Giter VIP home page Giter VIP logo

wolfetplayer / realrtcw Goto Github PK

View Code? Open in Web Editor NEW
108.0 108.0 23.0 60.02 MB

RealRTCW mod based on ioRTCW engine

Home Page: https://store.steampowered.com/app/1379630/RealRTCW/

License: GNU General Public License v3.0

Makefile 0.18% C 95.62% C++ 1.48% CMake 0.09% Objective-C 0.40% Assembly 0.23% Perl 1.19% Python 0.43% Shell 0.09% HTML 0.16% Roff 0.05% Yacc 0.01% C# 0.03% Batchfile 0.01% Rich Text Format 0.01%

realrtcw's People

Contributors

breakinbenny avatar eugenyp avatar frithrah avatar isryven avatar kundrata avatar man-at-arms avatar ram-on avatar shinra-electric avatar sialor avatar wolfetplayer avatar xdshot avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

realrtcw's Issues

Fake achievements events for nosteam version

Done in ETSP branch.
Needs to be done to allow nosteam version usage of .ai files with achievements references.
This allows to use same .ai files for both Steam and nosteam versions.

Possibility of uploading Mod DB release of nosteam version to GitHub

Hi,

I play the mod via Luxtorpeda tool on Linux natively. The tool automates downloading and installing Linux version of games which aren't provided in Steam.

https://github.com/luxtorpeda-dev/luxtorpeda#luxtorpeda-dev
https://www.gamingonlinux.com/2021/01/try-out-luxtorpeda-a-steam-play-tool-to-run-games-in-native-game-engines

As Steam release of RealRTCW isn't compatible with nosteam version, data from Mod DB release is required. However, links provided by Mod DB are dynamics links which expire shortly after download, hence Luxtorpeda package of RealRTCW asks users to manually provide Mod DB version by themselves. In that case, would you mind uploading Mod DB release of nosteam version here in releases section on GitHub? Thank you!

https://www.moddb.com/mods/realrtcw-realism-mod/downloads/realrtcw-31
https://www.moddb.com/mods/realrtcw-realism-mod/downloads

Kind regards.

Victors ODB38 crash

ODB38 level seems to be crashing for some people.
Reason is unknown because crashlog doesnt provide any info and I cant reproduce it for some reason.
There is workaround. If player will switch to rend2 this will somehow help.

So this could be an opengl1 issue. Need to investigate changes I made in iortcw renderer, compare opengl1 code to rend2.
Maybe there are limits that needs to be increased.

"gamefinished" event crashes

Basically gamefinished script event crashes the game to the desktop.
Need to test it on clean iortcw/rtcw install.

Gun shooting sounds not playing

I have compiled the latest RealRTCW master on Devuan 3/Beowulf (Debian 10) and all appears to be starting and playing fine. However when I start the first map, there is no shooting sound playing when I fire the luger or mp40. I have not tested past the initial section of the first map.

I can hear sounds successfully from the knife, the sound of bullets hitting objects (eg. lightshades) and from luger reloading, but the luger firing sound does not play. If I open the console and run \play sound/weapons/luger/lugerf1.wav then the sound plays successfully.

Where would you suggest I start looking to debug this issue?

EDIT: Just wanted to mention again that every other sound seems to be working fine (music, cutscene voices, NPC talking), it's just the gun shooting noise that I can't hear.

Hitsounds

Totally optional, turned off by default

Loading up an addon leads to broken crouch button

Probably an issue with crouch hold:
set duck "+movedown; set crouchToggle vstr stand"
set stand "-movedown; set crouchToggle vstr duck"
set crouchToggle "vstr duck"
bind PAD0_B "vstr crouchToggle"

Need additional tests, cause it is working fine for me.

Current workaround:
/exec xbox after loading up an addon.

