Developer purposes maybe, it surely isn't there for decoration. big_smile

2

(29 replies, posted in RTCW Coop)

fretn wrote:

english please


Woop woop, you're still boarding the ship. Stick around for a chat, good buddy. Good to know!

3

(6 replies, posted in RTCW Coop)

Here saying nobody use Hamachi that broken mess anymore, go GameRanger instead. Willing to play in a party with your friends, use the means possible atm so to host a public server you can password lock after. Then have your folks join the given. That easy!

4

(6 replies, posted in RTCW Coop)

Ain't the same hosting a public server. Less hassle.

5

(20 replies, posted in RTCW Coop)

Wah come again? Thing for a thing, system for free server whaddaya say Killer? Listen server-something?

6

(5 replies, posted in Bug reports)

Yippie a dev missed to apply a piece of code there somewhere in the UI properties when compiling the big thing.

7

(2 replies, posted in RTCW Coop)

Is the bot count call (likely, what else can it be?). Go with /addbot 10 and look on the scoreboard if any fake players pop or drop or drop or pop too hot, heeheeh.

8

(29 replies, posted in RTCW Coop)

You got a new fan. Actually, old Midu bugger.

9

(3 replies, posted in RTCW Coop)

Do it, I say. If longer enough, as well suitable on design of a co-op mode. Too linear to bother with, I guess since already suggested across the board.

10

(20 replies, posted in RTCW Coop)

Hmhmmm.... dunno what Gangsta meant in "It's not the way I wanted it to be".

Here follows a short changelog of things:

- polished iortcw engine and added new code to the game
- added advanced graphic options (options - system window)
- fixed weird in-game menu frame on higher resolutions, this one reported some specimen named Nerwitz from prison cell X in X-labs while playing his own virtual reality game of his life, Return to Castle Craftenstein: Changelog Justice
- adjusted resolution options and aspect ratio options to scale better on higher resolutions
- housekeeping, cleaned redundant code (maybe)
...and more, if you dig in the Venom books.

11

(20 replies, posted in RTCW Coop)

Me happy eeee! Mission accomplished, all of us made this real. Have Man-at-arms drink now.

12

(50 replies, posted in RTCW Coop)

Big cheers. Excited to know am not alone happy with my stuff, eh. If time goes by schedule, I now think, still a floating idea, I re-start work on a complete custom UI layout this later october once Titeuf update arrives. Even though MAN-AT-ARMS is right; in theory too much details and graphic effects would become blurry and brushed out on wider resolutions. Lots of work and efforts I dare to put that may be lost in a dime, but things go like this.

Am a tough to crack guy lol, will report progress when I have my respective schedule ready.

Please note stuff is made on the go so I have nothing pre-planned in my design box.

13

(50 replies, posted in RTCW Coop)

Loadscreens! Made something quick in RTCW modern looks style and how I personally love it like, put your words. Took Assault (part I love) for preview of things.

(wrong imgfile LOL, corrected)

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

14

(50 replies, posted in RTCW Coop)

Is possible so engine loads load screens graphics bigger than 4:3 scale then? You did try that MAN/fretn?

While still at work on own dedicated co-op logo I've decided to sketch that later use for new in-game menu, things go with turtle pace than supposed (summah'.. >_>), I might so give the loadscreens a refresher, if ever I consider.

15

(50 replies, posted in RTCW Coop)

That's right MAN-AT-ARMS, often like the G-bro I have brain farts. About my last input, TANKssss (pun luv U_U)

16

(50 replies, posted in RTCW Coop)

Just as promised. I ran some tests, bare that I used the update!1

There go results everything my not-so-observant eye spotted:

V-quality and FPS

As performed on ESCAPE1;

REND2

# Standard Rend2 settings set to High quality, resolution cfg'd at 640/480 gives at average 40 fps, lowest - 20;
# Standard Rend2 settings set to High quality, resolution up 800/600 gives at average about 40 fps, lowest - 19;
# Standard Rend2 settings set to High quality, resolution at values 1024 w per 768 h; frames per sec lock average 20 to 30 and skyrocket 60 when reset back OpenGL 1 renderer @ Normal sett's and same res.
# Standard Rend2 settings set to High quality, at resolution 1280x1024; frames per sec drastically go below 20, tops 15-18 when looking at different directions wow, iortcw needs more work on performance, nevertheless depend on layout getgame work smooth.
# Standard Rend2 settings set to High quality, at resolution 1920x1080; no change to FPS, peak at max 30, lowest is 15, no additional tweaking to quality

OPENGL1

# Standard Normal settings for quality; where resolution is 640x480/800x600/1024x768/1280x1024/1920x1080 and all solid 60 FPS

Sett's layout: CLICKIE

Interface scaling

In-game menu looks like this if 1920x1080 and aspect ratio applied to 2 through cvar:

CLICKIE

Still issues with gold yellow line stretches little off the edge on right side for some windows, for instance the ''Quick Settings'' screen looks good with the borderlines than with no borderlines like on TEST1

Then on System screen, you see i difference... CLICKIE

Solution? Somehow, somewhat, do a fixed size on that asset so it looks the same on every window.

