Thanks for the idea! I will think about it. I am unaware how far the Sp code extends. Atm I have scripted a dummy to fake the documents, you don't really carry them. Maybe I will look into what are the options, but I doubt it's possible to do a real ctf.

Maybe just a regulard squad comes from th
e caves. I also have pushed the engine quite far on this one so lag is possible if I add many.

This release will not have that thought. :-)

177

(15 replies, posted in Bug reports)

Venom gibs bodies and alive. It affects all AI casts, except bosses, protos and such. It's basicly same as panzerfaust but with rocket replaced with bullets (lots of tongue )

@badboy_zay

I checked the SWF. It's as good as we can make it with these assets. Having the first half of the cine would not make sense, since we cannot make the players reload their weapons. smile

Difference:
SP "I'm not going to give you info... *BJ Reloads*... they are going to norway.."
COOP "they are going to norway..."

179

(62 replies, posted in RTCW Coop)

The logos are really nice, so is the background! But maybe try the wolf font on the buttons. wink

She is a cinematic left over. This tiger girlie here will turn into Heinrichs lovely female Zombie lover. So yes, fixed. wink

All of the obvious bugs are fixed. smile I have tried to study the way the maps are scripted. Learned to understand the idea behind it. I debugged more by reading the script than looking for them ingame. A lot of things goes unnoticed if you just wonder around the game. Unless you play it 10+ times. smile

SWF, It's the one with "they are going to norway"? Yeah that would be cool to have. But IIRC half of it is already there in 0.9.3.

IIRC I made the ending of the end to be about same as in SP for the next release (I cannot remember SP for sure), but Heinrich screams, explodes, the zombies fall etc. Difference is that after the end, there is no credit or end video, it goes straight back into Escape1.

182

(7 replies, posted in Bug reports)

It's something for Fretn to do. It's not in my area of expertise. smile

183

(7 replies, posted in Bug reports)

I have fixed these indeed, when I did initial Village1 fixes. smile But thanks. tongue

Well those are the same nazies you start shooting. Only possible to reconstruct is what they talk in at the ladder. Perhaps reload and say "get ready, they are coming". But as a whole scale it's not possible. sad  But probably not worth it to make.

What is wrong with them? They don't show up? (Cannot play 0.9.3 with my scripts now, don't bother fixing that). The barrels show up in 0.9.4 atleast.

I have done it already. smile

http://code.google.com/p/bzzwolfsp/source/list

Hehe. Thanks for the warm feedback. :-D  my todo list is empty now, so unless something rises... I am ready for release.

Here it is wink It has all the things from the original map, including dynamic lightning.

http://i46.tinypic.com/244cdpj.jpg

Alright. Escape1 has now a new awesome cine. tongue Kinda took of from the idea what was left from when the original cine ended. "Let's try again..." and now he electrocutes agent, and does other things and the whole chain of actions loop forever until player is spotted.

Too bad there is no animation for the dr to pull the lever, so we need to settle to do it same way player do it (just press button and get no animation). In case you don't want to wait to see it, the scripts are found from "changes" in google code. 0.9.3 compatible. Cheers! wink

Well that window is the only way possible. I have been thinking about that. One problem thought is that in COOP we have in certain reinforces nazies before that scene. So first shots might be fired before you see the doctor. However I remember the sight/hearing of the DRZ is horrible, so it might not matter. You can run around him and kick him. But yes I am thinking about this, if there is a clever way to make it.

All of the in-map cinematics that used CAMERA in singleplayer were removed as a start. Few of them I added back to work without camera. This what I am talking about, it does not come to my mind which other could be added back.

Dam truck cinematic is a perfect example. In SP it starts when map is loaded, it uses camera. It was first removed for coop. I later on readded it to work without camera, so if you are sneaky you'll notice it is still here (talking about next coop version). Similar cinematics to this may be added again.

"intro cinematic of wizard and Heinrich"

I take it you mean when you start your game exe.

