rtcwcoop 0.9.5 patch 1

small update for latest version

- fixes some spectator issues
- and fixes the bug where you couldnt drown or fall to your death

just unzip and overwrite the existing files
download here: https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.5_patch1.zip

rtcwcoop_image

rtcwcoop 0.9.5

This is the first release I consider stable. In the last two months we fixed a lot of bugs and now it feels a bit polished. I don’t consider it ready, so the version number isnt 1.x yet :)

Thanks a lot to Sage, Nate, Tihan, M4N4T4RMS for all the hard work on the bugfixing. And Thanks a lot to the {WeB} clan for the extensive bugtesting and bug reporting. To quote {WeB}*GANG$TA*: “this is the best release to date by far. We played every map and it was superb fun all the way” 

airport

for a changelog see belog, but I warn you, its a long list

Fixes

  • Fixed callvote nextmap in Church map
  • Fixed Baseout loading image
  • Fixed call vote crashing in Windows due to trivial unfinished MP call vote porting.
  • Fixed Centeprint newlines fix. Made CG_CenterPrint more like MP version.
  • Fixed chair pickup to work like it should.
  • Fixed clients being able to call activate on doors, chairs, etc. when dead.
  • Fixed clipboards from showing on all clients when only one client activated one.
  • Fixed crash loading crypt1
  • Fixed non working custom map notebooks and clipboards
  • Fixed drop so messages get printed as they should. This broke the announcer sound
  • Fixed crosshairnames and teamoverlay not always working
  • Fixed Improved AI behavior from getting blocked from one another.
  • Fixed mg42 hitcode
  • Fixed last door in Rocket that was not safely made.
  • Fixed obituaries from displaying.
  • Fixed voicechat and buymenus
  • Fixed speedrun last life crash.
  • Fixed venom weapon not gibbing corpses.
  • Fixed capslock Walk bug – see /view.php?id=128
  • Fixed When a client has a clipboard open, and they die, the clipboard goes away.
  • Fixed a broken sound
  • Fixed the memory allocation on windows
  • Fixed Crash when a spectator tried to spectate certain ai’s
  • Fixed Axis being able to end a level
  • Fixed tram model not always working
  • Fixed walking and running animations
  • Fixed ai’s being kicked because of inactivity
  • Fixed flag capture code
  • Fixed scrollbutton to be able to scroll lists
  • Fixed dead bodies blocking bullets
  • Fixed loading screen on widescreen setups

Added

  • Added banning and tempbanning
  • Added obituaries for players
  • Added 1 respawning gun around each flag that will only be there if AI respawning is enabled.
  • Added globalaccum command for player sections, as the accums in the player section are local to each player. This fixes random bugs like Tram, Boss1 start, City gate or Rocket elevator or such.

Changes

  • Any risky AI’s stopped from respawning. Those who could respawn without guns etc.
  • Applied various fixes from wolfX (initially from ioq3).
    - static buffer overflow fix.
    - reliable command overflow
  • Changed explanations to the Skills in Create server menu. Like what options it sets.
  • AI reinforcements always respawn if g_airespawn = -1. If it is 0> reinforcements spawn randomly.
  • End map’s Nazies won’t respawn after you start final battle, unless you run nightmare mod.
  • Changed Baseout start explosion AI’s.
  • Changed behavior of client helper functions; functions will return false if the entity is not a client. We will see how this behavior works.
  • Changed Forest and Village2. The reinforcements had godlike abilities to spot you.
  • Changed g_airespawn <n> command. -1 = all respawn unlimited times. 0 = No respawning. x =respawn x times, now random percentage of reinforcements will not respawn.
  • Now axis can play in both speedrun and normal coop
  • Changed spectator health to be 0. This feels right and wonderfully fixes the AI issue when going in spectator mode.
  • Changed turn on allowdownload by default for new clients
  • Changed g_gameskill to also control AI respawning time. With hard it is now 5 seconds faster than before. Medium is like in 0.9.4. Easy is 5 seconds longer than before.

Known bugs

  • In escape1 you sometimes spawn at the wrong flag
  • If you join specs during a game, you cannot rejoin as long as the game is going on, you can only rejoin during warmup
  • Flamezombies their flames cannot hurt you
  • The Tesla gun’s damage is multiplicated by the number of players that are watching the gun in action (don’t ask)
  • Spectators don’t see the endgame scoreboard
  • In tram the ai’s sometime just jump down into the canyon

Downloads

https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.5_linux.zip
https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.5_osx.zip
https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.5_windows.zip

 

We have a new teammember !

We have a new coder for the team.
Welcome Tihan, I hope you can kill many bugs and give the game tons of new features :)

Btw we are working hard on version 0.9.5 !

rtcwcoop 0.9.4 arrived !

It took us a while, but we managed to get rtcwcoop 0.9.4 ready for release !

This release has one interesting new feature and one interesting bugfix. All the other stuff is minor.
So I’ll start with the interesting bugfix. Sage went through all the map scripts and modified all the parts
that could possibly break the maps during coop play. Some maps got even modified to make them more fun during a coop session.

