176

(30 replies, posted in RTCW Coop)

fretn wrote:

yes its stupid that some people in their free time have worked for almost two years everynight on a coop game and that something doesnt work......


And never think that all your hard work is not appreciated, Fretn. What you and your talented Dev Team have created is simply superb and we thank you all very much.

If some players are too thick to work out which way to proceed  in a map, well, that's hardly your fault smile .

177

(4 replies, posted in RTCW Coop)

Great to see the COOP website back up and running again cool . I was freakin' out there for a while yikes .


big_smile

178

(0 replies, posted in RTCW Coop)

I don't know if you lads have seen this, but I thought I'd post it just in case you hadn't. It's a new RtCW retexture pack made Eugeny. He's a link to Splatterladder with more screenshots and information:

http://et.splatterladder.com/

179

(57 replies, posted in RTCW Coop)

Sage, do you need to install a separate RTCW COOP game to run and test your maps?

180

(8 replies, posted in RTCW Coop)

fretn wrote:

does this also happen when you play alone on the map ? (cannot test right now)


I'm not sure, Fretn. We try it out and get back to you with the info.

181

(8 replies, posted in RTCW Coop)

cybdmn wrote:

I tried it on a 0.9.5 patch 1 server, but had bugs too.......I started somewhere mid of the town................


The Capuzzo map mission has 3 bugs since the 0.9.5 release, Cybdmn, that it never had with version 0.9.4.. The one that you mentioned, spawning in the middle of town instead of the first gate behind the truck, is the first. The second bug is the respawn team kill that happens when there's a few players fraggin' on the map and the last bug is the capture flag bug. You will always spawn at the original spawn point, at the gate behind the truck's original starting position, no matter which flag you capture.


cybdmn wrote:

mission objectives unclear...........


Here's a video of the Capuzzo single-player mission made by Vicpas. It's a little different from the RTCW COOP multiplayer version but you will learn a lot from it:

http://www.youtube.com/watch?v=q0v4UEy5oYU



cybdmn wrote:

unable to leave the map......


I noticed this last night too. At the finish point of the mission the map starts over again. If you're a server Admin there's no problem as far as this is concerned, you just type into your console !map escape1, or the name of which ever map you choose to play. As a visitor to any server you can simply call a "nextmap" vote to get round this.

I hope that this info helps you, Cybdmn.

182

(8 replies, posted in RTCW Coop)

We had another 4 players try out your new version of Capuzzo last night on our server, Sage. Jouhan, Kolt, Wolf and GuyWithSlowNet are their names and they all loved it, despite there being a couple of bugs since the release of version 0.9.5.. I told them that you were in the process of making another map called "Tobruk" and they were all rather pleased to hear that news smile .

183

(2 replies, posted in RTCW Coop)

Thanks Nate, we'll give this a go smile .

184

(2 replies, posted in RTCW Coop)

Hi guys, I was wondering if there's a way to disable voting on our server? As you know, we run a "Nightmare" server and I'm getting really fed up joining it only to find that someone who can't handle our preferred mode has reset it to "easy" or something of that nature.

Any help with this would be very much appreciated.

-SSF-Sage wrote:

Have no time atm. I would like to but wont even be at home. sad Busy spring..


Sorry to hear that, Sage. Our Clan is definitely in the "Sage Fan Club", so we're hoping that you get back soon cool .





-SSF-Sage wrote:

Tobruk is still not finished except first map. 2 would not be far if I had the time.


Looking forward to it being released sometime soon, Sage. You make excellent maps for sure.




-SSF-Sage wrote:

Also Capuzzo has not seen many games and that atleast does not grow motivation to lose sleeptime for mapping.


I think I know the reason for that, Sage. Most servers are run from home and I've noticed that many of these home-server Admins don't even know basic server commands such as, !map, !restart etc.. We'll start promoting Capuzzo on our server more often in order for these guys running their own servers to take more notice of it.

fretn wrote:

the reason you didnt experience this is probably because g_friendlyfire isnt set to 2


Ah, I see. You can disable friendly fire on a COOP server too? I never realised that, I'd never do it either smile .




-SSF-Sage wrote:

I have experienced spawning at wrong flag in most maps. Even my own maps. Never found why.


The only maps that we experience this happening, Sage, are "Forest" and "Escape1". All other maps are fine for us.



-SSF-Sage wrote:

Dunno how it is now. Been not playing much lately.


Well clean the dust from your Thompson and get your butt to our server tonight then, bro smile .


OFF TOPIC: Did you ever get a chance to finish the "Tobruk" map, Sage? If you have a test version ready we'd be happy to run it for you on our server and then report back with the info cool .

We've never experienced this bug, Fretn and we play every night. The only noticeable bug that we encounter now on a regular basis is with the map, "Forest". When the map starts and the Allied players spawn some of them end up spawning at the second flag for some reason, just outside the Axis main base.

If they take the flag and start fighting any Axis they encounter the map will then restart. Even if they don't take the flag where they spawn and instead just try to make their way back to the first spawn flag the map is again automatically restarted if the Axis guards in the towers spot them.

