The spawns seem right. But you overlooked nr 6 on the tutorial. You must add script_multiplaye on top of all that.
126 2013-11-22 12:02:31
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
127 2013-11-15 15:52:55
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
Just look at Capuzzo. It has anything you need to have. You need your own custom named arena file. Eg. This is inside my capuzzo.arena
{
map "city"
longname "^nCapuzzo 1 - The City"
type "coop_battle coop_speedrun coop_normal"
}
{
map "airport"
longname "^nCapuzzo 2 - The Airport"
type "coop_battle coop_speedrun coop_normal"
}
{
map "road"
longname "^nCapuzzo 3 - The Road away!"
type "coop_battle coop_speedrun coop_normal"
}
For your Flag problem, show us your .ents file content. Check that the names match. That is where your problem is. And you do first use /dumpflagpole to add the flag and then 8 times /dumpcoopspawnpoint?
128 2013-11-04 19:26:31
Re: RTCW : Mysteries (20 replies, posted in RTCW Coop)
Pretty much all q3 engine cabable map editors can be used. But I am afraid none of them are of any use without months of dedication. I suggest gtk radiant, as it knows rtcw stuff.
Unfortunately Rtcw4a can not be used with Coop.
Tell me everything you know about the bug so it can be fixed. The more info you can provide the better the chances for us to fix it. I am not aware of such a bug.
129 2013-10-28 14:37:25
Re: RTCW : Mysteries (20 replies, posted in RTCW Coop)
When you launch CUSTOM MAP from pk3 file , what difficulty is ?
It is the last skill you played. Or you can set it with cvar g_gameskill if I remember right.
130 2013-10-22 19:00:59
Re: AI aim accuracy (6 replies, posted in RTCW Coop)
I think I have had this same conversation with Fretn. IIRC that is the way it is supposed to work. I never was able to confirm if it really worked that way. Fretn, please correct me.
But perhaps there could be a cvar to rescale the value set in game skill? You are not the only one who complained about the super accuracy.
131 2013-10-22 15:17:42
Re: AI aim accuracy (6 replies, posted in RTCW Coop)
I think it is tied to the game skill level.
132 2013-09-18 18:55:17
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
I added FLAGS and SPAWNPOINTS for FLAGS ONLY and not for START becouse I on one map added spawnpoints for START and for FLAGS but always respawn me on START .
And when I adedd ONLY FOR FLAGS it sas " NO COOP SPAWNPOINTS FOUND " .
How to do it right ?
1) You MUST do this: Add 8 spawnpoints at start location, do not add flag at start.
Adding flag spawn is optional. But it generally is more fun in long maps.
2) Add 1 flagpole at captureable location. Add flag before adding the spawnpoints for it.
3) Add 8 spawnpoints around the flag, immediately after adding the flag
4) Close game, reload map and test.
Remember that you only can use the flag spawns when you play with Flagspawn mode (cvar g_spawnpoints 2).
133 2013-09-18 18:46:30
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
I have updated the tutorial! Edited from 5. ->
I noticed that the game will crash if you let the game create ents AND do not manually add script_multiplayer.
134 2013-09-14 13:25:27
Re: Can't make server ! (30 replies, posted in RTCW Coop)
You only need to delete the extra pk3 you downloaded. Never edit the pk3's and files that comes with the game. Always run it as an extra pk3 (which name comes later in alphaphetical order, eg. zzz_mypak.pk3).
So in this case look for a pk3 that does not come with the rtcwcoop. Let's imagine it would be called something like zzz_escape1_mod.pk3 or zzz_our_clan_mod.pk3 and simply remove it.
135 2013-09-14 13:19:00
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
Load the map with coopdevmap mapname. This enables all the dev tools such as cheats.
All the extra spawns/flags/stuff that are added from ingame are stored in ents file. Just close your game, load the mapname.ents in eg notepad and simply remove the lines.
Each entity starts with { and ends with } mark. Classname key tells us what entity it is. Target/targetname key links the flag and spawns. Spawnflags key sets the activity. Eg. you can just remove these, load game and add again. Or additionally you can move them to a different location by changing origin key.
