Delete all but essential stuff. This is caused by crap packs and other stuff.

52

(4 replies, posted in Bug reports)

Well one of the options is that you route to that port. You could easily change hosts file to route local requests to  that particular computer. Or a firewall rule, router rule etc.

53

(4 replies, posted in Bug reports)

From topology point of view that makes sense. Local doesn't show on master (albeit coop is modified) so it checks a default port only. Can't you force local to 27960 and force any others (internet based) to different ports?

54

(3 replies, posted in Bug reports)

Try setting com_hunkmegs to 256 .. I had same problems and sorted with setting to 256 (was 1gb).

55

(2 replies, posted in RTCW Coop)

g_allowvote 0 smile

Add g_allowvote to admin commands and simply do !g_allowvote 0 to disable it when you play and g_allowvote 1 (enables it) when you leave so public can callvote if there's no admin etc.

56

(11 replies, posted in Bug reports)

No need to troll the thread. As far as playing a M rated game, in this case there's no nudity or foul language so if kid can handle game atmosphere (has no nightmares), why not.

57

(11 replies, posted in Bug reports)

Yeah you can shortuct it, just create a batch (bat) like you wrote and he can simply run it and should connect him on spot. Just make sure port is always correct.

EDIT: Just for the record, bat should have only rtcwcoop.exe +connect .. without quotes. I assume you already know that, but if someone reads it after with same or similar problem.

58

(11 replies, posted in Bug reports)

Dedicated 2 should not play any roll (besides global broadcasting), as if it server is set to 1 or 2, it should still be visible on lan.  It's been a while since I actually run server on different box (for testing purposes) so my memory may be playing tricks on me, but as far as I recall, it should show up just fine. Otherwise try with 1 and see if that helped.

Although, if you have problems one option is to create a config file on your son's computer, call it server or something, dump in it connect IP and he can then simply open the console and execute the file /exec server etc.. that should solve issues since he only has to remember 2 things. Although, in that case, make sure port is always correct etc.

59

(11 replies, posted in Bug reports)

Are you sure you are on same subnet? As it works fine over lan on coop and in rtcw as far as I recall.

60

(17 replies, posted in RTCW Coop)

I think recoil has no value at all. They're bots, they'll instantly fix it since it's non-human factor involved. What I'm more leaning towards and also advocated few times already is, to more humanize bots.

I think some error level could be introduced so when you're facing 3-4 enemies one will fire at the edge of the hitbox or be more prone to miss etc.. although A.I. is anything but simple when it comes to human behaviour but with some room for calculated error, I think it would bring some more diversity.

But all together, that's a whole different issue really.

61

(6 replies, posted in Bug reports)

This is somewhat a long shot but can you run the game, set com_hunkmegs to 256, restart the game and see if it works any better - You may need to as well restart OS (if it became sluggish) before giving it a try.

62

(6 replies, posted in Bug reports)

Archive extraction usually indicated problem with tmp and/or paging which can be due memory, or hdd failing. Alternatively an infected or corrupted OS would result the same. With keyboard issue as well, it seems that usb (assuming it's usb keyboard) keeps unplugging, so that's usually a hardware issue, but it's a wild guess in any way since remote analyse is hard nut to crack.

63

(6 replies, posted in Bug reports)

Considering the archive extraction problem and keyboard issue my money is on hardware failure or bloated OS.

64

(17 replies, posted in RTCW Coop)

It's just a minor patch not a release so no real point changing version since it's an ongoing process.

Sent. smile

This went completely of course. I wont really address hexing maps much as it's a topic for it self and we already bloated this one so much..But yeah, we completely misunderstood each other. I neither had nor have any plans to hex any map at all.

WolfX will eventually offer new stuff that mappers will be able to utilize (lightning, physics..), so in that sense and spirit of providing non-property assets there wont be any point any more to use outdated maps that don't utilize that new features (once in). Once, and if it comes to that stage my plans are to create new maps that will naturally also utilize new stuff..now if it's from scratch or by using a map as building start doesn't really matter. I just ran your campaign and saw potential in it, thus I asked. But as far as if it's ET or COOP etc, doesn't really matter to me, as by now you probably figure out, that any source map I would use, would need to be modified from start in order to even use new stuff, so lightning, shaders and stuff would in that sense be completely wiped out and only structures and textures would stay. 

