14 replies, posted in RTCW Coop)

on what operating system are you ?

484

(30 replies, posted in Bug reports)

gameplay settings

485

(30 replies, posted in Bug reports)

badboy_zay wrote:

M2 LV4: The Defiled Church
- the object "Eliminate all of Helga von Bulow's personal Elite guards" can't be finished, I think it because some enemies freeze after their death. which impossible to finish the level.

I think you can gib them with an explosive, maybe this way the map still can be finished

On what settings did you play ?

486

(30 replies, posted in Bug reports)

cybdmn wrote:

After some more gaming i have one really annoying thing. My server is running on a Celeron 2,6GHz with 512MB of RAM and an GeForce Ti200, running Windows XP SP3 x86. After some map change votes my server get a "Signal 11" and exit.
All i have found is, that this have something to do with the GL subsystem, but my server running a an dedicated server, so no graphics are loaded.

Some map specific script bugs are reproducable.

In the crypt2 map there is a rome where 4 zombies come if you shoot them, some nazis should open a door, this only happens after restarting the map. The script at the end of that map does not run, no exit in this map.

In the forest map, the exit with 4 players does not work.

If you figure out how to reproduce the signal 11 error, can you reproduce it on the 'bzz' server, its running in debug mode, so I can catch this error.

thanks for the feedback !

487

(10 replies, posted in RTCW Coop)

I'm available on October 9th at 19h. (GMT +1)

488

(10 replies, posted in RTCW Coop)

In this topic we'll organise playnights. If you don't want to play alone, join on one of the suggested times or suggest a time yourself.

Don't forget to add your timezone to it.

open the console with the key combination shift-escape

/set r_mode -1
/set r_customwidth 1600
/set r_customheight 900
/set r_fullscreen 1
/vid_restart

This will run the game in 1600x900 fullscreen

If you want to run the game in your screens native resolution, set r_mode to -2

490

(30 replies, posted in Bug reports)

Confirmed known bugs

- Serverlist not showing anything set cl_master to 78.47.152.4
- Fog issues, use r_fastsky 1 to partially fix it
- Flamezombies cannot hurt you
- Pick up a chair and it shows for everyone, same for notes
- g_skipcutscenes (it was removed shortly before release, but I forgot to update the readme)
- In the crypt2 map there is a rome where 4 zombies come if you shoot them, some nazis should open a door, this only happens after restarting the map. The script at the end of that map does not run, no exit in this map.
- In the forest map, the exit with 4 players does not work.

Known bugs that we cannot reproduce, if you know how to make it happen, tell us.

- Sometimes maps cannot be finished.
- Getting disconnected after a mapchange
- Ai's without weapons

Workarounds:

- "Glimp_Init() - could not load OpenGL subsystem" -> see below, use a custom resolution (thx luxox_18)