1

(1 replies, posted in RTCW Coop)

Hello  Masterlist at https://www.rtcwcoop.com/master/ right now not work can any fixed dat ?


is showing zero serveers and Midu servers are runing


- KillerSlovakia
Midu Rtcw server admin

---------------------------------------------------------------------------------------------------------


English : Hello RTCWCOOP MASTERLIST HAVE PROBREM not showing Midu servers but Midu server are runing but you can join via server IPS  /connect IP
CZ/SK : Zdravim Momentale ma rtcwcoop masterlist probremy neukazuje nase servery ale mozete sa pripajat cez konzolu na IP a pripoji vas to na server /connect ip




RTCW Coop servers  :
MiDu's RTCWCOOP
217.76.48.241:27960
https://cache.gametracker.com/server_in … 241:27960/

MiDu's RTCWCOOP #2
217.76.48.241:27961

https://cache.gametracker.com/server_in … 241:27961/

2

(7 replies, posted in RTCW Coop)

100 % work

3

(7 replies, posted in RTCW Coop)

ManiC wrote:

Here are the latest 1.0.3 test builds for Windows & Linux compiled from rtcwcoop github
Linux https://manicswads.netlify.app/test-rel … 012023.zip
Windows https://manicswads.netlify.app/test-rel … 012023.zip
they can be installed to a separate folder from 1.0.2 just add RTCW's pk3's to the 1.0.3 test builds main folder and use the test builds executables to start the game.
For linux you may need to set the executable to be executable in it's properties.
with 1.0.3 servers gametype 2 is classes and gametype 3 is cooperative,
there is now a cvar that you can set to disable RTCWcoop's built in ai accuracy g_ignorescriptedaccuracy set it to 0 to use rtcw’s accuracies instead
also disable pure on your server for test releases.
finally i am not a dev i just compiled these for ease of use so anyone can test the new builds without having to compile them themselves.
but do report any bugs you may find.
One bug I have found with the windows64 build in cooperative gametype is there are no players guns firing sounds, but they are working in classes,I don’t know if this affects any of the other builds. If anyone else can verify this then that would be a great help.

ok i did try open all did work i did try to coopdev i join local server and game crach same via make server from main menu

4

(7 replies, posted in RTCW Coop)

ManiC wrote:

no i didn't mate i cloned latest repo after fretn made changes and compiled both windows and linux builds it's not exactly rocket science to do.. that link you show is nearly 6 months old and is only the windows build where's linux????

Last time i did test 1.0.3
Classes Enginner not did work at escape1 map i not did destoy there wall to ground

5

(7 replies, posted in RTCW Coop)

ManiC wrote:

Here are the latest 1.0.3 test builds for Windows & Linux compiled from rtcwcoop github
Linux https://manicswads.netlify.app/test-rel … 012023.zip
Windows https://manicswads.netlify.app/test-rel … 012023.zip
they can be installed to a separate folder from 1.0.2 just add RTCW's pk3's to the 1.0.3 test builds main folder and use the test builds executables to start the game.
For linux you may need to set the executable to be executable in it's properties.
with 1.0.3 servers gametype 2 is classes and gametype 3 is cooperative,
there is now a cvar that you can set to disable RTCWcoop's built in ai accuracy g_ignorescriptedaccuracy set it to 0 to use rtcw’s accuracies instead
also disable pure on your server for test releases.
finally i am not a dev i just compiled these for ease of use so anyone can test the new builds without having to compile them themselves.
but do report any bugs you may find.
One bug I have found with the windows64 build in cooperative gametype is there are no players guns firing sounds, but they are working in classes,I don’t know if this affects any of the other builds. If anyone else can verify this then that would be a great help.

what yours  1.0.3  give us

+ https://www.moddb.com/mods/rtcw-classic … beta-win64
This 1.0.3 Beta

you only take original and put to you own Link

6

(3 replies, posted in Bug reports)

ManiC wrote:

6 years later from this original post and i too have encountered this bug several times forcing me to reset the server back to escape1 manually


in Midu servers was this Fixeed

7

(9 replies, posted in RTCW Coop)

fretn wrote:

So as announced in https://www.rtcwcoop.com/forum/viewtopi … 3049#p3049 I have been working on implementing a new gametype for rtcwcoop where you can play with the for classes from the multiplayer part of the game

I will use this topic to post some information about my progress.