But this is really just thinking way ahead..as there's tons of work that needs to be done before it even comes to a stage, where tackling the maps will come in equation. As far as the whole licensing goes..I'm planning to remove all property assets so it can be freely distributed, in that sense it wouldn't and it doesn't make any sense to take any non-gpl'ed or other wise incompatible way of obtaining a map, as that would be just changing the owner and not getting rid of the initial problem - property license.

But yeah, just by looking at what kinda mess we managed to create here, I think it's best that I just stick to building stuff from start on my own or deal with already released map sources and avoid any further misunderstandings and novels. smile

P.S. Dogster. I found the editing tutorial I wrote..if you need it that is. smile

Actually editing entities is ambiguous at best.

As there's no difference if you edit a map by mod (adding gametype and dropping a rule (flag, spawn point..)) or by altering property of the source, in either cases it's the same. But it's debatable yes. I personally don't see a problem if one edits the map in sense to fix what designer done wrong or to suit his own agenda (new gametype etc) as long as one doesn't claim to be the author of it or does anything that would strip original author out of his credits in any way. But I fully understand that some authors don't want no one to meddle with what and how they done it.

As for entities editing, it applies on all rtcw as well as quake3, (probably even jedi and other q3 powered games) and other games. Brushes are hardcoded so you cannot alter static stuff (world in general), but you can easily hook a trigger under existing brush, alter it's behaviour to achieve your outcome. For example in SP village2, you modify SP end game and hook "trigger_flagonly" entity, which will once documents carrier is there, thru script call the game end, in that sense you can hook it almost under any existing brush in the world. I could easily edit any coop map and change where soldier spawns, it wouldn't make any sense since it's already controlled by ents and other scripts but I could, if I would want to.

As for cappuzo. Tbh it's not a rush thing, I only asked for source because it may take a year or more before I even reach the stage I will want to address mapping so by that time you may be long gone and unreachable. I mean, idea of wolfX later on is to replace all assets..that means that all the default maps will be lost, so I'll have to present new alternatives. I could redo default maps but what's the point? I think wolfX should follow it's idea and present new maps and tries to surpass current ones (mp_beach, mp_base..). While it's pretty much an impossible task to surpass something that's a leading factor for decade, but hey, one has to try I guess. smile

As for mapping it self. To be completely honest, I don't even want to deal with it at all. I rather see that someone else does it..but I only know handful of mappers and most are either uninterested or are doing other things so I don't even approach them. If you have the interest in mapping for wolfX once it comes to it, I'll gladly accept any help..but like I said, that's quite far atm as well as, I don't really want to bug people that have other things to do..thus given task to my self to do it, once it comes to it. smile

I'm primary interested in city, for dm and goldrush gametype. It's perfect for that. smile

@dogster
Hex editing map is simple once you understand few fundamentals.  You also have to note that manipulating entities means you're only able to modify or delete stuff that's movable, destroyable etc but you cannot alter the world, world is what it is so you cannot etc remove a bunker.

In a nutshell you follow this rules:
- There can only be same amount of entities or less, not more or map will crash on load time.
- If converting SP to MP you need to add;
-- Spec spawn point (where spectator starts once player connects)
-- Axis/Allied spawns and respawns
-- Any objective you want (flagpole or documents and trigger_flagonly hook under a brush so game ends once docs are in that area).
- Additionally (if you remove enough of default entities) you can also add locations and any models in you want - stuff like trees, weapons, vehicles..
- Once all is added, you naturally need to alter or create a script so game is playable (checkpoint, obj..).

I've wrote a tutorial years ago, about how to convert SP village map in MP version by hex editing it..once you're comfortable enough with it, it takes you up to 30 mins. to convert any map to whatever you want (and is possible that is). I may still have it around, but it's around 30 pages long, wasn't spell checked and was written in one breath so grammar is surely awful. If you wish I can look if if I still have it. smile

fretn wrote:

gold everywhere !!!! big_smile

Thinking about it, I think I should completely disable gold rush on this map due all the possible confusion it may cause big_smile


-SSF-Sage wrote:

Having these maps compiled properly might be hard if some things are changed. Limits are close.

I have no clue nor experience with mapping, I know how to edit maps and manipulate entities but that's about it. I could edit the map and convert it to mp by taking bot entities out and adding mp spawns, start spawn etc.. but that's not really what I want, in fact I wouldn't even do it without your permission.

