76

(7 replies, posted in RTCW Coop)

Added ban and tempban feature this morning. If sky doesn't fall on our heads it should be out with next release.

Meanwhile, you can read this novel so you'll be ready once it's released: http://code.google.com/p/bzzwolfsp/wiki … ed=banning

smile

77

(7 replies, posted in RTCW Coop)

There is a default game banning g_banips but I can't vouch it's working and even if it does, it's fairly limited.

Reason I didn't add any banning yet is that it's kinda a complicating issue.
Since there's no guid alike scheme or any other alternative that could be used as a persistent global marker there's only one option left, IPs. Relaying on IP's is a false sense of security as it works for average joe but anyone with some will or knowledge can escape his range using various tunnels, tools, apps..or just spoof it all together.

I can if you wish update admins and implement modest banning system with support for range banning ip's, bypasses for ones caught in range and will probably cope fine with most of fruitcakes that come by..but like I said, it's not bullet proof and as anything in life, it comes with it's own share of problems (ppl caught in range have to get password from you to enter etc..).

For time being try with limiting votes with g_votesPerUser ..setting to one should help some hopefully.

EDIT: @Sage no, ignore clears as soon as player disconnects or reconnects. It doesn't relay on anything but in-game tracking (sessions) so all is lost once player leaves.

78

(4 replies, posted in RTCW Coop)

Doubt you're going to get 10 accounts per hour rate at the moment. Maybe later but if bots prove to be a problem it may be easier to validate those few accounts once per day or when you're around then delete posts. I mean it's all about math when it comes to it, so go with what makes more sense to you.

Personally I just require email validation and a question with it that's obvious (What RTCW stands for) but doesn't have answer in question it self and works fine so far. I always lean towards making registration little more complicated (least possible) but leave rest open then as thru experience I learned that captcha or trick questions for posting, tend to drive ppl away.

Just last time for example I wanted to post something and couldn't figure out that irc question and didn't see it worth while figuring out, tho I mostly spam so wasn't really a loss. smile

79

(4 replies, posted in RTCW Coop)

Require email verification upon registration. If it wont help, add admin account verification and naturally disallow guests to post anywhere. All that captcha crap is just useless and most of it annoying..

80

(8 replies, posted in RTCW Coop)

There's no arguing that rtcw is horribly outdated when it comes to mapping - code wise and tool wise. I wont go into mapping it self as that's really not my area at all so I would give little if any valid input on it.

But while I do agree that shaders are a problem there's also one thing that's overlooked. You're referring to ET style of mapping, ET is not rtcw and as such, you will experience problems with converting any map from it the same way as converting rtcw map to default q3.

I mean don't get me wrong, yes it would make sense to update the code in that area as well and with it, potentially make coop compatible with latest radiant version (1.6 if I recall right?) that's still maintained at some pace and surely less buggy then tools you have to work with now. That would make your job as a mapper 100 times easier and also open the doors for various other things. But to get to that level, it would require much more then just upping the limit for shaders.

I mean in a long run, AAS code will, should need to be updated as well as render probably and maybe new physics integrated, that would surely be a game changer. But in reality all I wanted to say was, that by upping the shader limit to get rid of shader error, problem wont go away as it's tied to much more then just that.

There's no shaders in GOTY pack, there are only textures, models and sounds but they are for that particular MP map, since coop is staying true to SP that shouldn't be the issue. I don't have goty pack in coop and I'm not missing any textures or models or I'm just blind, which is sadly, a valid option as well. smile

//EDIT: Found 1 or 2 shaders. smile But yeah, so far I had no problems with anything missing afaik but if people want it, it can't hurt I guess. :>

82

(8 replies, posted in RTCW Coop)

Shader bug is not really tied to engine, it's tied to maps as some maps produce their own shaders and peak the upper limit.
You can avoid shader bug by making the map correctly as well as link to correct existing asset instead of producing new models, lightning and other stuff via map. Alternatively, shader limit could be upped but as anything, it would come with a price, poorly optimized maps could as result, lag - that is if project still aims to support low end computers. 

As for EVO project it self, it doesn't bring nothing to the table I wouldn't already done or ported months ago. wolfX already has bloom, http downloads, an actual guid handling with authentication (ioquake guid can easily be broken so it's unreliable for tracking and global banning).

