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Some maps have script issues which result in doors not opening. I'm working on a possible new solution for this.

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Some maps have script issues which result in doors not opening. I'm working on a possible new solution for this.

One of these maps is escape2. Here's a series of screenshots which shows the new feature, let me know what you think of it.







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faggotwebsite
faggotwebsite - - 58 comments

make people spawn with dynamite instead

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fretnn Author
fretnn - - 121 comments

this way people will just walk straight to that door and blow it up

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LocustQ
LocustQ - - 488 comments

Make random place for spawn, not only 1

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fretnn Author
fretnn - - 121 comments

good idea !

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OnyeNacho
OnyeNacho - - 1,344 comments

Make a feature where you can make out with the sexy female sorceress NPC! ♥♥♥♥ :D

And an assassination feature

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Jerkakame
Jerkakame - - 818 comments

Great

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martincz87
martincz87 - - 39 comments

Good idea! Crypt zombie level needs some as well if I'm not mistaken...

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Chrissstrahl
Chrissstrahl - - 411 comments

Have you guys altered the scripts ? (escape2)

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fretnn Author
fretnn - - 121 comments

yes, my server (named boozze) is running this modified version as a test !

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Chrissstrahl
Chrissstrahl - - 411 comments

I meant if you have edited the level scripts for coop, so that they do differ from the original scripts used in singleplayer ?

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fretnn Author
fretnn - - 121 comments

yes they are modified, they differ a lot from singleplayer

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Chrissstrahl
Chrissstrahl - - 411 comments

Have you altered the events limit ?
Issues that appear to be random could be happening because the event limit is hit. Commands from script, triggers, ai or players are ignored at that moment, which would include also the Doors.

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fretnn Author
fretnn - - 121 comments

can you point me to the correct part of the code you're talking about, as there is a lot of event type of code and I'm not sure which one you are talking about

as far as we currently know is that most 'random' stuff happens because the scripts are totally not multiplayer ready, they are written from a single player point of view, if player is 'here', somebot somewhere else cannot be killed. and these are things that happens during games, a bot gets killed while it shouldn't die yet because he first has to trigger an event

but I'm open to suggestions because the ai code is totally not multiplayer ready so there's a big chance that other stuff is also broken

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Chrissstrahl
Chrissstrahl - - 411 comments

I was speaking about the Limit of the Event Handling, set by the Game or Engine code. But I'm pretty sure now that this is not the case here. I was assuming you have been over the scripts and corrected the Singleplayer level-scripts, because that is what a Coop Mod actually does.

My suggestion would be to set triggers, variables and new functions that will trigger in the correct order so that no player can mess it up even if they intend to.
I bet you have been thinking about that already, but I would not know how you could realize it differently. Altering the existing scripts(and levels) is the only solution I can see.

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fretnn Author
fretnn - - 121 comments

we went over most of the scripts but there are still a lot of mistakes in it, the scripts are huge and sometimes complex to fix, and its even harder to test, as you need multiple players which test multiple combinations

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Chrissstrahl
Chrissstrahl - - 411 comments

You could alter the mission relevant BOTS to be Immortal when spawned until they are allowed to be killed, that then can be set by script.

Spawn the relevant triggers disabled, then enable them via script when they are allowed to be triggered.

That way you minimize the combinations you have to test.

And with the scripts, ya I understand that it can be tricky to work with the limited commands you are provided by the game :(

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fretnn Author
fretnn - - 121 comments

That sounds like a nice idea

on the other hand, players might be annoyed by it, but I'll think for a solution in this direction

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Chrissstrahl
Chrissstrahl - - 411 comments

There will always be players that are annoyed by something, you can not avoid it. But you have to start some where,you could also spawn that enemy with ai off or something so that players can not shoot or get shot and don't see the enemy until the enemy is ready to be killed, I'm sure you will come up with something nice :)

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Exterwinator
Exterwinator - - 4 comments

Chris, you did the excellent EF2 Co-op mod, yes? You guys should team up for this mod... lol

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Chrissstrahl
Chrissstrahl - - 411 comments

HZM Coop Mod yes, thanks, but I think they have it well in hand here ;)

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Imperium56
Imperium56 - - 8 comments

Not only Escape2, but also the first Crypt has the 'door issue'. The bridge collapses and two zombies are down there, but the door at the end of the hall isn't broken down by the two warriors who are meant to.

Both Escape2 and the 1st Crypt level are frustrating as hell with those bugs - especially as the 1st crypt level is a damn good level after that door... :(

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fretnn Author
fretnn - - 121 comments

I'll try to get that fixed in the next release !

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