1

(15 replies, posted in RTCW Coop)

fretn wrote:

hey,

as far as I know, nobody is working on it anymore smile

I left the RTCW world, 2 years ago or so?!? Can't even recall the last time I was here.. :$ But one never knows.

I guess it would make sense to sticky the Bug topic or something, just in case if one feels the need to dive in the code a little bit and uses that for fast overview. -Using my own scenario for base, as I felt the itch a couple of times. smile

And to not be rude, Hi! I hope everyone here's been doing well? smile

Do you mind putting all in one pack and I will download it and put it up on pub.rtcwmp.com/coop/maps so anyone can use it as a public repo for ingame HTTP downloads..

3

(16 replies, posted in RTCW Coop)

Yep, just delete his IP from banned file via notepad or whatever. Only thing you have to make sure is that you only delete that line.

4

(5 replies, posted in RTCW Coop)

As fretn mention it, you need to recompile the game. Edit the (i think) bg_misc and change the fire/spread rate and compile the game.

5

(2 replies, posted in RTCW Coop)

Too lazy..account: natelo

6

(11 replies, posted in RTCW Coop)

I have most of them but the dark walls is a new one, was the image toned down to appear darker? Either case, I like them. smile

7

(11 replies, posted in RTCW Coop)

http://postimg.org/image/mbwg1ilmd/

To me it feels wrong since it's too repetitive. Granted, making randomized grunge texture can be a tricky thing. But that's just my opinion. smile

8

(11 replies, posted in RTCW Coop)

Fix repetitive pattern (grunge texture) and you're in business. Note one thing tho, engine doesn't really handle 2048x2048 really well as caching was never written for such a thing. I don't know the current state of the io fork but generally it can and does create at times problems with laggish effects.

9

(8 replies, posted in RTCW Coop)

Really simple smile Here's a working example;

Create test.cfg and dump in:

set prime "vsay_team ClearPath; +attack"
set release "vsay_team fireinthehole; -attack"
bind space +vstr prime release

- Start the game, open console and do /exec test
- Switch to grenade press Space

Note few things:
- You can bind to any other button. In fact you can easily overwrite existing default keys by using "pimped" configs rather than default functions...Like for example you could slightly modify this config (to on prime also switch to weaponbank of grenade), bind this config to your default grenade button so instead of just switching to grenade it would basically perform whole operation like - press button 4 (switches to grenade, uses vsay "incoming", and starts grenade countdown) and by releasing it in like 3 seconds (uses vsay "fire in the hole" throws grenade)..It's more or less a typical way of dealing with things- like normal binds just with two functions so whole operation can be performed with a single button.

- In example above you may sometimes not hear the second sound. That's not a bug but a game thing. Unless if chat/voice spam check is disabled (which mostly isn't and shouldn't be), you will get voice/chat ignored if it comes to fast..so if you wont hold the key at least 2 seconds or so, it will "swallow" vsay/say message but rest of the things will work fine (like releasing the nade in this case).

That's more or less it, use the example above to modify it to your needs.
GL smile

10

(1 replies, posted in RTCW Coop)

Hey,

0.9.5 is obsolete. Grab latest version here: http://www.rtcwcoop.com/downloads/
If I'm not mistaken it comes with SDL bin included so that part should be covered.

11

(3 replies, posted in RTCW Coop)

This is the only single line way I can think of atm:

bind space "weaponbank 6; vsay_team clearpath; +attack; wait 200; vsay_team fireinthehole; -attack; weaponbank 3; 

Brief explanation;
- weaponbank 6; Switches to grenades. Not sure if it's nazi nade only but time will tell.
- vsay_team ... ; Fires a voice message
- Primes the nade
- Holds the nade
- Drops the nade
- vsay_team ... ; Fires a voice message
- weaponbank 3; Switches back to SMG

Side effects
a) During wait you're locked for brief time
b) If there's no nade, it will fire a short burst with what weapon you have..

Optional to fix b bug:

bind space "vsay_team clearpath; +attack; wait 200; vsay_team fireinthehole; -attack; 

Brief explanation:
Same thing as above but doesn't switch to nade or back to SMG but assumes you switched to grenades manually..if you do it while holding a weapon it will again do a short burst..

EDIT;
I added +vstr so with next release you'll be able to use toggable actions -> one action while holding a button & another when you release it.