Also wolfX has it's own mod base, as it's not aiming to be compatible with any version, so I was/am free to do what I want as such, it was expected that I produce an alternative logic since no mod exists for wolfX yet, so most of shrub, osp and alike settings are already in wolfX main mod available by default along with other enhancements, so any modder has a lot of stuff already in and as such, modding is simplified.

Although, wolfX is currently migrating from default engine to iortcw one (ioq3 ported by M4N4T4RMS). I already successfully merged wolfX logic with iortcw engine as well as ported some of engine changes to it and fixed some of the bugs. Although project requires to stray away from iortcw as underlying philosophy is different (I don't care about legacy support since I'm aiming to standalone version in a long run) I am keeping it sync'ed with iortcw. M4N4T4RMS did a great job with porting ioq3 to rtcw, so currently pretty much most of stuff is available - voip, openAL (surround sound support), 3D vision, updated and alternative render, MD5 support (models), linux-32/64bit - mac - windows32/64 bit support and bunch of other stuff. You can check the upcoming release here: http://rtcwx.com/media.html (Upcoming screenshots) etc.

In either case, while EVO may not be useful to me, it's nice to see there's other people working on rtcw as well. smile

Goty is nothing but a map pack for MP which you can't do nothing with in coop so dunno why you want them.

But if you're persistent - http://www.breezie.be/rtcw/mapdownloader/maps.php

Packs you want are:
mp_pakmaps0.pk3
mp_pakmaps1.pk3
mp_pakmaps2.pk3
mp_pakmaps3.pk3
mp_pakmaps4.pk3
mp_pakmaps5.pk3
mp_pakmaps6.pk3

84

(62 replies, posted in RTCW Coop)

Font is here: http://code.google.com/p/bzzwolfsp/sour … S%20Addons smile

85

(15 replies, posted in Bug reports)

It's not a problem (relatively speaking) to gib stuff, it's a problem to figure out what should be gibbed on spot, what on floor (dead) and what not, that is if we want to mimic original behaviour.

I think I'll have to load default SP and start with swf map, that one has pretty much all the angles covered and see how it behaves. I'll keep an eye on key points you mentioned. smile

Fretn, maybe you should create a new category called user mods, skins etc..where people could post links of mods, skins or other packs that they've done but otherwise can't be used in coop due license.

Principle is quite simple, they can only post their links so you don't host anything. You don't check nor bother with asking under what license it is as long as it's not original content in full shape (e.g. pak0.pk3), as user posting takes responsibility. You don't host anything and you don't bother with licensing, it's pretty much the same as any downloadable site out there that hosts skin packs and other stuff. That would allow enhancing user experience and wouldn't interfere with project as you're not distributing it with it, so it falls down to owners to either use packs on their server or not and you merely provide platform where users can advertise (rightfully or not) their work.

87

(15 replies, posted in Bug reports)

I don't recall venom gibbing bodies at any time, I do recall (briefly) that venom could kill-gib some enemies on spot but dunno if it was tied to all characters. It's been years since I actually played original SP so could be wrong, but there's a comment in code about gibbing with venom.

Can someone confirm what's the actual expected behaviour of venom...as gib who, where and when?

88

(115 replies, posted in RTCW Coop)

forevas wrote:

yeah guys and me with teamviewr pls

If you can set teamviewer without me writing a novel about it, I'll have time later tonight to take a look. ;>

89

(115 replies, posted in RTCW Coop)

If you wish, I can give it a try over team viewer.

90

(115 replies, posted in RTCW Coop)

We'll be a little long but we have to address this eventually.

WAN is your external IP. One used for broadcasting, unicasting etc... over the net. Lan is your internal (192.168, 172.16/31...) IP.

You forward a port on your router by opening a port (UDP) 27960 and assign it to your LAN ip so once someone connects to your WAN ip, router routes that specific port thru LAN ip and makes it available so it's visible on the net. That's the easiest way I could explain.

As for game it self. If you're running a local server and you wish to be visible on the internet, you don't need to bother with net_ip and net_port as that's for boxes with multiples IP's and multiple instances of game running. As while when you run a game it automatically finds a free port and binds it self to it, it can cause undesirable behaviour as some clients (customers usually) may query that IP and Port thru various web scripts and you don't want them to change port in their script each time server is restarted, that's why you 'hard set' ip and port of each game server so it's always on same address.

