coop mod ?


(here) #1

wolfenstein could be very nice in a coop mod with the multiplayer system (class)
Imagine you can make the sp game as a team of 4 persons (no items in the map) Only ai

  • only lieutenant bullet pack for ammo
  • only medic health pack for health
  • adding some explosive objective or constructive objectise in the spmaps
  • adding some destroyable objective for soldiers utilitie

It is possible to make this ?
Or does it already exist ?
If someone is interested in this kind of project or want to lead a similar project I’m open =)


(dutchmeat) #2

It is posible to create such a mod
As far as I know, it doesn’t exist yet
And I might look into using bots in our Vampiremod project(W:ET), which can lead to a co-op mode.


(carnage) #3

I have no doubt its possible, but the amount of work involved would probably be quite huge

if your going to build it as a mod the main problem that you will probably get is that the AI is not set up to work over a network and that is going to be quite a task in itself, then after that its will probably break compatibility with the existing single player levels not to mention that there were not designed for this kind of game play anyway so probably wont be much fun

you also have to consider tricks that players can do when they work together e.g. towers. meaning they will have better access to areas that are intended to be off limits and could use it to “cheat” levels. it also becomes a bigger design challenge to create a level that can accommodate enough players while giving each one enough to do

I was doing a few tests in ET some time ago to try and fake a coop system using bots. it worked around some rather tricky manipulation of spawn points by activating and disabling them at certain times you can make it appear that bots are spawn in different locations around the levels. they have very limited behaviour compared to conventional AI, you cant really script anything of set up defensive positions because you can control the behaviour enough to stop the bots just running around randomly (or to the next point of interest).

if I was going to try and make a proper coop mod i would probably start by trying to get the source code for a working bot mod for rtcw, from there you will probably want to tweak the behaviour a bit to allow for calm state etc, maby react to other entities on the maps that will show them were you want them to take defensive positions etc. On the up side virtual all the media needed to get this mod working already exists in the single player game, characters are fully animated and even contain walking animations (very useful for AI’s who are not alerted). From there 90% of the other changes shouldn’t be major coding projects, restricting the axis team, changing default weapon load outs etc


(nedd3h) #4

this works well
http://fritzbot.bots-united.com/

we often do humans v bots at lans


(080711jk) #5

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(Tyrlop) #6

thats bots not npc. npc is much funner this means single player campaigns…


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(Miki) #8

If this project goes on, I could make maps for it, just tell me how they need to look like. Then you don’t have the whole ‘tower to cheat levels’ tricks and stuff… In my eyes, this would be a great funmod! :smiley:

EDIT : Ow didn’t see it was in the RTCW part of the forum. Anyway, I would make it for ET, since that has way more players… + newer,( and in my eyes, way better multiplayer) :slight_smile:


(Tyrlop) #9

it has allways been my dream to play Coop in ET or RtCW, Eastfront(ET) got new Coop system, but its still under heavily development, atm the npcs are just placed randomly all over the maps, we imported most stock maps to Coop mode, its quite funny but its also very buggy.


(Yougssio28) #10

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(fretn) #12

I’m a bit late to reply, but we are working on this, you can follow the project at http://code.google.com/p/bzzwolfsp/

There is still a lot of work to be done and a lot of bug to be fixed, but its starting to be playable, and we’ll release new (working) binaries for linux, osx and windows soon.


(FFSturm) #13

[QUOTE=fretn;382973]I’m a bit late to reply, but we are working on this, you can follow the project at http://code.google.com/p/bzzwolfsp/

There is still a lot of work to be done and a lot of bug to be fixed, but its starting to be playable, and we’ll release new (working) binaries for linux, osx and windows soon.[/QUOTE]

It doesn’t work for me right now on win7. don’t know why, it just quits.
When you release a future binary, would you kindly explain step by step how to make it work properly? (needed packs and stuff)

cheers


(fretn) #14

Yes thats why I want to release new binaries :slight_smile:

edit: http://code.google.com/p/bzzwolfsp/wiki/HowTo


(fretn) #15

I’ve updated the files on the project page with a working win7 build


(Crytiqal) #16

This would be so awesome :smiley:

Can’t wait to play!


(FFSturm) #17

thanks, going to test them in a few.
edit: works perfectly


(fretn) #18

It still crashes every now and then on windows, I’m trying to fix it


(FFSturm) #19

I have been playing it yesterday (win7) and there is a little problem. When you spawn in X map, both players are stuck on themselves. It happened in escape2. Also the fraglimit count? sv_Fraglimit i guess?
Another little problem was the tesla gun. It just doesn’t work (it casts rays, but does nothing). This also happens in ubersoldiers.
For the animations, I did a trick. /model infrantryss (well, it’s a german, (american in disguise hehe), but at least the animations are correct)

Overall for being a testing release, it’s really outstanding. thanks you


(FFSturm) #20

ok, its /fraglimit (Default to 20). I just put 9999