1 (edited by Yoshik 2018-11-18 19:45:54)

Topic: Time Gate Cooperative Version

Time Gate Cooperative Version

https://www.youtube.com/watch?v=pn9kSmhqBFs

Addon "Time Gate" I always liked very much, and with the advent of mod for a cooperative game, the idea arose to convert it. But as always, the matter was constantly postponed, until now. Last months I worked on this issue actively, and today I am ready to present it to your attention.
Like all decent co-op levels, our maps also contain a flagzones for spawns, which makes the game much more enjoyable than autosaves. The cutscene-levels were decompiled, rebuilding and, as a result, playable. I also allowed myself to add a small area in the cutscene of the appearance in the village, so that staying on this stretch of adventure was more interesting. There were also added a few new hiding places of gold, a little handfull models and music. All the "trap doors" from the levels were removed, the cablecar and the elevator has a slight delay time before the start. This is done specifically to people with different pings, safely appeared on the map and comfortably continued the journey, not spawn into the air for a couple of seconds before the imminent death. The script part was amenable to alteration, all moving platforms after the start, return and start the route on a new one. For even more fun, the path of the locomotive was lengthened as much as possible, and he now passes halfway through the railway track. During the tests, it was revealed and corrected a lot of small things, and maybe not all, maybe you will find something, too, but this will be on your conscience)
Failed to add scripts of the multiplier of enemies, I could not understand these wilds, but maybe it is not needed.Cleaning is not perfect, but everything works fine. Separately, I want to express my gratitude to Tatiana, for her unbearable fate in debugging the add-on and for saving this work from failure, when I lost all the data from the PC, and the original authors of the Gate,  Priv and Pbald for a wonderful addon.
I hope you will also like it and, meeting on the battlefields.

p.s. if any word embarrasses, I apologize, I do not know English well and used google for translation.

Download: (ver1.3)
Mirror#1 4shared.com


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

Screenshots:
https://i.imgur.com/mHB5z4Kl.jpg
https://i.imgur.com/1IxFHwQl.jpg
https://i.imgur.com/YuuUlc2l.jpg
https://i.imgur.com/Bv6fJ20l.jpg
https://i.imgur.com/GTiBgPfl.jpg
https://i.imgur.com/RuMTuGrl.jpg
https://i.imgur.com/577Zn06l.jpg
https://i.imgur.com/h5IQvxzl.jpg

2 (edited by Duko 2018-06-04 22:22:14)

Re: Time Gate Cooperative Version

Great work!

I have done quick test and i found few issues that affect gameplay:

Use game_manager for .coop.script file and add giveweapon option in .coop.ai so player can spawn with right weapons
https://github.com/rtcwcoop/rtcwcoop/wi … pt-support

map tomb3
http://files.midu.cz/rtcw/screenshots/shot0071.jpg
these doors at start should be removed, players connected later can't pass thru them

map berg
http://files.midu.cz/rtcw/screenshots/shot0072.jpg
http://files.midu.cz/rtcw/screenshots/shot0073.jpg
players connected later spawns at start in the air, second spawn should be active after tram start moving

map labor2
http://files.midu.cz/rtcw/screenshots/shot0069.jpg
models of brush entity exceed max limit 256, if player die his client will crash
Map needs reduce brush entities to 190 (reserve needed?), current are 393 used, map have 254 func_explosive brush ents used, its too much
If you can decompile and edit map please remove func_explosive that are not necessary for map script (without target or targename) mainly oscilloscopes, test-tubes and paintings

also remove coopgameinfo.txt from pk3


For devs rtcwcoop: can we in future raise models (and sounds) limit to 512? I have recompiled server and client with MAX_MODELS 512, tested first 6 rtcw maps everything seems works fine

Re: Time Gate Cooperative Version

Yoshik wrote:

