Having these maps compiled properly might be hard if some things are changed. Limits are close.
151 2013-04-16 12:07:31
Re: Custom mappack Capuzzo released for COOP! (16 replies, posted in RTCW Coop)
152 2013-04-06 12:25:51
Re: G_Scripting trigger has unknown name "nazi17".... (4 replies, posted in Bug reports)
Cool thank you. I suggested to force this cvar to be 0 in our bug tracker until it is fixed.
153 2013-04-06 01:57:52
Re: G_Scripting trigger has unknown name "nazi17".... (4 replies, posted in Bug reports)
Vote bug is fixed for next release. For nazies not loading try setting g_inactivity 0 and please report back to us if that solved it.
154 2013-04-01 13:05:51
Topic: Looking for German accent voice acting (2 replies, posted in RTCW Coop)
Hey
Is there anyone able to record about 2-3 phrases in german accent for my upcoming Tobruk coop map project? A regular mic & windows recorder would suit me all fine for quality, no need any special equipments or programs. Just need you to sound like the regular germans talking in RTCW SP, so it won't pop up as too different. My german accent is a bit too wierd.
You can simply speak it in one file and I will handle all the sound editing, cutting, right format, adding it and things like that. If you help me, you will be able to hear your voice in the game (and get to brag about it hehe) and also you get your name in the readme credits.
155 2013-03-21 15:21:28
Re: Banning Players (7 replies, posted in RTCW Coop)
We've managed to fix impressive amount of major and minor bugs. Also we are finally making the AI respawn to be fun to play. And we are hoping on releasing 0.9.5 in a week or two, depending on how some things turn out.
Ps. Gangsta: Check your email.
156 2013-03-20 10:48:12
Re: Banning Players (7 replies, posted in RTCW Coop)
So I thought. Thanks for clearing.
157 2013-03-19 18:37:03
Re: Banning Players (7 replies, posted in RTCW Coop)
Oh this is really bad. Who can have so much hate for a humble mod?
I really don't have much to contribute to this. Luckily the vote bug is fixed in new version, along with some other bugs, so atleast the guy needs to find a new way to annoy.
I don't know if there is a way to ban atm. I wonder if !ignore <unique part of name> will remain after the guy rejoins. Probably not.
158 2013-03-13 18:59:33
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
Already did
159 2013-03-13 18:21:44
Re: 0.9.4 map bugs (15 replies, posted in Bug reports)
Village2 and forest has been fixed. Now possible stealth again.
160 2013-03-12 21:53:36
Re: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
Also custom map loading screens, notebooks, clipboards, arena files and other cosmetic things are supported. Check my Capuzzo map on how to add them. (Some features seems to only work in local play atm).
161 2013-03-12 21:33:34
Topic: Basic Tutorial for Converting SP maps to COOP (57 replies, posted in RTCW Coop)
Support: Coop version 1.0.0.
I was requested to do an article about converting RTCW SP maps to COOP mod. This is a really basic tutorial, I will only give you some pointers, and you'll have to figure out most yourself. You should know the basics of SP scripting before you can efficiently convert maps, this tutorial does not cover that part. If you need to ask something, ask it here... Ok gl and hf!
1. Here are the links for some info and CMDS. Also there is a full extended version of this tutorial that has anything you need to know!
https://github.com/fretn/rtcwcoop/wiki/Mapping
https://github.com/fretn/rtcwcoop/wiki/HowTo
2. Copy the custom maps pk3 into your game coopmain folder.
!!!TEST!!! THE MAP MUST RUN! IF NOT FIX IT OR DITCH IT! Nothing in this tutorial will make it run if it does not run now.
You can test your map by typing /coopdevmap mapname into the console. Using shortcut to do this can fail in 0.9.5.
3. Copy and remove the files named mapname.script and mapname.ai into "user/documents/rtcwCOOP/coopmain/maps/" (not game folder, this is the folder game edits!). Eg. If you take a screenshot it should appear in "user/documents/rtcwCOOP/coopmain/screenshots/" etc.