Currently the following things are implemented:

- new gametype: classes (this forces the usage of flagpoles as spawnpoints)
- the four known classes: soldier, medic, engineer, lieutenant
  * soldier is the only class that can use all the weapons, soldier can pick up all weapons but they don't have ammo, you need an LT for the ammopacks
  * engineer is the only one that can pickup dynamites, there are no pliers yet (I'm thinking if I will implement this feature or not)
  * medic can pickup medkits these boosts the medic chargetime, nobody else can pickup medkits, but they can pickup medpacks thrown by a medic, medic has a syringe and can revive you when you are wounded (like in multiplayer)
  * LT can pickup ammo, this boosts his chargetime, nobody else can pickup ammo. Everybody can pickup ammopacks thrown by an LT (like in multiplayer), smoke grenade + airstrike works, binoculars + artillery works too.
  * more medics means more health for everyone (like in multiplayer) and medics regenerate their health

- compass now shows objectives and spawnflags, and the engineer also can see where (s)he can find dynamite
- teamoverlay shows the class of your teammates like in MP, instead of the type of gun they have
- there is no limbo menu like in multiplayer but the ingame quickmenu (the menu that shows up when you press escape), has four buttons to switch class
- dynamites respawn (not the ones that you plant, but the ones that you have to pickup as an engineer), other items (ammo, weapons, healthpacks) don't
- weapon cycle is the same like in multiplayer (this only valid for the classes gametype)
- escape1 and tram have been modified a bit (by hardcoding some hacks in the code) which make you need an engineer + dynamite to advance
  * in escape1 the floor that needs to be shot can now only be destroyed by a dynamite
  * the second flagpole is moved to a secret area in escape1
  * in tram the hatch that needs to be shot to enter the tunnel can now only be destroyed by a dynamite


Things I still want to do before I push my code to the public repository and beta(alpha) testing can begin:

- modify more maps to add a need for an engineer
- probably add pliers so the dynamite has to be armed, but this means that the AI has to be updated so it can disarm it again
- figure out a way to have some buttons that are needed to start some game mechanics (eg: the lever to start the trams) damaged by default and they can only be fixed by an engineer his/her pliers, like the mg42 in multiplayer that can be damaged
- AI should try to shoot wounded players so they cannot be revived again

and probably more smile


is go take Like 1 Year  fretn finish all

this very big future Update

8

(14 replies, posted in RTCW Coop)

smalleyesxx wrote:

Is it possible to implement medic, field ops etc. in coop just like enemy territory?
And reduce health packs and ammo packs in the game.
So we must rely on each other more than before.

fretn wrote:

I have thought about that, but I never came around implementing this


Well  First this  Return To Castle Wolfenstein: Cooperative  not  enemy territory

in this game you play Singleplayer campaign [Originals maps  make for coop]   not wait more classes

but idea is like Cool


- KillerSlovakia

9

(1 replies, posted in RTCW Coop)

XMatthew0707X wrote:

Hi smile, i have a little cheat problem i posted / notarget doesn't work sv_cheats doesn't work either RCTW Coop

link here: https://imgur.com/a/CbNejXN

Hi for cheats You need
1) /coopdevmap namemap
2 ) server : start server chance map via coomand /coopdevmap escape1

or you can make coomand line with start server

RTCWCoopDED.x86.exe +set dedicated 2 +coopdevmap escape1 +sv_hostname Server +sv_pure 0

RTCWCoopDED.x64.exe +set dedicated 2 +coopdevmap escape1 +sv_hostname Server +sv_pure 0

10

(5 replies, posted in Bug reports)

baitexx wrote:

Nop, we were just passing a few levels and it started crashing. I don't remember the error, but has been already discussed on this forum, it was something with "MAX_" but i don't remember. They should make another version of the mod, it has a few mistakes but it's pretty cool.

Max_gamestate_chars

????