Newfound bugs?

# When using 1200x720 and scrolling through menu windows, the fade-out effect (black thing for a mili-sec) does not scale to the actual resolution, instead display for a fixed resolution, likely 800@600p. Is (gotta be that) problem with assets?
# In-game, clicking EXIT button does display no ''Quit to Main Menu/Exit Game'' prompt screen, produces the ''close'' effect on the menu. I terminated game by only pressing the ALT+F4 combo.
# Manual saves seem disabled now? Still after I enabled unlimited manual saves (0 in corresponding box in the create server menu), no text is shown up for successful saving and I am spawned at the start. Escape 1, same server settings as to date. Pure Server OFF.

Missing?

Brightness bar in System window misses. No room place it there? Add Advanced System Settings menu...maybe?

Aside common performance behavior, fixed aspect command works and the HUD placement okay for my monitor.

Very unlikely; nobody succeed converting maps from console builds on PC, too much work requires experienced memory modders and software coders write export scripts. Rule it out.

18

(50 replies, posted in RTCW Coop)

{WeB}*GANG$TA* wrote:
MAN-AT-ARMS wrote:

/cl_renderer rend2; vid_restart <- new
/cl_renderer opengl1; vid_restart <- old


What's the difference between these two settings, please? Does the "rend2" version provide better video quality or something like that?

Improved visuals (say ''effects'') with all that matter, HDR, integrated AA filters, so to speak. Basically, that.

Thx M-A-A. Sunday off, so test out then. \o/

19

(50 replies, posted in RTCW Coop)

Meant say 2, yeah... mistyping. All in all, little to fix before putting that for public download, from what I saw past days of non-stop RTCW gaming big_smile

20

(50 replies, posted in RTCW Coop)

Absolutely sir, forgot to mention. Both 0, 1 (4:3) and 3 (16:9) options. Is working well on 1920x1080. Only when select option 3, the widescreen variant, in-game menu on the sides looks bad. Granted, it's because when using that the HUD gets centered and so is the menu that is made for low resolutions.

http://i.imgur.com/TH7N7rM.png

I would live with that.

Solution?

Adding/extending missing the interface graphics, e.g. gold_line.tga and gradientbar2.tga (located in sp_pak1.pk3\ui\assets\) may presumably fix the menu aesthetics, like THIS. There is though a problem, would require editing the mentioned assets... Either that or, what about a custom transparent in-game menu with just the RTCW Coop logo and no background so no menu items will look different on high resolutions?

I am in for helping at design, if no one wants to.

21

(50 replies, posted in RTCW Coop)

So! We played and surprisingly, without much confusion that was messed ports at mates' router. Here is what I performed and asked my man do to the exact same, while we were communicating via Skype:

REND2 with activated Post Processing, HDR, Tone Mapping and r_autoExposure, tested resolutions ranging from 800x600 to 1280x1024 and 1920x1080 for known reasons (as this is standard resolution for monitors nowadays)

First impression, game looks way darker kind awesome. Though setting brightness to maximum does little the change, and its my monitor brightness lowered to minimum I know. No console errors. Windows 7 user here with 64 bit option.
Load screen logo looks weird with assuming exposure enabled. Pixelated? Does not happen on original renderer. Just turn it off.

Settings I enabled/or enabled by default:

High Dynamic Range (HDR) - without using any different options, my FPS is rock-solid 80-100.
Post Processing to 1 (default), works as seems, steady FPS with it.
Tone Mapping - on activating, this setting does one exact thing: tones everything down by a slight bit so it looks more creepier, at least to me a dungeon should look like that.
Camera Autoexposure - the autoexposure setting looks really good, adjusting the brightness depending on direction you look at, Awesome. Brighter when activated with Tone Mapping effect. No artifacts!
Force Sun - by default, configured to 1 (yes).

Settings I tried and caused artifacts and troubles:

Despite the warning in readme, r_ssao does not produce any effect than bring up a white screen and unresponsive game (should have had to close it using Task Manager); it happens also when you change for example \r_hdr 0 to 1 and back, and on \vid_restart the game goes in Non Responding state.

Three hour game gone smooth without a single frame-rate drop if I dont mess much with advanced settings. I say pretty superb co-op we did, thought would crash most times but NOPE, as crash-proof as it is, gut werk.

Anything I could do, I am on your service MAN-AT-ARMS.

22

(50 replies, posted in RTCW Coop)

Aware of this readme. Um... I can use the common ones like HDR, PP, AA, really dunno if I would else dare try the parallax thingies I have no idea how must work and if I ever could recognise if working. Sorry, not much into advanced graphical settings in games these days.

