Sounds like a great plan! I am very excited to hear this! Cannot wait to see it!
1 2017-05-06 18:27:41
Re: 5th Anniversary Upgrade is a RTCWCOOP tribute add-on patch (18 replies, posted in RTCW Coop)
2 2016-10-22 09:47:22
Re: Total times passed Return To Castle Wolfenstein (9 replies, posted in RTCW Coop)
Many maaannnnyy times...
Started playing RTCW about 10 years ago and I have never "fully" stopped playing it
I haven't counted my playthroughs but maybe about 70 times(!) on ps2 and about 20 on PC (including coop).
Stealth ftw!
Good work! I especially appreciate the amount of Knife kills and deaths. Knifing is so much fun!
3 2016-06-21 20:00:15
Re: MAX_GAMESTATE_CHARS exceeded (5 replies, posted in RTCW Coop)
In general world this happens when the server loads too much stuff. Often it is caused by having too many custom pk3's. But I am glad you got it solved.
4 2016-06-21 19:58:27
Re: End map (13 replies, posted in RTCW Coop)
Ok you can lock it , i know that heinrich is not invincible after all
But you edited him a lot and you made him look like he's invincible
I know that you want to make the game harder but spending a lot of time spamming the panzer on him is boring , it would be great if u can kill him without spamming anything (I MEAN-Lowering his HP)Message for SAGE
Thanks for the report! I can assure you that it is not intention for it to feel invincible. I cannot tell why it is that way. I think the mention is that it is fairly challenging with 2-3 players, but not impossible with one. I don't have much to do with it because the health rely on code and script is mostly just guidelines.
5 2016-06-14 15:25:13
Re: End map (13 replies, posted in RTCW Coop)
What kind of server settings? Reinforcements, AI respawning? These affect how the maps script works. If you are running with hardest settings and playing alone it may take some long time to kill and possibly your ammo might not be enough unless you pick respawning weapons..
Have you tried to use debugging cheats /give all and /god?
6 2016-05-12 17:49:23
Re: How can I translate some RTCW Coop parts? (11 replies, posted in RTCW Coop)
-SSF-Sage wrote:Yes. You need to keep same folders and name of the files. But add it in a new pk3, never edit original ones. And ofc remember to name it alphabetically after.
Remember you need to copy some files from RTCW files. Iirc it is folder texts in SP_pak1.
I did it already.
Another quesion: is there a way to translate the CO-op main menu?
Yes it is. Go to sp_pak_COOP1.pk3, open UI folder and copy the menu files and rename all the "text" " " commands. Do note there is own menu file for each stage the game loads, so there are many files and some trial and error involved. And again keep the original names. Here is an example from main.menu file:
itemDef {
name copyright
text "THE COOPERATIVE GAMEPLAY" <---------------------put translation to here
textfont UI_FONT_NORMAL
style 0
textscale .2
rect 0 72 300 40
textalign 1
textalign ITEM_ALIGN_CENTER
textaligny 32
textalignx 320
forecolor .63 .47 .25 1
visible 1
decoration
}
NOTE there is probably a way to keep english text as an option instead of replacing english texts I don't remember atm. For example the mod already comes with a selection to select Hungarian translations. Maybe Fretn has more to it, perhaps he even may want to take it into the mod. But anyway the workflow is same.
7 2016-05-12 16:49:03
Re: How can I translate some RTCW Coop parts? (11 replies, posted in RTCW Coop)
Yes. You need to keep same folders and name of the files. But add it in a new pk3, never edit original ones. And ofc remember to name it alphabetically after.
Remember you need to copy some files from RTCW files. Iirc it is folder texts in SP_pak1.
9 2016-01-12 16:55:15
Re: implement different classes in coop (14 replies, posted in RTCW Coop)
As a starter I am kinda against the classes, because it will easily break the balance, but I think there might be ways to implement it. With a different game setting, selecteable cvar ofc.
It would be pretty much Medic and Field Ops (call an ammo drop from a plane??) probably. But I think the count they can carry should be limited to only few. And also as in ET, they could not carry real guns anymore.. Reviving would be probably most useful thing so you would not have to wait for your friend to run back to your location.
As a side note it could be fun to implement random landmines (this could be manually preset in Ents file, forexample place 30 entities in a map and randomly spawn 10 of them). Then engineers could disarm them when encountered. This way we could limit the routes that are usable, so you cannot use all shortcuts. Also field/covert ops could maybe spot them? Basicly everything could be done in mapping, except the code for landmine and engineer. This would be only way to slow down the Web clan...
10 2016-01-08 21:07:40
Re: Coop doesn't work (23 replies, posted in RTCW Coop)
fretn wrote:use the original pk3, and just create a custom one.......
How do you do that, Fretn?
fretn wrote:.......now you break the game for everyone who downloads your custom sp_pak_coop1.pk3
Same as usual, as you would keep pak0.pk3 untouched in W-et. Just create new file called zzz_coop_mod.pk3 and place all your edited files in there. Then replace the edited sp_pak_coop1.pk3 with one that comes with the installation.
11 2016-01-07 18:26:23
Re: Happy New Year! (8 replies, posted in RTCW Coop)
FYI...New version brewing
Cooool
12 2016-01-04 16:54:40
Re: Happy New Year! (8 replies, posted in RTCW Coop)
Happy new year! Hope the very best for all of you!
A new mission sounds amazing!
13 2015-12-15 23:41:57
Re: Map list show maps installed on client, not on server (4 replies, posted in Bug reports)
Does the server run on same computer as client? Are you logged on the server as admin or such?
