1

(13 replies, posted in Bug reports)

Since we now have gamepad support (as far as I read in the 'new cmds' readme), right?, it might be an impossible thing but local split-screen would be out-fin-standing. (as in here https://www.youtube.com/watch?v=ANSA1nTY1I8)

2

(11 replies, posted in Bug reports)

nate wrote:

No need to troll the thread. As far as playing a M rated game, in this case there's no nudity or foul language so if kid can handle game atmosphere (has no nightmares), why not.

It still affects his future. If he's gonna continue playing these games a lot, his personality might really be weird.

3

(11 replies, posted in Bug reports)

fretn wrote:

btw: A 4 year old that plays an FPS, haha thats awesome !

Not so awesome since his dad is letting him play a 'M' rated game.

fretn wrote:
quadlt wrote:

Why not fix it then if you know the cause?


the fix is already in our svn
but if I would make a new release after every fix we made, we would already be at version 1589 or something
if its temporary fixable with a cvar change, then I'm in no hurry to make a new release

A question, do you have your own testers?

Why not fix it then if you know the cause?

6

(30 replies, posted in Bug reports)

-SSF-Sage wrote:

I think this thread needs updating. With a quick look barely any exist anymore.

Agreed. Too bad there's no strikethrough BBCode in this forum. Would be awesome if any mod could just cross out fixed bugs. Or spoilers could also do the job.

7

(17 replies, posted in RTCW Coop)

{WeB}*GANG$TA* wrote:
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.

True indeed. I find it more and more interesting now on the way it is. It was just that 'first-thought' when I started playing with my friend where they could rape us from basically anywhere. Now we adapted and it doesn't seem so bad. Tho still having an option would be awesome.

8

(17 replies, posted in RTCW Coop)

Great little patch here. Still really hoping for the AI recoil increase. smile Thanks again.

EDIT : apparently it still shows as 0.9.5 everywhere.

9

(6 replies, posted in Bug reports)

Ok, I'll just post here whenever I find something.

If you create a non-dedicated server and go into server browser while in-game, all pings seem to randomly jump between 2200-2400 each time you refresh the list. Disconnecting into main menu does not fix it, restarting the game does.
Not something you should care about much, but it's still a bug that has to be fixed for a more polished look. smile

10

(6 replies, posted in Bug reports)

Found more glitches:

  • ! Enemies seem to have no recoil whatsoever as they can kill you in a matter of seconds from any distance. For example, on 'tram', they kill you in 2 secs shooting from the second tower. We barely could get past that area with my friend.

  • ! You don't get damaged except from weapons. Best example: on 'tram', jump off any of the towers into the pit, you don't get damaged, nor killed by the scripted damage on the bottom. This happens anywhere in the game.

  • Bugs on 'crypt1':

    • If you're on Axis, Germans seem to be friendly as they should, tho zombies are agro and will try to kill you, but once you kill them, you respawn somewhere in the map; that counts as a death (1 live gets taken away); corpse of the zombie you killed also spawns in the same location as you with 'dying' animation.

    • In the very beginning of the map, where you have to jump off into a room full of Germans and zombies fighting each other, once you kill all enemies, they seem to be standing with no weapons and what seems to be 'dead', bullets fly through, tho you get weakly flung into the air, just like you would after jumping on other player or NPC. EDIT: apparently this happens throughout the whole game, it's just random.

  • ! Lives system is somewhat buggy and clearly does not work correctly. Tried playing with 5 Lives shared for both of us, we died 5 times but the lives counter just stuck on 1 and we continued to respawn like we had infinite. Later somehow map restarted into warmup after don't know how many deaths. I suspect we died 10 times in total, which could mean the shared lives doesn't work, but works like seperate lives for each player. (P.S. this was on Normal cooperative gametype)

  • ! However, same happened with 'Shared lives' set to 'No'. We both died more times than 5 but nothing happened until it again restarted after someone's death. (P.S. this was done on Battle gametype)

  • Buying system bugs (used /quickbuy):

    • ! Buying ammo only fills your current clip (if weapon is possible to be reloaded). Trying to buy more ammo does nothing.

    • ! You can buy anything at anytime, resulting in negative points amount. Not sure if that is intentional, but I think it shouldn't be available to buy anything without enough points. (you get so much for few kills that you can buy anything)

That's it for the bugs now, but after playing such short time and finding so many bugs, I don't really feel like continuing anymore. sad I also thought of some features you could include in the mean time:

  • Possibly a 'Survival' gametype. This would need custom spawn points for players and most likely bots. You spawn somewhere in a good spot for trying to survive as unlimited NPCs continue to spawn and invade both of you. (would need to set the difficulty strictly to 'Nightmare!' only without option of changing) You could of course get out and go anywhere you want on the map (anywhere available). The purpose of the gametype is to be first in stats just like in 'Battle', player with more points would win the map. (dying would not take away points, but would take away, for ex., 1000 for each death on the end of the round, where total points would be counted. Streaks could also mean bonuses if possible). The game would have a time-limit, which you would set while creating the server. 30, 15, 10 minutes, anything here. Of course you will be able to use the buy menu to survive, but that would take away your points, which means players would try to buy less and less in order to have more points to win.

  • The quickbuy menu should also have prices shown next to each item. I mean c'mon, it takes time to go into console and write /buy just to see all the prices...

EDIT : Video showing some of the bugs : http://youtu.be/dHmw0bd8dwk

SORRY for a really long post, but I tried to be as precise as I could.

11

(6 replies, posted in Bug reports)

Hey guys,
As you can see I'm new here and because of that I've been trying out COOP a lot. I really hope this modification becomes perfect-like, so I'll help you with few bugs I found:

  • The clock, found in one of the first buildings you can get in on the map, puts out weird sprites after being destroyed, I call them the xyz sprites. (not sure if that happens on all clocks)

  • In the room right next to the 'clock room', there's a neutral NPC which has 2 bugs:

    • Once you kill the NPC, the map restarts to warmup.

    • While being on Allies, the NPC is 'scared' of you like should in normal singleplayer, however same happens while being on Axis, which logically should make the NPC stay 'normal' like all the other AI acts.

These bugs are not game changing and hard to notice, but the less, the better, right?
Here's a quick video about what I'm talking:http://www.youtube.com/watch?v=D_qQiQGihGA

All download links are broken(?), could anyone upload the map again and reply the link to me?
Thanks.