I have fixed 21 maps scripts. 3 left. Should not be far away. ;-)
202 2013-02-14 09:05:57
Re: Exclusive alpha access to CUSTOM MAPPACK Capuzzo! (12 replies, posted in RTCW Coop)
Great to hear! Thanks for testing. :-) I suppose the map is pretty bug free.
203 2013-02-13 18:11:22
Re: Server Administration (115 replies, posted in RTCW Coop)
In there you can try to contact someone to help you as you speak. Walk you through it.
204 2013-02-11 20:04:09
Re: Server Administration (115 replies, posted in RTCW Coop)
In the batch or console. I can't remember the syntax for batch but with a shortcut it is +set net_ip "0.0.0.0" replaced with your ip. I think it is same for batch. Check your ip with myip.dk.
205 2013-02-11 18:31:17
Re: Server Administration (115 replies, posted in RTCW Coop)
net_ip and net_port? Did you read my post?
206 2013-02-10 17:16:55
Re: Server Administration (115 replies, posted in RTCW Coop)
I do not bother writing much on mobile. But routers, firewalls and systems are different. Only my current router need ports forwarded. So changes are that your friend could run a server with just few clicks.
207 2013-02-10 12:54:25
Re: Exclusive alpha access to CUSTOM MAPPACK Capuzzo! (12 replies, posted in RTCW Coop)
Oh woops. My gmail for some reason marked the posts as spam. I'll reply with a link.
208 2013-02-10 11:21:14
Re: Server Administration (115 replies, posted in RTCW Coop)
But a dedicated server is just a bat and you will not be playing it unless you join separately, and probably with a different installation too. so it is possible ppl can join. so use non ded server.
Plus you might have to forward a port for your ip. and ingame set that ip and port with /net_ip "..." and /net_port "27960". This depends on your router. Also firewall can block net access, so exes should have full access.
There are many public servers too you can use.
209 2013-02-09 14:04:42
Re: Exclusive alpha access to CUSTOM MAPPACK Capuzzo! (12 replies, posted in RTCW Coop)
Well if you are playing alone, that's fine too. Still possible to find bugs.
210 2013-02-09 12:40:56
Topic: Exclusive alpha access to CUSTOM MAPPACK Capuzzo! (12 replies, posted in RTCW Coop)
Hello!
I have exclusive news for this board. If you are a group of friends playing togethor and want to get early access in order to help me test the upcoming map pack Capuzzo, please let me know. The public alpha release is planned to go out same time with COOP 0.9.4 version.
The map pack is fully compatible and playable with COOP. And feels quite finished. Notebook and letters will work with COOP 0.9.4.
DISCLAIMERS!
-This is limited access to an unfinished map, you can help to shape the map
-Please test with people you know
-Please don't share the trusted files to other than the friends you test with
-Please provide me feedback to improve the next versions
-Any useful entries will be credited in the readme, so if you provide, you will get your name listed
-More in the readme located in the ZIP file
To contact me and get the WIP access and files (registered users only):
Send me a Forum E-mail:
211 2013-02-03 20:56:51
Re: Off-Topic: RtCW SP part crashes upon start (9 replies, posted in RTCW Coop)
They should not interract, as long as you install them in totally different locations. Like you should.
213 2013-01-21 21:05:48
Re: SP map pack Capuzzo will be ported to COOP! (6 replies, posted in RTCW Coop)
Oh hehe Fretn, too busy to read? I'm talking about a different project. See the link. We tested the three maps named Tobruk, they will be seen later on. This is called Capuzzo and will see open Alpha in some days/weeks.
214 2013-01-21 19:41:24
Topic: SP map pack Capuzzo will be ported to COOP! (6 replies, posted in RTCW Coop)
To keep your guys' interrest up in COOP mod and to provide some fresh things to try. I am announcing that I started spontaneously porting my SP project Capuzzo over to COOP. It is a 3 map campaign (and the 4th and last map is coming probably in year 2026 or something ). I already made needed changes and made first COOP-ed "final test compiles" of the maps. I've started writing the initial scripts, but many features are to be added. We can expect it soon.
As a teaser I'll share a link to the original thread of the pack. Some (over-sharped) screenshots in the thread. http://forums.warchest.com/showthread.p … zzo-3-maps
215 2013-01-21 19:28:08
Re: Development still in progress? (7 replies, posted in RTCW Coop)
Oh yeah. See yourself. http://code.google.com/p/bzzwolfsp/source/list
Also a sort of a breakthrough has happened within fixing the bugs in maps. So the maps should work much better in next release.
216 2013-01-19 16:19:29
Re: Some new ideas (8 replies, posted in RTCW Coop)
Yes I know that ammo clips can be dropped. Not enough imho. Don't want to be constantly praying for others to spare some ammo for me too.
217 2013-01-18 08:14:31
Re: Tobruk Map (7 replies, posted in RTCW Coop)
At some point we will see some exclusive tests for the campaign within forum. But as I am making it for coop instead of porting existing maps, it will take time. It is a 3 map sabotaging mission in Tobruk, Africa. Biggest work is done. I will sometimes post wip images, but now I am at work on mobile.
