1

(12 replies, posted in RTCW Coop)

Everything has been said by me and Sage and was not understood. End of topic I guess.

2

(24 replies, posted in RTCW Coop)

Sage, can You find Ydnar's post/whatever about reconverting being impossible? I want to know exact content, as it's translation seems to be nonsense, BSP is not even encrypted. I want to know his oppinion, basically, along with details.

3

(24 replies, posted in RTCW Coop)

Show me!

K.

slow~$ wine q3map2.exe -game et -convert -format map xlabs.bsp 
2.5.16
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.16
GtkRadiant    - v1.5.0 Oct  8 2004 08:08:27
Voter turnout
VFS Init: ..//etmain/

Loading (path)xlabs.bsp
--- Convert BSP to MAP ---
writing (path)xlabs_converted.map
(log log log log...)
slow~$ head xlabs_converted.map 
// Generated by Q3Map2 (ydnar) -convert -format map
// entity 0
{
    "classname" "worldspawn"
    "_color" "1 1 1"
    "ambient" "13"

    // brush 0
    {
        ( -1084.000 -768.000 82.000 ) ( -1084.000 -768.000 79.000 ) ( -1084.000 -680.000 79.000 ) xlab_wall/xmetal_m02a 0 0 0 0.5 0.5 0 0 0

Important note: q3map2 damages BSP file in some cases when it fails. Probably 50% of failures was due to retrying on fucked up file.
Converted .map file loads smoothly in Radiant (but some textures are lost and it's kinda messy). Even if some data is lost and even if it's impossible to convert it back in some cases, it's still possible to use _converted map to place entities and copy their parameters - that's the point. I agree that in most cases it may be impossible to convert .map back into usable BSP (without h4x0ring q3map2), but IIRC it worked pretty well in case of crypt2 map (.bsp-.map-modify-.bsp-COOP).

You cannot change map elements at all.

BSP is just binary file... it IS possible, even without converting to .map (which is clear text). It's just terribly hard. So we can say that it's impossible for "regular" users (or sane ones).

4

(12 replies, posted in RTCW Coop)

So provide us with console log. Also You probably still have modified pk3s in maps or main.
And indeed, I don't get it because Your english (probably not only) is terrible.
If You didn't modify binary files (You didn't), it must be some pk3/raw .ents/.ai files floating around. Just try to load other inact map and You'll see that it works.

5

(12 replies, posted in RTCW Coop)

Please learn english. Meanwhile, upload Your .ents and .coop.ai files here so we'll check for bugs.

6

(12 replies, posted in RTCW Coop)

Jouhan is right (in everything in his post lol). If there's no error window, check console or console log.

7

(24 replies, posted in RTCW Coop)

Turning a .BSP file to a .MAP file and then recompiling the map, virtually impossible.

Nope as long as You have good version of q3map2 and You know valid arguments.

Learning to use the camera to view your work, another nightmare.

Not really if You have mouse with scroll. It's all You need to use it effectively - You don't even have to touch nav windows.

Notepad or such works best for editing Coop stuff imho.

Unless You want to change some elements of map itself. While it's possible to change it using notepad and q3map2 only, it'd be nightmare.

".bsp is version 47 not 46"

You probably forgot about -game switch.

8

(12 replies, posted in RTCW Coop)

Provide us with crash message first...

9

(68 replies, posted in RTCW Coop)

WAN>DMZ should do the trick. Set Your IP do be DMZ.

10

(68 replies, posted in RTCW Coop)

Example of Challenger config:

.cfg file:

// Main.
seta sv_hostname "^qThe Challenger"
seta g_gametype "2"
seta sv_maxcoopclients "8"
seta net_ip "ip here"
seta net_port "port here"
seta net_enabled "3"
seta sv_master1 "master.rtcwcoop.com"
seta dedicated 2

Running like this:

./rtcwcoop_ded.i386 +set dedicated 2 +exec tc.cfg

After creating good .cfg file You can just use command /exec whatever.cfg . If it doesn't work, You have internal IP.

11

(68 replies, posted in RTCW Coop)

I bed You have internal IP, but even in this case heartbet should be sent to server.
Have You created .cfg file for Your server, with all net_ip, net_enabled, sv_master1 and all?

12

(68 replies, posted in RTCW Coop)

there is a fix running for the dropweapon exploit on my server, can you test it ?

I have some problems with missing libraries. I'm on custom linux so I'll have to compile them all by hand, so it'll take a while.

i cant copy the information into the black window , i cant paste here because i cant copy ...

Do You know how IP looks like? Something like 111.222.333.222. Spot all IPs from this results and write here.

13

(68 replies, posted in RTCW Coop)

Read my post again. After typing cmd and pushing enter You should see black window. In black window write: ipconfig /a , then copy results and send here so we'll check if You have external IP.

14

(68 replies, posted in RTCW Coop)

I meant DMZ/extarnal IP. I assume You're using windows. Click start, then "run", write word "cmd", push enter, type command "ipconfig /a" and paste results here.

