1

(1 replies, posted in RTCW Coop)

I moved the rtcwcoop.com domain to a new cheaper registrar.. cheap doesn't always mean quality .. and it proved, as soon as the domain was transfered I could not reach the dns settings, so everything rtcwcoop related went offline, it then took quite some time for them to fix the mistake, but now everything should work again

2

(7 replies, posted in RTCW Coop)

nice smile

orwa96 wrote:
fretn wrote:

my bad, I forgot that this was overwritten by the code

I just checked again, and for coop games the accuracy is indeed overwritten by the g_gameskill setting

I have just added a cvar to the current git version which allows you to disable this, but at this moment I can't create a windows built, so this doesn't help you

about the crash, what's the last thing the logfile shows you ?

I'll try the whole thing again and show you the log file, but for the time being if you tell me that eventually you will release an official version of COOP that allows me to directly edit the firing accuracy, then I'm perfectly fine with just waiting until you release it

If you're not releasing it anytime soon (like it'll take you months for example) then I guess I'll go back to trying to compile it myself

there's a big chance it takes months before I release a new version, I don't have enough time currently to properly test everything, etc

sycspysycspy wrote:
fretn wrote:

how did you start your server ?

through the command line ? (if so: which options did you set and how does your config file look ?)

or through the gui ?

Through the GUI doesn't work, command line works.


so how does your config file look and which command line options did you use to start the server ?

my bad, I forgot that this was overwritten by the code

I just checked again, and for coop games the accuracy is indeed overwritten by the g_gameskill setting

I have just added a cvar to the current git version which allows you to disable this, but at this moment I can't create a windows built, so this doesn't help you

about the crash, what's the last thing the logfile shows you ?

how did you start your server ?

through the command line ? (if so: which options did you set and how does your config file look ?)

or through the gui ?

7

(1 replies, posted in RTCW Coop)

the client side console var: cg_fov allows you to change your FOV

orwa96 wrote:

I did try changing those from 0.6 to like 0.01 but the soldiers remained super accurate with their shots

Now that I think about it, what even is the point of those values being there if the game will always overwrite them anyway?

did you pack your changes into a pk3 file ? if not, did you run an unpure server ?

9

(0 replies, posted in RTCW Coop)

I'm moving rtcwcoop.com to a new server this week, this may result in some downtime for the forum and the master server, if the problem persists after next sunday, contact me smile

it's possible by editing the ai files, they are located in sp_pak_coop1.pk3 in the folder maps/

each map has its own file, example: escape1.coop.ai in that file search for aim_accuracy, you'll have to change it for each AI and then save the file and create a new pk3 file

are you running this map in rtcwcoop or in general rtcw ?

the decompilation process is probably not perfect, you'll need to find the leak and fix the decompiled map

can you show me the contents of your entities.a file ? or do you mean mapname.ents file ?

what's the entities.a file ?
and does the bsp file work before you did editing ?

So for those who are interested in beta testing the gameplay, you can download a windows version here: http://www.rtcwcoop.com/beta/rtcwcoop_c … _win64.zip

If you need a linux or mac build let me know

I'm running a beta server on the domain fretn.be (normally it should be visible through the server browser, else just run /connect fretn.be in the console)

There are tons of things that need to be tested, there are probably a lot of bugs.
The first 4 maps require an engineer to be able to finish them, all other maps not (yet).

- soldiers can pickup all weapons and also use all weapons, but they need an LT for ammo
- only medic can pickup health items, but they can give med packs
- only LT's can pickup ammo, but they can give ammo packs
- only engineer can pickup and use a dynamite

Compass shows the location of the spawn flags, and engineers also see the location of the places that needs to be dynamited and they also see the location of the dynamite


The weapon cycle is the same as in multiplayer. LT has smoke grenade for airstrikes and binocs for artillery.