That's it so far.

12

(4 replies, posted in RTCW Coop)

- Screenshaking is always present. Cvar can be added to reduced it or it can be replaced with more et friendly version (NQ mod).
- Muzzle flash is not added in but it's a minor thing really.
- Knockback is used to push player back, there's no way to remove the nudge (gun shaking when getting hit) and it's really bad to do so, since one has to relay on the sound in that case to figure out where hit is coming from (I've done it in past and wasn't that good..).
- Crosshair colors were ported a while ago I just never committed it, it's trivial to add it tho.
- cg_gibs is not meant for bodies, it's animation related if memory serves me right.

Rest of the stuff may already have game default cvars, otherwise it's trivial to add it but I don't think anyone is going that way since that's generally (with exception of flooding related stuff) modding of the game, which is basically what modders should do, but it's as I said, really easy and more or less just a simple cvar and patching of specific function.

13

(3 replies, posted in RTCW Coop)

You'll have to use wait and single command otherwise you'll have to toggle it.  In pseudo something like:

bind X "vsay fireinthehole; weaponbank 4; +attack; wait 250; say_team fire in the hole!; wait 1000; -attack; weaponbank 3"

Explanation (May need some fine tuning): 
use vsay / switch to nade / prime the nade so it starts ticking / wait approx. 1/4 of a Second / print in team chat a print.. / wait approx. 1 sec / drop the nade / switch back to SMG


Key is to unload any persistent settings. Commands that start with + (like +salute) are meant to be toggle'ables, meaning they work until you hold the button and then call - prefixed command when you release the key to stop doing whatever it is doing. If you type or add in multi line bind + prefixed command it will be like you keep holding that button so make sure you always 'unload' it with - command... etc +attack; -attack.

14

(4 replies, posted in RTCW Coop)

I see you replied on few threads so I'll just sum it up here.
Quake (or idTech) engine cvars are usually separated in "logical blocks". Prefixes start with common sense labels...

cg_ // client game
ui_  // user inferface (UI + CG form a client based mod if you'll ever go in moding and address (mod) logic)
g_  // game
sv  // server (engine)
cl_ // client (engine)
r_  // renderer
s_ // stereo

This are generally all the default cvars you can get with exception of few (/help etc). Most of other cvars are added on top of default game (mods have no limitation or control how they're labelled so it's a wild guess and dev's choice how to name them).

Cvars (settings) itself, have no 'designated' exploits tied to them, but due share amount of them they can and usually do form some sort of exploit. I wont go into particulars but I will reply to your other threads so you get an idea.


1) http://www.rtcwcoop.com/forum/viewtopic.php?id=172
Primitives only work on pseudo "quantum" state. 1 is SP (single pass) and 2 = MP (multi pass). Quantum element is 0, which stands for auto...problem is that 0 (auto) always revert to 1 since choice of auto is either 1 or 2. Auto in this case is broken because it's assumed that "AUTO" would have some sort of a check where, it would establish what's the best option for a computer that is running on....in this case auto is always 1 thus, 0 is same like 1 and as such, renders auto completely useless because it's always 1...

Anything above will kill the renderer...there's simply no "code handling" and no "value handling" for this cvar, so if you set it to 3 or more..game will not know what it is, as it has no error handling and as a result, you will end up with black screen.

2) http://www.rtcwcoop.com/forum/viewtopic.php?id=83
High, low..are just configs that are dumped into game distribution. They're not guides or anything, it's just a dump from testers and QA team, and based on what seemed at that time a reasonable choice...so do not bother with them much because they're simply obsolete.

----------------------------------------------
As for rest of the cvars or in general.

No, there's no cvar or currently known combination of cvars that would remove the walls. What you can do is remove certain elements of the map..like you can remove tree branches completely - with rmse + picmip etc..as well as other tweaks that can help you a lot in game..like r_depthbits 16 will create a wallhack effect for when you're snipping in mp_beach map and player is on upper bunker- I do not know for when/where it happens in SP/COOP but it's surely there in some form...as well as other problems.

Bottom line is; Yes. cvars can do shit load of a difference, but no, default settings generally only offer mediocre advantage- one that skilled player can always overcome.

