76

(1 replies, posted in RTCW Coop)

/coopdevmap map
/coopmap map

77

(6 replies, posted in RTCW Coop)

Ah hehe no more fun with him. big_smile

78

(13 replies, posted in Bug reports)

Added one. smile

79

(6 replies, posted in RTCW Coop)

Are you humiliating the fat boss?

80

(5 replies, posted in RTCW Coop)

Well technically it should not matter. But you are supposed to put the original RTCW files into Main folder. And the RTCWCoop files into Coopmain folder.

81

(2 replies, posted in RTCW Coop)

I don't use any exes. I just copy the needed paks into the Coop installation. You don't need other than that. To uninstall you just remove the folder.

From the readme:

Return to Castle Wolfenstein: Coop

* Installation:

- Copy all your rtcw pk3 files (mp_*.pk3, sp_*.pk3 and pak0.pk3) inside the main folder of this archive.
- Above is important, don't mix this with your current rtcw installation. You have to play this game as a complete new game.
- Double click rtcwcoop.exe and the game will start.
- You can open the console by pressing shift-escape.
- The source code for this project can be found at: http://code.google.com/p/bzzwolfsp/



If this has nothing to do with Coop. Try returning the files from the trash bin. If not, you can try reg seeker or regcleaner. Also how about giving it a different folder?

82

(1 replies, posted in Bug reports)

Thanks for reporting. This is fixed in the next version. smile

83

(10 replies, posted in Bug reports)

You know there is a mapping tutorial now? That tell pretty much anything needed to know. smile

84

(10 replies, posted in Bug reports)

Hey! Welcome to the forum! I hope you enjoy your stay.

Great find and detailed explanation. Some parts of End map got fixed for the new beta. But it is not very good yet. I dont remember which. The thing about first player is still bugging atleast. I was not aware of this. It is not easy to test alone. But I will go through this aiteam issue.

I am glad you shared it. Thank you! Happy games!

Fretn is the Project Leader:  http://www.rtcwcoop.com/forum/profile.php?id=2

85

(3 replies, posted in RTCW Coop)

Oh ok right. 100 is just regular max in normal play. You are welcome, glad to be of assistance.

86

(3 replies, posted in RTCW Coop)

setarmor 100

Add this in the list. This only affects the first spawn after map start, not everytime you respawn. I think 100 is max, but I might be wrong.

! Mind that you must make a new pk3 for the files you edit, named eg. z_blabla.pk3. And if you spread it to others you might affect others game too.

87

(10 replies, posted in RTCW Coop)

First of all welcome aboard! There are currently no arrangements, but you are free to suggest a time. Luckily now there are games to join almost all time during evenings. If not join a server and someone might join shortly after. smile

You have misplaced skin and head keys. { Starts one entity (eg. AI) and } ends it.

Must be inside

{
"origin"
"skin"
"head"
}

Not

{
"origin"
}
"skin"
"head"






Also you should do it like this:

"skin" "folder/skinname"
"head" "headskinname"

Eg.

"skin" "venom/dig1"
"head" "dig1"

Note you can just leave these out and it will use the default skin if you don't care.

What exactly do you want? No it is not same, but close.

You can play alone with same skill and same enemies as SP. Story and maps are same. Cvars allow us to alter game experience by admin. One can select proper settings from easy to nightmare, and for 1-8 players.

Only main thing is that it is not possible to see cutscenes in Coop. Basicly the gameplay is like SP, with few small changes.

Maybe the game has not rights to editing documents to create rtcwCoop folder? Try running it as admin or allowing it in firewall/virus defender?

I noticed you have program files in D but looks for user folder in C. Is your windows in C?

92

(21 replies, posted in RTCW Coop)

I shall get this started and show you what I am working on! wink

I have fixed and moved Capuzzo under a new project; Afrika!

It will start out with the 3 maps from Capuzzo. It will continue after the ambush at the cliffs in Tobruk in the lovely next morning. Currently I have created 2 Tobruk maps that are being tested as we speak. Third Tobruk map is 90% ready. Then I am planning on dusting my old Hds from some unfinished ET maps to create new gaming experiences with less developing time. I have many years worth of unfinished projects.

I am planning to release Afrika with 5 or 6 maps same time as the next Coop is out.

Some teaser shots from 2 Tobruk maps:

http://i.imgur.com/sIy9eON.jpg
http://i.imgur.com/HeOnV5T.jpg
http://i.imgur.com/YqYNUG5.jpg
http://i.imgur.com/Peve4cg.jpg
http://i.imgur.com/0AURns5.jpg
http://i.imgur.com/Ht9oJtl.jpg

Hey!