Error while compiling on R-Pi 3B

I'm using the https://github.com/wolfetplayer/RealRTCW/tree/master-nosteam but it gives the following error while compiling:

LD build/release-linux-arm/RealRTCW.arm
/usr/bin/ld: build/release-linux-arm/client/vm.o: in function VM_Create': vm.c:(.text+0xea4): undefined reference to VM_Compile'
/usr/bin/ld: build/release-linux-arm/client/vm.o: in function VM_Call': vm.c:(.text+0x12dc): undefined reference to VM_CallCompiled'
collect2: error: ld returned 1 exit status
make[2]: *** [Makefile:2302: build/release-linux-arm/RealRTCW.arm] Error 1
make[2]: Leaving directory '/home/rtcw/RealRTCW-master-nosteam'
make[1]: *** [Makefile:1464: targets] Error 2
make[1]: Leaving directory '/home/rtcw/RealRTCW-master-nosteam'
make: *** [Makefile:1378: release] Error 2

Compilation failed on Ubuntu 20.04

Hello,
I just tried to compile RealRTCW from today's git and I obtained error at the end of compilation:

LD build/release-linux-x86_64/main/ui.sp.x86_64.so /usr/bin/x86_64-linux-gnu-ld.bfd.real : build/release-linux-x86_64/client/files.o : dans la fonction « FS_Startup » : files.c:(.text+0x84ea) : référence indéfinie vers « Sys_SteamWorkshopPath » collect2: error: ld returned 1 exit status make[2]: *** [Makefile:2170 : build/release-linux-x86_64/RealRTCW.x86_64] Erreur 1 rm build/release-linux-x86_64/rend2/glsl/texturecolor_fp.c build/release-linux-x86_64/rend2/glsl/tonemap_vp.c build/release-linux-x86_64/rend2/glsl/ssao_fp.c build/release-linux-x86_64/rend2/glsl/ssao_vp.c build/release-linux-x86_64/rend2/glsl/dlight_vp.c build/release-linux-x86_64/rend2/glsl/calclevels4x_fp.c build/release-linux-x86_64/rend2/glsl/depthblur_vp.c build/release-linux-x86_64/rend2/glsl/pshadow_vp.c build/release-linux-x86_64/rend2/glsl/down4x_fp.c build/release-linux-x86_64/rend2/glsl/down4x_vp.c build/release-linux-x86_64/rend2/glsl/fogpass_fp.c build/release-linux-x86_64/rend2/glsl/tonemap_fp.c build/release-linux-x86_64/rend2/glsl/bokeh_vp.c build/release-linux-x86_64/rend2/glsl/calclevels4x_vp.c build/release-linux-x86_64/rend2/glsl/lightall_fp.c build/release-linux-x86_64/rend2/glsl/lightall_vp.c build/release-linux-x86_64/rend2/glsl/generic_vp.c build/release-linux-x86_64/rend2/glsl/bokeh_fp.c build/release-linux-x86_64/rend2/glsl/pshadow_fp.c build/release-linux-x86_64/rend2/glsl/fogpass_vp.c build/release-linux-x86_64/rend2/glsl/depthblur_fp.c build/release-linux-x86_64/rend2/glsl/texturecolor_vp.c build/release-linux-x86_64/rend2/glsl/shadowfill_fp.c build/release-linux-x86_64/rend2/glsl/shadowfill_vp.c build/release-linux-x86_64/rend2/glsl/dlight_fp.c build/release-linux-x86_64/rend2/glsl/generic_fp.c build/release-linux-x86_64/rend2/glsl/shadowmask_fp.c build/release-linux-x86_64/rend2/glsl/shadowmask_vp.c make[2] : on quitte le répertoire « /home/legluondunet/Autres_applications/Jeux/Wolfenstein/Return to Wolfenstein Castle/RealRTCW/RealRTCW » make[1]: *** [Makefile:1360 : targets] Erreur 2 make[1] : on quitte le répertoire « /home/legluondunet/Autres_applications/Jeux/Wolfenstein/Return to Wolfenstein Castle/RealRTCW/RealRTCW » make: *** [Makefile:1278 : release] Erreur 2

/usr/bin/x86_64-linux-gnu-ld.bfd.real : build/release-linux-x86_64/client/files.o :in function « FS_Startup » :
files.c:(.text+0x84ea) : unknow reference to« Sys_SteamWorkshopPath

Thank you for your help.

Bodysink CVAR

Implement bodysink CVAR. Something like "g_bodysink"
1=on (60 seconds)
0= off

Refer to:
49b10cc

UI and HUD improvements

1)Add 4k UI images (done by William)
2)Add choice of multiple HUDs:
-Classic
-Classic RealRTCW
-ET variants
-Playstation 2
-Tides of War
3)Unbug health bar in 999 mode
4)Restructure and optimize menus.
5)Add fields where user could specify resolution by manually typing it.
6)Add ETL like fields with proper resolutions list.

