My favorites | Sign in
Project Home Wiki Issues Source
Project Information
Members

Return To Castle Wolfenstein Coop

This is a modification of the RTCW single player source code that brings you Cooperative gameplay. It will be available for Mac OS X, Linux and Windows. The current state of the game is playable if you can compile yourself, no binaries are available at the moment.

May 8th 2012

I welcome crapshoot, from the omnibot team, he's our new programmer and he shares our mindset about the coop game.

Since the last newsupate we've been extremely busy, there where about 230 codechanges, we've fixed a lot, and with a lot I mean its already playable without strange crashes and bugs, but a lot of features need to be added to make the gameplay more fun.

  • new hud
  • AI's now respawn (if you want)
  • every map has more ai to make the game harder
  • chat, voicechats other normal hud stuff you're used too.
  • antilag
  • a lot more
  • New menus made by marvin
  • tesla now works
  • new spawnpoint systems and there is a new one to come
  • speedrun now saves the fastest time, feel free to beat it !
  • we have a masterserver ! thanks to team-aero.org !!!!
  • maxlives (in case its not hard enough)

there's a lot more but you have to check it yourself in the svn changelog :p , I typed a long post and then it vanished by hitting the wrong key :p

oh and ofcourse we've introduced some new bugs ;)

I have no new visuals to show because we don't have the time to work on them, we focus on getting the game done. I will not talk about a release date, dont ask me about it, it will be released when its finished and by finished I mean a game that doesn't crash and doesn't spoil the fun because some features werent implemented like the should

cheers !

February 1st 2012: new menus screenshots

Marvin has been working hard on the menus to update them with all the new features, he also provide a great ingame menu which gives quick access to some settings.

January 14th 2012: update

Three annoying bugs have finally been fixed.

  • The fog no more dissapears when you are connected to a server.
  • On a dedicated server the AI now moves with the correct speed
  • When connecting to a server you see the Briefing window. (before only local clients could see this)

First real playtesting report

There are still a lot of bugs.

  • The respawn system failed sometimes, but I need to rework this anyway, it has to
be like in the multiplayer, spawnwaves so you spawn together and also it has to be at the same spot.
  • I had one crash, where the game just quit on me without leaving an error message. I had sound issues after this crash.
  • While playing, I had some ideas for other gametypes.
  • The AI skills needs tweaking, the enemies where very strong (because I gave them a lot of health by default), but some of them are really dumb, but it still took a long time to kill them, this didn't feel good
  • setcoopspawnpoint is a too difficult name for a console cmd :)
  • there are even more issues with the fog. If player A goes under water (in the map norway for example), player B also see the under water fog !
  • Some map scripts give the player a lot of weapons and ammo (because you need them to be able to fight all the enemies), but in coop, only player A receives this weapons and looses them after he was dead.
  • The item (weapons, health) respawning is very useful.
  • I made a lot of demos, some movies might follow.
  • The target_location entities made the map escape1 give the 'no free entities available' server error. Not good!
  • After completing a map, switching to a new map didn't work, or the cutscenes started playing (shouldn't happen).
  • Timilimit hit ! (fixed already, was really annoying)

There are still a lot of things that need to be done.

What's done (and fixed since last release)

  • Fixed player animations (Thanks to marvin)
  • No more invisible AI when connected to a listen server
  • Fixed the AI so it walks around on a dedicated server.
  • Fixed the crash on a windows server when loading a map
  • The mapscripts are changed, so you aren't blocked by objects after a respawn (Thanks to marvin)
  • You can drop weapons and ammo
  • A windows dedicated server
  • You can skip the cutscenes (g_skipcutscenes)
  • Support for the darkplaces masterserver but the server browser doesn't work yet :)
  • Autosave of your location every 30 seconds, this location will be your next spawnpoint (g_autospawn), you can turn this feature off, and let the players use a command to manually save their location as a spawnpoint
  • The menus are coop ready. (Thanks to marvin)
  • Server browser
  • ents file support ! (this makes it possible to spawn new ai enemies)
  • Coopoverlay on the HUD (like the teamoverlay in the multiplayer) with location support (needs an ents file) (see screenshots below)
  • better respawn system
  • Crosshairnames
  • Item respawn (ammo, health, armor)

Todo

  • notsocoop gameplay mode
  • testing, playtesting, some more testing, ...
  • callvote things
  • some scoreboard system (time to complete the map + number of kills, or something) with the possibility to submit it to a central server. (To make it more competitive
  • New maps (we can't do this ourselves, so if you can map and you have some spare time, join us !)
  • lots more

Some screenshots

Powered by Google Project Hosting