Please update this so that the file ZOMBIE ATTACK! has no space…it should be changed to ZOMBIE_ATTACK! so that server admins can successfully add this to their server…because if you dont…then no user will be able to receive that file properly hence the user will never be able to load/connect to the map/server…so this is a MUST HAVE FIX!
Forum
is it possible to put quotes around that line in the .res file? Greysnake has the same issue with some turret model, but it's in an official pack so it's not as big a deal.
No…I tried using the double quotes " but those didnt work then I tried the single quotes ' and those dont work either…so the issue is that the space is there…and it must be closed by either adding an underscore or by taking it out completely…
so try putting ZOMBIE\ ATTACK!?
If that is the case I doubt that will work…and well yea…
—-Stixsmaster
I don't know if its just me and my brother, but we both on our machines have not working music!
As press the start button there should be a intro music, but we just hear crickets all the time, the whole map long.
I tried several things, but I came to the conclusion that this map's audio is broken in SC4.5.
Hope dies last, anyone there who has a working music?
There are bug with gold emblem and identificator in sven coop 4.8 so please repair it. Bug - there aren't everywhere golden emblem I searching , and doing map with walkthrought and also in webs I search no only me have this bug, so waiting for fix :) Also I love this map ^^
I'm guessing that those resources weren't cached for some reason (bad RES edit?) as I've seen a similar thing on a public server where various items were missing from the map (pile of bodies, red ammo chest, stickygib for the wedge) which were all visible on my dedicated server when I installed the map correctly. <—- WRONG
*new info*
R4to0 pointed out an issue identified by Kalo where the bounding boxes for these items clashed with the wall geometry causing them to sink to the bottom of the map. R4to0 said that he applied the necessary fixes and updated the map link above.
In SC4.8 now, the square stone carving/statue that must be pushed up the wooden wedge onto a low plinth now gets stuck *in* the wedge and won't make it up onto the plinth, totally breaking the map.
It can be lifted onto the plinth with EntMod but otherwise it completely kills the map. Seen it on two different dedicated SC4.8 servers.
Also as pointed out in the walkthrough, the two "small goddess statues" (headcrabs) don't always trigger properly when 'placed', also breaking the map.
It may work properly in SC5, idk about that.
*Update 18/12/2016"*
I'm completing a mammoth ripent to fix all the problems encountered so far, plus a new small variation on the ending (as I can change only entities without the sources, and I have received no response from MrFranswa to date).
I will point out though that SCXPM totally breaks this map - the whole premise of the map is to discover and carefully manage your weapon and ammo resources; since SCXPM merrily dishes out free ammo every few seconds, half the map is destroyed and it just becomes an object-hunt for the items. Also SCXPM makes the combat ridiculously easy, so no strategy is required. This makes it great for noobs but ultimately unsatisfying. I'm building SCXPM difficulty balancing into my ripent currently, but really it's much better if you just play the map as intended on a vanilla non-xpm server.
did you ever finish the ripent?
Yes I did, all the previous bugs are fixed, tons of cleanup, coop/survival style ending, extra thingy to help defeat Archvile, some added env_sounds, a few airtanks in the drowning section, a way to kill the huge red gorger Ichy (that eats everyone).. and a dynamic variable skill system that sc5 made totally redundant. I asked the devs about the current sc5 skill system, but they either didn't know or didn't want to answer so it's needing some balancing still. Oh and it plays nicely with no xpm, the difficulty increases dramatically with xpm (otherwise it's stupidly easy). The ending is polished up a bit, as well. Remember it's just a ripent, no world-item or lighting changes, just entities. Entity count more than doubled from orig. map.
I'll get around to finishing it off (busy with work currently) then I'll post it as an alternate d/l.
I cannot wait until your fix is released. Thanks for taking the time and fixing RECO!
http://steamcommunity.com/id/LossyDragon
Discord: @lossy
nice work. I remember something like that was made for RE: awakening, but I've not found the file. So far I remember it had a crashed stars chopper instead of an osprey (which makes more sense). It was a ripent by "Bmoore". If someone finds it, please share.
Did this update ever happen? The wedge is still ….. wedged :(
http://cosmoline.at/downloads/reco.rar
maybe must delet old files.
https://www.dropbox.com/s/mr3qs2j8hq3pn2w/reco_fixed.7z?dl=0
what is fixed :
- sound filenames :
rename "sound\REvil\ZOMBIE ATTACK!.wav" to "zombie_attack.wav"
rename "sound\REvil\SUPPLIEZ!.wav" to "suppliez.wav"
rename "sound\REvil\lookout!.wav" to "lookout.wav"
- scientist getting stuck on balcony at acid/toxic pool
- various items not present on the map (including golden shield)
- added ammo_spore on ceiling of pre-sewer area to be able to climb down the pit (for singleplayer, read below)
what WAS NOT fixed :
- Connecting to dedicated server running this map causes client to hang at "Processing maps/soundcache/reco.txt"
ive laready tried to replace all sounds on map with "ambience\hawk1.wav" but it didnt help. I think only sven coop developers can explain/address this issue.
