The end of RTCW Part VXII?

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The end of RTCW Part VXII?

Postby EurO » Sun Oct 13, 2013 12:42 am

Is this the final sunset of RTCW? Of course, we said that 8 years ago. But those of us that lived and breathed Wolf kept it alive.
However, there is now one server left, playing one map. And on a Saturday night, prime time, it was 5v5. Does this mean that people how found something else to do?? How dare they!!!

I used to pray for the end of Wolf so that I could have my life back. I played and played since 2002 (a year late, hah), and have not spent more time on anything in my life as this game. I have all the T-shirts, neon lamps, and patches ever released for RTCW. Truly, the MOST FUN THING I HAVE EVER DONE.

But now it seems that, because no one else is playing, there IS no game anymore. The numbers continue to dwindle as the years so by. After that latest RTCW Anniversary Cup, I noticed an even-more rapid decline. Like as if regular players didn't want to compete in it, and because they didn't, it meant to them that they didn't love the game enough, and thereby stopped playing it as much. What a chain of events. Ironically, if anyone watched the matches from the Anniversary Cup, those players were machines, with ways to win maps that completely took any fun out of the game. I always said to "let the competition players have it" - competing in Wolf is completely different than pubbing in Wolf.

Anyway, I am wondering if this is Part VXII of "The End of RTCW". I made a vow that I would play this game until all the servers left registered a "0/0" population. I want to play the most-fun-thing-ever, out to the end.
If it IS the end, I might celebrate a bit. But if it is, I will lament and be melacholy for the end of a topic of my dedication and justification for so long...

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Re: The end of RTCW Part VXII?

Postby Jun1oR » Sun Oct 13, 2013 1:58 am

Gta V?

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Re: The end of RTCW Part VXII?

Postby xdeadeye1 » Sun Oct 13, 2013 3:02 am

Battlefield 4 beta is out and I think some,, well I know some are playing that.

Coupled with the new guids,, highping leet boys..

Well you know what im talking about.

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Re: The end of RTCW Part VXII?

Postby Menthu-Ra » Tue Oct 15, 2013 2:04 pm

BF4 is beta over now over four 2 weeks.

Sadly ping is to high atm on ecg. 200ping is not acceptable when there was about 135 with maxp 30 and with 100maxp 150. not even maxp will lower the ping tried yesterday and the day before!

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Re: The end of RTCW Part VXII?

Postby Jun1oR » Tue Oct 15, 2013 4:26 pm

The beta just ended today. It runs like shit on my Q6600 @ 3.2Ghz with 6GB RAM and a 2GB HD7850 OC edition. Even at the lowest possible settings at 1080p I get 23-30 FPS which is unplayable. I probably going to grab a i5-4670k next week and hopefully that helps.

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Re: The end of RTCW Part VXII?

Postby Menthu-Ra » Wed Oct 16, 2013 4:47 am

Jun1oR Yepp seems like a nice upgrade my son has better almost q6600@3.0ghz 4GB ram and Gtx 680 2Gb, samsung ssd 120Gb and that was not either playable! Cpu is the hold down there.
And of course win 7.

I run all on on Ultra Fov 85 1920x1080 120hz with 2600k@4.7Ghz 16GB ram 2x780gtx oc Samsung ssd 250Gb About 119fps avarage drop down to 100 and went up to 153fps during game play!
Runs with win8! They have test win7 against win 8 and about 20more fps avarage in win8.
My cpu was at 97% load before patch on all cores but videocards only 70%
http://www.3dmark.com/3dm11/7236299 not videocard are OC the only factory OC. with one card I got about 13000.

Before upgrade running at 4.5Ghz and gtx 680 and win 7 http://www.3dmark.com/3dm11/3084227%3bj ... ik1uea3zje

I heard in forum that most player had bad performance with Amd cpu´s and videocard or with win7.

You know that BF4 is supporting HT. Soo 3770K perhaps instead, until skylake comes out 2015 Support 4 DDR4 And pci-e 4.0

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Re: The end of RTCW Part VXII?

Postby col_frosty » Fri Oct 18, 2013 5:09 am

I'm just curious why this is in the banned section. lol

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Re: The end of RTCW Part VXII?

Postby Menthu-Ra » Fri Oct 18, 2013 5:51 am

col_frosty wrote:I'm just curious why this is in the banned section. lol



Where is the like button ? =)

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Re: The end of RTCW Part VXII?

Postby Hayling » Wed Oct 23, 2013 11:14 am

I'm also picking up BF4.

BF4 is the first Frostbite game to support Mantle by December. A Low level API instead of DirectX and it's middle-men.