Flag point example from a random map:
{
"classname" "coop_spawnpoint_trigger"
"origin" "-8362 -13110 -29"
"angle" "85"
"model" "models/multiplayer/flagpole/flagpole_reinforce.md3"
"target" "city0"
}
{
"classname" "coop_spawnpoint"
"spawnflags" "0"
"origin" "-8325 -12577 31"
"angle" "-19"
"targetname" "city0"
}
{
"classname" "coop_spawnpoint"
"spawnflags" "0"
"origin" "-8336 -12678 31"
"angle" "-6"
"targetname" "city0"
}
{
"classname" "coop_spawnpoint"
"spawnflags" "0"
"origin" "-8341 -12772 31"
"angle" "6"
"targetname" "city0"
}
{
"classname" "coop_spawnpoint"
"spawnflags" "0"
"origin" "-8339 -12863 31"
"angle" "18"
"targetname" "city0"
}
{
"classname" "coop_spawnpoint"
"spawnflags" "0"
"origin" "-8330 -12964 31"
"angle" "31"
"targetname" "city0"
}
{
"classname" "coop_spawnpoint"
"spawnflags" "0"
"origin" "-8223 -13036 31"
"angle" "47"
"targetname" "city0"
}
{
"classname" "coop_spawnpoint"
"spawnflags" "0"
"origin" "-8133 -13047 31"
"angle" "58"
"targetname" "city0"
}
136 2013-09-12 20:48:44
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
This is the file setup in 1-4.
137 2013-09-12 17:28:40
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
I'll make a pic version of map Relic hunt. http://returntocastlewolfenstein.filefr … 8#Download
139 2013-06-19 07:38:26
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
Sage, do you need to install a separate RTCW COOP game to run and test your maps?
Nah. Generally it is good, but it is not required. Aslong as you do not alter original game files you dont have to. And you should never alter them anyway. If you use the installation to HOST a regular game, remove the files while playing. When you play you load the files server has. I dont have for coop. Other games yes.
Ps. If you want to use one pk3 file between all installations place it in ...documents/rtcwcoop/main. If you want one pk3 per one installation then mygame-installation/main.
140 2013-05-30 15:19:09
Re: Dead AI's standing as a ghost without weapon, possible workaround (11 replies, posted in RTCW Coop)
Thanks mate! )
141 2013-05-29 11:00:25
Re: Dead AI's standing as a ghost without weapon, possible workaround (11 replies, posted in RTCW Coop)
Have no time atm. I would like to but wont even be at home. Busy spring..
Tobruk is still not finished except first map. 2 would not be far if I had the time. Also Capuzzo has not seen many games and that atleast does not grow motivation to lose sleeptime for mapping. But thanks, you will be first to know when 2nd is ready.
142 2013-05-28 14:16:12
Re: Dead AI's standing as a ghost without weapon, possible workaround (11 replies, posted in RTCW Coop)
I have experienced spawning at wrong flag in most maps. Even my own maps. Never found why. Dunno how it is now. Been not playing much lately.
143 2013-05-21 22:54:15
Re: Known Bugs (30 replies, posted in Bug reports)
I think this thread needs updating. With a quick look barely any exist anymore.
144 2013-05-21 22:52:10
Re: 0.9.5 map bugs (5 replies, posted in Bug reports)
At crypt2 i encountered a problem with one of the three traps, the switches at floor on the right trap are activated no matter everytime you enter the corridor to the switch behind it. You can not evade the switches on the floor.
additionally the sounds are missing for all three.
A map change kicked me from the server.I don't know if it is a bug, or it is intentional because of problems with them, but the flaming zombies does not appear.
I take it we talk about the one with the razors. It should not be possible. The switches on the floor are "mechanical like in the real world", they react to being pressed down (touched), no invisible triggers are used for it. I don't see why this would happen unless the player's "size" was raised.
The sounds. Do you possibly miss a pk3? The sounds are executed in a pretty safe way (and do work for me).
Flaming zombies does not hurt you, so they were changed into regular megamonsters. There were only 2 individuals in the game, and it would have required awful alot of code to fix. So intentional.
145 2013-05-21 22:30:02
Re: quadlt's bug topic(?) (6 replies, posted in Bug reports)
The clock, found in one of the first buildings you can get in on the map, puts out weird sprites after being destroyed, I call them the xyz sprites. (not sure if that happens on all clocks)
You are right. This has a missing rubble model.
