101

(8 replies, posted in RTCW Coop)

Dunno, forums are still up so I assume few are still around. I do recall a couple of years ago they had issues with migration or database getting corrupt or something. But in either case, as long as archive exist it's fine as that site is really a fountain of knowledge when it comes to mapping, scripting and related.

102

(8 replies, posted in RTCW Coop)

fretn wrote:

http map downloads are planned for one of the next releases, but as there is almost no custom content for rtcwcoop this is pretty useless at the moment smile

If you really want to find skilled and the hot shots of mapping you should check the base site - one all used to learn, and with some luck you may hook one of them to port their magic or others to coop.
http://www.planetwolfenstein.com/tramde … eases.html

Note - Go to forum and ignore the intro page.

103

(62 replies, posted in RTCW Coop)

I know what the connecting and loading screen is, I just thought that he was referring to connecting and used "loading" as label. Was just a miscommunication.  smile

104

(62 replies, posted in RTCW Coop)

I thought you meant as Loading screen = connecting screen. But yeah...got it.

105

(62 replies, posted in RTCW Coop)

Since I can't post multiple attachments..if you wonder why you need that bar, it's because of various text being displayed when connecting and has to be readable...example:

106

(62 replies, posted in RTCW Coop)

Imho if it's faded a little and accounted for messages on connections it could work.

Something like:

107

(2 replies, posted in RTCW Coop)

It's possible but not practical as rtcw is by all accounts pure blooded FPS.

Better alternative is to fade crosshair in when looking at certain angle -> When front view (looking your player in back) up-down-left-right offset is lower then 25% etc.

You have to remember that game models are 3D and you can't really pull headshots or any positional based damage when you're looking from bird eye view, not to mention latency it would introduce when looking behind player as while crosshair may be on enemy player model is still showing it's back to enemy.

I think he means images generally. Don't get me wrong, they're nice but I agree with fretn. Generally when I see images like that in signatures I if possible disable signature showing all together on that board as - first they lag the topic if there's to many replays with users with big images, secondly it draws attention from the topic which shouldn't be the case.

Personally, small scalled images always draw my attention since i read what's all about while I skip big ones, what I mean by small images is something like: http://dc304.4shared.com/img/JUaN5PXw/s … 0pq9j2.gif (random image I've just googled)

Don't take it as critisism, just personal preference. smile

109

(97 replies, posted in Bug reports)

I see no reason why g_inactivity would alter anything since it's by nature a MP tied cvar that's tied to MP event (kicks player after being inactive for X sec ( set in this cvar )), tho fretn at some point may re-used it to something COOP specific or default SP re-uses it in a different way. I can't atm fire up my dev since i'm, well lazy smile But i'm sure fretn can drop a line about, if there's anything new tied to this particular cvar or I'll check later on when I'm less lazy.

Tho as a side note, if I recall right I used it without any problems on our hosting when coop was on.

110

(5 replies, posted in RTCW Coop)

Sure, feel free smile

As a side note, we may give it a test drive tonight at 19h/cet if people will manage to find the time so feel free to come around if we're there. smile

111

(5 replies, posted in RTCW Coop)

Fretn was kind enough to allow me to post here about my pet project so cheers for that!
--------------------------------------------------------------

About
WolfX is basically an enhancement of rtcw MP. It's a side project I'm wasting time at and meant as upgrading rtcw multiplayer to more up to date standards and slowly move to standalone so it could be freely distributed. At the moment it falls under same rules as COOP. Project uses some of property licensed assets so you need to have original game (how, where..well up to you..).

Release
Project came quite same way but has a long way ahead. Today I decided to finally after some internal tests decided to release it to public in alpha stage as I simple can't test it more alone.

Brief summary
Following stuff has been added on top of main game:

- Bloom effect
- HTTP downloads
- SQL support
- IPv6 support
- Bug fixes (DrDos, timescale and other exploits are fixed).
- Authorization process for MBL (master banning list) that will/can be extended to XP tracking system etc..
- Admins with admin levels and commands assignment
- A lot of settings so game can be configured as main (default rtcw) or more like shrub (poison, dropping knives..)
- New gametypes like deathmatch, sniper mode, gold rush (sniper mode and gold rush are in dev process atm)
- Complete UI redesign (currently only in color design)
- HD textures pack (currently optionally later on as core pack)
- Plenty more..

More info
I'm poor at writing documentation without creating a mess or writing a novel but still, you can check release file and follow links there etc..

Forum: http://rtcwx.com
Release file: http://repository.rtcwx.com/wolfX/release.txt

Release file contains links for source code and game download as well as all extra info.
I also put 2 servers up so users can instantly test it. One is DM (deathmatch) with typical rtcw 1.0 settings and one is OBJ that's configured to be somewhere in between main and shrub/1.0/s4ndmod alike settings with poison, smoke and few other stuff enabled.