Time Gate Cooperative Version

https://www.youtube.com/watch?v=pn9kSmhqBFs

Addon "Time Gate" I always liked very much, and with the advent of mod for a cooperative game, the idea arose to convert it. But as always, the matter was constantly postponed, until now. Last months I worked on this issue actively, and today I am ready to present it to your attention.
Like all decent co-op levels, our maps also contain a flagzones for spawns, which makes the game much more enjoyable than autosaves. The cutscene-levels were decompiled, rebuilding and, as a result, playable. I also allowed myself to add a small area in the cutscene of the appearance in the village, so that staying on this stretch of adventure was more interesting. There were also added a few new hiding places of gold, a little handfull models and music. All the "trap doors" from the levels were removed, the cablecar and the elevator has a slight delay time before the start. This is done specifically to people with different pings, safely appeared on the map and comfortably continued the journey, not spawn into the air for a couple of seconds before the imminent death. The script part was amenable to alteration, all moving platforms after the start, return and start the route on a new one. For even more fun, the path of the locomotive was lengthened as much as possible, and he now passes halfway through the railway track. During the tests, it was revealed and corrected a lot of small things, and maybe not all, maybe you will find something, too, but this will be on your conscience)
Failed to add scripts of the multiplier of enemies, I could not understand these wilds, but maybe it is not needed.Cleaning is not perfect, but everything works fine. Separately, I want to express my gratitude to Tatiana, for her unbearable fate in debugging the add-on and for saving this work from failure, when I lost all the data from the PC, and the original authors of the Gate,  Priv and Pbald for a wonderful addon.
I hope you will also like it and, meeting on the battlefields.

p.s. if any word embarrasses, I apologize, I do not know English well and used google for translation.

Download:
Mirror#1 yadi.sk
Mirror#2 4shared.com
Mirror#3 dropmefiles.com

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

Screenshots:
https://i.imgur.com/mHB5z4Kl.jpg
https://i.imgur.com/1IxFHwQl.jpg
https://i.imgur.com/YuuUlc2l.jpg
https://i.imgur.com/Bv6fJ20l.jpg
https://i.imgur.com/GTiBgPfl.jpg
https://i.imgur.com/RuMTuGrl.jpg
https://i.imgur.com/577Zn06l.jpg
https://i.imgur.com/h5IQvxzl.jpg




map berg
Please fix tram cone from otner side and is move there and back


you all done map is go ready add to  midu server


KillerSlovakia

Rtcw Coop Midu server Admin

Midu RTCW COOP
Server Admin

Re: Time Gate Cooperative Version

Map : ber

Please set tram go to end map (big gate)

Midu RTCW COOP
Server Admin

Re: Time Gate Cooperative Version

Hello guys, sorry that did not answer earlier, I had a grueling business trip.


Duko wrote:

1. Use game_manager for .coop.script file and add giveweapon option in .coop.ai so player can spawn with right weapons

2. map tomb3
http://files.midu.cz/rtcw/screenshots/shot0071.jpg
these doors at start should be removed, players connected later can't pass thru them

3. map berg
http://files.midu.cz/rtcw/screenshots/shot0072.jpg
http://files.midu.cz/rtcw/screenshots/shot0073.jpg
players connected later spawns at start in the air, second spawn should be active after tram start moving

4. map labor2
http://files.midu.cz/rtcw/screenshots/shot0069.jpg
models of brush entity exceed max limit 256, if player die his client will crash
Map needs reduce brush entities to 190 (reserve needed?), current are 393 used, map have 254 func_explosive brush ents used, its too much
If you can decompile and edit map please remove func_explosive that are not necessary for map script (without target or targename) mainly oscilloscopes, test-tubes and paintings

5. also remove coopgameinfo.txt from pk3

1. Weapons alredy set in  .coop.ai.  In future update I add game_manager to the .coop.script

2. Remove this door is possible. I will do it.

3. In first version I set spawn on first cablecar station but some triggers are in air and player must activate him. Maybe I set 4 spawns in vagon and 4 in station? In any way it's a 5 seconds ride to the first flagzone. Or just make first vagon are return to the level start?

4. Decompiling this map broke many brushes and after that it's uncompilable. Manipulation I do in Hex editor. I look what i can do with this objects. During the tests I did not find this error.

5. Ok,  I will do it.

KillerSlovakia wrote:

map berg
Please fix tram cone from otner side and is move there and back

You about 1 tram? Second are returns and ride again.

KillerSlovakia wrote:

Map : ber

Please set tram go to end map (big gate)

I want it too, but without original source map it's not possible. I take path_corners what lay on the turn of the railtracks and redistributed them, as far as possible.

Re: Time Gate Cooperative Version

Yoshik wrote:

Hello guys, sorry that did not answer earlier, I had a grueling business trip.