4. Rename these two files into mapname.coop.ai and mapname.coop.script
5. Let's create an ents file in the same folder with previous files. Copy paste existing .ents file from sp_pak_coop1.pk3. Or create one in notepad. Rename it to mymapname.ents. In this file goes every entity you want to ADD into the game, like new coop AI's, spawnpoints, flags and such.
6. Now we must add a script_multiplayer entity. Or the scripts won't work. Put this on to the top of the .ENTS file:
{
"classname" "script_multiplayer"
"scriptname" "game_manager"
}
7. Load your map in COOP. It will show you don't have any COOP spawns. Start out by using command /dumpcoopspawnpoint in your console. This will make your first intial coop spawnpoint. You must add 8 of these before moving on!
If your map fails to load with a script error. Check that any AI that spawns at map_start that if they have special actions, it starts after a wait. This is normal action for a mapper to do to be safe in any Q3 engine game, but apparently not all mappers know this. Eg.
nazi1
{
spawn
{
//Hey I spawn at mapstart
wait 50 //Add me or you will crash the coop map muaha
trigger nazi1 go //I wanna go when I born
}
....
}
8. (optional) Now let's create the second spawn place that has a flag. You MUST FIRST add a flagpole, so the game will link the flagpole to the spawnpoint operating with it. Command /dumpflagpole will add a flag. Add 8 spawnpoints around it straight after adding the flag pole.
If you need more flags, just redo these steps.
AXIS PLAYERS ARE CURRENTLY DISABLED!
9. Add a couple axis spawnpoints. Use command /dumpcoopspawnpoint. To turn these spawnpoints work for Axis, you must edit the spawnflags of these entities in .ents file! coop_spawnpoint has spawnflag stage in ents file that decides how to use the spawnpoint.
Currently:
(spawnflags: 0 = disabled; 1 enabled; 2 = allied and disabled; 3 = allied and enabled; 4 = axis and disabled; 5 = axis and enabled; 6 = axis and allied and disabled; 7 = axis and allied and enabled)
10. (optional)Adding a new AI (reinforcements). If you skip this, your map will still have the same AI's that you had in RTCW SP. Open the game again. Go to the location you want your first AI REINFORCMENT to spawn in. Use command /dumpcastai ai_soldier coop_ai_soldier_1. This will spawn ai_soldier named coop_ai_soldier_1 into the location you stand at. If you leave the name field empty, it should name it automatically, but the numbering can be buggy!
10.1. Go to the ents file. You can see that new AI appeared. Give him a skin (look at existing maps) for body and head.
10.2. You must alert AI's from a trigger of your choosing to make them spawn. Usually in the same place the regular AI's in that map stage is triggered. Example commands to add them with:
#if g_reinforce >= 1 alertentity coop_ai_soldier_1 #endif
#if g_reinforce == 2 alertentity coop_ai_soldier_2 #endif
10.3. Now we need to give the new soldiers some attributes and script. Here is a simple example script from an existing map. Go to mapname.coop.ai and add this into the bottom. You must add this for every new ai. Usually we add around 20-40 reinforment AI's per a map.
coop_ai_soldier_1 //NAME OF YOUR NEW AI!
{
attributes
{
aim_accuracy 0.6
starting_health 60
camper 1
}
spawn
{
setammo ammo_grenades 0
setammo ammo_9mm 999
statetype alert
}
}
11. Go to your mapname.coop.script. Add something like this to the start. Objective and endmap should be linked to go through this Entity!
game_manager
{
spawn
{
accum 0 bitreset 1
accum 0 bitreset 2
trigger player map_start //Prevents late players affecting the game
}
trigger checkexit
{
accum 0 abort_if_not_bitset 1
accum 0 abort_if_not_bitset 2
trigger player exitlevel
}
trigger objective1
{
accum 0 bitset 1
}
trigger objective2
{
accum 0 bitset 2
}
}
12. PLAYER SCRIPTBLOCK. Go to mapname.coop.ai. Now we need to edit the player scriptblock. This handles most of the objective and game events. This block needs quite some changes from SP. Do everything exactly like we have. Keep careful eye for new commands and where everything is located.
