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question regarding weapon modding

Опубликовано:

Hey everyone,

 

I would like to modify certain weapons in our server, such as adsidleamount 0 for ak47_fmj_mp, or fixing the m9, mg4, m240 not being silenced. (spas12_fmj_mp not having double penetration angle about sums it up) It's easy to do this in the weapons files.

but I don't know how to load them in the server, or can it be done in gsc? I've got 2 gsc mods that I've merged running, (through overwriting in m2demo) but I don't know how to code them myself.

 

Thanks in advance,

 

~Snorrepoes

Featured Replies

Опубликовано:

could it be that simple? let's try

 

m2demo/weapons/mp/ak47_fmj_mp

main/z_svr_ak47.iwd (containing: /weapons/mp/ak47_fmj_mp)

mods/weapons/mp/ak47_fmj_mp

 

nope, none of these work; mods folder didn't exist btw, note: I am running a legacy 4d1 server, and I wish to keep the mod server sided, I don't wist my clients to be forced to download anything. my gsc mods are located in m2demo

 

any idea?

Опубликовано:

creating /mods/ folder and putting test.iwd in there, and putting '+fs_game mods/test' as a launch option worked, server browser showed that the mod was loaded, gametype was 'test' instead of team deathmatch.

 

'mods/weapons/mp/ak47_fmj_mp' did nothing

'mods/test.iwd containing weapons/mp/ak47_fmj_mp' did nothing either

Опубликовано:

Weapon file modification won't work if they aren't downloaded to the client. Other than that there is bug when weapon files get downloaded, resulting in some weird 'no ammo' problem. (it can be fixed by reconnecting to the server after the mod got downloaded but that makes it pretty much unusable in public)

Опубликовано:

First of all, thanks for the support;

promod makes sure people have the files, and probably has a fix for the no ammo.

but all in all, for a public server, the bottom line is it can't be done?

btw, is ingame downloading possible? because if so I could live with the limitations.

Опубликовано:

promod makes sure people have the files, and probably has a fix for the no ammo.

The 'fix' is to reconnect to the server or to load the (exact same) mod client side before connecting to it.

(For now at least, i guess NTA could fix it, by changing the point of time when the mod gets downloaded. If it would be downloaded before the map is loaded, the weapon files should work fine on first connect. But that would increase loading time for connecting players a little bit and not sure if he wants that...)

 

btw, is ingame downloading possible? because if so I could live with the limitations.

Move the .iwd to some mods/foldername/ folder in your server and remove the z_svr_ from the name and it will get downloaded..

Опубликовано:

Tried that, but sadly it wasn't fruitful either.

Clients got the error that /mods/modname/mod.iwd was different from server.

This suggests that downloading is not working, though "sv_allowdownload 1"

Опубликовано:
Tried that, but sadly it wasn't fruitful either.

Clients got the error that /mods/modname/mod.iwd was different from server.

This suggests that downloading is not working, though "sv_allowdownload 1"

 

Legacy clients (alterRevolution, for example) do not have the same download support that fourDeltaOne has, so it was probably those clients.

Опубликовано:

shoot, now I've removed the +fs_game launchoption, the entire mod folder etc. users still get the error

Опубликовано:

+fs_game mods/randomfoldername

does not fix the problem, 'randomfoldername' appears as gametype in the serverbrowser like before, but the error remains:

"m2demo/test.iwd differs from server"

 

help? :(

Опубликовано:
+fs_game mods/randomfoldername

does not fix the problem, 'randomfoldername' appears as gametype in the serverbrowser like before, but the error remains:

"m2demo/test.iwd differs from server"

 

help? :(

 

Why do you still have the test.iwd in m2demo folder?!

Move the .iwd which includes the weapon files to mods/randomfoldername/ and delete the test.iwd from m2demo...

 

And put +fs_game mods/randomfoldername as you did before.

Опубликовано:

I guess I made a screwup, how did I not notice or check this before, file was indeed located in m2demo/test.iwd, presumably a stupid attempt by me placing the mod everywhere to make sure the location was right :P I am a fool

 

well, everything but works again, pfew. but the mod still wouldn't work, I'll try again later I guess.

This thread can be closed or abondonned for now, thanks for everything though.

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