The COOP mod is under construcion, but need some ltittle help.


(fretn) #81

If there are mappers interested in making a map for coop play, I can give them a working windows build and all the needed information
it would be great to include at least one custom coop map in the release.

progress update: I’m trying to fix as many bugs as possible and I’m adding lots of the user interface and hud elements you’re used from the multiplayer. Last thing I’ve added are the kill messages. (you killed xxx) ( aaa was killed by bbb’s mp40)

There’s also a masterserver now ! Thanks to Crytiqal !

Chrissstrahl: I want to release it wit at least bugs as possible, so people can start playing it without having issues and never try it again, that’s why there are no binaries yet.

There’s still a lot todo that doesn’t involve C programming, so if anyone has some free time and knows how to work with the q3 engine (console, knows a bit about pk3’s, etc) let me know !


(.Chris.) #82

Well like I mentioned before I would love to team up with someone and put together a sort of mini story set over a few maps or something. With coop you can build vastly more interesting levels requiring the players to work together to tackle a variety different problems that you can’t really get with single player and to have this happen within the Wolfenstein universe would be awesome.


(fretn) #83

please make it happen :smiley:


(Eugeny) #84

I can try, but probably after the release of “Victors”


(fretn) #85

le me know when you are ready, I’ll provide you with the needed information !


(Eugeny) #86

ok :slight_smile: .


(Chrissstrahl) #87

@fretn
There will always be bugs.
I suppose the only thing that would help would be to have the working levels released,
display a warning that from this level on bugs might occur and that they can have a
negative impact on the Co-op experience.

I’ve been working on my own Mod for quite a while so, I guess I know a bit about the Q3 engine

@.Chris.
Well, that would be interesting, I dono how much interactivity and story you can build into it.


(.Chris.) #88

[QUOTE=Chrissstrahl;397680]@.Chris.
Well, that would be interesting, I dono how much interactivity and story you can build into it.[/QUOTE]

I had story for a 12 map/mission Wolfenstein single player mod ages ago which could be adapted to fit across a few maps.

I’m not going to get carried away and start making plans though, not enough hours in the day now for working solo on these projects.


(Gir) #89

[QUOTE=fretn;397148]If there are mappers interested in making a map for coop play, I can give them a working windows build and all the needed information
it would be great to include at least one custom coop map in the release.

progress update: I’m trying to fix as many bugs as possible and I’m adding lots of the user interface and hud elements you’re used from the multiplayer. Last thing I’ve added are the kill messages. (you killed xxx) ( aaa was killed by bbb’s mp40)

There’s also a masterserver now ! Thanks to Crytiqal !

Chrissstrahl: I want to release it wit at least bugs as possible, so people can start playing it without having issues and never try it again, that’s why there are no binaries yet.

There’s still a lot todo that doesn’t involve C programming, so if anyone has some free time and knows how to work with the q3 engine (console, knows a bit about pk3’s, etc) let me know ![/QUOTE]

I would like to turn my Wolfenstein 3D map into co-op , i already made E1M1 in GtkRadiant, and i am thinking of doing E1M2. Would be fun in Co-op.


(Chrissstrahl) #90

Just a Informal link, to keep the ideas of polishing up the game/engine fresh: http://www.moddb.com/games/xreal


(Mateos) #91

The links on the ModDB page are dead, any other website about it? :confused:


(fretn) #92

What would be a great help is a small testmap with a few AI’s in it

you spawn in one room, pass a trigger which activates a few AI’s in a second room, you enter it, you kill them, you go to the third room which is the endmap, this way I can test some things much quicker, now I have to run through a complete map to test some things

if anyone could provide me with this I would be a happy man !


(ronboy) #93

[QUOTE=fretn;397795]What would be a great help is a small testmap with a few AI’s in it

you spawn in one room, pass a trigger which activates a few AI’s in a second room, you enter it, you kill them, you go to the third room which is the endmap, this way I can test some things much quicker, now I have to run through a complete map to test some things

if anyone could provide me with this I would be a happy man ![/QUOTE]

I would be happy to help. I can easily make a small test map for you. :slight_smile:
I’m busy with other things right now, but in a few days I can make the map and send it to you.


(Gir) #94

My RTCW Discs are scratched so i need to buy game again to make maps :frowning:

What would be a great idea is to port RTCW Single Player Engine into ET, as well as removing the multi-player assets of ET, creating a Free/Open Source Single Player/Co-op Engine


(Mateos) #95

Not sure you can port non-free content to free without remaking from 0 all the stuff, with copyrights etc?


(fretn) #96

you can’t, you basicly have to recreate everything, from voices, scripted cameras, missions, player models to textures , good luck with that one :slight_smile:


(Mateos) #97

Then gl to Dashiva x)


(Gir) #98

I am not talking about the assets, but the actual Single Player Code
here, https://github.com/id-Software/RTCW-SP which is GPL


(fretn) #99

[QUOTE=Gir;397905]I am not talking about the assets, but the actual Single Player Code
here, https://github.com/id-Software/RTCW-SP which is GPL[/QUOTE]

and that’s what I’m working on
but that code isn’t compatible with the ET assets, so you have to recreate it if you want a standalone free version


(Gir) #100

[QUOTE=fretn;397911]and that’s what I’m working on
but that code isn’t compatible with the ET assets, so you have to recreate it if you want a standalone free version[/QUOTE]

With a little tweak to the code, this is what i did

Most of the Assets of RTCW are in ET anyways, just needs to add the map scripting code