12.1. spawn event should provide the player with AMMO, items, and start the music. Nothing else.
12.2. All the things from playerstart event must be moved out. This is useless for COOP. However don't remove it, code still reads it, and gives you error (I think). So it will just look like this:
playerstart
{
}
12.3. Add trigger map_start. In this trigger you must place everything that loads at map start up and general objective, accums etc.. This must be triggered from game_manager spawn, code does not look for it itself (we did, see above). It will look something like this:
trigger map_start
{
//If something breaks at late player joining, move it here
objectivesneeded 2
numsecrets 1
globalaccum 0 bitreset 0 //Make a desired action
#if g_reinforce >= 1 alertentity coop_ai_soldier_1 #endif
#if g_reinforce >= 1 alertentity coop_ai_soldier_14 #endif
#if g_reinforce >= 2 alertentity coop_ai_soldier_15 #endif
}
12.4. !!!IMPORTANT!!! Player scriptblock accums does not work right. For every accum command inside player scriptblock you must add word "global" in front. Otherwise it will work only in local play.
12.5. To be extra safe, objective accums are placed inside game_manager. However, keep the objectivemet command in the old trigger (must be first command in the trigger !!!!!), then trigger the objective accum inside the game_manager.
12.6 To be extra safe, go through game_manager before ending the game, to check if the objectives are done.
12.7 New feature random respawn. Add this into your map_start:
//----------------------------------------
//Make AI reinforcements not respawn
//----------------------------------------
#if g_airespawn >= 1
wait 5
randomrespawn coop_ai_soldier_1
randomrespawn coop_ai_soldier_2
randomrespawn coop_ai_soldier_3
randomrespawn coop_ai_soldier_4
randomrespawn coop_ai_soldier_5
randomrespawn coop_ai_soldier_6
randomrespawn coop_ai_soldier_7
randomrespawn coop_ai_soldier_8
randomrespawn coop_ai_soldier_9
randomrespawn coop_ai_soldier_10
wait 5
randomrespawn coop_ai_soldier_11
#endif
Change the names and amount to your map. It's recommend to have wait 5 between every 10th command.
12.8
New feature: ability to make single ai not respawn. Useful for bosses, special ais or such ais that tend to spawn without gun (quick fix for those). Add command "norespawn" to the wanted AI's spawn. Example to make nazi1 not respawn:
nazi1
{
spawn
{
//HERE IS SOME SCRIPT
norespawn
}
//HERE IS SOME MORE SCRIPT...
}
13. Place the 3 new files back into the custom map's pk3 file (maps folder). Or better to add a second pk3 that has the coop files for example mymap_coop.pk3 if it's not your own map. Or if you want to keep it it compatible with SP, because 1.0.0 is potentially RTCW compatible. Must be alphaphetically after original pk3.
14. TEST A LOT before release. You must test the maps with many players. Many things that works when you are alone, might not work with multiple players on the server.
15. If anything goes wrong or you don't understand some stage, post it here. I'll be happy to help.
EXAMPLE MAP CONVERSION BASED ON THIS TUTORIAL.
COOP Addon file: https://bzzwolfsp.googlecode.com/svn/wi … p_sage.pk3
Original File: www.rtcwcoop.com/main/christmas_map.pk3
MAJOR UPDATE! 18.9.2013. ADDED Explanations on spawnpoint spawnflags. Added some new notes and fixed couple errors.
MAJOR UPDATE! 3.1.2014. FIXED Spawnflags of spawnpoints.
Edited 4.1.2014. Added randomrespawn and changed ai spawnflags.
Edited 5.1.2014 Added norespawn that I had forgotten to add.
Edited 14.6. Updated to 1.0.0.
