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Fri Jan 06, 2017 7:15 pm
No there isn't but I may add something like that on ECGN server.
Not sure about adding something like that directly into iortcw or not...have to think about that.
Sat Jan 07, 2017 11:54 am
Do I need to update my 1.41 as I've just installed it by disk ...and do u have to connect to the server by /connect...sorry guys idk
Sat Jan 07, 2017 2:56 pm
As far as installing iortcw...
You can just copy/paste the files from the zip into your existing RTCW folder. It should not interfere with an existing 1.41 install since none of the legacy files are replaced. In other words, it can coexist in the same directory.
Alternatively, you can unzip and just copy all your pk3 files into the main folder provided in the zip.
Your config file for iortcw will be copied/created in Documents/RTCW folder.
Sat Jan 07, 2017 8:24 pm
MAN-AT-ARMS, thanks for !guidlist, that's exactly what i had in mind! In your github docs you mention that guid calculation is same is PB, but the end result doesn't seems to match. I checked my guid and couple other players, it tends to be different.
Examples from ECGN
13 R 0 Paint:> 2F0D28A5
19 S 0 Plan B 99D7B567
9 S 0 donka AC447886
29 S 0 Ra!ser DA9923C4
Examples from PB
Yawn.be and it's software used to collect pb guids from servers including ecgnhttp://yawn.be/v2/player/pbguid/0471e175
...and sorry for the overload, but if !guidlist gives only last 8 digits, and it's not pb, which can be ok in the end, then it's not really possible to find a player profile , which is this:http://stats.ecgnetwork.co/rtcwstats/pl ... 7886&key=1
I know it's 15 years too late, so if you think it's not that biga deal , it's ok :))
Sun Jan 08, 2017 5:55 am
Yeah it's confusing...
iortcw does use the Punkbuster GUID...it's the legacy client that doesn't always use that.
I'm don't know how the non-Punkbuster GUID is calculated so I settled only on implementing the Punkbuster one since there is sort of a database of the Punkbuster GUIDs on Yawn.
So unfortunately a player can have more than one GUID. A Punkbuster one and a non-Punkbuster one.
The one calculated in iortcw should match what is on Yawn.
Sun Jan 08, 2017 1:18 pm
OH! I thought it was server based...
I tried guidlist from iortcw and all guids look familiar. Thanks!!!
Tue Feb 07, 2017 12:53 pm
Game downloaded... And works perfect in win 10... Thank mate
Wed Feb 08, 2017 1:33 pm
Glad people are using/enjoying it. It was/is a good learning experience for me since it's basically the first code project I've worked on.
Even got a mention on Phoronix recently which is kinda cool.https://www.phoronix.com/scan.php?page= ... stein-2017
It's also is starting to trickle into the repositories of several popular Linux distros. Never would have imagined any of this since it mostly started out as something of a personal thing I wanted to try and make work.
It never would have gotten anywhere without ZTM and SmileTheory from ioq3 project helping me when I get stuck. A big thanks is owed to those guys.
Fri Feb 10, 2017 4:14 pm
You deserve it!
I have not found any information on how to use iortcw multiplayer outside of ECGN. What does it take to enable users connect via iortcw.exe?
Thu Feb 16, 2017 12:11 pm
Question about the configs...
Are the config files ioRtcw using in the C:\Users\[Username]\Documents\RTCW folder? Is this copied from the main game folder or how does that work? i.e. if I make changes to my main game config are they automatically copied when the game is launched or on-the-fly? I've been having issues with 1.5a so I assume I need to delete the configs in this RTCW folder.
Thu Feb 16, 2017 3:46 pm
It does read the config that is in your regular install folder (if that is where you put the iortcw files).
It will write the config file (and any changes you make) into the the Documents/RTCW folder (but not in your install folder.
This allows you to run the game as a regular user and also allows multiple user accounts on same machine to have their own configs etc.
Also, it is not required to have the iortcw files in your install folder but in that case you would have to copy the pk3s to the Main folder where you have iortcw.
Mon Feb 20, 2017 12:28 pm
I can't seem to get cl_renderer opengl2 to stick. It keeps reverting back to opengl1. Any ideas? I attached a screnshot of what my game looks like on 1.5a full maxed out. Doesn't look like it's using the new renderer to me. This used to work on my desktop but doesn't seem to work on my MBP running Windows through bootcamp.
You do not have the required permissions to view the files attached to this post.
Mon Feb 20, 2017 1:32 pm
It's not named opengl2, it's rend2...
/cl_renderer rend2; vid_restart;
Also, r_forceSun 1 if you want the pshadows
Mon Feb 20, 2017 2:35 pm
Wow ok not sure why I thought it was opengl2. Thanks!
Mon Feb 20, 2017 4:18 pm
I kept the original name that the author used for it.
It was (more or less inaccurately) renamed opengl2 in ioquake3, which wasn't the author's choice. (I don't think he cares too much about the name)
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