Duko wrote:

1. Use game_manager for .coop.script file and add giveweapon option in .coop.ai so player can spawn with right weapons

2. map tomb3
http://files.midu.cz/rtcw/screenshots/shot0071.jpg
these doors at start should be removed, players connected later can't pass thru them

3. map berg
http://files.midu.cz/rtcw/screenshots/shot0072.jpg
http://files.midu.cz/rtcw/screenshots/shot0073.jpg
players connected later spawns at start in the air, second spawn should be active after tram start moving

4. map labor2
http://files.midu.cz/rtcw/screenshots/shot0069.jpg
models of brush entity exceed max limit 256, if player die his client will crash
Map needs reduce brush entities to 190 (reserve needed?), current are 393 used, map have 254 func_explosive brush ents used, its too much
If you can decompile and edit map please remove func_explosive that are not necessary for map script (without target or targename) mainly oscilloscopes, test-tubes and paintings

5. also remove coopgameinfo.txt from pk3

1. Weapons alredy set in  .coop.ai.  In future update I add game_manager to the .coop.script

2. Remove this door is possible. I will do it.

3. In first version I set spawn on first cablecar station but some triggers are in air and player must activate him. Maybe I set 4 spawns in vagon and 4 in station? In any way it's a 5 seconds ride to the first flagzone. Or just make first vagon are return to the level start?

4. Decompiling this map broke many brushes and after that it's uncompilable. Manipulation I do in Hex editor. I look what i can do with this objects. During the tests I did not find this error.

5. Ok,  I will do it.

KillerSlovakia wrote:

map berg
Please fix tram cone from otner side and is move there and back

You about 1 tram? Second are returns and ride again.

KillerSlovakia wrote:

Map : ber

Please set tram go to end map (big gate)

I want it too, but without original source map it's not possible. I take path_corners what lay on the turn of the railtracks and redistributed them, as far as possible.

tnx  good luck in fixing

Midu RTCW COOP
Server Admin

7 (edited by Yoshik 2018-06-18 12:29:35)

Re: Time Gate Cooperative Version

Updating
Mirror#1 yadi.sk
Mirror#2 dropmefiles.com
Mirror#3 4shared.com


Door from tomb3 removed, aded game_manager in coop.scripts, rewriten script for 1-st vagon on berg and lift on labor3, now they returns.

About brush limits on labor2, I was not able to reduce their. But by the trial method I found, when you play single after dead crash happens, but when you create dedicated server and enter to him, after dead crash not happens. Thats why I did not find it earlier.
I and other players die on this map many time and no one fall https://youtu.be/9z2XUigSxEI?t=1h21m35s
Hope it will be work fine on your servers too.

Re: Time Gate Cooperative Version

Yoshik wrote:

Updating
Mirror#1 yadi.sk
Mirror#2 dropmefiles.com

Door from tomb3 removed, aded game_manager in coop.scripts, rewriten script for 1-st vagon on berg and lift on labor3, now they returns.

About brush limits on labor2, I was not able to reduce their. But by the trial method I found, when you play single after dead crash happens, but when you create dedicated server and enter to him, after dead crash not happens. Thats why I did not find it earlier.
I and other players die on this map many time and no one fall https://youtu.be/9z2XUigSxEI?t=1h21m35s
Hope it will be work fine on your servers too.

tnx for Update im go test and im go see what error im go found is all go fixeed can go Add to Midu Soin


Ps
Midu RTCW COOP Owner is Duko
https://www.rtcwcoop.com/forum/profile.php?id=459

im server Admin Only  but most time is me on server On

Midu RTCW COOP
Server Admin

Re: Time Gate Cooperative Version

it would be nice to see and play Time Gate on server Midu

I ♥ Wolfenstein

Re: Time Gate Cooperative Version

Tatiana wrote:

it would be nice to see and play Time Gate on server Midu

yea

Midu RTCW COOP
Server Admin

Re: Time Gate Cooperative Version

Yoshik wrote:

Hello guys, sorry that did not answer earlier, I had a grueling business trip.


