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There is some workarounds to get coop going. 16 player maps only though. Basically boils down to start a single player game and then everyone who wants to connect to it uses the option under the online browser to specify an IP to join and you are away. If for some reason you don't have an online account, or can't get online it gets trickier with having to start a normal multiplayer server, have that show up in everyones lan browse list, disconnect (hope no one clicks refresh on their list) then start a single player game and have people connect to that. So far though I haven't got it to work yetToxin said:I just want my Co-Op back!!!
I looked into this last week and it's a no go. The joinserver switch is broken, so it doesn't help.Toxin said:I posted this on the SGS forum regarding Co-Op or trying to play Co-Op without having to connect to the net. It's just a theory I have about using the shortcut command lines. I haven't tested it out yet, and will only be able to this weekend. Can you see if it works?
* Fixed in issue that caused the Multiplayer Browser to become unresponsive.
* Fixed an issue where some game controls were not available to be rebound within the Options menu
* Fixed an issue with increasing performance degradation on servers
* Fixed a problem with shader caching on client/host : after the first map in a rotation, shaders would be loaded on the fly during gameplay
* Fixed a crash with rebinding LMB
* Fixed a problem that caused environment mapping to not appear on reflective surfaces.
# Fixed a crash that happened when a client picks up a kit that doesn't exist anymore.
# Fixed a problem with AI when the game was paused for a long time: bots would become unresponsive and also shoot more accurately.
# LOD distances tweaked on certain objects.
Razer0 said:Toxin = Scart?
Or was that an example?![]()