- Many Pk3 Files

11

(5 replies, posted in Bug reports)

baitexx wrote:

I was playing today in one of the servers of the game and I got to pass a few levels with some people, and it started kicking us out, and my game crashed when i tried to join back in.

matiaskehsler wrote:

It happened to me too sad, minutes later I was able to play normally

Hello You game Crach  Or you get kickeed from server With Error message on main menu

or you get voted kicked ?

12

(2 replies, posted in RTCW Coop)

Why make server / host ? You can play on Midu servers


1) Active Admins
2) all rtcw coop maps
3) fixed many bugs

13

(2 replies, posted in RTCW Coop)

HellGeist wrote:

Hello all,

I'm not quite sure what to do anymore. I've tried for long time, but I can't select a map when it comes to hosting a server.

I believed I installed the mod correctly: I copied and pasted the coop files to the root of my Steam copy of RtCW (where Main is).

I can join games, but I can't host, because the maps are all gone.

Great mod, but I'd really like to host my own server online to add to this small but unique community.

If nothing else, I'd like to host because the current servers have too high a ping for me.

What am I doing wrong? I've port forwarded as well, and tried fresh installs of the game.

Is this an issue with the Steam version or something?

Thank you for any help!

Edit: I'm trying to use the latest release found on Mod DB: RtCWCoop - v.1.0.2 Win-x64 (2020).

Why make server / host ? You can play on Midu servers


1) Active Admins
2) all rtcw coop maps
3) 2 servers

14

(7 replies, posted in RTCW Coop)

Alastor wrote:

Thanks for the guide it has been very helpful to me and my friend when we wanted to play localy

I dont understand how can it be that this mod is basicaly everywhere aviable but there is absolutely no info on how to use it

You are Welcome

15

(6 replies, posted in RTCW Coop)

Urjen wrote:

Haha, you certainly don't know my friend... Sometimes I wonder if he's working for the enemy big_smile

but still you can play on 2 good servers

http://master.rtcwcoop.com/

MiDu's RTCWCOOP # MiDu's RTCWCOOP #2

have all cusdom rtcw coop maps

Active staff Members

16

(0 replies, posted in RTCW Coop)

for join you need  files from server from server auto or http://fastdl.midu.cz/rtcw/coopmain/

17

(1 replies, posted in RTCW Coop)

Yoshik wrote:

https://i.imgur.com/NK8ipz2l.jpg

Скачать\Download:
Mirror1: 4shared.com
Mirror2: moddb.com

Instalation:
put coop_Opervors.pk3 in this place "C:\Users\YourComputerName\Documents\RTCWCoop\coopmain"

Have fun  smile

Starting Testing for Midu Soon

18

(1 replies, posted in RTCW Coop)

Yoshik wrote:

Now one of the most hard campaigns available for cooperative playing.

Download:
Mirror#1 4shared.com

Instalation:
put coop_Stalingrad.pk3 in this place "C:\Users\YourComputerName\Documents\RTCWCoop\coopmain"

Have fun   wink
https://i.imgur.com/jTbHDpr.gif

https://i.imgur.com/PVVVA0gl.jpg
https://i.imgur.com/Ts2TTJWl.jpg
https://i.imgur.com/YO3XgSRl.jpg
https://i.imgur.com/iTb1Gz6l.jpg

Testing Type

19

(21 replies, posted in RTCW Coop)

Yoshik wrote:

Stalingrad coop 10 maps coming soon...
https://i.imgur.com/PVVVA0g.jpg
https://i.imgur.com/PV7pnbh.jpg
https://i.imgur.com/TJxpicm.jpg
https://i.imgur.com/YO3XgSR.jpg
https://i.imgur.com/Ts2TTJW.jpg
https://i.imgur.com/Mrme3hs.jpg
https://i.imgur.com/iTb1Gz6.jpg


Next map next fan

Ps mission in acreenshot #3 im not love

20

(7 replies, posted in RTCW Coop)

fretn wrote:

what's the point of this post ?


im add links for Bit  Files [with coomanad to start sercer ]
"D:\Steam\steamapps\common\Return to Castle Wolfenstein\RTCWCoopDED.x64.exe" +set dedicated 2 +map escape1 +sv_cheats 0 +g_spawnpoints 2

