51

(8 replies, posted in RTCW Coop)

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

52

(49 replies, posted in RTCW Coop)

I can translate the stuff to german. Just give me the text in english.
Maybe from other languages too, using google translation and correct it. ;-)

53

(97 replies, posted in Bug reports)

I can confirm this Bug, i wrote about it elsewhere.

54

(36 replies, posted in RTCW Coop)

{SSF}Sage wrote:

-Shove (don't know if this exists/is buggy/cvar/on todo list etc.) sometimes kinda annoying if someone is for some reason standing still and blocking the way)

This would be nice. :-D

{SSF}Sage wrote:

-More ammo, maybe you could increase the amount in a weapon that an AI has dropped. Adding ammo in levels would be best but is time consuming. Constantly out of ammo on every weapon.

I think, it would be better if this feature is included in a feature discussed elsewhere, where you have different classes of players, like in the classic multiplayer, but simplified. Maybe two or three classes, where a lieutenant can collect all the ammo, which lay around unused by other players, and give them back as ammo packs, and a medic can do the same with health packs.

55

(97 replies, posted in Bug reports)

fretn wrote:

what gametype ?

in battle it is forced to a value

g_gametype is set to "0".

56

(97 replies, posted in Bug reports)

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.

57

(30 replies, posted in Bug reports)

Got this, after tram ride, while starting script on the next map on my server.

G_Scripting: trigger has unknown name: player
********************
ERROR: AI Scripting: wait cannot find targetname "player"

********************
----- Server Shutdown Server crashed: AI Scripting: wait cannot find targetname
"player"

-----
==== ShutdownGame ====
AAS shutdown.
---------------------------
Hunk_Clear: reset the hunk ok
Hitch warning: 1147 msec frame time

58

(30 replies, posted in Bug reports)

badboy_zay wrote:

Mission 1 Level 2: Castle Wolfenstein
- after unlocked the locked door in the courtyard, enemies inside the building disappeared. as the machine gun part you have to take out soldiers to open the door to the bridge, but there are no enemies spawn, thus make it impossible to finish the level.

Get that often too, even if enemies are spawned on the bridge, and you take them out, the door often does not open.


badboy_zay wrote:

M3 LV1: Forest Compound
- the "finished level" box appear when i got to the truck, but the level didn't finish itself.

Never be able to finish this map, because of this behaviour.

badboy_zay wrote:

M3 LV3: Radar Installation
- after blow up the radar dish room, the next door to it should be opened, but it didn't.


Had this too.

On Mission 2 i had a strange beheviour, If at start someone joins the game later than the others, Kessler go back to the starting point, and repeat his script.

In the crypt levels are many script errors, regarding doors, that should open, and won't.

Another error i got yesterday was, that one of these three traps going insane, and kill everyone, no matter which state it has. Nobody was be able to reach the switch. (Look at the attached screenshot)

59

(30 replies, posted in Bug reports)

It happened twice, everytime we get stuck at non running mapscripts, and started a vote for a map change. After three or more of these, the server got the signal 11 and exited. I am not shure, if the map changes are responsible, or if that is pure conincidence. But it may have something to do with the messages on the server console while change the map. Somewhere i read, that there is a chance to get an message overflow.
Hopefully i can figure out, how to reproduce it.

Oh, and it was fun to play with Marvin and you. ;-)

60

(30 replies, posted in Bug reports)

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.

61

(30 replies, posted in Bug reports)

Had a quick setup of a server, and played the first three maps. Nice play, and can confirm the fog issue. Its still there in the tram map. There i had too some frozen AIs.

Oh, you know me as Staatmeister in the Splash Damage forums. ;-)

62

(30 replies, posted in Bug reports)

Had a quick setup of a server, and played the first three maps. Nice play, and can confirm the fog issue. Its still there in the tram map. There i had too some frozen AIs.

Oh, you know me as Staatmeister in the Splash Damage forums. ;-)