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Home Page: https://store.steampowered.com/app/1379630/RealRTCW/
License: GNU General Public License v3.0
RealRTCW mod based on ioRTCW engine
Home Page: https://store.steampowered.com/app/1379630/RealRTCW/
License: GNU General Public License v3.0
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.
Define different models for:
Pistols+SMG
Rifles
Shotgun
Reported by Hellbaron. Should work with .mdc and .md3. Issues with .mds.
Hello. Could you please add a tag for commit that was used for 3.1 release?
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.
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.
I saw you can enable xbox controls now?how do you add them?
You need to select them again.
Basically gamefinished script event crashes the game to the desktop.
Need to test it on clean iortcw/rtcw install.
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.
Totally optional, turned off by default
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.
Hi I'm playing on Linux using non-steam release (since steam one doesn't build) https://github.com/wolfetplayer/RealRTCW/archive/3.1n.tar.gz with Steam mod data
However after recent mod update on Steam, game doesn't loads due not found achivements
Please fix it somehow. Thanks
Hey man, I want to notify you about my package on AUR (Arch Linux User Repository
https://aur.archlinux.org/packages/realrtcw/
If you have suggestions or want to try let me know. Just in case you could also reference the availability on GNU/Linux platform
PS It would be great to have an icon for realrtcw
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
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.
Implement bodysink CVAR. Something like "g_bodysink"
1=on (60 seconds)
0= off
Refer to:
49b10cc
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
Press G to throw grenade
Add weapon wheel similar to Wolf2009 and NewWolf.
Might be a good way to navigate your arsenal instead of scrolling it every time.
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.
Script an actual training mission, where player learns how to move, jump, crouch, use various weapons and firemodes.
Might use those cut training texts.
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
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.
On weapons with long names like flamethrower game is hitting some kind of char limit and wont read the .skin file.
This issue is present in some of the TDA maps.
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.
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
Give players an opportunity to check on secrets, attempts and time count.
Probably should put it in the notebook.
How to base it “main.menu”, Write one “play.menu” and can run.
j_forward
j_side
j_up
j_pitch
j_yaw
And then remove them from xbox.cfg which autoexecs on launch
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.
Respawn AI - coop.
See Eugeny commit on .ai files.
Probably need to somehow add this event to the save/load system. Maybe similar to bonus modes.
When I load the save file from iortcw, I get an error.
---- Server Shutdown (Server crashed: G_LoadGame: entitynum out of range (1648, MAX = 1024)
I understand that there may be a difference in the availability of weapons, but in the modes of their weapons.
Here's an error when start save a project 51.
https://i.imgur.com/foJABzJ.jpg
log
https://paste.ubuntu.com/p/w2RHznyC5z/
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.
See ET. Missilehitwall.
Like in MP
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/main
as 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?
Not sure why it exists anyway.
see bg_misc
UPD. It probably exists to match torso animations.
Lipsync is way off. Timings are non existent.
Hack by iortcw authors:
iortcw/iortcw@8018219#diff-85f6d357bfd8020286be2f048001a696ae56b6cdc09ae4745eae4bba53b20d50
iortcw/iortcw@9b26b0d#diff-85f6d357bfd8020286be2f048001a696ae56b6cdc09ae4745eae4bba53b20d50
iortcw/iortcw@ac4dcdf#diff-85f6d357bfd8020286be2f048001a696ae56b6cdc09ae4745eae4bba53b20d50
hi,
First of all happy new year !!
I ask if is possible possible add the xinput vibration support.
best reagards
Basically resets health back to default value.
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.
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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.
If enabled - player cant pickup the weapon.
Hi,
Is possible add Force Feedback support or rumble ?
Thanks !
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