I'll most likely get an AMD Radeon GPU this time.

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Re: The end of RTCW Part VXII?

Postby pinkname » Thu Oct 24, 2013 9:30 am

EurO wrote:Is this the final sunset of RTCW? Of course, we said that 8 years ago.


I did not. Imo ET did the most harm to rtcw, but it's over now. No sunset until there are at least 6 ppl playing. You might have a look at Q1 too. Is it over? No. Plenty of clients, plenty of players in a game what I started to play on a 60Mhz Pentium :D

Also I'm having 125fps just for half a year, so don't even try hiding from your destiny: we will be playing rtcw in 2050 on quantum computers using implanted hardware instead of displays or mouse :D

Just this beach thingie should be changed more often, and flames should return, and shrub changed to osp. :/

I hope that some day some better fps will come out, but the market couldn't produce anything comparable (except ET ofc.) in the last 10 years... BF4? Check it out, then come back :D

J.

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Re: The end of RTCW Part VXII?

Postby 'L0, » Thu Oct 24, 2013 12:02 pm

OSP would kill the server. Competitive part always dies first..only reason rtcw is alive at all is due fun mods like shrub and s4ndmod on 1.0.

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Re: The end of RTCW Part VXII?

Postby pinkname » Thu Oct 24, 2013 1:45 pm

Fact: osp pubs are empty, ecgn is not.

I have no clue why it is so, why shrub is more fun than osp. To me osp is just more precise, eg yesterday some of us tried a high ping (for me) osp server and everything was much smoother, grenades killed the nmy, headshots were headshots and so on. Mkay, couldn't drop and exchange weapons. I rly don't know why shrub is more popular nowadays. Also I don't see why ppl love playing the same map all the time (I admit: beach is a super map) instead playing the most popular 10-15 maps. 7-8-10 yrs ago we rarely played the same map for more than 2-3 rounds. Could anyone enlighten me?

BUT: it's about rtcw, and even shrub is much better than anything I've ever tried :)

J.

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Re: The end of RTCW Part VXII?

Postby W0lfy » Thu Oct 24, 2013 6:24 pm

There is no proper antilag in OSP. no hitsounds either. shrub has unlag which makes high ping playable. OSP also needs to be installed manually by the players. a mod combining features of both mods would be ideal, i think man-at-arms was working on one but i don't know what became of it.
This game IS dead. There are still some people playing it of course, but there is a small number of people that always stay with a good game. You can probably install Doom 2 right now and find some people playing it online, but the game is still dead. To bring this game back to life it needs RTCW Live, it won't be like the glory days but it would improve from what it is now.

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Re: The end of RTCW Part VXII?

Postby 'L0, » Thu Oct 24, 2013 8:53 pm

Hitboxes are not that much different in OSP. It pretty much has everything default besides crouch box (it's more aligned with head). Reason why shrub may not feel completely the same is because of the unlag and also the fact fun mods usually have higher impact on the server because people tend to play in large numbers (15v15 while OSP standard is usually around 6 v 6). Disable unlag, set vanilla like settings then try with lower amount of players and it will feel more like osp as well.

For the mods part - client mods never really took off because of slow downloads. I guess we could be happy about it as at least it's not like in ET where most of the servers in order to join now days require bunch of random packs that are usually garbage. I already a month ago spent a week when I was bored and created an open sourced mod that imitates most of of Shrub features so any developer can use it as a base ground. I also ported most of OSP stuff in wolfX a while ago so dumping that in 1.4 is a no brainer...but it's useless as game is dead and it's just waste of time as rtcw people have a tendency to whine about bunch of things but rarely appreciate let alone try something new - take MAA's ioRtcw or mine wolfX that's based on it for example.

And as far as Rtcw Live goes. Since MAA ported ioquake to rtcw it's relatively easy to fork it to live edition. There's a tutorial of the guy that ported vanilla ioQuake to Live in 2 days...and since he documented whole process and wrote a tutorial of it, it could easily be ported there in a day in at least some basic shape. But no one wants to do it because it's useless. Whole idea of Live is to download content upon connection and in order to do that, assets needs to be replaced. Pipeline for models is more or less broken and severely outdated. IoQuake supports IQM which is supported by blender but process is anything but easy for anyone that's not into modelling. I had and probably still have somewhere sh!t load of models (freebies with sorted license) laying around but no one wanted to port them so whole idea fall into water.