Duko wrote:

1. Use game_manager for .coop.script file and add giveweapon option in .coop.ai so player can spawn with right weapons

2. map tomb3
http://files.midu.cz/rtcw/screenshots/shot0071.jpg
these doors at start should be removed, players connected later can't pass thru them

3. map berg
http://files.midu.cz/rtcw/screenshots/shot0072.jpg
http://files.midu.cz/rtcw/screenshots/shot0073.jpg
players connected later spawns at start in the air, second spawn should be active after tram start moving

4. map labor2
http://files.midu.cz/rtcw/screenshots/shot0069.jpg
models of brush entity exceed max limit 256, if player die his client will crash
Map needs reduce brush entities to 190 (reserve needed?), current are 393 used, map have 254 func_explosive brush ents used, its too much
If you can decompile and edit map please remove func_explosive that are not necessary for map script (without target or targename) mainly oscilloscopes, test-tubes and paintings

5. also remove coopgameinfo.txt from pk3

1. Weapons alredy set in  .coop.ai.  In future update I add game_manager to the .coop.script

2. Remove this door is possible. I will do it.

3. In first version I set spawn on first cablecar station but some triggers are in air and player must activate him. Maybe I set 4 spawns in vagon and 4 in station? In any way it's a 5 seconds ride to the first flagzone. Or just make first vagon are return to the level start?

4. Decompiling this map broke many brushes and after that it's uncompilable. Manipulation I do in Hex editor. I look what i can do with this objects. During the tests I did not find this error.

5. Ok,  I will do it.

KillerSlovakia wrote:

map berg
Please fix tram cone from otner side and is move there and back

You about 1 tram? Second are returns and ride again.

KillerSlovakia wrote:

Map : ber

Please set tram go to end map (big gate)

I want it too, but without original source map it's not possible. I take path_corners what lay on the turn of the railtracks and redistributed them, as far as possible.




yea Update but labor2 is Bugged

while the only option to fix it is to raise the model limit in the source code to 512 and compile it
but it would mean that existing 256-size clients would not be able to connect to the server to Midu

Midu RTCW COOP
Server Admin

Re: Time Gate Cooperative Version

KillerSlovakia wrote:

yea Update but labor2 is Bugged

while the only option to fix it is to raise the model limit in the source code to 512 and compile it
but it would mean that existing 256-size clients would not be able to connect to the server to Midu

All this time I rebuild decompiled map and fights with compiling errors, this was really hard but looks like it's on finally stage. Also I have another good news, "ber" level now have 60 path_corners (in past only 15) and our train ride to the end with normal railtracking on corners.

Re: Time Gate Cooperative Version

Yoshik wrote:
KillerSlovakia wrote:

yea Update but labor2 is Bugged

while the only option to fix it is to raise the model limit in the source code to 512 and compile it
but it would mean that existing 256-size clients would not be able to connect to the server to Midu

All this time I rebuild decompiled map and fights with compiling errors, this was really hard but looks like it's on finally stage. Also I have another good news, "ber" level now have 60 path_corners (in past only 15) and our train ride to the end with normal railtracking on corners.

this real good news main is try fix last  2 maps lab 1 lab 2 [Final]

Midu RTCW COOP
Server Admin

Re: Time Gate Cooperative Version

Today made the final compilations. Test it on the server, I will wait for positive news (crossed fingers xD)

https://dropmefiles.com/aCIKU

Re: Time Gate Cooperative Version

Yoshik wrote:

Today made the final compilations. Test it on the server, I will wait for positive news (crossed fingers xD)

https://dropmefiles.com/aCIKU

IM CAN MAKE server with vpn

duko go test map too soon

Midu RTCW COOP
Server Admin

Re: Time Gate Cooperative Version

KillerSlovakia wrote:

IM CAN MAKE server with vpn

duko go test map too soon

Are there any news? "Labor2" now does not kill the server?

Re: Time Gate Cooperative Version

Yoshik wrote:
KillerSlovakia wrote:

IM CAN MAKE server with vpn

duko go test map too soon

Are there any news? "Labor2" now does not kill the server?

Duko is Testing  maps
im test too + for me  Labor2 Work

Midu RTCW COOP
Server Admin

Re: Time Gate Cooperative Version

https://www.rtcwcoop.com/forum/viewtopi … 2929#p2929
Follow  server News

Midu RTCW COOP
Server Admin

Re: Time Gate Cooperative Version

Mappack have been updating  4shared.com
On levels music is stoping playing, now it's fixed. Level "vil01" displayed frong final statistic, now it's fixed.