rtcwcoop 0.9.2


(fretn) #1

The list looks small, but the amount of changed code is huge :slight_smile:
I hope this makes it more stable than before, have fun !

New features:

[ul]
[li]Total new client/server network code, its a straight port from rtcwmp which is proven to be a lot more stable than what we currently had
[/li][li]Working pk3 autodownloading, thanks to the rtcwmp client server code
[/li][li]Knife throwing (yay!)
[/li][li]New sound code
[/li][li]added a new alias for the mp_quickmessage cmd: voicechat
[/li][/ul]
Fixes:

[ul]
[li]ā€˜attemptsā€™ in end level stats now shows the number of deaths of all players
[/li][li]if no more lives left wait a few seconds before restarting the map
[/li][li]new votesounds
[/li][li]tomb and escape1 one have fixed mapscripts, bugs should be gone
[/li][li]cvar security fixes, same for autodownload exploits
[/li][/ul]

0.9.2 Changelog

New features:

[ul]
[li]Version check, when we release a new version you will be notified in the main menu
[/li][li]Obituaries ! (SomeDude? was killed.) Experimental, Iā€™m open to changes.
[/li][li]Votes have now sounds.
[/li][li]support for MOTDā€™s (message of the day) on servers, so server admin can advertise their forums, etc
[/li][/ul]
Fixes:

[ul]
[li]Fixed a possible divide by zero which could result in a client crash
[/li][li]The forest map is playable again
[/li][li]Now a wrongly set g_limbotime value will not crash the server
[/li][li]TitaN655? fixed the ingame notes
[/li][li]All maps now have a default wait time of 20 seconds, so you have time enough to check the scoreboard.
[/li][li]When g_limbotime was lower or equal to (sv_fps/1000) you couldnā€™t respawn, now it cannot be set lower.
[/li][li]Notebook was missing
[/li][li]Restart server immediatly when its empty donā€™t wait 5 seconds, because this resulted in AI script errors
[/li][li]Mission failed now restarts the map and doesnā€™t fade to black
[/li][li]Master server has now a hostname (I bought rtcwcoop.com yay!), I also made sure that the IPā€™s in your config files are replaced by this [*]hostname, this should also fix the empty serverbrowser issues on some clients
[/li][li]Cleanup in serverinfo cvars
[/li][li]When a server is spawned bots are removed first.
[/li][li]Challenge is reset when a client disconnects
[/li][li]Donā€™t call GAME_CLIENT_DISCONNECT when a client reconnects.
[/li][li]Some memory cleanups when clients disconnect
[/li][li]MAN-AT-ARMS fixed the fog, great !
[/li][li]Cinematics are completely removed in crypt1 and church
[/li][li]Maxlives maxlives fixes (restart map if everyone is dead), also updated the HUD for this
[/li][/ul]

Here you can see the update check in action:


(ronboy) #2

Nice fretn! Much more improvements than the last update. :cool:


(Eugeny) #3

Why every time to start a new topic? Would write in one.


(vicpas) #4

Hey fretn.
I agree with Eugeny, because already have many post about this same subject.


(fretn) #5

Iā€™ll post my updates in the same topic next time, sorry


(dutchmeat) #6

My game crashed when I tried to call a vote.
Also, the weapon animations are not working correctly, especially the knife and luger


(fretn) #7

[QUOTE=dutchmeat;408116]My game crashed when I tried to call a vote.
Also, the weapon animations are not working correctly, especially the knife and luger[/QUOTE]

first person animations or animations from other players ?

and tell me more about the vote you called, did the server crash ? (or was it a local game?
and what vote did you call ?


(dutchmeat) #8

[QUOTE=fretn;408117]first person animations or animations from other players ?

and tell me more about the vote you called, did the server crash ? (or was it a local game?
and what vote did you call ?[/QUOTE]

First person.

My local game crashed when I tried to call a nextmap vote through the menu.


(Mateos) #9

Usually, when a new version of something comes up, a new thread is postedā€¦ But if people feel better to have a single one, Then just a Official RtCW Co-Op Mod thread should be made with a post to announce a new version, and the first post to be editedā€¦ :confused:

Well done, installed :slight_smile:


(fretn) #10

The list looks small, but the amount of changed code is huge :slight_smile:
I hope this makes it more stable than before, have fun !

New features:

[ul]
[li]Total new client/server network code, its a straight port from rtcwmp which is proven to be a lot more stable than what we currently had[/li][li]Working pk3 autodownloading, thanks to the rtcwmp client server code[/li][li]Knife throwing (yay!)[/li][li]New sound code[/li][li]added a new alias for the mp_quickmessage cmd: voicechat[/li][/ul]
Fixes:

[ul]
[li]ā€˜attemptsā€™ in end level stats now shows the number of deaths of all players[/li][li]if no more lives left wait a few seconds before restarting the map[/li][li]new votesounds[/li][li]tomb and escape1 one have fixed mapscripts, bugs should be gone[/li][li]cvar security fixes, same for autodownload exploits[/li][/ul]


(fretn) #11

It took us a while, but we managed to get rtcwcoop 0.9.4 ready for release !