[*]Once you kill the NPC, the map restarts to warmup.[/*]
Yes. Giving pain to civilian should normally restart the map. However in COOP we prevented this action. So at some point this feature has broken. Civilian should not get pain.
[*]While being on Allies, the NPC is 'scared' of you like should in normal singleplayer, however same happens while being on Axis, which logically should make the NPC stay 'normal' like all the other AI acts.[/*]
You are right.
146 2013-05-21 20:39:57
Topic: 0.9.5 support patch for Capuzzo (8 replies, posted in RTCW Coop)
Hey
I'm sorry, but I forgot to release this. Those who participated in beta had this already, and probably those who frequented their server. Add this file to the folder that has the full Capuzzo map. So you must have the following files.
Download the last release (not patched)
======Changelog==========
-Updated to 0.9.5 COOP.
-Fixes accum bug that caused random bugs
-Fixed the second gate not opening in City
-Axis spawn support
-AI respawning checked and any problematic AI's made not to respawn
-Updated to the new AI respawning system (includes the new randomrespawn scripts)
-Something else I forgot??
147 2013-05-21 20:34:11
Re: SP map pack Capuzzo will be ported to COOP! (6 replies, posted in RTCW Coop)
This is not the real thread for this project. There is an official thread where this link is found from:
www.rtcwcoop.com/COOP_Capuzzo_3maps_beta1.zip
Also you have to download this patch for the project (to fix a major bug from older coop version):
148 2013-04-17 18:54:35
Re: Custom mappack Capuzzo released for COOP! (16 replies, posted in RTCW Coop)
Well aslong as you have the original pk3 file as it was released, and have different pk3 to override certain thing, it will be legal in most cases. Hacking one's bsp is most surely illegal and will make most devs see red. But most importantly, it would be so much easier and safer to build a real system instead of hexing. I think etpro mapscripts is a great example.
I know removing world brushes is almost impossible, but I'm talking about adding new brushes. Eg. add new clip brushes for a new model or make a totally new trigger. I don't honestly expect it to be realistic to build a world or even change one corridor with scripts anyway.
But personally. I would only accept projects that has their author's permission. And preferably the map source.
Yet again, I come back to the W-ET scene. I know a lot of popular custom maps had their sources released and given a license to use as you ever want to. Would solve any legality issues and turn months of script/hex/code work into few days. Converting map from ET to RTCW(ish) is not big work. Especially if you implement the implicit shader commands, making it easy to just paste the shaders too. And spline system and other new script commands.
149 2013-04-17 16:06:46
Re: Custom mappack Capuzzo released for COOP! (16 replies, posted in RTCW Coop)
Now things did get confusing for beginners. The list you made does not apply to COOP. The hex editing is not really nice thing to do imho. I would personally never get into doing that. Also hex editing is illegal and in theory can result in a lawsuit. But I understand that is what you need to do for wolfx atm if you don't have the map source.
But you do not need to do hex editing for COOP. We have the simple tools to add/remove most entities by using the ents file. You can simply remove/add/copy any game entity. Ofc we can not alter the world/houses and such either. And we atm cannot add new brushes, so adding extra triggers is not possible. But we always can use the existing ones or trigger the action by another game event (eg. when a nazi sees you/dies or you open a door etc.).
But let's not mix wolfx editing with coop editing, this is a coop forum after all.
[for nate only]
Nate, we can have a look about it. Also I seemed to make a mistake in my last post. That's what using mobile causes. City+Airport = 1 W-ET map. If possible, I would prefer using that, as it is already open source, not developed and MP tweaked. Road (last map) was made for SP only.
For wolfx I'd go for a similar approach as coop has. Ignore certain entities in code. Then add a simple removeEntity command (takes 2 entities to remove an entity with script). Then add ents file support so you can add any game entities. Then build support for brushmodel *number and a way to create a new brush. Ofc this would only be needed if you don't have map file.
[/for nate only]
150 2013-04-17 06:16:00
Re: Custom mappack Capuzzo released for COOP! (16 replies, posted in RTCW Coop)
Btw Capuzzo mp for w-et is open source. The city and airport are one map and is rtcw only. It is so small for mp anyway.
Dog I told you many times. Ask on the forums. I answer.