"C:\Steam\steamapps\common\Return to Castle Wolfenstein\RTCWCoopDED.x64.exe" +set dedicated 2 +map escape1 +sv_cheats 0 +g_spawnpoints 2

21

(7 replies, posted in RTCW Coop)

https://github.com/rtcwcoop/rtcwcoop/wi … oop-0.9.9)




Setting up a server:

Introduction

This tutorial will cover the basic steps to get your game running and visible on the internet. Please be aware that this is for Windows users only. It's safe to assume that anyone running OSX or Linux already knows all this in a OS equivalent way. Names for binaries used here are for RTCW COOP version 0.9.9 - If it's currently unavailable or there's a newer version out, just adjust the name in (SERVER section) startup line to match the binaries.
Note

This is by no means a full blown everything and a kitchen sink tutorial. I will explain basic stuff with assumption that you;

    1: Have a at least a very basic understanding about networking,
    2: You don not have the basic knowledge of networking but are willing to devote few minutes or an hour of your time and get familiar with it by googling about any problems you experience.

If you can't do one or the other, you can jump to forums but chances are, we wont be able to help you..as concept of a home server is the same all around but ways of doing it vary.
About :: Basics

Running a server falls down to two different ways. One is that you run it through a game - by running a game and allowing others to join and two, that you run it as an actual server - through console. This tutorial will focus on 2nd approach.
Preliminary :: Ports

Before we jump into how to actually run it, I want to clarify few things to you so you'll be able to cope with problems along the way.

Every game has a default port on which it runs. Game usually runs on that port by default and will only use different port when you specifically tell it so, or when that port is already taken.

COOP's default port is 27960. Every time you run the server, it will (unless otherwise specified) start listening on that port. If that port is taken, it will automatically increase it by 1 meaning that if port 27961 is free, it will automatically binds it self to it, otherwise it will keep increasing it by a factor of 1, till it finds a free port and binds to it.

How does the port effects you? Generally in any multi-host environment you assign ports your self, so they never collide and you always know which port is taken by the process (i.e. game server). In a home environment where you basically run a game and a server together you do not bother with that, but here's a catch you have to look for. Port assigned to a server depends of two factors;

    Are you running more instances at the same time (game + server, multiple servers etc)
    If so, which you ran first?

Thing is. If you run your server first it will bind it self to default port (27960). If you run a game after it, it will check if default port is available, since server already occupies it, it will bind it self to 27961. If you run another instance of the game or a server, it will bind it self to a 27962 port etc..so as you see, order matters.

So in a nutshell, why is this important? If you open (allow) a single port and not a range of ports in your router/firewall settings then that's something you have to keep in mind. As order of how you start the things will also affect which port will be assigned to it.

A brief example - In your router you open the port 27960 but then you first run the the game and after it a server..as it should be clear by now, in this scenario your server would actually be on port 27961 and since you run the game on your default port (remember, it was there first), your friend(s) wont be able to join as server is not listening on that port and game will naturally ignore any incoming connection requests.
Router

Chances are, your router is blocking the port by default. So what you'll have to do is enable (allow) the port or port range in order for your server to actually reach the internet.

This is a simple process but there's no straight answers as there's as many ways of doing things as there's different router vendors and models. Each router has slightly different approach so this is the part where you have to put some effort in.

Generally port settings reside in either Application & Gaming or Security section - in some cases it may be in completely different section. What you are basically looking for is usually called something like Port forwarding or something in that manner. Your sole task here it to allow/enable/open the port you wish.

By default it will probably offer you starting port, ending_port and Protocol (UDP, TCP or in same cases BOTH). If you can set a range (from-to) then add in, 27960 (start), 27980 (end) and select UDP as protocol. That's about it. If you can only set a single port, then set 27960 but in that case, note that as it was mentioned above, you need to start server first (remember- order matters).

NOTE:

    If you have to set an IP as well (route to etc) then you set your lan IP of computer that runs the server, game..
    If you have hard time figuring out this you can try with DMZ (demilitarized zone) and set LAN IP of the computer..but note that in that cases, all the ports and everything will be exposed on the internet.