I have created a pull request on https://github.com/rtcwcoop/rtcwcoop

I haven't merged it yet, I first want to make sure I didn't break anything important, but those who are curious to try it out have now access to the classes source code

17

(2 replies, posted in RTCW Coop)

SigmaTel71 wrote:
fretn wrote:

2 days ago I realized that 10 years ago I was working on the initial code that made it possible to play the single player campaign with multiple players, so I decided to give the website a small (visual) update and made sure it renders well on smartphones and it even supports dark mode now.

Whoa! Long time no see! You can contact me if you need help adapting things to various displays.
Also, are there any news on mod updates?

mod updates: see my other post smile

various displays: the website should be responsive now (not the forum). Thx for the offer !

Vexus wrote:

This sounds amazing, although I have a few objections.
1. Everyone should be able to pick up ammo, but the amount would be very small. Of course, the Lieutenant's ammo bags would give more ammo. It's not realistic, but it wouldn't make the Lieutenant a must-have.
2. Same goes for medkits and the Medic.

To be honest, these problems of mine are personal, since I only have one friend to play co-op with.

if you only play with 2 people than this gametype is not useful.
Don't worry its optional, rtcwcoop stays as you know it, the class based gameplay will be a new feature that you'll have to enable

KillerSlovakia wrote:
fretn wrote:

So as announced in https://www.rtcwcoop.com/forum/viewtopi … 3049#p3049 I have been working on implementing a new gametype for rtcwcoop where you can play with the for classes from the multiplayer part of the game

I will use this topic to post some information about my progress.

Currently the following things are implemented:

- new gametype: classes (this forces the usage of flagpoles as spawnpoints)
- the four known classes: soldier, medic, engineer, lieutenant
  * soldier is the only class that can use all the weapons, soldier can pick up all weapons but they don't have ammo, you need an LT for the ammopacks
  * engineer is the only one that can pickup dynamites, there are no pliers yet (I'm thinking if I will implement this feature or not)
  * medic can pickup medkits these boosts the medic chargetime, nobody else can pickup medkits, but they can pickup medpacks thrown by a medic, medic has a syringe and can revive you when you are wounded (like in multiplayer)
  * LT can pickup ammo, this boosts his chargetime, nobody else can pickup ammo. Everybody can pickup ammopacks thrown by an LT (like in multiplayer), smoke grenade + airstrike works, binoculars + artillery works too.
  * more medics means more health for everyone (like in multiplayer) and medics regenerate their health

- compass now shows objectives and spawnflags, and the engineer also can see where (s)he can find dynamite
- teamoverlay shows the class of your teammates like in MP, instead of the type of gun they have
- there is no limbo menu like in multiplayer but the ingame quickmenu (the menu that shows up when you press escape), has four buttons to switch class
- dynamites respawn (not the ones that you plant, but the ones that you have to pickup as an engineer), other items (ammo, weapons, healthpacks) don't
- weapon cycle is the same like in multiplayer (this only valid for the classes gametype)
- escape1 and tram have been modified a bit (by hardcoding some hacks in the code) which make you need an engineer + dynamite to advance
  * in escape1 the floor that needs to be shot can now only be destroyed by a dynamite
  * the second flagpole is moved to a secret area in escape1
  * in tram the hatch that needs to be shot to enter the tunnel can now only be destroyed by a dynamite


Things I still want to do before I push my code to the public repository and beta(alpha) testing can begin:

- modify more maps to add a need for an engineer
- probably add pliers so the dynamite has to be armed, but this means that the AI has to be updated so it can disarm it again
- figure out a way to have some buttons that are needed to start some game mechanics (eg: the lever to start the trams) damaged by default and they can only be fixed by an engineer his/her pliers, like the mg42 in multiplayer that can be damaged
- AI should try to shoot wounded players so they cannot be revived again

and probably more smile


is go take Like 1 Year  fretn finish all

this very big future Update

actually it didn't take me a long time to implement the list of feature I mentioned above

I plan to push my changes to the public repository soon

So as announced in https://www.rtcwcoop.com/forum/viewtopi … 3049#p3049 I have been working on implementing a new gametype for rtcwcoop where you can play with the for classes from the multiplayer part of the game

I will use this topic to post some information about my progress.

