126

(42 replies, posted in RTCW Coop)

BLACKOPS wrote:

Oooops, just imagine my future BLACKOOPS server become popular, I do not want to have trouble with the law.
And I can buy it on eBay for 10€.

I just want to have explanations about the licensing/GPL etc ....

RTCW is not like ET. Rtcw is property licensed meaning that you can't redistribute original game assets without breaking the license.

That being said, you can obtain rtcw all around the net - either on rtcw (mostly 1.0 communities) forums or by simply googling for rtcw game it self. As far as license goes, only but handful of people actually have original game, most just use pirate copies since game is so old it's generally not a problem...as well as it was always more relaxed when it came to running a server.

Now I hope I didn't break any rules with this post, if I did, then fretn will edit it. smile

127

(42 replies, posted in RTCW Coop)

http://www.rtcwcoop.com/ smile

128

(7 replies, posted in RTCW Coop)

On what OS are you?

129

(7 replies, posted in RTCW Coop)

Hey,

put it out from program files on desktop or d drive or anywhere else. Win 7/Vista has stuff located in program files restricted so at times it causes troubles if you have VAC enabled and/or your system is not configured to be more relaxed.

Give it a try and let us know how it goes. smile

Glad u solve it.

Also fyi, rate 30000 is useless. 25000 is the limit. smile

http://www.dlink.com/uk/en/home-solutio … EN_UK.ashx

Page 38;
-----------
IP: 0.0.0.0 or try 127.0.0.1
Port: 27950
Type: UDP
Set: Allow All

See if that helps. smile

Open ports on router and you should be fine. Alternatively you can set it as DMZ (demilitarized zone) but note that in that case, you're open to web. Router protection is not a silver bullet but it does prevent some common scans.

ignore warning. The easiest and fastest way to figure out what's the cause of it, is to eliminate problems one by one. You can start by removing router from equation...connect directly and see if it solves the problem, if it doesn't it's your system, in that case I can take a look at it if you wish thru teamviewer or smth.

Add a rule in your firewall server for incoming/outgoing connection.

Add "allow" rule for port: 27950 (udp not tcp..) in incoming and outgoing and see if it helps.

Ignore ipv6 warning since master is not using it so you don't need to bother with it..that's a protocol for the future that's more exception then a rule at the moment so nothing to worry about.

If you have the same problem over various game that only thing that they have in common is same port then my money is on either your firewall or antivirus blocking incoming/outgoing connection for that ports.

Can you specify what OS and/or antivirus/firewall are you using? smile

136

(13 replies, posted in RTCW Coop)

Just a side note - don't do maps where at least two have to play, as even if there are two there's no assurance that both will know what to do. Try to come with an option where having 2 makes it easier to finish it...etc a lot of bots coming from all sides while one has to hold a trigger for etc 5-10 seconds..during trigger bots get alerted and attack like mad.

Set some higher ground so another player can be there and provide cover while first player is pushing the trigger. That way map is still finish-able in solo but makes it easier to have another player to help.

My 2 cents. smile

137

(97 replies, posted in Bug reports)

For that we don't need an authenticate process, only a valid and efficient way to track users and I can implement database support into engine. Then it would simply store users in database on any server that has it set as well as run stats or whatever would any mod added in.

138

(36 replies, posted in RTCW Coop)

Default is always only an entry point, everything else then evolves depending of community.

To set the stage for new stuff we need to asap fix downloads and write a tutorial for how to convert existing SP map into COOP or alternatively, what needs to be done along at default SP map creation process to make it work with coop.

Once downloads are added and a demo map is set I'll write a tutorial about how to configure a server to run in particular configuration so it's easier for newcomers or ones that aren't in hosting or never where.

139

(97 replies, posted in Bug reports)

A MP script may be reusable for it I think. smile

140

(4 replies, posted in RTCW Coop)

Hah, hey :d Let me guess, you got it from reflex's site?

Ref is using ancient version of the game realy..Download the latest on from here;
http://code.google.com/p/bzzwolfsp/downloads/list

141

(12 replies, posted in Bug reports)

fretn wrote:
nate wrote:

You mean skips cycle and respawns you on the next one. It happen few times to me as well but wasn't sure because I wasn't really paying attention on it at that time.

that sounds more like what the problem really is

to what time was the g_limbotime cvar set ?