TIP: If you have hard time following this section, then write down your router model and type in google "YOUR-ROUTER-MODEL forwarding ports" and check the corresponding tutorials..there's bound to be a sea of them so invest some time by going through them and solve this.
Firewall

Unless if you run a strict environment or an actual server this section is completely useless. When you run the game, you will usually get a firewall pop up asking you, if you allow this process to connect to the internet..simply click yes and you're done.

If you run a relaxed completely blatant system it wont even bother to ask you.. But, if you run a strict environment then chances are, you will have to add incoming and outgoing port to your firewall rules. How to do that is beyond this tutorial but google it and you'll find instructions instantly...and for the record in that case settings are:

    PORT: 27960
    PROTOCOL: UDP
    Set incoming and outgoing to Allow

Setting a server

I will not discuss here about how to configure your mod or what and why you should do. I will only address the first and most essential part, that startup line.

    In COOP folder Create batch file (it's easy so just google it if you do not know how).
    Add in bach file the following line:
    RTCWCoopDED.x86.exe +set dedicated 2 +map swf

64 - https://www.dropbox.com/s/38nqq4qa7svsa … 4.exe?dl=0
86 - https://www.dropbox.com/s/gcro4hewmwucs … 6.exe?dl=0

NOTE: Replace RTCWCoopDED.x86.exe with RTCWCoopDED.x86_64.exe if you're running 64bit version.

Save it and simply run the file. If window pops up asking you if you wish to add this service to allowed firewall list simply click yes. That's it you're done. If you unblocked all the ports correctly and if you set a range rather then single port then your server should be now visible on the internet. If you set a single port and it's 27960 then make sure you don't have any instances of COOP running and run the server first, before you run the game.
Additional

What this tutorial doesn't cover are additional parameters you can pass through startup line..there's basically anything game offers + few extra. Ones you may be interested are net_ip and net_port. This parameters are used if you want to force your game to always use a specific port but in that case you need to add your actual (WAN/Internet) IP to net_ip variable and port you wish to use to your net_port variable.

To give you a basic example, let's say your IP is 100.100.100.100 and you wish to run the game on a port 27999..you would simply add to startup line at the end of this the following;

+net_ip 100.100.100.100 +net_port 27999

That's about it. Just note following;

    If you're on a dynamic IP you will have to adjust net_ip when your IP changes,
    Make sure that port specified here is open in your router and/or any other software (firewall, anti-virus etc..),
    IP specified here has to be your WAN (external a.k.a. actual) IP and not your Local (LAN) IP.

Norton, Anti-viruses, ...

If you done all the steps above and game works don't bother with this, otherwise continue..

There's no complete guide for this. If you run anything that's taking control over your firewall (norton has this nasty habit) or "complete protection suit" of any kind..then make sure you check their forums about ports and how they handle it. Note that some applications allow you to set them to "Gaming mode" or similar..in that case they'll allow any connections and stop blocking your ports..so check if that options is available before you start digging forum threads you found though google.

Conclusion This tutorial is completely basic but often people simply don't know, so in that case I hope you find some use of it. If you encounter anything that's not explained here, I suggest you google that bit and learn about it. Learning how to make batch files, find out what's your local IP and stuff alike are complete basics and google is full of explanations about it.

As usual, if all else fails visit the forums and we'll go from there on.

    Forums: http://www.rtcwcoop.com/forum/index.php
    Author: Nate 'L0,

22

(1 replies, posted in RTCW Coop)

updateed

https://www.dropbox.com/s/4c479f80346cq … s.rar?dl=0

23

(9 replies, posted in RTCW Coop)

everyone Yoshik COOP pack  is now in
MiDu's RTCWCOOP  (#1) Include: Devil's Manor, Devil's Manor 2: Edge of Darkness, Vendetta, Dark Matter's

24

(9 replies, posted in RTCW Coop)

everyone Another server created Another MiDu's RTCWCOOP # 2 server is created for original campaign and smaller maps

25

(9 replies, posted in RTCW Coop)

Yoshik wrote:
KillerSlovakia wrote:

Binaries opengl1, rend2 or x86 (or linux .so) i can send on request.

Hello. Can you send me source code of your updated version?


Hello come to Midu Dicord

Duko is main Autor

https://steamcommunity.com/linkfilter/? … gg/JBUjQEd