162 2013-03-12 11:51:06
Re: 0.9.4 map bugs (15 replies, posted in Bug reports)
Yes. We should be shipping a release with most major bugs fixed quite soon. Things like vote, voice menu, accum bugs and few others.
I think this bug has existed since day one, since it is actually a feature in sp code. Things work differently. Now that most of the real things has been fixed and got fairly stable it got noticed.
edit. the accum bug is fixed in the svn already.
163 2013-03-11 19:36:27
Re: 0.9.4 map bugs (15 replies, posted in Bug reports)
Thanks for reporting! I looked at the script. I'm pretty sure it's the same accum bug that happens in tram and city (and potentially many other maps). If that is the case, which it is very likely, the issue has already been fixed for the next release. This should not happen when you play alone.
164 2013-03-07 22:23:45
Re: 0.9.4 map bugs (15 replies, posted in Bug reports)
I think it is something that left unnoticed with the friendly fire code changes.
165 2013-03-07 19:30:58
Re: 0.9.4 map bugs (15 replies, posted in Bug reports)
Thanks. The error is in the code, so I am not able to fix it. But we should trust fretn on this.
166 2013-03-04 23:43:13
Re: 0.9.4 is here (24 replies, posted in RTCW Coop)
Great, thank you!
We found a bug in the accum/player script system and we are working on a fix for it. Meanwhile, if something breaks, try if it helps to do the action with the first connected or the hoster like I said.
167 2013-03-04 21:33:26
Re: 0.9.4 is here (24 replies, posted in RTCW Coop)
Actually. I found a way to reproduce this. Forget the noclip, I was able to test it. I don't think the error is in the maps (Capuzzo nor Tram). I have a theory.
First of all. Do you have a dedicated server? Or do you play it directly by hosting the server with the same client?
I'm testing these by simply doing a localhost, connecting myself to it with another client. If the client that hosts it presses the buttons, it all works nicely. However if the client that is CONNECTED presses it, nothing happens.
Both scripts are run from the player scriptblock and has an accum bitset to check not to run the script twice. I think either the accum or the player scriptblock halts it.
In either case, perhaps you should try if it makes a difference if the one who hosts the server presses it. Or if other case, the first one who connected the server.
168 2013-03-04 19:30:25
Re: 0.9.4 is here (24 replies, posted in RTCW Coop)
Thanks for the input!
1. Fretn..
2. Did you press the button next to the tram after you put on the power from the basement? Putting the power on alone does not make it move anymore. Then the tram2 should move once tram1 reaches a top or mid station. I never experienced that it would not move. I need to look into it.
3. Sounds weird. Let's see if it happens again. The system sometimes might fail and this might never happen again.
4. Only once I've experienced the gate2 not opening. And I could never reproduce it. I tried the all possible ways many times, but nope. By script it is impossible to fail IN THEORY. Only possibility I see is that wait command breaks the script. I have never heard about it not opening in SP either. The gate opening script only checks if the button is already pressed (can't press twice), any other thing should not affect it. Next time this happens could you noclip past the gate and see if the AI has spawned in the next city?
169 2013-03-04 17:47:48
Topic: Custom mappack Capuzzo released for COOP! (16 replies, posted in RTCW Coop)
Hey!
I have some new content for you to guys to play with the new COOP version 0.9.4! Capuzzo is a mappack that contains 3 African style maps. The project supports all new and old COOP features. This is a stable and open beta release. It will not affect any original COOP mod's files.
STORY:
January 1943 - The war in Africa is finally coming to an end.
The Allied intelligence has discovered a group of Axis engineers planning
a new super plane in Capuzzo Airport. You have been sent to steal
the blueprints and sabotage their project. Once you are done,
you will be transported to a friendly location.
Link to the original SP project release:
http://forums.warchest.com/showthread.p … zzo-3-maps
Download and unzip it to your game installation's main folder:
170 2013-03-03 13:34:05
Topic: 0.9.4 map bugs (15 replies, posted in Bug reports)
Hey.