I have noticed some action on the custom map front! It is an awsome thing! smile

Please share us your wip images, ideas, stories! Get ideas, help, feedback, tests or simply show off! Because everyone deserves to get regocnisation for their hard and awsome work towards this mod and game!

Okey, good luck.

No. Why do you insist on making everything hard? Hardcode, why on earth? Slots... Huh? Markers should affect game entitity limit that is 1024, see /entitylist. Never needed /where fyi.

/dumprandommarker zone 1

just like /dumpcoopspawnpoint. As an allied. Give exact origin and angle of your aiming direction. And a zone key. Automatically added to ents file (or new file). Should not need where or type anything!

96

(6 replies, posted in RTCW Coop)

I left an intentional cliffhanger. smile But there is third tobruk map coming soon that is on other side of the last house. Also I have dusted of some old unfinished afrika maps from my hd and consider profitting of the work done previously. Fast maps.

Fort would take tons of time since I would have to make it out of nothing. Well I made a small cemetary for it and drawings a year ago. It is a big dream of mine. Along with a tank battle and a plane battle. smile But we will see not probably for a long time.

I am ok with new file for random markers and configureable using. A cvar should be there to be able define % or disable it. Dont want the user edit any files unless it is a must.

Point of using default locations was to save 1/3 of the work. Do mind that only the Ai whose default location it is should use it. 1/3 chance it simply would not teleport. This is simply to cut on work, ofc it is more random if not used.

But maybe if dumping markers would be as fast as I demonstrated it would not matter. Binded to a key and nothing else needed to do, nothing to fix manually. One key for each zone. Just run around bashing buttons. I can do this if I get the tools I need. The amount of random markers could be just about anything then.

Maybe if you want to evolve the vector idea (to extra random) there could be a code that makes the ai walk 1 sec to a random direction from the marker, stop and facetargetangles with the last marker. Maybe this could be when the random is set to >80% by admin. But  truth is that most ais you meet are navigating on their own and that is very random. Because one shot and they have their own will. The Ais you see first are the only that really matter.

I really don't like the idea using XYZ vectors. I doubt anyone will want to implement those coordinates. The combinations are so much, height differences are many and the chances of screwing up is massive. Then we want to remember tons of details placed in there, other entities, Ai's etc. Besides the amount of space really does not do justice to this. Anyone who would look at the most inside places with reinforce 2 can see that almost all possible places to spawn someone has been already taken. Type XYZ wrong, AI dissapear etc.. I just see so much work and result in so much problems unless we do each spot individually. I think dumping markers is faster to do anyway.

However some bit I found from your idea useful.

1. List of randomiseable AI's zoned in x amount of zones.
2. New marker entity without any individual name. Categorise these markers into zones. eg. key "zone" "1" etc.

"classname" "spawn_marker"
"origin" "0 1 2"
"angle" "5"
"zone" "1"

"classname" "spawn_marker"
"origin" "100 1000 200"
"angle" "90"
"zone" "1"

etc.

Ofc remember to use the original location as a possible spawn location too!

3. Then dump these entities ingame with a /command.

4. Then randomly place these AI's into the zones markers in code.

Hmm. Maybe it is not so bad idea. I have used accum random and then used teleport targetname. But if I did not need to do this it would save half of the dev time.

What if the new approach is: if not markers present ignore. Check for each ai separately targetname ainame_rs1 and ainame_rs2 and one random is empty (default point). Then teleport to the markers. Mapper would add markers with the tools I presented above.

So in word of example

Following ai_markers are added nazi1_rs1 and nazi2_rs2 in ents.

Random 1 nazi1 stays same
Random 2 nazi1 will teleport to nazi1_rs1
Random 3 nazi1 will teleport to nazi1_rs2

If we want to do random actions or such other things, we can just use the old way with accum random. Now all is needed to run ingame dumping markers to apply. Do not make other random than individually for each ai.

Also I can tell by experience that you will run out of space and time if you have more than 3 random.

Edit.

This would cut the need for firstspawn. But still each ai script would have to be checked that nothing gets ruined. If there is any actions this cannot be used. Also possibly ai_marker count limit might need to be raised. Maybe if I get the tools I want I can make a run.

We can make it with random accum, then it is always random. Mapper would place the markers. Your coding idea would probably be less work, but it would only limit to spawning. Cannot do easily random crouch, run, throw nade etc. At start.