15

(68 replies, posted in RTCW Coop)

Do You have external IP? (or do You know what it is?)

16

(68 replies, posted in RTCW Coop)

I'm reading source right now, wondering where 400 came from. I can't find this directive. Do You remember how it worked?

i think blackguard with chateau1 skin and head chateau2 are good for the first maps because they fit like normal soldiers

I think it'd be better to use normal soldiers, but with bumbed up stats in .coop.ai - this way You keep look & feel of orginal RTCW but much higher difficulty.

17

(68 replies, posted in RTCW Coop)

SaDeK: is orwa96 correctly describing how you exploit the panzer ?

It's pretty old and pretty trivial bug. Thrown away weapon doesn't have it's state (ammo left) saved. It allows You to get infinite ammo for any weapon, but it's of course most effective with panzerfausts - in case of Sten, for example, as only amount of ammo in clip matters, so in case of Sten, for example, first You have to run out of ammo completely and then keep throwing it on the ground. AFAIK ammo in clip is set between 1 and max clip size (I didn't read source code, it's by observation) so for Sten average is 16 rounds. It's not enough to effectively kick asses en masse.
Effective examples include: panzerfaust, snooper (PvE only, does only 25 dmg against players), mauser (in some cases), venom (due to big clip size, so big average rounds income).
You can fix it by saving weapon state, but it may be pretty hard and time consuming. Workaround is to automatically set clip to 0 for the most critical weapons (ones I mentioned). It's still not 100% good solution, though. You may also try to save clip size for each weapon in array assigned to player, instead of saving state of weapon itself, which may be much easier.

besides you are an ass for not respecting other player's wishes

True.

Secondly it is funny to me

Nobody cares. If others on server doesn't want to play "Your game", You're an ass.

is not about scripts man! is about new reinforces entities !!! (blackguards with train skin)

Note that RTCW follows some plot line. Blackguards in tram, while making it (for some players) harder, are not plot-fitting. Edits in maps should be carefully crafted, not placed randomly (most of current versions of Challenger maps are good anti-example of following plot line - we never asked for including it to default COOP distro).


By the way, yet another weapon related bug: if You headshoot human NPC with snooper, it receives only 25 damage. As default damage is 400, shoot in head should take away 800. I'm not sure about case - I don't know where's 400 setted.

18

(24 replies, posted in RTCW Coop)

when i dump they got created in the .ents file but they are not in the order that should stay to be good( is not like in your picture that should be good) they are like classname....... angle 0 only on 1 line also dumpcastai works exactly like this command of spawnpoints and if i want to full the map i would stay 1 hour to get everything where should be in their lines

Can You try to re-explain Your problem? Line above is barely human readable.

19

(24 replies, posted in RTCW Coop)

but i hate it because is so unrealistic with boss helga in the first room of the tram

Actually tc-tram was playground level where we tested .ai and .ents. It's more like junkie's nightmare than Challenger-style level. In orginal idea, level is almost inact, with small exception - You start in the middle tower, but it was way too hardcore for casual players - required not only typical CH knowledge but also some TJ skills.

with blackguards with fg42 (you cant even make it to the tram and you're dead)

Its easy.

Jouhan is correct. Even if You'll place 100 blackguards here it's still possible to win using some tricks. Our intention was to change "run or sneak then shoot" game into brainstorm one. With 100 blackguards it'd be laggy as fuck, though.

when i dump they got created in the .ents file but they are not in the order that should stay to be good

Order doesn't matter at all here.

( is not like in your picture that should be good) they are like classname....... angle 0 only on 1 line also dumpcastai works exactly like this command of spawnpoints and if i want to full the map i would stay 1 hour to get everything where should be in their line

If You have problems with .ents, try GtkRadiant - it's newbie-friendly.

@-SSF-Sage, we don't need it now, after all that "manual" research and tests. We already know it all, not including point 5.2 (thanks, it'll be handy). It's great - peoples will learn and make new stuff.

@Fretn, I already send PM (or rather mail, looks like we have PMs disabled here). I'll send it again now. I hope we have some sendmail / exim4 / stuff on server to handle mail().

@GMan, it was first modified map on Challenger. We tested things here, learning from orginal .ai, .script and .ents files and source code, without any tutorials or even Radiant (we didn't know where we can find such stuff). Orginal concept of Challenger's "Jouhan Styled" Tram is even more funny. Map is unmodified (just that additional enemies from highest COOP options), but You start in second tower with knife only. You have to figure out how to turn power on and finish map. That's comparable even to DAM. We think about replacing current Tram with this version.

(no, really, that verison of Tram is epic quest, just may be too cruel for casual players who doesn't have time and will for research, tests and dying 100000 times)

I had account already, I even wrote one post, but then I totally forgot password and I had fake mail in profile.

I send informations about that mini DoS exploit to You and Fretn.