RealRTCWCoop:
1)Make RealRTCWCoop UI look like RealRTCW UI
2)Create Menu button so players can switch between coop and sp

Weapon wheel

Add weapon wheel similar to Wolf2009 and NewWolf.
Might be a good way to navigate your arsenal instead of scrolling it every time.

Compile issues on macOS Catalina.

I'm trying to compile on macOS Catalina using make-macosx_xcode5.sh (and then tried using make) but everytime it complains about not finding the HMODULE type, which is something to do with Cygwin, when compiling code/steam/steam.c.
I'm not going to use this with Steam (I just use my original copy's .pk3s) so I would like to disable anything to do with Steam, as vanilla ioquake3 and iortcw compile just fine on this machine making this an issue with this Steam integration code, not my machine/development environment.

Extended Training

Script an actual training mission, where player learns how to move, jump, crouch, use various weapons and firemodes.
Might use those cut training texts.

Does not compile on Linux

Vanilla iortcw compiles and runs fine but this dose not?
Any help

code/steam/steam.c:13:1: error: unknown type name ‘HMODULE’
13 | HMODULE getLib(void){
| ^~~~~~~
code/steam/steam.c: In function ‘getLib’:
code/steam/steam.c:18:2: error: unknown type name ‘HMODULE’
18 | HMODULE mod = LoadLibraryA("steamcppwrappercustom64");;
| ^~~~~~~
code/steam/steam.c:18:16: warning: implicit declaration of function ‘LoadLibraryA’ [-Wimplicit-function-declaration]
18 | HMODULE mod = LoadLibraryA("steamcppwrappercustom64");;
| ^~~~~~~~~~~~
make[2]: *** [Makefile:2546: build/release-linux-x86_64/client/steam.o] Error 1

Automated AI parameters system

To get rid of manual labor in .ai files in form of tuning parameters for each AI on all 5 difficulty levels.
Basically define randomized values in certain range in source code:
If GAMESKIL=EASY and IF AITYPE=BLACKGUARD, set health in range of 25-40.

But we need to prioritize .ai files. So if specific value is set in .ai file it will be prioritized by the game.

This will require a lot of testing and manual rework of .ai files. (basically need to delete all health,accuracy etc. values and define them through source code)

Also, not completely sure about this, since we trying to get everything out of source code. But on the other hand manual ai tuning is exhausting.

Phantom dynamite icon

Sometimes weapcycle does not show dynamite icon or does not outline it properly.
It is probably related to bg_public weapon list. It seems if the weapon count is higher than 43 - this bug will appear.

HQ models optimization

1.Reduce polycount where possible.
2.Convert all models to .md3 where possible.(animations seems to be buggy when converted)
3.Convert all textures to smallest .png's
4.Paths restructure

Visible end level stats

Give players an opportunity to check on secrets, attempts and time count.
Probably should put it in the notebook.

.weap file system from Enemy Territory

Already tried this one. Basically worked with sounds and icons. But a big no for models. Need to try again.
This will allow to change models/sounds/icons paths outside the source code. Really useful for mods like Vanilla Plus.

Only subtitles?

Greetings, is it possible to only use the Subtitles feature of the mod? I've never played the game before and would really love the vanilla experience.

M1 Mac build starts but game crashes

I did a git clone of the repo and a chmod +x make-macosx-app.sh make-macosx.sh .
After a ./make-macosx.sh arm64 I copy the Steam pk3 files to the build/release-darwin-arm64/mainas well as the files from RealRTCW 3.3 ZIP and started ./RealRTCW.arm64 .

The intro videos play normally and I can start the game. After the other intros when the wallpaper with the mission appears I get sent back to the console and in Activity Monitor I see the game marked in Red as Not Responding.

What other info/debug can I share?

New game modes

1.Sticks and Stones.
Player can only use explosives and knife.
Increased bullet resistance.

2.Marksman.
Enemies are only vulnerable to headshots. Headshot will make them insta gib.

3.Arcade mode
Increased speed. Score count. 3 Lives for the level. No saves.

  1. placeholder

  2. placeholder

Multiple weapon positions controlled by CVAR

Expand cg_gunposlock similar to CS GO.

Basically:
0 - turn off, controlled by cg_gun CVAR
1 - default RealRTCW view
2 - MoHAA, COD1 like view. More centered.
3 - classic Quake1 view.

All 3 view will be defined in .weap file for each weapon.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.