Topic: Bug & Feature List
I setup a dedicated server for RTCW COOP, and I spent a few hours running through each map finding as many bugs as I can, i'm going to include them here, as well as some feature suggestions I came up with that I think would be good additions to RTCW COOP.
Some bugs listed here may be already known and some may be one-off on my server, so they will need to be confirmed.
Global
- [FIXED in 0.9.1] [Medium] At the end of maps on the stats, the secret areas number is too big, i'm sure there's not that many secret areas.
- [Minor] Movement is not possible when using voice-chat menu.
- [FIXED in 0.9.2] [Medium] Cannot read documents/notes, mouse appears. Also, you need to hold down the Activate button for it to show, if you let go, it disappears, but the documents/notes do not appear anyway.
- [Medium] Cannot see third person kick of other players.
- [Minor] When players look through Snooper scope, other players see him holding it one handed in front of him, should be more like holding the Mauser rifle while looking through scope?
- [Minor] Falling to Death sound (screaming) & general death sound (when killed) are not working.
- [Major] Some (if not all) door sounds do not work.
- [Medium] The blood flash screen when being shot does not appear when using MG42s.
- [Medium] Nazi Flame Troopers can be burnt and killed with a flame-thrower (they wear protective suits, surely they wouldn't be effected?).
- [Major] Tesla Gun does not seem to damage enemies (not completely sure about this one though, because I kept getting shot).
- [Minor] All players screens turn black and fade back (as if starting a new map) when a new player joins. (Discovered this at the first few maps, couldn't seem to reproduce it in following maps).
- [Medium] g_friendlyfire "0" does not work, friendly fire is still activated in-game.
- [Minor] Music does not change to alarm-themed music when alarm sounds. Fear it may be global.
- [Medium] Enemy shooting distance is not limited, they can shoot from endlessly far away, for example, they can shoot from second to first stations at tram.
- [FIXED in 0.9.1] [Medium] Some bugs with the UI still. For example, when on a server, and click on "Join Server", and you press Esc to go back to game, you are disconnected and taken to the main menu.
- [Medium] The enemies are in same position as the cutscenes on 'Crypt1' and 'Church'
- [Minor] Door textures are flipped in accordance to where their 'hinges' are
- [Medium] Some enemies spawn incorrectly (in objects/walls/flags) so they cannot move or attack, so far I have found this happens in 'Kugalstadt' at the start, doen the alleyway there is a sniper who is stuck in the wall, and in 'SWF' where where is an enemy stuck in the flag at the U-boat.
Map-Specific
Escape2
- [Minor] Bridge rocks do not produce broken rubble or the rubble sound.
- [FIXED in 0.9.1] [Critical] Finishing this map is not possible, end stats doesn't appear.
Tram
- [Major] Tram automatically sets off only between first and second points until middle button is pressed, then first button is released and it loops between second and third stations automatically until first button is pressed which caused third button to be released, and back to start.
- [Minor] Top of tram doesn't connect properly with part connected to the wire, instead it moves just below.
- [Minor] Kessler and the radio speak at the same time at the end.
Village1
- [Minor] Kessler's first sentence is cut short with his second sentence - this might be caused by lag, but mentioning it anyway.
- [Minor] Kessler is marked as a co-op teammate on the HUD compass.
[FIXED in 0.9.1] [Major] During the start, if a new player connects while Kessler is talking, he will repeat his first sentence, but stop and not open the book case. If a restart vote is initiated, then the server crashes with the error shown in the attachment.
Crypt1
- [Medium] Some doors are open when they shouln't be yet.
Crypt2
- [Minor] Door is already open after traps (the door to the room with the goblet and where the quake happens).
- [Medium] In the goblet room, wall flamethrowers do not burn you or the enemies.
Church
- [FIXED in 0.9.2] [Major] Cannot be completed due to objectives (may be because of cutscene, some elite guard do not spawn at the beginning.
Boss1 (Tomb)
- [Medium] Ghosts infect other players when 1 player is hit, they do not however take health from other player.
- [Minor] You start the map, the cutscene continues on the map start, as you can hear the sounds of the monster breaking out and Helga screeming.
Forest
- [FIXED in 0.9.2] [Critical] When detected by alarm, screen fades to black, and stays there when re-spawned.
Rocket (V2 Rocket Base)
- [Minor] Creaking bridge sound, after rocket is destroyed, plays globally.