I am putting up this thread to ease up my bug fixing. So many things changed since last version. So any new map related issues here please. I start.
-Check Village and forest maps godlike Ai's. Stealth not fun?
171 2013-03-03 12:25:36
Re: 0.9.4 is here (24 replies, posted in RTCW Coop)
What ai reinforce? Probably the coop Ai's have not been made easier for this. With default attributes they are pretty godlike.
172 2013-02-28 20:02:43
Re: Evo Wolf 2013 (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 am not talking about 1 day converting the map so you can run in it. I'm talking about taking months and months to really converting all the shaders, remaking all the entities and pretty much recreating the map. At that point the only difference is that the map is actually bigger. Once 1 map is divided into 2, there is absolutely no matter if it was made for rtcw or et in the first place. Capuzzo SP project has been more or less actively under work for 3 years now and I created the third map from the scratch for SP. So, give me an example what is the big difference you are talking about...
Also I can tell you, that even tho Ttimo (who originally was making radiant) is working on 1.6.x it does not make any real difference with us. The map file will still turn out the same way, maybe via a little different route. And I don't think Q3MAP2 will ever see any real changes to this, since the problem appears in SP code. The old compiler is just little more trusty on this issue. Any Radiant version compatible with SP is perfectly compatible with COOP, and also IF you compile separately, any "not-compatible" radiant version will work for SP/COOP, if you can remember the entities by heart. Editor and compiler are 2 totally different programs, as you probably know.
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.
Ofc we could update everything and be heroes. But if we want to be realistic and keep the game easily mapped/ported etc, there is not much to do.
Only real thing in AAS compiler (BSPC) would need to be changed is the max planes limit, which is just changing one number and then fixing the memory crash, which I think is todo with a memory limit or something like that. This was done for some game and/or generally by a random community, but it either did not run or was impossible to find. AAS code is VERY unstable and buggy to compile. How ever this is something that can be worked with!
I have no idea how the shader bug would be fixed. I don't think it is just one line, I am not saying that. Just that is the cause for it. It would be enough to just fix it on the game end, where the bug lies. These things really just affect the custom content, as far as I can tell, shader bug is very rarely happening in the original maps.
The potential for making amazing things with a decent performance is limited by a few singular smallish things. Bugs or outdated limits. Generally the game, engine and tools have much greater possibilities mapping and shaderwise that we are limited to right now.
Ps. Here is some home work about the Shader overflow bug. I hope we atleast talk about the same bug. http://www.katsbits.com/tutorials/idtec … at=15&
173 2013-02-28 17:22:40
Re: Evo Wolf 2013 (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.
You are right about some aspects, but you are really closing your eyes on something.
First of all, the maps in RTCW have been compiled with Q3MAP. Maps today are compiled with Q3MAP2 created by Ydnar. Q3MAP code handles this issue a lot better than Q3MAP2, however going back to Q3MAP would be a HUGE disadvantage. I would rather go back to ET mapping than go back to Q3MAP. Still improving and optimising is good.
Secondly, yes the problem is tied to maps. More specifically it is the number of unique lightmapped shader combinations. However, this is major pain in the ass. Because if we even want to make a map that compares to something that has been made 11-12 years ago, we must spend HORRIBLY A LOT OF TIME per map on tweaking pretty useless things. You won't really see it much on other than the bug, honestly you will not notice a real difference on FPS. If we don't want to tweak, we must get rid of some parts of the map. Also can you imagine if one (and most probably WILL) want to push it a little further than 11-12 years ago, because we really can do so.
Some stats:
I have mapped for over 6 years, I have spent hundreds and hundreds of hours on just researching ANYTHING about mapping. I always spend most of the project time tweaking things and I work really clean.
2 first maps in Capuzzo were originally one map in ET. I had to divide it into two maps for SP (City and Airport). It took me many months to get rid of the bug. I had to tweak both maps A LOT after divide. All this because of this shader bug. I probably would have totally saved 6 months in the project, that counts in the time I quit with it for this. Capuzzo has been tweaked since 2009, so there is not really anything to get rid or improve anymore.