But maps, I actually would need source later on as when newton physics, new models and stuff are done so I can replace the assets and compile it with it. Limits and stuff are something I would worry about it later, at the end of the day, I could maybe overwrite whole compile procedure or just add direct (map) reading support etc.. Alternatively, if you would be willing to reformat it with new models and stuff when stuff is done, I don't even need a source..I just asked cause generally, I don't want to give you more work you already have. smile

Is there a possibility to obtain map files? I went thru it in wolfX and it sparked in me some interest for later on. smile

I would convert it to DM map..I could do that now by simply editing entities but I'm more leaning towards updating whole map with new functionality (physics..), once it's added that is.

EDIT: How it looks like in wolfX (note that I'm blind so have bright settings):
http://repository.rtcwx.com/wolfX/ss/cap0.jpg
http://repository.rtcwx.com/wolfX/ss/cap1.jpg
http://repository.rtcwx.com/wolfX/ss/cap2.jpg

71

(7 replies, posted in RTCW Coop)

XillieXolf wrote:

It's a good thing this whole game runs on old hardware, it makes no sense to claim P3/gfmx  hardware is outdated for this software project. 
.........
Also, people's ping improves when they increase their "rate" to 10000 or 15000.

Perhaps, but Im not sure about this, a higher rate than the default 5000 will bring smoother gameplay. Maybe an idea for the dedault config to put it on 10000?

Yes and no. Game had support for voodoo, riva tnt and even ati rageII etc..but that doesn't mean it was ever meant to run at high settings (for those times). By the time game came out, only but few people could actually hold stable 125 fps with graphic max'ed out.  Now days, most of people can easily hold 333 without a second thought. So it all depends from a perspective which in today's era and way of things means that low supported hardware from that time is now considered severely outdated. 

I do agree there's no reason to stop supporting old hardware if it's still possible, but I tend to disagree that everyone should be treated as such, if anything quite the opposite.

As for rate - ping is a relative thing. In certain situations you can with combining various tweaks even get 0 ping but that doesn't mean it's actually the case, in mp world that's known as unhit tweaks. As for your question, now days any decent dedicated box can easily handle 20000 or 25000 rate, and that makes game smoother for client as stuff is where it was suppose to be. Low rate is usually a thing with home hosted servers where owner doesn't have a 100mb+ connection and/or cable fiber. Although, in this particular case where most of coop servers are in fact home servers, rate could be set to 10000 but that's arguable as well.

72

(7 replies, posted in RTCW Coop)

This is a personally biased opinion so take it with a grain of salt.

I don't think that reducing game defaults any lower would make sense since they're already low (default) and based on a 10 years old game that's considered ancient in technology era. Specs you mentioned are severely outdated. I mean by utilizing hardware you do, game specs are the least of your problems - there's OS resources, security as well as other factors that create challenge before you even come to application layer. Additionally, if some logically common sense is used, than it's the general rule - the needs of many outweigh the needs of few. By lowering specs by default and offering bunch of settings to users that generally feel uncomfortable with regular settings let alone any more specific stuff will mean, that most of users will end up utilizing half or barely any resources simply because they wont want to change it, even although their computers would easily cope with what a 10 years old game has to throw at them.

Personally I'm always leaning towards some kinda of middle ground but in this case, it doesn't make sense. I think better approach would be to simply add a single setting in menu that would execute a pre-defined config if user desires so. It would boot with default (current settings) and offer low & high specs options, where low would downgrade some commonly used stuff like you mention to some lower (safe) levels, with picmip 2, zone and hunk usage lower etc..while max would naturally do the opposite and boost stuff to some (safe) max levels. That would be a solution I think it would work best, naturally it would still at times fall down to user's specific needs, as you simply can't put all the cvars in a config that will make everyone happy as needs vary but most of basic stuff could be utilized like that and wouldn't interfere with what majority has set now.

That's my input on it. smile

Open ports on your router.

Write down your router model and google for how to open the ports at it or open a manual if you still have it and check opening or forwarding ports section.

74

(6 replies, posted in RTCW Coop)

I see no reason why it shouldn't work on hamachi. Although I never really used it much and even that, quite while ago so can't prove any help with it but it should work I think.

75

(6 replies, posted in RTCW Coop)

If you didn't wrote any nonsense or anything then my bet is that fretn mistaken you with a spam bot. smile