This release has one interesting new feature and one interesting bugfix. All the other stuff is minor.
So Iā€™ll start with the interesting bugfix. Sage went through all the map scripts and modified all the parts
that could possibly break the maps during coop play. Some maps got even modified to make them more fun during a coop session.

Mapfixes

[ul]
[li]Escape2 is reworked and has now a dynamitable door. The dynamite needs to be picked up somewhere in the map (10 possible locations)[/li][li]Tram has now a second tramcar, so late joiners or people who spawn incorrectly can reach the bottom a bit easier. The enemies are also a bit modified.[/li][li]The elevators in Rocket are now faster and not so annoying anymore.[/li][li]Church and Castle had sound bugs.[/li][li]The truck in Forest shouldnt break anymore and do what it is supposed to do: driving to the finish[/li][li]End map is made coop friendly, AIā€™s donā€™t fight eachother anymore and thereā€™s more ammo/health available[/li][li]Crypt1 was sometimes unfinishable, this is fixed[/li][li]Dam has also better (and faster) elevators, also the AIā€™s are working better now.[/li][/ul]

New feature: play as axis in the speedrun gametype

If you choose the speedrun gametype, you have now the possibility to play in the axis team. During warmup (yes I added warmup) you can select to join the axis team in the ingame menu, or use the console command (/team red or /team blue to go back to allies). An axis player always spawns at the location of a bot and this bot is killed (offered). The axis team allows place for 1 or 2 human players, depending on the total number of players on the server. When 8 people are playing a maximum of 2 axis players is possible, in all other situations only one.

Other minor new features and bugfixes

[ul]
[li]Hirko started working on new levelshots (the ones with coop action on it are his, the others are placeholders made by me)[/li][li]Warmup, the time is tweakable by the cvar g_warmup (lower than 5 is not possible)[/li][li]Support for mapname_notebook.menu and mapname_clipboard.menu no changes to menus.txt is needed to make it work. This is useful for custom maps.[/li][li]Map scripts now accept a g_random cvar this is useful to spawn entities in random locations, see escape2 for examples.[/li][li]cg_fancyfx cvar, all new visual things that can break older computers must be enabled by this cvar, its off by default, this includes the greyscale rendering when you are dead, this might fix some peoples problem with a crashing game if they die. The default value is 0. If you want to have a greyscale screen when youā€™re dead (like it was default before), you have to set this cvar to cg_fancyfx to 1 (and also set the r_greyscale cvar to the correct value)[/li][li]The code is now ready to be translated, but Iā€™m mentally not ready for it yet :p[/li][li]The intro video now works on widescreen[/li][li]After a long time, servers stopped working, this is fixed now[/li][li]Friendly fire was broken, it works again ![/li][li]Numsecrets was broken again, I fixed it, again :)[/li][li]I modified the norespawn script function so it now accepts an aiName, just like the alertentity function[/li][li]Stop sending servercommands to bots[/li][li]Crash bug when you die (see above)[/li][/ul]

Capuzzo coop campaign (3 maps) by Sage

Sage released his 3 map coop campaign as a first beta, you can find a local mirror here (http://www.rtcwcoop.com/COOP_Capuzzo_3maps_beta1.zip).
I played an alpha version of this campaign with him and it is a lot of fun. Iā€™ll be running it on my server so you can play it.

Download links

https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.4_windows.zip
https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.4_linux.zip
https://bzzwolfsp.googlecode.com/files/rtcwcoop_0.9.4_osx.zip

Statistics about previous releases

0.9.3 had 2854 downloads
0.9.2 had 1018 downloads
0.9.1 had 743 downloads
0.9 had 1501 downloads

So it looks like 0.9.3 was pretty popular. But you have to keep in mind that it took much longer to release 0.9.4 than the previous ones.


(Eugeny) #12

Send me the screenshots made ā€‹ā€‹for levelshots, Iā€™ll try to do you levelshots


(fretn) #13

I know how to make levelshots, but Hirko made action shots, like this one: http://media.moddb.com/images/downloads/1/52/51782/escape2.jpg

What iā€™ve done is just make screenshots for the other maps with the logo on them and rescaled them to 512x512 so its a levelshot, so my screenshots miss the action, if you want to make actionshots for the other maps I would be happy :slight_smile:


(.Chris.) #14

Keep up the good work chaps, sorry I didnā€™t have time to contribute to Capuzzo.


(PuNkReAS*) #15

I tested the new version. If I may say so long why did the ā€œDeploying timeā€? 20-30 seconds is a long timeā€¦ not to be 5-10 sec. Maybe?


(fretn) #16

Its 10 seconds by default, you might have modified the cvar by yourself (set g_limbotime to 10000)