Mapfixes

  • Escape2 is reworked and has now a dynamitable door. The dynamite needs to be picked up somewhere in the map (10 possible locations)
  • Tram has now a second tramcar, so late joiners or people who spawn incorrectly can reach the bottom a bit easier. The enemies are also a bit modified.
  • The elevators in Rocket are now faster and not so annoying anymore.
  • Church and Castle had sound bugs.
  • The truck in Forest shouldnt break anymore and do what it is supposed to do: driving to the finish
  • End map is made coop friendly, AI’s don’t fight eachother anymore and there’s more ammo/health available
  • Crypt1 was sometimes unfinishable, this is fixed
  • Dam has also better (and faster) elevators, also the AI’s are working better now.

New feature: play as axis in the speedrun gametype

If you choose the speedrun gametype, you have now the possibility to play in the axis team. During warmup (yes I added warmup) you can select to join the axis team in the ingame menu, or use the console command (/team red or /team blue to go back to allies). An axis player always spawns at the location of a bot and this bot is killed (offered). The axis team allows place for 1 or 2 human players, depending on the total number of players on the server. When 8 people are playing a maximum of 2 axis players is possible, in all other situations only one.

Other minor new features and bugfixes

  • Hirko started working on new levelshots (the ones with coop action on it are his, the others are placeholders made by me)
  • Warmup, the time is tweakable by the cvar g_warmup (lower than 5 is not possible)
  • Support for mapname_notebook.menu and mapname_clipboard.menu no changes to menus.txt is needed to make it work. This is useful for custom maps.
  • Map scripts now accept a g_random cvar this is useful to spawn entities in random locations, see escape2 for examples.
  • cg_fancyfx cvar, all new visual things that can break older computers must be enabled by this cvar, its off by default, this includes the greyscale rendering when you are dead, this might fix some peoples problem with a crashing game if they die. The default value is 0. If you want to have a greyscale screen when you’re dead (like it was default before), you have to set this cvar to cg_fancyfx to 1 (and also set the r_greyscale cvar to the correct value)
  • The code is now ready to be translated, but I’m mentally not ready for it yet :p
  • The intro video now works on widescreen
  • After a long time, servers stopped working, this is fixed now
  • Friendly fire was broken, it works again !
  • Numsecrets was broken again, I fixed it, again :)
  • I modified the norespawn script function so it now accepts an aiName, just like the alertentity function
  • Stop sending servercommands to bots
  • Crash bug when you die (see above)

Capuzzo coop campaign (3 maps) by Sage

Sage released his 3 map coop campaign as a first beta, you can find a local mirror here.
I played an alpha version of this campaign with him and it is a lot of fun. I’ll be running it on my server so you can play it.

Download links

https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.4_windows.zip
https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.4_linux.zip
https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.4_osx.zip

 

Statistics about previous releases

0.9.3 had 2854 downloads
0.9.2 had 1018 downloads
0.9.1 had 743 downloads
0.9 had 1501 downloads

So it looks like 0.9.3 was pretty popular. But you have to keep in mind that it took much longer to release 0.9.4 than the previous ones.

 

 

Hey look, its a second tramcar !

We worked hard to get some new features and nice fixes ready for the upcoming 0.9.4 release.
You can expect:

  • More coop friendly maps (less situations that block the map from being finishable)
  • We modified the gameplay of Escape2 (dynamitable door) and Tram (2 tramcars).
  • The elevators in Dam and Rocket are not anymore a pain in the coop ass.
  • New loading screens (escape1, escape2, tram and crypt2 where made by hirko)
  • Some sound looping fixes (thx WINYcik)
  • Warmup at the start of a map, so slow maploaders are not late to the party
  • You can play as an AXIS player now in the speedrun gametype, its fun to be the annoying one on the server
  • friendlyfire is finally fixed

rtcwcoop_second_tram2

Lots of thanks go to ssf.sage for putting a lot of effort and time into the broken mapscripts. You can also expect a 3 map coop campaign (capuzzo) at the same time of the 0.9.4 release, I playtested it with him and its a lot of fun.

Buggy mapscripts

The mapscripts are up until now very buggy, there is a reason for that and a solution but it is a lot of work.
ssf.sage started to fix all the scripts, so we can say he joined forces, olé !

Version 0.9.3

New features:

  • Total new client/server network code, its a straight port from rtcwmp which is proven to be a lot more stable than what we currently had
  • Working pk3 autodownloading, thanks to the rtcwmp client server code
  • Knife throwing (yay!)
  • New sound code
  • added a new alias for the mp_quickmessage cmd: voicechat

Fixes:

  • ‘attempts’ in end level stats now shows the number of deaths of all players
  • if no more lives left wait a few seconds before restarting the map
  • new votesounds
  • tomb and escape1 one have fixed mapscripts, bugs should be gone
  • cvar security fixes, same for autodownload exploits

 

Version 0.9.2

This version is not network compatible with the previous versions. In this release we focussed on fixing stuff. This should make the game a little bit more stable, we still have a long way to go :)

New features:

