1

(10 replies, posted in RTCW Coop)

No problems, I was actually making good progress until other things in my life took over tongue

2

(10 replies, posted in RTCW Coop)

A while ago I set myself a task to convert the Time Gate campaign to work with COOP. I managed to complete up to map 6 (I think I managed to finish map 6 but it will have to be checked just in case) - that is "tomb1", "tomb2", "tomb3", "tomb4", "vil02" and "berg". The reason "vil01" is missing is because it is purely a map for a cutscene and "tomb4" now goes directly to "vil02".

The map "ber" still needs to be checked for any bugs and from map 7 ("bergwerk") onwards needs to be completed which includes "ber" (map 8), "labor1a" (map 9 - I think is map is a cutscene actually), "labor1" (10), "labor2" (11) and "labor3" (12). There is actually one more map called "fin" at the end of the campaign but that again is just a cutscene map so I made it so "labor3" loops back to "tomb1" at the start of the campaign.

Now, I don't have enough time to finish this so i'm going to leave it here in the hope that someone will pick up where I left off. To whoever continues work on this I say goodluck! smile

https://mega.co.nz/#!fAFRWZ6Q!aCwlPSIm8 … a544PzorAE

3

(5 replies, posted in RTCW Coop)

Good to hear!

4

(13 replies, posted in RTCW Coop)

I like the idea of having to have two players to complete a map. One player and another player having to pull two leavers at once to open a door is what I thought of when I saw this.
I like to think of the X-labs as a huge complex, and Blaskowitz only infiltrated a small section of it, 'Death's Head's section'. So maybe you could include an X-labs map, showing a different, bigger section of the complex, a bit like in the Single-Player add-on Time Gate.

5

(3 replies, posted in RTCW Coop)

Awesome! Again, great job! I have finally setup my server to run 24/7. I've renamed it to "ETCLAN.net CO-OP*24/7. Visit anytime smile I just have to update it now. Load of bug fixes which is good, and yes I did provide the fix for ingame notes (assuming by the '?' you didn't know it was me). I like the domain also, little more memorable than the old one. I like the Enemy Territory-like features. I haven't had a chance to have a look yet, but I will. I will also continue to find any bugs, but it's a lot harder now tongue

6

(97 replies, posted in Bug reports)

fretn wrote:

are you guys talking about XP aka "the higher my xp the more powerfull I am" ?
If you are talking about this, I'm very sorry but I'm not going to implement something like this in rtcwcoop. It spoils the fun for new players.

If its just a number (to show how long you play and how good you are) then yes I might implement this

It doesn't have to be XPsave that lasts forever. It could be that a player goes offline, and if they are not online within a day, or an hour, or something, their XP is automatically deleted. It's a good idea as sometimes servers do crash, or you get disconnected for whatever reason, you loose your score you might have worked so hard on.

7

(36 replies, posted in RTCW Coop)

Assassin wrote:

How about new maps ?? if its possible.

It's not a good idea to add new maps to the original Single-Player, it would most likely mess up the storyline. However, some of the single-player extensions are a good idea, such as Time Gate, which has already been suggested (...by me). However, right now the majority of bugs need to be fixed before adding new things.

8

(97 replies, posted in Bug reports)

TtaN655 wrote:

-> 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.

nate wrote:

As far XP like ET type system, I fear this is near to impossible. Problem is that there's no way to track users..et uses guids to track users, guids as you know are assigned by authorization process that gives guid to new users .. basically the same as serial keys in rtcw..problem is, nothing else but a serial key alike process is solid for tracking in a way it can't be spoofed by conventional methods. Kinda beats the purpose of having XP alike system if random user can spoof your ID and takes over your points and continues from there on...same problem is tied to banning ..as at this point it will have to relay on IP's and that's kinda..well lame but currently the only way.

I just had a good idea on how to implement this. Looking at some of the server-side mods of Enemy Territory, there is a mod that is called ETrun. It is a bit like "Trick Jump" (i'm sure you've heard of that before), accept a bit more... brutal, with faster corners and more speed, and you are on a timer to get the best time possible. (video). Most of the servers record your time if you are "logged in". What I mean by this is, you have an account on the modification's website, and the server mod is linked to the account on the modification's website (in this case it would be trak.be). The account could be a general forum account.
This probably sounds a little confusing, so let me write it a bit more clearer:
- A player registered on this forum.
- The player connects to a server.
- The player logs in with a command like "/xplogin [username] [password]".
- The information is sent to this forum, and if the login information is correct, it sends the XP back to that player.