Assault (Airbase)
- [Minor] When turning the wheel to open the take-off doors, the sound is played globally.
SMF (Kugalstadt)
- [FIXED in 0.9.2] [Major] When the tank is destroyed by anti-tank weapon, the map is failed, and restarted, the screen stays black, even when map is restarted.
Factory (The bombed Factory)
- [Medium] Stats do not show at end
Norway
- [Medium] Some textures are the camoflage netting texture, not transparent also, but black. I tried this again earlier, but it didn't appear this time
xlabs
- [Major] The electical door security field does not de-activate at the start after killing the enemies
- [Medium] At the secret area (after the swim, where the loper, scientist and proto-solider fight looking through the window), the door explodes immediately and nothing else happens.
Boss2 (Über-Soldat)
- [Minor] Door at start continues playing alarm and movement sound forever when opened.
Village2 (Paderborn)
- [Major] When you kill the alarm guy, the alarm can sound anyway and the mission is failed.
Chateau
- [Minor] Near the beginning, in the second door which leads to front room of the Chateau; when the hook is shot, the barrels do not fall.
- [Minor] Roof glass does not produce glass shards or the glass breaking sound.
End (Heinrich I)
- [FIXED in 0.9.1] [Critical] Heinrich is killed, screen goes black and the server shuts-down. Surely it should restart to Escape1?
- [Medium] Ghosts infect other players when 1 player is hit, they do not however take health from other player.
- [Major] More and Many enemies options do not work well when fighting Heinrich I, the new enemies that spawn start attacking Heinrich I instead of you.
Feature Suggestions
- [TitaN655] Seperate rtcwcoop.cfg / coopconfig.cfg / default.cfg / wolfconfig.cfg to set co-op controls at first-time play (downloaded with RTCW COOP)
When I first started playing RTCW COOP, I was wondering why none of my controls worked (like Vote, voice-chat etc..) I looked in options, and they weren't set.
- [TitaN655] Few maps changed to make more multiplayer suitable.
This may probably sound confusing. What I mean is to change some maps (not a lot of maps, and those few maps shouldn't be changed too much) to make them more multi-player friendly. I mean adding very few new areas. Especially at the tram. There should be a button somewhere by the tram lever (that activates the tram machinery) to gain access to a new tunnel that leads to a small bridge across or something, so if players die, and they re-spawn at the beginning, they don't have to keep waiting for the tram to arrive. They can instead go across the bridge.
For example, in Wolfenstein - Enemy Territory, there are some custom maps that are identical to some RTCW maps, accept they have extra areas added, some for health and ammo cabinates, some for command posts, some just for extra space, and adding new doors to speed up travel.
- [ADDED in 0.9.2] [TitaN655] Friendly-Fire/Death/Suicide messages. Maybe even a 'who finished the map' message.
It is needed in my opinion. It's is all if not most multiplayer/Co-op games, and it's obvious why; so players know more information about what's going on between them.
"[NAME] was killed."
"[NAME] committed suicide."(/kill)
"[KILLER-NAME] team-killed [KILLED-NAME]."
"[NAME] completed the mission!"
- [TitaN655] Server score/XP-Save for when a player comes back, they will still have their score/XP, configurable by server admins.
If players can keep they're scores, they are sure to keep playing, seeing how high they can get their score to.
- [TitaN655] New Time Limit game-mode. Race against the clock to finish the map, mode configurable by server admins and vote (if vote option enabled by server admin).
I was thinking of this when I saw the timer counting upwards in the scores tab. I thought, what if it was counting down from a number, a race against the clock to finish..
- [TitaN655] Kill/Death (k/d) Count in Scores Tab.
Would be nice to know what kind of k/d your team-mates are getting, and maybe seeing if you can best that score.
- [{SSF}Sage] Shove (don't know if this exists/is buggy/cvar/on todo list etc.) sometimes kinda annoying if someone is for some reason standing still and blocking the way)
- [{SSF}Sage] More ammo, maybe you could increase the amount in a weapon that an AI has dropped. Adding ammo in levels would be best but is time consuming. Constantly out of ammo on every weapon.
- [{SSF}Sage] AI scripting command to disable respawn per AI
- [TitaN655] A Co-Op Conversion of the Time Gate single player campaign would be amazing! This is my favourite single player add-on, played it so many times. It quite popular too, for those of you who know it. If I remember, there is no special models added, I might be wrong though, but I doubt it.
Best Regards,
TitaN655