Please note that I generally wont be using this forum for wolfX project and any questions can be addressed to that forum, I'm just announcing it here since it's generally the same crowd due being an rtcw franchise.
But at the end of the day, this is COOP forum so let's stick to it. smile

Cheers,
Nate

One of this days I'll have to sort all the cfg's since most of time I just write from memory in which there's tons of unreferenced files and projects neutral

But yeah, procedure is legit just stick with right names - that fretn mention.

It sounds you have structure messed up. Try deleting wolfconfig.cfg out of wolfCOOP\main folder as well as in documents folder as it seems it's looking for stuff at wrong places.

Also, what's sp_pak4.pk4 suppose to be? Afaik default goes up to 3 - are you using special edition version or something?

Alternatively, you can try with repeating install process with coop. In that case do it correctly that's;

1st: Delete wolfCOOP in your documents folder as well as game it self (wherever you placed it).
2nd: Download the game once more.
3rd: Extract the game and instead of dumping whole rtcw folder in just copy/paste what's suppose to be in and that's:

pak0.pk3

sp_pak1.pk3
sp_pak2.pk3
sp_pak3.pk3

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

That's all so ignore the rest of the packs and files.
As a side note, make sure you copy packs listed above inside your COOP\main folder. Then run the game and see how it goes..

GL!

114

(62 replies, posted in RTCW Coop)

If you want to give it a try you can check out assets-sources from:

http://code.google.com/p/bzzwolfsp/sour … nk%2Fmedia

Photoshop files are provided for those few files.

115

(15 replies, posted in RTCW Coop)

Note that this are not rcon commands but admin commands. Rcon commands can be any cvar here is an example;

rconpassword "password" - to login.
rcon "cvar" - etc: rcon g_gametype <value> etc...


While admin commands would look smth like:
/login "password" - to login
!restart - In chat, note that command availability is depended what level admin has and what commands owner of server assigned to that level.


Alternatively, you can try !list_cmds and if it's enabled by server, it will print all commands admin of that level can use...
To see what command does, replace ! with ? like etc ?restart


One thing you should note and understand, rcon is much more powerful since it can change any aspect of game and even kill it or crash it etc..so use it with caution as well as don't give it all around. For most of common commands, you can set in admin settings, any specific command can be assigned to any admin level by adding it to appropriate level a?_cmds cvar..for etc level 1 in a1_cmds ..you can add in any of the admin commands listed on page as well as cvars if you want like g_allowVote etc..that way you control what admin of that particular level can do and use as well as if g_extendedLog is enabled, trace admin actions easily since for rcon log you need to go thru lines of log to find it etc..

Hope it's clear, if not read the page I wrote about admining and fretn posted above.

116

(15 replies, posted in RTCW Coop)

+set fs_basepath /games/rtcwcoop_01 +set fs_homepath /games/rtcwcoop_01 are completely unneeded.

fs_game wont work either atm since it's buggy. Also you're missing dedicated. Here's an example from our panel:

./rtcwcoop_ded.i386 +set dedicated 2 +set net_ip {ip} +set net_port {port} +set sv_maxclients 128 +sv_pure {cfg1} +coopmap {cfg2} +set sv_maxcoopclients {cfg3} +set com_hunkMegs 196 +set com_zoneMegs 96

Note that {} are smarty anchors that are passed by admin in panel we use but should be self explaning. Also coopmap is not needed if you have it in server tc... what's important is dedicated (1 = lan, 2 = internet) and for servers running multiple instances you will need to set ip and port... rest is not need it and it's optional. As for gamestartup, dunno if it's going to work tho.

117

(5 replies, posted in RTCW Coop)

This should be the most up to date config.

It's attached but for just in case, here's also a dump if file for any reason expires at any given time..

SERVER.cfg
==========================
// Basic coop server settings.. //
// L0 : 09.Dec/12             

// General
seta sv_hostname "rtcw COOP" 
seta sv_master2 "master.gamespy.com:27900"
seta sv_master3 "master0.gamespy.com"
seta sv_master4 "clanservers.net"
seta sv_master5 ""
seta sv_maxrate "25000"
seta sv_maxPing "350"      // Anything above 350 is shoting ghosts anyway
seta sv_minPing "0"
seta sv_floodProtect "1"   // Will be controlled by mod as well
seta dmflags "0"           // 8 (no falling damage) 16 (fixed FOV) 32 (no footsteps)
seta sv_zombietime "2"
seta sv_allowDownload "0"       
seta sv_fps "20"            // leave at 20! 40 will break the flamer ...
seta sv_reconnectlimit "15"
seta sv_timeout "240"     
seta sv_maxcoopclients "8" 

// Rcon
seta rconpassword ""

// Private / Pub
seta g_needpass ""
seta g_password "" 

// Voting
seta g_allowVote "1"
seta g_votesPerUser "2"   // 2 votes for user per round are more then enough.     
seta g_complaintlimit "3"

// Game stuff that's rearly touched..
seta g_voicechatsallowed "3" 
seta g_gametype "1"
seta g_inactivity "120"   
seta g_knockback "0"       // Never liked it...(FYI - default = 1000)   
seta g_doWarmup "1" 
seta g_warmup "20"
seta g_antilag "1"

// Log
seta g_log "games.log"
seta g_logsync "2"   // Buffered..