Tobruk. Originally 1 ET map. Divided into 3 maps for COOP, because of this bug. I battled with the bug in the first map for months, and gave up for a while. Eventually got it fixed on the first map. The second and third part still goes over enourmously with about 100-150 shaders and they even still miss a lot of stuff. Is pretty demotivating to begin with it. So yes, I can get it to work, with months and months of work, or I might get rid of some parts of the maps. But the maps are not big, and I cannot really give up parts of the maps. Yes I could remove even more used textures, but that count is not big either, so it would make the map look boring.
Next big step would be to get AAS compiled. Any map that can compile AAS, WILL perform well enough. So your point about the FPS kinda dissapears. However this is entirely because of BSPC tool that has been last updated 2001 and this has nothing to do with shader issue. AAS also forced me to divide maps and tweak for ages.
174 2013-02-28 16:59:24
Re: Evo Wolf 2013 (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.
You are right about some aspects, but you are really closing your eyes on something.
First of all, the maps in RTCW have been compiled with Q3MAP. Maps today are compiled with Q3MAP2 created by Ydnar. Q3MAP code handles this issue a lot better than Q3MAP2, however going back to Q3MAP would be a HUGE disadvantage. I would rather go back to ET mapping than go back to Q3MAP. Still improving and optimising is good.
Secondly, yes the problem is tied to maps. More specifically it is the number of unique lightmapped shader combinations. However, this is major pain in the ass. Because if we even want to make a map that compares to something that has been made 11-12 years ago, we must spend HORRIBLY A LOT OF TIME per map on tweaking pretty useless things. You won't really see it much on other than the bug, honestly you will not notice a real difference on FPS. If we don't want to tweak, we must get rid of some parts of the map. Also can you imagine if one (and most probably WILL) want to push it a little further than 11-12 years ago, because we really can do so.
Some stats:
I have mapped for over 6 years, I have spent hundreds and hundreds of hours on just researching ANYTHING about mapping. I always spend most of the project time tweaking things and I work really clean.
2 first maps in Capuzzo were originally one map in ET. I had to divide it into two maps for SP (City and Airport). It took me many months to get rid of the bug. I had to tweak both maps A LOT after divide. All this because of this shader bug. I probably would have totally saved 6 months in the project, that counts in the time I quit with it for this. Capuzzo has been tweaked since 2009, so there is not really anything to get rid or improve anymore.
Tobruk. Originally 1 ET map. Divided into 3 maps for COOP, because of this bug. I battled with the bug in the first map for months, and gave up for a while. Eventually got it fixed on the first map. The second and third part still goes over enourmously with about 100-150 shaders and they even still miss a lot of stuff. Is pretty demotivating to begin with it. So yes, I can get it to work, with months and months of work, or I might get rid of some parts of the maps. But the maps are not big, and I cannot really give up parts of the maps. Yes I could remove even more used textures, but that count is not big either, so it would make the map look boring.
Next big step would be to get AAS compiled. Any map that can compile AAS, WILL perform well enough. So your point about the FPS kinda dissapears. However this is entirely because of BSPC tool that has been last updated 2001 and this has nothing to do with shader issue. AAS also forced me to divide maps and tweak for ages.
175 2013-02-27 21:12:00
Re: Evo Wolf 2013 (8 replies, posted in RTCW Coop)
"No more "Too Many Shaders" Error Bug"
If this is same as shader overflow; that eg. when you shoot, random shaders pop up in your screen. Applying this fix for COOP would bring heaven down to earth for Tobruk project. There comes no "error message" with it thought, so I am unaware if this is same. This bug is the most annoying thing in whole SP mapping scene! Took me months to tweak Tobruk1 to get rid of the bug on it, same problem still appears to be fixed in 2 other maps too.
Fretn, I actually talked to you about this SP bug a LOONG time ago.