"escape1 when the doctor interrogate the agent"

I am thinking about this already. But probably will not make it.

Any OSA office/president cinematics will not be there. Or any other cinematics between maps or missions. Only during game.

Other you mentioned in your last post are there already. None of the small sequences, that originally did not have camera have been removed afaik (some might be bugged, I can't remember, those that I noticed I fixed).

Well probably the ones not remembered are not meaningful. Takes a lot of time for you to play it through. Cheers. smile

Now is your choice to give me a note about which cinematics you guys prefer to see in COOP gameplay. I am planning to atleast reconstruct the kessler house cinematic in village1 for COOP gameplay style (with a safe check).

NOTE cameras will NOT be there!

So in order for the cinematic to work, you must be able to play it, and it must be possible to interrupt easily by showing yourself to the enemy or firing a shot. I don't promise to do anything, but if you give me a good suggestion, I might consider reconstructing it (also tell me how it could be reconstructed to work in COOP gameplay).

Boss1 is ruled out and boss2 already has a bit (deathshead says few lines) so that is ruled out too. Also dam, end and village1. Might not remember all, in hurry now.

I am not going to build totally new cinematics, because of lack of voice talents and simply time. Reason I ask for this is that I can't remember all.

fyi. I converted the dam cine with cheese to work as regular in game action. So if you sneak carefully you can hear that conversation. But if you show up or make a noise they shoot you. ;-)

Yes it is really impressive and cool. But to achieve this, would take us back to the point it all started. I am not the one who is making the decisions or making the code changes. So my role in this conversation is useless now. Also pretty much all the cinematic scripts has been removed.

Yes indeed, cinematics are exactly the same as ingame actions normally, except instead of being able to play you see it kinda like from spectators view. The intro video is actually pretty much the only real video in the whole game (I cannot remember if ending credits played video or such).

Yes it would be possible. Just the point is that it becomes very boring to wait after couple times. Also it is a lot of work to do. We start the map in the same moment it would start in SP after playing the camera or pressing ESC. I don't think we need videos. smile

I can confirm you that I have fixed boss1. I have fixed every other map with similar issues aswell. All the major map bugs are fixed that happens in normal conditions. It is possible that I have missed a bug or two that happen in very special conditions or I have simply missed. Every bug that I've noticed, either by playing or reading throught the script or noticed in forum or submitted to me by someone is fixed.

I also have fixed some smaller wierd/bad/bugged bot actions here and there, but this was not the priority at this point. In example bad animations, missing guns etc.

There will not be any camera cinematics in the mod. However all the ingame actions that was not viewed with camera will be there. Such as AI's talking to each other. Like fixing the generator in norway, or fixing the vent leak in dam or disarming the dynamite. In some cases I have restored bits from cam cinematics to go without cam. For example dam will still have that conversation between the trucker and the guard about cheese (until they spot player). And kessler/deathshead will say a few lines. Nothing that will interrupt or stop the players from moving.

Hey set@mon!

We appreciate your help, thank you. smile The reason xlab bugs at start is that the cinematic script is running on the background first. Hence the wait. I will fix this in the following days, I am working alphaphetically one map at a time (have had too much to fix and too little time).

I already fixed the Catacomb. smile

So many things have been fixed and affected. Soon when we get the 0.9.4 we can start over with the maps. Tons of real script bugs has been fixed. But there has also been happening weird script errors for a reason we discovered recently, so many "mystical" will dissapear too. That was because of player spawning. The next version will be many times more stable and safer for what comes to maps.

199

(115 replies, posted in RTCW Coop)

Oh yes indeed, forgot to mention, you forward the port for the lan IP, eg 192.168.0.2 or what ever your router has set your pc at (usually, if you have multiple devives under same router, this will change unless you set it static like I have).

But for the others to connect to the server (and set it in net_ip), you give them the IP you see in myip.dk eg. 89.27.xx.xxx

200

(115 replies, posted in RTCW Coop)

myip.dk xxx.xxx.xxx.xxx