  • Version check, when we release a new version you will be notified in the main menu
  • Obituaries ! (SomeDude? was killed.) Experimental, I’m open to changes.
  • Votes have now sounds.
  • support for MOTD’s (message of the day) on servers, so server admin can advertise their forums, etc

 

Fixes:

  • Fixed a possible divide by zero which could result in a client crash
  • The forest map is playable again
  • Now a wrongly set g_limbotime value will not crash the server
  • TitaN655? fixed the ingame notes
  • All maps now have a default wait time of 20 seconds, so you have time enough to check the scoreboard.
  • When g_limbotime was lower or equal to (sv_fps/1000) you couldn’t respawn, now it cannot be set lower.
  • Notebook was missing
  • Restart server immediatly when its empty don’t wait 5 seconds, because this resulted in AI script errors
  • Mission failed now restarts the map and doesn’t fade to black
  • Master server has now a hostname (I bought rtcwcoop.com yay!), I also made sure that the IP’s in your config files are replaced by this hostname, this should also fix the empty serverbrowser issues on some clients
  • Cleanup in serverinfo cvars
  • When a server is spawned bots are removed first.
  • Challenge is reset when a client disconnects
  • Don’t call GAME_CLIENT_DISCONNECT when a client reconnects.
  • Some memory cleanups when clients disconnect
  • MAN-AT-ARMS fixed the fog, great !
  • Cinematics are completely removed in crypt1 and church
  • Maxlives maxlives fixes (restart map if everyone is dead), also updated the HUD for this

rtcw_coop_versioncheck

Version 0.9.1

Changelog for RTCWCOOP 0.9.1

This version is not network compatible with RTCWCOOP 0.9. Due to the changes in the scoreboard. The main new things are awards on the scoreboard, shove command and a lot of fixes.

On windows your keybindings will be lost because we changed the default folder where they are saved. You can copy them from your C:\Users\username\AppData?\Roaming\Wolfenstein\main to C:\Users\username\Documents\rtcwcoop\main. The same applies to Mac users. The config is stored in ~/Library/Application Support/Wolfenstein/main so copy it and paste it in ~/Documents/rtcwcoop/main/

New features:

  • !quit as a consolecommand, so you can press ! tab enter to quit quickly
  • shove command, press the +activate button to shove a player, must be enabled on the server with g_shove and g_shoveamount
  • Made the path on windows more accessible: c:\user\documents\rtcwcoop This will result in “loosing” your old configs, copy them from C:\Users\username\AppData?\Roaming\Wolfenstein\main
  • Support for the color tags from ET
  • On osx your coop folder will now be in ~/Documents/rtcwcoop instead of ~/Library/Application Support/Wolfenstein
  • Some FUN stats on the endmap scoreboard (destroyer award, airbourne award and pickup award)
  • forced limbo mode when using flagzone respawn, time is controlled with g_limbotime

 

Fixes:

  • Fixed a possible divide by zero which could result in a server crash
  • fix logexit printing so only players are reported
  • Signal11 error fix
  • Bani’s verify challenge fix
  • aluigi’s info boom nuke fix
  • Fix for a segmentation fault on servers
  • No more broadcasting of dead bodies, this should keep fps higher
  • default value of r_primitives is changed this should fix fps drops with some new graphic cards.
  • shared lives now works again.
  • Don’t disable a weapon if its ammo is out in battle gametype
  • Some AI related fixes where the AI code was depending on player ’0′
  • longer delay between two maps, so stats can be viewed properly
  • Total number of secrets is fixed in the endmap
  • Show the foundsecret text print to the correct player and also give the correct player the points.
  • Fixed village1 and escape1 starting scripts, they also shouldn’t crash anymore on a map_restart
  • Your server shouldn’t be stopped when the last map is finished.
  • Dont go to main menu when pressing escape in ingame menus (thx to TitaN655?)

 

First release

After 2 years of work and more than 850 svn revisions it is finally ready. The first public playable version of return to castle wolfenstine mod makes cooperative play possible.

All single player levels are modified for cooperative play (up to 8 players). We added extra enemies, updated the skill levels so that its still a challenge to play this game.

There are three gametypes:

  • Coop: Normal rtcw but in cooperative mode, very fun with friends.
  • Battle : sort of 1vs1 but still in coop. The point of this mode is that at the end of the map you have the best statistics (out of three). The recorded statistics are: damage given / damage received ratio, deaths and points. The player who scores the highest on at least 2 of the three wins. Important to know, you start the game with only one gun and you have to buy weapons, ammo and health. Buying something costs points. Your points can be below zero, but if you are at below zero at the end of the map you can’t win
  • Speedrun: Play a level as fast as possible, fastest time is saved on the server

Features:

  • maxlives
  • Respawning bots
  • Extra enemies
  • server admin commands
  • teleport
  • 3 spawnpoint types: autosave, manual saving of your location, and a system like in rtcw multiplayer with spawnzones that need to be activated with flags.
  • New death screams
  • New interface
  • and ofcourse a load of bugs

 

Thanks to marvin, ken and nate for doing a lot of work on the game.

Oh btw: there are still bugs, we know about most, but still, feel free to report them.