188

(17 replies, posted in RTCW Coop)

quadlt wrote:

................Still really hoping for the AI recoil increase. smile


If you mean by that, Quadlt, that you'd like to reduce the killing potential of the Axis then I can't agree. We like to frag them as deadly as they are right now. A better solution would be to provide a "settings change" script for the Axis AI where the server Admins can set the preferences that they like.

Our server is set to "nightmare" mode and we rip through the Axis AI to complete each map. Reducing their power to kill us is of no interest to us whatsoever.

189

(6 replies, posted in RTCW Coop)

Superb as always, Fretn cool . Any bugs that remain are now negligible and the game-play is fantastic, especially on "nightmare" mode, which our Clan loves to play. Seeing all the RTCW map-makers contributing to this excellent new mod would be fantastic too.

I posted the news of the release over on Splatterladder: http://forum.splatterladder.com/index.p … entry82216

190

(16 replies, posted in RTCW Coop)

That looks epic, Nate cool .

191

(7 replies, posted in RTCW Coop)

That's great, thanks for your help as always. I was wondering, guys, will the next release be soon, like a patch called "0.9.4b" or something like that, like the developers of WolfET did for their 2.60 release, or will it be the same scenario as 0.9.4 ? Either way we're happy to wait, you've made tremendous progress already. The mod has always been fun to play, but now it's fantastic with most of the bugs now removed.

192

(7 replies, posted in RTCW Coop)

Hi guys,

I was wondering if there's any way of banning players from our server? I've looked at the !list_cmds command, but can't find anything. The reason I'm asking this is because yesterday we had some clown, who goes by the names of "MAIN HERO", "I'M HERO" and even "SERVER ADMIN", hopping from server to server and deliberately crashing each server he was on by constantly calling votes.

He crashed our server about 5 times and when I originally looked at the RTCW COOP server list there were 7 servers available, by the time this asshat had finished there were only 3 up and running. I kicked him about 10 times and had to restart the server twice just to get rid of him. I spoke to an Australian player on our server and he said that the moron was doing the same thing on the last server he was on.

Any help you can give me would be very much appreciated.

193

(15 replies, posted in Bug reports)

set@mon wrote:

.................0.9.4 is not very well playable with these bugs as coop if we match against 0.9.3.


I can't agree with that, Set@mon. The 0.9.4 release blows the 0.9.3 release out of the water. There's very few bugs now, the AI work much better, the action is much better too. Yes, there's still 2 or 3 bugs, but thinking back to to version 0.9.3 these are a "drop in the ocean" by comparison.

194

(15 replies, posted in Bug reports)

{SSF}Sage wrote:

.....................This should not happen when you play alone.



No, you're quite right, Sage. I played "Tram" on my own and the tram came up to the station straight away. That's great that you guys have worked out what the problem is so quickly.

195

(15 replies, posted in Bug reports)

I was wrong about the MG-42 problem, Fretn. We do have the same thing happening that Set@mon mentioned, sorry for my error.

We have a different bug to report though, in Boss1, the monster never appears for us, no zombies either:


http://i.imgur.com/jMHdw1i.jpg


We've played it a few times now but always with the same results, the map never has any enemies to fight.

196

(0 replies, posted in RTCW Coop)

Hi guys,

Just to let you know that SL.Gamelauncher is now compatible with RTCW COOP 0.9.4 cool . Proddi made the original SL.Gamelauncher years ago and Schnoog had modified it recently so that it worked with Call of Duty 4. I asked him if it would be possible to do the same for RTCW COOP and so Schnoog wrote some code for it. He couldn't test it himself, one of his hard drives got fried and he lost his RTCW install in the process, so I ran a few tests with it and it worked the way it should. Here's the info:

http://forum.splatterladder.com/index.p … entry82027

No more hunting for your favourite server or typing in ip addresses, just click "connect" and your there smile .

197

(7 replies, posted in Bug reports)

Personally I'd just get rid of the Tesla gun, as far as the Allies using it is concerned. When we're fraggin' on RTCW COOP no one in our squad wants the Tesla anyway, we'd much rather be using the Venom Gun and the Panzerfaust, especially when we come up against the Uber Soldats.

198

(15 replies, posted in Bug reports)

We don't have this MG-42 problem on our server, they work the way they should and kill the Axis troops. The only thing we noticed about the MG-42 is that it seems very heavy to maneuver when compared to the original RTCW single-player.

199

(16 replies, posted in RTCW Coop)

It's a great RTCW mission with tons of superb action, Sage. It's definitely one of my favourite RTCW COOP maps cool .

200

(24 replies, posted in RTCW Coop)

Well, guys, what can I say about RTCW COOP 0.9.4 ? When we first got news of the new release and installed it on our server I was honestly just expecting to see a few good bug fixes, how wrong I was. You have completely transformed the game from the previous 0.9.3 version and the results have been absolutely awesome cool .

You're a very talented Dev Team and all your hard work is very much appreciated. On behalf of our Clan, thank you all very much for this superb new mod.