google-code-export / bzzwolfsp

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My thoughts after finishing the campaign with a friend #31

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Sorry if this is not the proper place, I thought it was OK. I just finished 
playing through the campaign with a friend, start to finish. Here are my 
comments.

First of all I think a README or manual is needed to clarify how to compile the 
project on each platform, and how to make it ready to play. It's not very 
difficult, of course, but a manual is always a good idea.

Second, the intro cinematic does not show, as stated in another issue. The 
menus do not allow to change options like graphics or performance details, like 
in the original game. I can choose resolution (nice touch to support 
widescreen, modern resolutions, btw), sound volume, and other HUD options, but 
I can't change texture quality or similar things. The HUD is nice, having a 
compass or seeing the amount of ammo your partner has is a great help, but the 
compass sometimes does not update.

We had to use a program named Tunngle (similar to Hamachi) to create a common 
VPN and play as in a LAN, because my friend could not connect to my internet 
dedicated server (I opened the port). I think that, when I created a dedicated 
server, the game tried to contact some master server or something. The options 
for creating a server should be more clear as to that, but the rest are OK. My 
friend had a high ping overall, from 20 to even 200 (he lives in my city), but 
maybe that was because of Tunngle, who knows.

I noticed that, even when the lowest enemy amount is selected, they respawned 
from time to time. We played on hardest difficulty, so sometimes it was very 
hard to progress. I think that enemy respawn should be an additional setting, 
default off.

Also, there were some places when we got stuck because some door could not be 
opened, or because an event was triggered that trapped one of the players (like 
those falling iron bars that ambush the player sometimes). We played with 
cutscenes off, as they could not be skipped otherwise. Oh, we found that alarms 
could not longer make the mission fail and civilians could not die, something 
almost necessary. Also, any player can trigger the level finish, and the vote 
system was quite handy to fix some situations by loading the next one, or 
restarting. Oh, if you find that you can't open a door, try blowing the enemies 
corpses with grenades, doors get stuck otherwise.

The checkpoint system we used was the auto one, which sometimes made us replay 
a substantial amount of the map (because of enemy respawn, this was annoying). 
The save game key did nothing, I think it should tell the game to create a 
spawnpoint there. But I did not look into this in detail, another option 
allowed you to use dropped spawnpoints, maybe that's whay I wanted.

Now, the details for each map:

Mission 1, Level 1: Escape

Nothing to say.

Mission 1, Level 2: Castle Wolfenstein

Nothing to say.

Mission 1, Level 3: Tram Ride

The tram made tricky to finish this one, because of checkpoint system.

Mission 2, Level 1: Village

Kessler was marked in the compass, like my friend. Also he could not get to 
play initially, maybe Kessler had something to do with that. We both could get 
the Sten. We had to vote for next map, as the ending zone did not work and we 
fell to the emptyness below the shaft.

Mission 2, Level 2: Catacombs

The fight with the flaming zombie was hard because my friend was trapped 
outside.

Mission 2, Level 3: Crypt

We could not play it. Script parsing error encountered while loading, something 
about a closing brace.

Mission 2, Level 4: Defiled Church

Nothing to say.

Mission 2, Level 5: Tomb

The final ending area was closed after defeating the boss. Used vote.

Mission 3, Level 1: Forest Compound

With alarms off, this was a walk in the park.

Mission 3, Level 2: Rocket Base

Nothing to say. Oh, the collapsing bridge did not fall, good touch.

Mission 3, Level 3: Radar installation

Nothing to say.

Mission 3, Level 4: Air Base Assault

Could not play. Another script parsing error.

Mission 4, Level 1: Kuglestadt

Once I got trapped inside the tank when respawning (it had already stopped). My 
friend had to finish.

Mission 4, Level 2: The Bombed Factory

This level was difficult as fuck due to respawn. We got raped several times.

Mission 4, Level 3: The Train Yards

Nothing to say.

Mission 4, Level 4: Secret Weapons Facility

Ending is triggered by cutscene here, so we used a vote. We both got a Venom.

Mission 5, Level 1: Ice Station Norway

Difficult. When approaching finish zone, it said something that the next map 
was not ready. We used vote.

Mission 5, Level 2: X-Labs

After meeting the first Super Soldier, the game crashed with something about 
script "death_nazi" and some number, or something like that. We found that the 
game almost always crashed when firing a rocket to a super soldier. Could not 
finish.

Mission 5, Level 3: Super Soldier Chamber

Nothing to say. But be aware because the Uber Soldat respawns too!

Mission 6, Level 1: Bramburg Dam

Difficult due to the ramp elevator.

Mission 6, Level 2: Paderborn Village

Difficult due to the amount of enemies.

Mission 6, Level 3: Chateau Schufstaffel

Could not play, another script parsing error.

Mission 6, Level 4: Unhallowed Ground

Almost near the finish (the MG42 post near the entrance to the super soldier 
fight), another error crashed the server.

Mission 7, Level 1: The Dig

Another crash when fighting the second super soldier (the one after a ladder). 
Firing a rocket to him always crashed.

Mission 7, Level 2: Return to Castle Wolfenstein

Difficult. My friend got blocked outside the church area because of the bars 
(even after managing to enter at the same time, he died and respawned outside). 
I had to do that part alone to reunite with him later.

Mission 7, Level 3: Heinrich

Nothing to say. Game did not end after killing Heinrich, but I think that was 
due to cinematics.

After finishing the game, we tried starting a new one with highest enemy amount 
and it was CRAZY. Overall, we had a lot of fun, keep up the good work.

Original issue reported on code.google.com by neme6...@gmail.com on 19 Jul 2012 at 4:28

GoogleCodeExporter commented 9 years ago
wow, thanks for the massive input !
we'll look into it.

are you interested in testing possible fixes ?

Original comment by frederik...@gmail.com on 26 Jul 2012 at 7:30

GoogleCodeExporter commented 9 years ago
Yes I am. Many good games out there could use a coop mode, and RTCW is one of 
them.

I'm also proficient with C, C++ and Linux development, though I must warn you 
that, when I took a look at the game's source code, I cried in awe.

Original comment by neme6...@gmail.com on 26 Jul 2012 at 8:46

GoogleCodeExporter commented 9 years ago
The change for this is done now.

Original comment by frederik...@gmail.com on 15 Feb 2013 at 9:54