Almost forgot. After assigning everyone to AITEAM_ENDMAPBOSS, and removing that part from Heinrich's code:

     enemysight
    {
        resetscript
        attack player
    }

it should also stop bug that makes ghosts attack first player on server over and over again even if he just afks on spawn


And we have peace and party hard!

http://i.imgur.com/xZHoe2s.jpg

Hi. I'm co-admin of The Challenger server. We spend a lot of time researching methods of making game harder and harder to piss off casual players (and give an orgasm to pro players who loves it). We use ton of various methods, including source diving and stuff. During hardening game, we find a lot of bugs, problems and methods to solve it. Usually we just keep that for us, but we want to help a bit with RTCW COOP development, so we'll share what we found (and what is useful for something else than killing players).

Let's start with map 'end'. Jouhan works on new version of this one and he meet some problems - namely, everyone fights each other, new supersoldiers attacks zombies and Heinrich etc. That sucks. They should kill players, not themselves.

Here's how You solved that problem (one example):

dark1
{

    attributes
    {
        starting_health 500
        aim_accuracy 0.6
        aggression 1.0
        camper 0.0
        tactical 0.0
        reaction_time 1.0
        aim_skill 1.0
    }

    spawn
    {
        wait 5
        statetype alert
        knockback off
//        playanim asleep both forever
        attack player
    }

     enemysight
    {
        gotocast player
        attack player
        resetscript
    }
}

When "problematic" unit notices enemy (like supersoldier notices Heinrich), it's forced to follow player and attack him. It works, that's cool, but why it sucks: "player" in COOP always mean "first player on server" (one with lowest ID). It's awkward and makes map easier. Well, not for first player on server, but You know what I mean.

Reason of problem. Here's part of RTCW code:

typedef enum
{
        AITEAM_NAZI,
        AITEAM_ALLIES,
        AITEAM_MONSTER,
        AITEAM_SPARE1,
        AITEAM_ENDMAPBOSS, // end.bsp sets "aiteam" "4" for the zombies and bosses (heinrich and friends) at the end of the map
        AITEAM_SPARE3,
        AITEAM_SPARE4,
        AITEAM_NEUTRAL
} AITeam_t;

When You add new axis (or zombie) unit, it's automagically assigned to AITEAM_MONSTER or AITEAM_NAZI, following default value from ai_cast_characters.c:

    //AICHAR_SUPERSOLDIER
    {
        "Super Soldier",
        {
            170,        // running speed
            100,        // walking speed
            90,         // crouching speed
            90,         // Field of View
            150,        // Yaw Speed
            0.0,        // leader
            0.7,        // aim skill
            1.0,        // aim accuracy
            0.9,        // attack skill
            0.6,        // reaction time
            0.05,       // attack crouch
            0.0,        // idle crouch
            1.0,        // aggression
            0.0,        // tactical
            0.0,        // camper
            16000,      // alertness
            300,        // starting health
            1.0,        // hearing scale
            0.9,        // not in pvs hearing scale
            512,        // relaxed detection radius
            2.0,        // pain threshold multiplier
        },
        {
            "superSoldierSightPlayer",
            "superSoldierAttackPlayer",
            "superSoldierOrders",
            "superSoldierDeath",
            "superSoldierSilentDeath",  //----(SA)    added
            "superSoldierFlameDeath", //----(SA)    added
            "superSoldierPain",
            "superSoldierStay",     // stay - you're told to stay put
            "superSoldierFollow",   // follow - go with ordering player ("i'm with you" rather than "yes sir!")
            "superSoldierOrdersDeny", // deny - refuse orders (doing something else)
        },
        AITEAM_NAZI,
        "supersoldier/default",
        {WP_VENOM},
        BBOX_LARGE, {48,64},
        AIFL_NO_RELOAD | AIFL_NO_FLAME_DAMAGE | AIFL_NO_TESLA_DAMAGE,
        NULL, NULL, NULL,
        NULL,
        AISTATE_ALERT
    },

So new units will usually have team #0 (axis) or team #2 (monsters / zombies / stuff). But, all units that existed on orginal RTCW 'end' map are assigned to AITEAM_ENDMAPBOSS:

$ strings end.bsp | grep -A6 -B6 aiteam | head -n12
"origin" "576 738 186"
"target" "t608"
"targetname" "killknights"
"classname" "target_relay"
"skin" "dark"
"angle" "270"
"aiteam" "4"
"origin" "544 674 66"
"spawnflags" "1"
"ainame" "dark4"
"targetname" "dark4"
"classname" "ai_warzombie"
$ strings end.bsp | grep '"aiteam" "4"' | wc -l
34
$ 

Here's .ents key "aiteam" that is not used anywhere in orginal .ents files but was used in .bsp files and is defined in source code. You can use it to assign AIs to one of existing teams. So all You have to do is to add

"aiteam" "4"

to .ents of each AI You add. And remove that 'attack player' stuff. Let them rock!

We also have DoS exploit and some other stuff but we want to share it via PM. To who we should send it?