Currently the following things are implemented:

- new gametype: classes (this forces the usage of flagpoles as spawnpoints)
- the four known classes: soldier, medic, engineer, lieutenant
  * soldier is the only class that can use all the weapons, soldier can pick up all weapons but they don't have ammo, you need an LT for the ammopacks
  * engineer is the only one that can pickup dynamites, there are no pliers yet (I'm thinking if I will implement this feature or not)
  * medic can pickup medkits these boosts the medic chargetime, nobody else can pickup medkits, but they can pickup medpacks thrown by a medic, medic has a syringe and can revive you when you are wounded (like in multiplayer)
  * LT can pickup ammo, this boosts his chargetime, nobody else can pickup ammo. Everybody can pickup ammopacks thrown by an LT (like in multiplayer), smoke grenade + airstrike works, binoculars + artillery works too.
  * more medics means more health for everyone (like in multiplayer) and medics regenerate their health

- compass now shows objectives and spawnflags, and the engineer also can see where (s)he can find dynamite
- teamoverlay shows the class of your teammates like in MP, instead of the type of gun they have
- there is no limbo menu like in multiplayer but the ingame quickmenu (the menu that shows up when you press escape), has four buttons to switch class
- dynamites respawn (not the ones that you plant, but the ones that you have to pickup as an engineer), other items (ammo, weapons, healthpacks) don't
- weapon cycle is the same like in multiplayer (this only valid for the classes gametype)
- escape1 and tram have been modified a bit (by hardcoding some hacks in the code) which make you need an engineer + dynamite to advance
  * in escape1 the floor that needs to be shot can now only be destroyed by a dynamite
  * the second flagpole is moved to a secret area in escape1
  * in tram the hatch that needs to be shot to enter the tunnel can now only be destroyed by a dynamite


Things I still want to do before I push my code to the public repository and beta(alpha) testing can begin:

- modify more maps to add a need for an engineer
- probably add pliers so the dynamite has to be armed, but this means that the AI has to be updated so it can disarm it again
- figure out a way to have some buttons that are needed to start some game mechanics (eg: the lever to start the trams) damaged by default and they can only be fixed by an engineer his/her pliers, like the mg42 in multiplayer that can be damaged
- AI should try to shoot wounded players so they cannot be revived again

and probably more smile

21

(14 replies, posted in RTCW Coop)

smalleyesxx wrote:

Is it possible to implement medic, field ops etc. in coop just like enemy territory?
And reduce health packs and ammo packs in the game.
So we must rely on each other more than before.


The last few weeks I've been working on this feature as a separate gametype.
It might take some months before it's fully finished, but currently you can play as medic, engineer, soldier and LT.

A soldier can use all weapons, while medic, lt and engineer only the weapons from Multiplayer, they can't pickup the other weapons.

A medic can already revive and a medic is the only person who can pickup medpacks (and meals etc), this will boost his charge time so he/she can drop medpacks sooner.

The same will be implemented for ammo and the LT, but I'm not there yet.

An engineer will be the only one that will be able to use a dynamite


more info later

22

(2 replies, posted in RTCW Coop)

Hey,

2 days ago I realized that 10 years ago I was working on the initial code that made it possible to play the single player campaign with multiple players, so I decided to give the website a small (visual) update and made sure it renders well on smartphones and it even supports dark mode now.

Content wise the website is still the same, so don't expect a lot of it smile

If I have time and I'm motivated I might write some how to pages so new people can quickly figure out how to run rtcwcoop.

the source code contains a file to compile it on a raspberry pi, so should be possible to compile an ARM version of rtcwcoop

https://github.com/rtcwcoop/rtcwcoop -> make-raspberrypi.sh

24

(1 replies, posted in RTCW Coop)

nice work !

yes it's a bit more difficult, but you are not alone to play wink