I know this might be a bit hard to implement, but at least it's a way to implement some kind of XPsave system. I guess each server will need to be identified by something (maybe by the server IP, or by a small file that holds an ID for the server) to stop a player having the same XP for each server he/she visits.

9

(97 replies, posted in Bug reports)

smile I'm just an expert at finding bugs.
A while ago, I used to play on an older version of Enemy Territory, it had many bugs, and I just exploited them, and it was so fun tongue . For example, I found that if you prone backwards into a specific part of a hill/Mountain, then you can go inside it, and eventually drop out the map falling forever. Ever since I found that, I was searching with my mates on the server for some more bugs, testing everything, eventually we found loads of fun bugs, such as the rifle grenade gets stuck when you fire and switch to a different weapon and back again, and has a weird movement when you try to fire it.
-Off topic sorry tongue -

10

(97 replies, posted in Bug reports)

I have created another bugfix for this bug:
- [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.
I don't know if you are removing this on purpose, but it is a very simple fix. You missed out the line:
    loadMenu { "ui/clipboard.menu" }
So when a document/note is selected in-game, the game doesn't know what to do as it has not loaded any UI for it, this line will load the UI.
There is only one thing I have not tested with this fix, and that is with other players online. I don't know if when one player selects the document/note, all the other players will also have the note in front of them, and cannot move.
Here is a link to the download: http://www.mediafire.com/download.php?ork45dghlal1hma

--

I have also found a couple bugs with g_limbotime:
- When g_limbotime is 0 the server will crash.
- When g_limbotime is 50 or anything less than 50 (including any minus values), you will never respawn once killed.

Maybe you should try and make g_limbotime value set as seconds.
Any decimal values should be ignored, the default value should be set.

And one other bug in Escape1 (i found this a while back, just forgot to mention):
- In flagzone mode the flag up by where the snipers are ('Upper bunker'), players capture it, and still spawn at previous flag (first flag caught).

11

(97 replies, posted in Bug reports)

Yes, the map callvote also worked for me.

12

(97 replies, posted in Bug reports)

I was online with two other players, so altogether there was three. Of course two players or more is what Co-Op is about. Also, I something to add; At the end of a map, some maps fade out of the statistics very slowly, some fade out quickly. The long fade-out may be something you are including so players have time to read all the statistics. But I don't think it would take (roughly) 10 seconds for players to read it all, 4-5 seconds yes; players would get impatient. So maybe all maps should be the same fade-out time as the original Single Player.

13

(97 replies, posted in Bug reports)

Alright, I have managed to gather some more bugs, (so far i've only just finished boss2 (Uber-Soldat), and that's all for today), but the list is quite big...

- [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.

Church
- [Major] Cannot be completed due to objectives (may be because of cutscene, some elite guard do not spawn at the beginning.

Tomb
- [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.

Kugalstadt
- [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.

The bombed Factory
- [Medium] Stats do not show at end

Norway
- [Medium] Some textures are the camoflage netting texture, not transparent also, but black

X-labs
- [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.

--

I also got some info about a disconnect bug (that I think you already know about). I seem to get it a lot when moving on from Trainyard to SWF, maybe you could try reproducing it that way, but this is the following error I receive on disconnect:
CL_GetServerCommand: a reliable command was cycled out
When I took a look at the server console, there was nothing abnormal, only showing that all players had disconnected.

14

(97 replies, posted in Bug reports)

fretn wrote:
cybdmn wrote:

It is still not v1.0, we testing to find bugs, so that in the end the game works. ;-)

Edit: In the vote menu, in tab MAP no map is shown.


hmm it does for me on 0.9 and on 0.9.1 (on a local listen server)

Maybe you need to run your server in 'dedicated 2' mode, I have found that I have the same problem.
This error is obviously reproduced by running a dedicated server, it if does not happen on a local server.

Also, I have some more bug reports, I will added them later once I have found more. For now I am only onto testing the map Forest; I might have to skip this one for now due to this error as I test for bugs as well as running a dedicated server. Maybe you should come visit sometimes, it's name is '#ETCLAN.net CO-OP*'. I cannot give the IP out as it is host on my PC for now, and my ISP uses a dynamic IP address.

15

(8 replies, posted in RTCW Coop)

Awesome! Great job once again! Still some major bugs that need fixing, but I will be patient. I will continue to help you guys by finding more bugs and, if I can, making fixes for them: http://rtcwcoop.trak.be/forum/viewtopic.php?id=8
I already made a fix for a UI bug just in case you haven't seen! Great job once again.