Is the proper way to move between renderers like this... /cl_renderer rend2 (as pointed) for newer and /cl_renderer 0 switch back OpenGL? Am I doing it right?

p.s.: updated my last post with more detailed info.

23

(50 replies, posted in RTCW Coop)

Actually, decided go with old renderer first and compare both for issues for my own pleasure. On change to R2 then, ''Apply Video'' does prompt for saving settings so with this in mind, something broke somewhere. Small issues like this don't cause chain reactions at all, plus its unrelated to 1.02.

When I switch rend2, should I do additional settings that your suspicious may cause trouble for the public version? Mention I have 7750 for graphics card (Radeon), runs game more than fine with any settings.

24

(50 replies, posted in RTCW Coop)

Alright, after thorough examination, I conclude this; very brief bugs directly related to lighting reflections, most at first couple levels. Remind you I spent about 45 mins in each level observing sh*t and reaching all secret areas and treasure rooms. I am halfway through now  - at point x-labs, plans to complete the campaign in next days also with a friend. No cheats - pure SWAT tactics and stealth expertise in between the nazeeesh!!

First up, common bugs I can think of:

* sometimes music hangs and does not continue again if not force map restart a la forever loop
* panzer has rapid fire, making it venom-like effective

Ch. order:

Escape 1, Part I:

Start of the mission at the cells, lighting effect from torches displays correctly. Then upwards, at the stairs that lead the doctor torture room, reflection stops despite the torch animation going. Candles does not reflect too, thought fireplaces do. Except that, everything seems to work per usual; animations, sounds, models and textures are on place.

See?
How it should be:
https://streamable.com/dy7sd
&
How it should not be:
https://streamable.com/fubir

Long stairs after you kill the doctor and the three nazis where you head up in the castle courtyard.

Its broken...
https://streamable.com/3ax6m

Escape 1, part II, Castle Keep:

everything fine, except missing torch illumination here and there; one nazi missing near the door that should be blown, I killed one that patrols near the boxes (flag spawn), could swear were three in the area - one in question, and two more - on the left side of boxes and ahead, near the long stairs, if exclude the sniper.

Torches again, its about damn torches currently grrr.
https://streamable.com/6y3n4

Tram:

...went Butt-err smooth :*]

Paderborn:

same as previous mission, Tram.

NOTICE: As this is major grafix update, I took my time to go with the settings for resolution and quality. Tried every resolution from 640x480 up till 2048@1080 that my monitor supports. All well, with a mild remark; once changed, resolution wont save on click Apply Video, it does store in the config (named wolfconfig.coop.cfg) on manual /vid_restart. I think this has been major issue from the start, for both PCs and my notebook. Missing set button action. Maybe?

NOTICE-2:
I saw some weird blocked path, in one of the buildings with the secret cellar stairs. There is ammo for MP40 on the ground between wine barrels; because column you cant reach the ammo and pick it up, too tight hah

Place:
the stairs
basement

Catacombs:

no issues that I noticed, beside... TORCHESS

Church:

those bullet-sponge wh*res paid their price!
http://i.imgur.com/nlSvX0G.png

Church Beast:

all good, beaten to death

Forest Compound:

best outdoors mission ever, no single issue i've discover

Rocket Base:

Launch Aborted...

Unrelated to 1.02 bugs and maybe should have put it in common bugs: if you keep shooting at a dead enemies' bodies', you still gather points like you are killing them over and over again in an endless way. Happens randomly.

Air Base:

Aside enemies inside hangar would not hear I am spraying panzer projectiles outside (i made the mission both ways, stealth and vice versa), that would be the easy difficulty setting, I'd say NO issues at damn all.

Sec. Weps Factory:

Cleared with success.

Secret Weps Factory, Going In:

Cleared with success.

Secret Weps Factory, Into the Chamber:

No issues spotted regarding graphics.

Norway:

No issues spotted regarding graphics.

X-Labs, Part I:

Went good.

X-Labs, Part II - Super Soldiers:

No issues, except stats window at the end flickering at screen fade out to black. Dunno if happened before?...

Dam:

No issues

Paderborn Village, Part II:

Went by the book.

Dark (I call this level) - Unhallowed Ground:

All flawless, without any crashes or something critical. Love the fog in this one!

Dig:

Freeeeks... I still got shivers..

Castle:

no issues that i am aware of

End:

As similar with last missions, went so perfect.

BLOOPERS? JA, BLOOPEHZ!

Actual footage from my body cam, kind sir Kessler having mouth seizure XD
https://streamable.com/sq0wk

Sorry for the poor quality video and watermark, don't usually record videos anyway, I decided to use Dxtory for capture I am familiar to.

-- updated with videos, Imma go play with a friend and on the newer renderer this time.
Ner

25

(50 replies, posted in RTCW Coop)

edit; will perform complete playthrough with nothing but the campaign and i'll come back with detailed report of my findings.