// Pass this by params in startup if you want to control resources..
//seta com_hunkMegs   "128"
//seta com_zoneMegs   "64"
//seta com_soundMegs  "32"   

// Public info
sets "Hosted by" "^3http://rtcwx.com"
sets "Forum" "^3rtcwx.com"
sets "Mod" "^3Main"
seta "Admin" "^3Nate|Reflex"

// Mod (game settings)
exec mod.cfg

// Kick start it
coopmap escape1



MOD.cfg
==========================
//////////////////
// COOP game settings
// L0 : 9.Dec/12

// Game handling
seta g_friendlyFire "1"
seta g_spawnpoints "0"
seta g_maxspawnpoints "2"
seta g_airespawn "0"
seta g_teleporttime "30000"
seta g_freeze "0"
seta g_gameskill "2"
seta g_maxlives "10"
seta g_sharedlives "1"
seta g_limbotime "10000"
seta g_reinforce "2"
seta g_shove "1"
seta g_shoveAmount "0.8"
seta g_throwKnives "-1"             

// Admins
seta a1_pass "low"
seta a2_pass "med"
seta a3_pass "owner"
seta a1_tag "^1Member"
seta a2_tag "^3Admin"
seta a3_tag "^0Admin"
seta a1_cmds "g_allowvote slap specs ignore unignore clientignore clientunignore"
seta a2_cmds "g_allowvote slap specs ignore unignore clientignore clientunignore kick clientkick coop nextmap"
seta a3_cmds "g_allowvote rconpassword" // Server specific only..
seta a3_allowAll "1" // So level 3 can execute any Admin command.
seta adm_help "1"    // Let admins know what they can use by allowing !list_cmds
seta g_extendedLog "1" // Log essentials only (2 = logs all, 0 = disables loging).

// MOTD's (message of the day)
seta g_showMOTD "1"
seta g_motdTime "80"  // Takes seconds
seta g_motd1 ""       // MESSAGE 1
seta g_motd2 ""       // MESSAGE 2
seta g_motd3 ""       // MESSAGE 3
seta g_motd4 ""       // MESSAGE 4
seta g_motd5 ""       // MESSAGE 5
seta g_motd6 ""       // MESSAGE 6

==========================


Configure it to your liking.
Hope it helps. smile

118

(5 replies, posted in RTCW Coop)

I'll post you a complete one tomorrow. smile

You need it fully commented or you have experience with rtcw/et configs so I can keep it relaxed?

119

(8 replies, posted in RTCW Coop)

schnoog wrote:

I always try to implement feature ASAP... otherwise I forget them big_smile

You can also grab reinforce and airespawn since it's sent with packet as well as few other things. smile

Coop will always take more cpu than any other rtcw since at ai respawn it takes 128 slots and SP was never meant as MP so it takes heavier impact on hardware as it counts much more things thus uses more cpu cycles then regular stuff. But on new hardware it shouldn't really be a problem.

P.S. Gangsta, I and friend are hosting games as a side thing so if you need it let me know. wink

121

(1 replies, posted in RTCW Coop)

There are already existing skin packs for rtcw sp which can easily be used in coop since it's same thing in principle. Or alternatively you can make one etc.. smile

122

(8 replies, posted in RTCW Coop)

We already created a master server tracking script tho it needs some fine tweaking so if he needs help with fine tuning his to show more COOP specific stuff (as it seems it grabs rtcw default data from socket) I can help.

123

(2 replies, posted in RTCW Coop)

A mission for you fretn. big_smile

124

(42 replies, posted in RTCW Coop)

Custom pk3's are supported by default. It just depends if server has it on since that's handled by pure. And no, you can't just let everyone use their own skin packs...what's stopping one to remove textures from walls then as well as completely renders out pure handling...instead it's depended if server is either set as unpure then any pack can be loaded by client or if it's set as pure but in that case, server has to have that pack on it as well.

you only require sp_ prefix tho in general, it should load stuff anyway, strange zzz didn't work.

125

(42 replies, posted in RTCW Coop)

Isn't weapons mod just a skin pack? If so, just dump it in your main folder.

Note that in that case it will only work locally or on unpure servers..unless if servers have it on as well that is.