So why I'm telling you all this? Because if you run a server and a game on same computer it will mean that an instance you'll run first, will bind it self to 27960 port (be it server or game), so next instance of the game running will automatically bind it self to next new address, which would be in this case 27961 and so on... so if you just open a static port (not a range) on your router you may encounter problems in scenarios where you first run a game and then a server as router will do what you set it to do and that's enable incoming and outgoing connections on port 27960 which would be your game...so server would not be visible and blocked by router.

So to sum it up, you don't need net_ip or net_port cause if you're playing on it as well, you'll create problems. Your error suggests that you either misconfigured port or ip / are in a multiple NIC environment and game is binding it self on a wrong NIC / don't have IPv4 installed at all (hardly possible). My money is you misconfiguring your game by adding stuff that's useless. To see if it works, run a dedicate server only using batch .. all you need to add in is:
rtcwcoop_ded.exe +set dedicated 2 +coopmap escape1 +sv_hostname CrashCourse

Generally you would remove coopmap and hostname and simply execute config where that would be set, but to troubleshoot the issue, try this and see if it works. After you run the batch and if all works give it a check, so run your game and see if you see it on master (be sure it's internet not lan) list.

GL!

91

(115 replies, posted in RTCW Coop)

Open batch file and add after +exec server +set dedicated 2 to stream on internet. If it's not specified it defaults to 1 which is lan.

You don't need net port and IP. That's for boxes where multiple instances are running.

AAA titles don't just pop out of nowhere. They're announced, marketed etc.. But we'll see I guess.

93

(115 replies, posted in RTCW Coop)

Here's batch file and a sample server config - note that server config is probably outdated so check the link above as well as wiki pages.

Instructions:
Extract zip inside your coop directory.
- server.bat should reside in same level as rtcwcoop_ded.exe.
- server.cfg should be inside main folder.

If you wish to edit batch file, click it once then click with right button and select edit.
As for server.cfg, open it with notepad and edit it.

That's all there is.

I don't think rtcw alike game would go under a radar for so long and I doubt they would do it in less then a year.

I think this is referring to old wolfenstein (original one) and not an actual full blown mp fps. But would be nice, if I would be wrong tho.

95

(115 replies, posted in RTCW Coop)

A dedicated server will always result in a command prompt window on windows. Currently you can't interact with server directly afaik so in order to run a server your way, you have to pass some parameters thru your startup line.

Step 1:

Create a text file, add in:
rtcwcoop_ded.exe +exec server.cfg

Change .txt to .bat - Note that you may need to unhide file extensions in order to do that (google on how to do it..).
Once you created your batch file move to step 2.

Step 2:
Create server.cfg inside your coop\main folder. In it you configure-set stuff the way you want..for some examples of a config you can check this thread: http://www.rtcwcoop.com/forum/viewtopic.php?id=35

Once you''ve set all the way you want..simply save config..and run the batch file you created in step one. After server is created, you can connect to it and use either rcon command to change stuff on server, or by using admin commands if you configure it in that kinda way. To get more details about specific commands you can also check here: http://code.google.com/p/bzzwolfsp/w/list

It's kinda confusing I know, but that's how it goes. Maybe someone will come around and pass you his batch file along with a server config so it's easier for you to start..but I sadly atm haven't got any.

96

(115 replies, posted in RTCW Coop)

No one will give you a server. Servers don't grow on tree mate, they cost money. If you are not willing to figure out basics then you'll have to rent it from someone.. It's generally how things work in this world. smile

If you want to be the "boss" you'll either have to put your own server up or rent one. Otherwise, for playing there are servers up you can freely play on.

97

(115 replies, posted in RTCW Coop)

Eh?

98

(115 replies, posted in RTCW Coop)

Google your router model or open the manual of a router and check the section of how to open/forward the ports.

In principle it's quite easy but each router has a different way of handling things.

10.04 was the last version confirmed to work for all, anything above is a lotto but if it works out for you, great.

In any case, glad you solve it. smile

It's drivers issue. Various options rly..few I recall;

- Roll back to 10.04 catalyst version
- Try with renaming rtcwSP to quake3

Gl tho