16

(97 replies, posted in Bug reports)

I got something a bit more specific on this bug:
- [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.
You can reproduce it when you click "Join Server" when already connected to a server. You then click on a server and click on "Server Info". You may notice the background will change, when you close the 'Server Info' pop-up, you will notice you have been taken back to the main menu.

I've had very little experience with RTCW UI (in fact, none at all). However, I have made one of the most advanced menus in Wolfenstein Enemy Territory. I had a look at the UI for this bug and I found it looks and is laid out very similar to ET. So I managed to construct a working (tested) fix for this bug you could include in the next release:
http://www.mediafire.com/?9mswcycazl7ybbo

17

(97 replies, posted in Bug reports)

Another bug to report, you were in my server when this happened fretn.

[Major] During the start of Village1, 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.

The error can easily be repeated by following the same process, it happened again after a server restart.

18

(97 replies, posted in Bug reports)

fretn wrote:
TitaN655 wrote:

I managed to collect a couple more bugs:
- [Major] Civilians cannot be hurt or killed, surely, when they are killed the mission fails? Yet they cannot even be killed or hurt.

This was on purpose. This is to prevent jackasses from spoiling the game for others.

This definitely makes sense, good thinking! Maybe you could make it configurable for server admins who want killing of civilians. Just an idea.

PS: Just so you know, I am happy to update this topic when new bugs are found/explained. You can use it as a base for bug fixes, if you need to of course. wink

19

(14 replies, posted in RTCW Coop)

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.

20

(97 replies, posted in Bug reports)

I managed to collect a couple more bugs:
- [Major] Civilians cannot be hurt or killed, surely, when they are killed the mission fails? Yet they cannot even be killed or hurt.
- [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.
- [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.

21

(97 replies, posted in Bug reports)

Forget what I said about *_pass, I tried it on a different server other than mine, and it only showed the admin passes of my server. Well, at least it's one less 'bug' on the list. smile

22

(97 replies, posted in Bug reports)

nate wrote:

You mean as going to any server and typing /a1_pass and pressing enter?

That will only offer password you last set, by either a server config, local server etc..

If that's the case and you think I'm wrong, feel free to try to login on mine server -> RTCWx.com  COOP. It's fully managed, so it will log any attempt, fail or success and we can go from there on.. smile

If there's something different, by all means, explain it more detailed.

If you type in /a1_pass, /a2_pass, or /a3_pass you will be able to see the passwords on that server for that admin, which enables anyone to be able to exploit this by logging in easily as an admin as they will know the password. Logging is not an entirely good solution, because you generally don't want players who you don't intend to logging in as an admin at the start, and not after you see the log files in potentially the next hour-day or longer. Players who you don't want logging in as admins can potentially be dangerous to the server and it's players.

23

(3 replies, posted in RTCW Coop)

I have made a solution for you.
Download this: http://www.mediafire.com/?2g6567msbb122qe
...and put it into the folder where rtcwcoop.exe is located. Then run it.
What it will do is start RTCW COOP in 800x600.
You will only need to use it once, but if you have the problem again, you can use it again. I've tested it, and it works for me.

Regards,
TitaN655

24

(97 replies, posted in Bug reports)

Added a few more bugs, including a severe security bug:
- [Critical] Any user can type into the console 'a1/a2/a3_pass', press enter and they will see the passwords, which then enables anyone to login as a game admin. This is a severe security issue.
- [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.
- [Medium] Some doors are open when they shouln't be yet.
- [Medium] In the goblet room, wall flamethrowers do not burn you or the enemies.

25

(97 replies, posted in Bug reports)

I've taken the liberty of reconstructing the default server.cfg, and the 'start_dedicated_server.bat'
In the RTCW COOP download, it does not include a sample server.cfg in main, and when you use start_dedicated_server.bat, it stays open along with the server console window. I have changed it so it will close after it has started up the server, a quick change. I have also changed the server startup file in 'start_dedicated_server.bat' to 'rtcwcoop_ded.exe' instead of 'rtcwcoop.exe' (I don't know the difference, but from my experience, a executable game file with 'ded' after or before it, means it should be used to start dedicated servers.)
Please note that these two files are meant to work together in the way of loading a map. the start_dedicated_server.bat used to contain 'coopmap escape1', but I have removed this and added it to the server.cfg sample config.
I suggest you add these to the download, it will make starting dedicated servers easier for people, and a little cleaner (with 1 less window, that shouldn't need to stay open).
http://www.mediafire.com/download.php?b8iyhou8uitd0ou