If you want to dive into 'cvar world'. I suggest you spent a day or two figuring out what abbreviations stand for and how they show up in game..once you get your foothold, you'll easily handle any unknowns...8 years ago or so I've spent whole day tweaking my (simple) config, but that was time well spent as it given me insight into how things are done.

15

(4 replies, posted in RTCW Coop)

Yeah by default native was used but MMA merged ioquake into (io)rtcw which as you know fully supports VM. (io)Rtcw is the engine that's used now in coop as well thus you get full VM support with it. 

Personally I'm not keen towards (VM) it, but it has its merits.

16

(4 replies, posted in RTCW Coop)

It's running in VM so it's more or less isolated from architecture. Naturally some modifications are always required but they're usually trivial. Bigger problem is generally having hardware for testing and compiles.  Don't know about android tho, never dived in those waters but I believe one already ported rtcw so, it's probably not that hard. Tho MAA can give you more details about various ins and outs about supported and currently unsupported specs so wait for him to come around.

Config is cached in documents. Delete coop folder from documents, also delete other generated configs in coop folder and then dump this config (or any..) in coop folder and start the server, that will assure it gets recreated in documents folder with latest changes.

18

(12 replies, posted in Bug reports)

Try playing demos on mp. As far as extension goes, just make sure it matches the game protocol..rtcw 1.0 = 57, 1.3 = 58, 1.4 = 60....use 1.0 for testing otherwise you'll need to edit pak0 check in 1.4 binary as it prevents loading of SP maps.

19

(4 replies, posted in RTCW Coop)

Long shot but try with primitives - in console just type /r_primitives 2
No video restart is required and change should take instant effect..if it will help that is.

20

(2 replies, posted in Bug reports)

I think it's an error with registering as foreground process. When it occurred to me I solved it by alt-tab'ing few times so it was registered as main window. It helped to few others as well but some could not solve it. Try to alt-tab it or unplug the mouse and plug it back and see if it helps.

21

(2 replies, posted in RTCW Coop)

I done that years ago for our servers. It basically falls down to two options:
- A simple (e.g. vsay) alike addon
- A fully fledged UI

1) Since most commands are basically just a set of "say" command that can easily be hooked under a script. One can easily copy vsay menus and modify them so user can execute predefined commands in game like vsay..in my case it looked like <key> 1 1 for map restart..menu was mapped to M key and 1 = Global commands, sub category was 1 = map_restart, 2 = shuffle teams etc.. this option is easy but lacks one thing..any command requiring dynamic (like client slot) parameter cannot be hooked..like clientkick..

2) UI would basically require some addressing of UI. Mainly most of commands already exist so it's easy to simply duplicate or enhance most of the code and tie it to admin based commands..that would allow then ignoring, kicking, tempbanning and alike commands to look the same like callvote kick from menu etc..

3) A complete UI enhancements..that's a nightmare but basically, one could then replace obsolete and annoying UI scripting with e.g. CSS alike syntax but overall, that's almost a whole project in it self.

22

(2 replies, posted in RTCW Coop)

You can't just "change" what's written. You need to replace your hardware - in this case graphic card, if you want to have nvidia that is. Although you could try to force and load different shaders but in that case it would probably yield all sort of weird results..

Brightness can be changed from in game (Gamma setting) or you can change it with various other settings from console, settings like g_mapOverBrightBits and r_intensity. If your screen is very dark you can try by setting either one or both to two, in that case do a video restart (hold left ALT and press ENTER) after so changes take effect - naturally repeat the process and/or higher the value if needed, until it's set to your liking.

23

(3 replies, posted in RTCW Coop)

Demo your self then you can either use fraps to record while you're reviewing the demo or do it the old way, extract images from demo and convert those images to video. 2nd method is much better in terms of quality and artists freedom but it's a painful task, since it uses near all computer resources as well it's painfully slow but like I said, you then can work with various methods and on various mods set 3rd view, rocket tracing etc.. smile

24

(115 replies, posted in RTCW Coop)

Heya Welcome wink

1) A little complicated but quite straight forward;
g_usePassword 1
g_password "password1 password2 ..." // Multiple passwords should be separated by a space
g_needpass "1"

2 & 3 Are in second link. smile

Source is here: http://code.google.com/p/iortcw/source/checkout
There's no project page but there's forums: http://ecgnetwork.co/forum/