I have no idea but I wasn't really testing that..just noticed in corner of my eye and wasn't even sure. I'll have to put it in extensive check sometime in following days. smile

142

(12 replies, posted in Bug reports)

You mean skips cycle and respawns you on the next one. It happen few times to me as well but wasn't sure because I wasn't really paying attention on it at that time.

143

(49 replies, posted in RTCW Coop)

Google or any other kinda of online translation is useless because grammar is totally wrong with it.

If one actually knows the language then sure, otherwise in my opinion...no need to, because having stuff on the grammar level of pre-school is even worse then not having it at all.

English files:
http://code.google.com/p/bzzwolfsp/sour … 253Dclosed

Hungarian by marvin (for example):
http://code.google.com/p/bzzwolfsp/sour … 253Dclosed


I guess would be better if we one day take out the text only from it and dump it in txt file? That would be helpful for anyone that wishes to contribute in shape of translation, but would mean more work for us every time it's translated..

144

(5 replies, posted in Bug reports)

I think it's probably signal11 error.

145

(49 replies, posted in RTCW Coop)

Translation is possible, someone just has to do it. I would but I don't speak french, spanish or german sadly etc..

All the languages I know are useless for rtcw. =<

146

(14 replies, posted in RTCW Coop)

There's no converting need it in this case. Only script has to be modified to mp (few lines I think) and ents has to be done so bots know what to do. I may be wrong but I think that's about it...tho while it's not much, writing and testing map can be a challenging task..as you can see in various bug reports for different maps.

If you're really interesting or want to give it a try - or anyone else for that matter, I suggest you start with something smaller and not a whole campaign set like Time Gate. I'm sure there are 1 map only editions out there.. smile

147

(14 replies, posted in RTCW Coop)

After checking the Time Gate pack I think it could be done. Some work would need to be done naturally but by first glimpse it looks doable.

But atm that's not really something I would go and do with all the other stuff laying around that has to be done, but later on who knows, as expanding "COOP universe" is actually something that can only benefit to the project.

From technical point of view, HTTP downloads would need to be ported (It's on todo list but not prioritized atm) since downloading something like this, that's 77mb is unthinkable.

But if anyone wants to do it, I guess anyone of us can help a little and point him/her in right direction when need it..as long as it doesn't fall on us at the end, to actually do everything..

148

(36 replies, posted in RTCW Coop)

It has nothing to do with installer or how game is distributed. It's a feature probably fretn mainly ported from I think ioquake. General idea of this specific approach is, so more users can play from same computer and they each have their own config which doesn't collides with another player's config - since it's safe to assume more users behind same computer uses different user accounts.

In theory this approach is quite valid, but in reality I do agree it can be and mostly is, too confusing for most of people. Personally I'm not fond of this approach either. I think it would make much more sense that this approach gets moved back in game folder and then there separates config per user basis. As in this case scenario, one that's familiar with Q3 engine games, can easily with some common sense figure out where stuff is, without going on a "search" crusade that is.

In any case, this is not on the priority list but it is subjected to change eventually.

149

(36 replies, posted in RTCW Coop)

Well it doesn't have to have an explicit cvar, can even be controlled by gametype..as it's natural that some features will have to be different for specific gametype otherwise one is just loading bunch of prints and a default game..but since owners can simply switch to normal gametype like coop and run default, it means there's always an option and falls downs to owners as of how to set a server, which was what I was trying to say. smile

150

(36 replies, posted in RTCW Coop)

Fixing crashes and getting rid of bugs is exactly what we're doing, but it's sadly a delicate process that takes time. sad

XP alike system was already mention it in some other thread, so to avoid double posting, I suggest you read it there:
http://rtcwcoop.trak.be/forum/viewtopic.php?id=8 (Second post / First replay).

Cvar for "buy" feature/gametype, will naturally be present. As anything outside of default game style should have ability to be disabled, besides features that don't affect game - like blood hit, solid crosshairs but those are client depended anyway.