So to conclude this. If you're wondering why game has failed and has most likely a grim feature ahead of it, it's because people are not willing to accept anything new or even help developers along the process.
On a developers aspect - there's only but handful of programmers sticking around and we're getting no support from community, barely any feedback and are expected to program, debug, build asset, pay our self naturally for testing servers and/or anything else, build you a kick ass up to modern standards HTML5/CSS3 mod page with every possible Q answered, have a PR team, write a top notch documentation, grant every wish anyone can think off and then wrap this in a nice end package where community can download it in a mint condition like it came out of the store.. And if we at any given time fail at any step along the way, we suck and we're just wasting your precious 10 minutes regardless the fact we invested months in it.

And don't take this as a rant, rather the reality that I'm sure pretty much anyone that dealt with modding or anything related too it in period of last 3-4 year had and probably has faced at one point.

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Re: The end of RTCW Part VXII?

Postby pinkname » Fri Oct 25, 2013 2:01 am

Thanks for your words :)

There is no proper antilag in shrub either. I'm saying it based on my experience, not knowing _anything_ about the code behind it. I only have experience with high pings in osp and on ecgn, and I would prefer the osp style lag. I find osp lag much more predictable even if I'd have not much chance when outcornered, but on ecgn it's much more like lotto. There are many "strange" scenarios, grenades and rockets not killing ppl, ineffective headshots (I had to get used to shoot bodies on ecgn since headshots rarely work for me: I can stand behind someone, shoot his head and about 1/3 of bullets hit properly), "muddy" movements, whatever.

15v15 vs 6v6:
You're absolutely right, number of players has a distinct effect. I usually have 40%+ accuracy when there are just a few ppl on the server and somewhere above 6v6 it radically drops, above 10v10 it's going under 30% for sure. I always had a setback on the hardware side (mkay, not in 2001), I used to think that it's mostly because my low fps, but now my client side is mkay, and I still experience the above. I don't remember such issues on old osp pubs, but maybe it is just me remembering the good and the bad not, I can't test it anymore :/ I don't know what hardware resources a server has, but I remember that (many years ago) an 1GHz Xeon (100MHz fsb) using linux was inadeqate for smooth 6v6. Is the server hardware still a bottleneck?

I don't even remember installing osp, is this difficulty rly making ppl stay away? I don't understand. I'll look for a therapist to describe me why it is so :DDD

Mkay, we can call a game dead when there's not much competition, and no newcomers arrive to a scene and yes, then you're right, rtcw is dead. But we're still playing, so it's a bit less dead than the famous parrot :) Anno I was very much surprised by quakelive, I think it was a great idea, as I see it brough many ppl back to q3, including me myself. It works! Doing the same to rtcw is something I'd like to see. Maybe the rtcw scene is missing the financial powers (by financial I mean the resources in advertisments, support personnel, developers, working business model etc). What do you think, can we do anything for it? I myself would be very glad to be part of it and spend time professionaly (in the original meaning: making money) with rtcw, I think I'm not alone here, but it is ID Software (or whoever has the rights) to start up anything, invest and make money of it. If iortcw or wolfx is the solution, I'm glad to help and hereby offer my knowledge. I'm a graphics artist originally, but doing mostly db structuring/programming for a living nowadays. I can deal with 3d modelling too if needed, I started on Alias Wavefront if anyone has any memories :D I'm mostly used to 3dsmax, but can deal with Blender (and many others) too.
_____
Developers:
L0: I absolutely have to agree with you. Spending weeks/months/years with developing something for a small, nonsupportive community is a useless pain, my Engrish is not good enough to describe it much further :p I _feel_ the reasons are similar to the case when you give all your blood to push and distract the nmy while "your" medics harvest the frags, pull back behind and leave you there on the ground calling _you_ the lame :/

I hereby would like to thank to everyone doing anything for the scene their work, their investment, their blood, their whatever. Rly. If I werent a hard atheist, I'd pray for you :)

I'm not a psychology professor, but maybe not completely blind either. Only looking at how ppl play the pub nowadays, you can easily guess personalities behind. The "very proish" rarely help, but some 10-20% give their bloods if it's enough for success or not. Eg. Maria on ecgn is called lame, but she pushes and does what she can. Imo the scene needs these sorts of ppl much more, than the lone fragcollectors. The same goes for developments, I hope you understand my not very clear words, my Engrish is a barrier here :/.
______
Finally: If any of you dear developers need any sort of help, pls be clear about it, manage the project, state your needs, and I'll do my best to help collecting whatever is needed. If _we_ have to do rtcwlive, then well, do it, I'm into it anytime, and I'm sure we can disregard the whinorz and concentrate on ppl actually doing something. If we need IDsoft for this (I think we need), then well, let's start talks about. I don't find this to be completely hopeless. If everyone invests 10% of their times playing rtcw than we already have resources.

Sry for the many unclear words, I still hope my message gets through...

J.

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