14 2015-12-10 18:26:17
Re: RtCW Cooperative - Custom Map Downloads (23 replies, posted in RTCW Coop)
-SSF-Sage wrote:{WeB}*GANG$TA* wrote:I'd love to get Nate's idea up and running, the one about having a server with all the custom maps on it, running like a custom map campaign. I think that would be awesome .
That would be so great! I think they dont currently get all the games they deserve.
jurajkatalinic wrote:Is there a green screen map ?
What do you mean?
Like somekind of a map ( can be a box ) that has all textures in one color ( solid ).
Example : Green, blue, pink,...
Out of curiosity... What is the point of such a map?
15 2015-11-22 00:37:04
Re: RtCW Cooperative - Custom Map Downloads (23 replies, posted in RTCW Coop)
I'd love to get Nate's idea up and running, the one about having a server with all the custom maps on it, running like a custom map campaign. I think that would be awesome .
That would be so great! I think they dont currently get all the games they deserve.
Is there a green screen map ?
What do you mean?
16 2015-11-18 12:26:18
Re: RtCW Cooperative - Custom Map Downloads (23 replies, posted in RTCW Coop)
Yay thank you bro! You are doing important and amazing work! I will try to test the map when I have moved. )
18 2015-10-16 18:43:53
Re: MAX_GAMESTATE_CHARS exceeded (10 replies, posted in RTCW Coop)
If this does not help. Please post console log on server crash, your server config and tell us what custom content is included.
19 2015-10-16 18:43:04
Re: MAX_GAMESTATE_CHARS exceeded (10 replies, posted in RTCW Coop)
I think it is to do with having too much custom content loaded.
Here is a quote from Etlegacy site:
Configstrings or the configstring
The configstring internally controls the game and is splitted into single configstrings. Configstrings are strings containing data related to the game and game state. These are set on the server, and automatically sent to each client.
Each configstring is identified by a number, which is referenced by a #defined in the ET gamecode - see game/bg_public.h. A group of related configstrings up to 64 such as CS_MODELS, CS_PLAYERS usually have a symbolic name for the first value, with a number (entity number in the case of CS_PLAYERS) added to to get a particular value.
Important to know:
Each connected player adds about 140 chars to the configstring
pk3 files on the server are part of the configstring (admins shouldn’t put more than 20 maps into etmain folder)
Server side forced cvars are part of the configstring!
Fireteams reserve configstrings (this is the most case for ingame MAX GAMESTATECHARS EXCEEDED error + object trigger info)
When using colors 2 additional chars are added (player names, announcements etc)
The map runs into MAX GAMESTATECHARS EXCEEDED error
This happens when the configstrings size - the configstring in total - reaches the limit of 16000 chars. This bug is heavily dependant on how many maps/pk3 files are in path because all pk3s in path (fs_homepath and fs_basepath) are stored in the CS_SYSTEMINFO (see cmd: "csinfo 1") twice. By name and by checksum.
It’s also dependant on how a map is designed and which settings are done by an admin (see above part "Important to know")
Shorten the strings - all names! This starts with the name of your map or the name of the pk3 and ends with file names.
In general keep names of any game objects short! The configstring is related to admin settings but also considers used names for objects of the map.
The Legacy mod has got an additional command to get the size of the configstring. Console "csinfo" cmd will print the total size of the configstrings. You can also add a parameter to this command to print the content and size of a single configstring "csinfo 1".
Trigger names and names in *.script and *.sound files
Ensure trigger names aren’t too long. See CS_OID_TRIGGERS part in the configstring.
New assets
Whenever you add new assets or objects: Use short names.
For names of:
Shader definitions
Files (sound, models)
Finally if there are less chars in the configstrings the server has less data to communicate!
How to see what’s inside the string?
In ET main you can use the /configstrings server cmd to get some info about the string. Some mods have special commands. In legacy mod or NQ f.e. there is /csinfo or /csinfo <configstring_No>.
Source: http://dev.etlegacy.com/projects/etlega … imizations
20 2015-09-29 16:44:49
Re: Rather Quiet (4 replies, posted in RTCW Coop)
Hi bro!
Your project sounded awsome! We will be waiting for the news.
For myself am still wanting to live summer but it is about 10 degrees outside. Perhaps for other folk there are still happy days left.
21 2015-08-02 16:18:33
Re: TRAM NIGHTMARE hardoce (9 replies, posted in RTCW Coop)
Yes, great shooting!
22 2015-07-30 20:57:46
Re: RtCW Cooperative Rocket Base (5 replies, posted in RTCW Coop)
Congratulations on release!! You managed to finish it!! I am sure it is awsome and very very challenging.. We will enjoy it!
24 2015-07-26 21:03:51
Re: RTCW constantly restarting (21 replies, posted in RTCW Coop)
Sounds like having a wrong resolution? I think not all resolutions are supported, not sure though. Sometimes bad video settings cause this sort of behavior. Try different video settings. Try making a shortcut with the settings. Perhaps you change wrong config? I do not remember Coop commands, but generally you have to also ser r_mode.
Do you get a popup where it asks you to reset to safe video settings?
Also which engine have you selected? Try selecting the other engine. Am on mobile but iirc rend2 and opengl are options. Readme should tell more. Also possibly try switching between 32 and 64 bit version.
25 2015-06-17 18:23:09
Re: Stop the panzer spamming (68 replies, posted in RTCW Coop)
Maybe you won this time but afrika maps have low ammo and if i take mp40 i still dont have it
Afrika maps are not finished. Such feedback is important to get. I have not got almost any feedback from players. Rather fix the problems from original source, than by extra patches or by exploiting glitches. Right?