- zombies hitting you through doors and blocking your movement in doorways
- doors opening in wrong direction
- archvile may freeze when hes "escorting" you to escape door.. the solution is this, kill him in the same room where he spawns (if u can) or run away to lobby as soon as gates go off, this will cause him to navigate to lobby without problems (well, at least for me)..
Overall, this map would really benefit from 2018 remake. It would also be good if someone can shed some light regarding dedicated server issue with this map.
Ill mention this in the BTS so that we can try and track the issue down.
The sound system is snipers baby and he might be aware of the problem all ready.
about the dedicated server bug: if you are going to rename files then you need to add a copy of the renamed files to your pack so people can upload them to their dedicated server and fast-dl. I think you are stuck at "Processing maps/soundcache/reco.txt" trying to download "zombie_attack.wav" (which is a big file and probably does not exist in your fast-dl).
I remade the res file for this map and tested it on my game server & fastDL. Both are running on Linux and all the content downloads properly for me, including SUPPLIEZ!.wav and ZOMBIE ATTACK!.wav.
Let me know if there are any issues.
Resguy Log (6 missing files)
Missing file "sound/hostage/hos6.wav" referenced in: RECO.bsp --> "" (squadmaker) --> models/reco/girl1.mdl
Missing file "sound/hostage/hos7.wav" referenced in: RECO.bsp --> "" (squadmaker) --> models/reco/girl1.mdl
Missing file "sound/RECO/hunter.txt" referenced in: RECO.bsp --> "hunterburst1_s" (squadmaker)
Missing file "sound/weapons/glock_clipin.wav" referenced in: RECO.bsp --> "" (weapon_9mmhandgun) --> models/reco/WModels/beretta/v_9mmhandgun.mdl
Missing file "sound/weapons/glock_clipout.wav" referenced in: RECO.bsp --> "" (weapon_9mmhandgun) --> models/reco/WModels/beretta/v_9mmhandgun.mdl
Missing file "sound/weapons/glock_slide.wav" referenced in: RECO.bsp --> "" (weapon_9mmhandgun) --> models/reco/WModels/beretta/v_9mmhandgun.mdl
ripent map
{
"origin" "0 0 0"
"model_1" "models/player/RE_DEAD_Brad/RE_DEAD_Brad.mdl"
"model_2" "models/player/RE_HCF_Wesker/RE_HCF_Wesker.mdl"
"model_3" "models/player/RE_Outbreak_David/RE_Outbreak_David.mdl"
"model_4" "models/player/RE_RPD_Leon/RE_RPD_Leon.mdl"
"model_5" "models/player/RE_UMBRELLA_Alfred/RE_UMBRELLA_Alfred.mdl"
"model_6" "models/player/RE_UMBRELLA_Hunk/RE_UMBRELLA_Hunk.mdl"
"model_7" "models/player/RE_UMBRELLA_MrX/RE_UMBRELLA_MrX.mdl"
"model_8" "models/player/RE_UMBRELLA_Nemesis/RE_UMBRELLA_Nemesis.mdl"
"classname" "custom_precache"
}
{
"origin" "0 0 0"
"model_1" "models/player/RE_STARS_Barry/RE_STARS_Barry.mdl"
"model_2" "models/player/RE_STARS_Brad/RE_STARS_Brad.mdl"
"model_3" "models/player/RE_STARS_Chris/RE_STARS_Chris.mdl"
"model_4" "models/player/RE_STARS_Enrico/RE_STARS_Enrico.mdl"
"model_5" "models/player/RE_STARS_Forrest/RE_STARS_Forrest.mdl"
"model_6" "models/player/RE_STARS_Jill/RE_STARS_Jill.mdl"
"model_7" "models/player/RE_STARS_Joseph/RE_STARS_Joseph.mdl"
"model_8" "models/player/RE_STARS_Kenneth/RE_STARS_Kenneth.mdl"
"model_9" "models/player/RE_STARS_Rebecca/RE_STARS_Rebecca.mdl"
"classname" "custom_precache"
}
{
"origin" "0 0 0"
"model_1" "models/player/RE_STARS_Richard/RE_STARS_Richard.mdl"
"model_2" "models/player/RE_STARS_Wesker/RE_STARS_Wesker.mdl"
"model_3" "models/player/RE_UBCS_Asian/RE_UBCS_Asian.mdl"
"model_4" "models/player/RE_UBCS_Black/RE_UBCS_Black.mdl"
"model_5" "models/player/RE_UBCS_Hispanic/RE_UBCS_Hispanic.mdl"
"model_6" "models/player/RE_UBCS_Mikhail/RE_UBCS_Mikhail.mdl"
"model_7" "models/player/RE_UBCS_Militia/RE_UBCS_Militia.mdl"
"model_8" "models/player/RE_UBCS_Nicholai/RE_UBCS_Nicholai.mdl"
"model_9" "models/player/RE_UBCS_White/RE_UBCS_White.mdl"
"classname" "custom_precache"
}