218 2013-01-18 08:05:39
Re: Some new ideas (8 replies, posted in RTCW Coop)
+1 esp on ammo. Slower players tend to run out of ammo, when the fast picks all. Not fun. Asking for ammo is no full solution.
219 2012-12-23 13:32:24
Re: Bug & Feature List (97 replies, posted in Bug reports)
Oh well thanks anyway. It is 0 by default so it would not matter. I thought you copied the Nate's cfg perfectly. I tested this for 5 hours or so on my map. So I can tell for sure it made a whole difference as it totally broke the map (AI stop spawning/get removed). Without that line the map works perfectly in my server, I've tested it hundreds of times. Well as perfectly as it would in RTCW SP atleast.
I have not witnessed a single wierd script error in my map, except for during those 5 hours and that only with that line. I use lots of markers and have 2 doors opened by AI and 1 by script and multiple other things that bugs or have been removed from original maps. So I suspects it might be a cvar or something to cause these.
Btw just incase some mapper read this. I alertentity the door unlocking relay from player scriptblock and execute the trigger to tell the AI go throught the door AFTER that. So the door should get unlocked even if the AI's fail to spawn as it is triggered from player's triggers. The door unlocks basicly a frame before the AI actually even spawns, but you would not know this. I could finish the map perfectly, but just have nothing to shoot at when I had that cvar set. This would not apply to doors that needs all AI's dead before opening the door, they need to be changed. Only if you have a trigger brush or regular script event to activate the door. Like AI running out of door.
so like
player
{
//...
trigger open_door //Have this activated by something like a trigger brush
{
alertentity door_unlocking_relay //unlocks the door
trigger nazi_69 gogogo //nazi goes out of that door
}
}
220 2012-12-20 17:27:43
Re: Bug & Feature List (97 replies, posted in Bug reports)
I messaged Fretn about this. But, do you have g_inactivity set to other than 0? For me that caused massive errors on loading AI script in my map. So maybe you can check and set it to 0 and test if my theory is true? Maybe it could be causing many of these mystical AI problems.
221 2012-12-13 14:59:54
Re: A thread for requesting new features (36 replies, posted in RTCW Coop)
Cool! Good to know. Correct me if I did not understand right. So basicly right now when g_airespawn =1, then fakedeath is called and when g_airespawn = 0, then death is called? Or are you already limiting the times the ai can respawn? I take it you already corrected any possible scripts executed from death event then.
222 2012-12-13 11:55:51
Re: A thread for requesting new features (36 replies, posted in RTCW Coop)
Well it's fine. Makes sure it just resets the old values and counts every time a new command is applied.
So you could do for example this: Start up with numrespawns 10 and after a certain gameplay event that "weakens the enemy" you can change it to numrespawns 3 and it would forget everything regarding that value of 10. And then you could turn it to 0 when players do another event that would weaken them (if 3 is down to 0 already it would not affect ofc). So better team = enemies weaken faster like in reality.
Also we must be able to know when the bot is dead in the script. When finally 100% dead after 10 respawns or just dead for the first time. So don't let this number of respawns be controlled with any cvar or skill setting, mappers need full control over this. Some objectives might require knowing absolute alive/dead count (eg. when everyone is 100% dead, it is safe to do something).
If you make the command for the next release I can be bug testing and experimenting with the feature on my own maps before it would be applied to official maps, if you like.
Ps what came to my mind regarding the death event. Maybe you can execute "death" when bot dies for the first time. And "death1" "death2" "death3"... "deathN" for each death after first respawn. Then we would have full control, plus we would not have to edit any existing maps. So nothing would break..
223 2012-12-13 02:44:58
Re: Bug & Feature List (97 replies, posted in Bug reports)
I use Finnish layout. I changed to US layout and it is still there. I also changed from numeric voicechat mode to alpha and I still get it.
224 2012-12-13 02:37:30
Re: A thread for requesting new features (36 replies, posted in RTCW Coop)
What I meant is the on/off way. You can define in map's script if and when a bot can or cannot respawn. So "respawn on/off" command for each bot. And you can turn it on/off when ever you want. Would be "on" by default. Of course these would be ignored when g_airespawn = 0.
Do mind that death event should still be executed. Some scripts are executed from death. Death event must not be executed twice or something can break. You can either stop it in the code or do it from the AI script. Stopping it from the AI script is preferable, but will require more work to go through all the scripts (very easy but would take some hours).
Having max respawn times scriptable for each bot would not hurt either. But do not include it to the main command.
So atleast (placed like any other AI script command):
respawn on/off (where on is default)
and if you like for extra
maxrespawn <n> (where 0 is unlimited and default)
225 2012-12-12 19:22:36
Re: A thread for requesting new features (36 replies, posted in RTCW Coop)
Any news on the airespawn script command? AI respawning feature cannot really work unless every single bot's respawning possibilty is controlled from the map.coop.ai file. I understand that adding these commands to every map would take a lot of time, but coding the command should not take much time. Help can be provided once the feature is there. Before this is done, we can't really play with AI respawn, because it's not fun when AI's respawn all the time everywhere.