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Опубликовано:

Hello, ladies and gents. May I introduce myself? I am the noob. Fourdeltaone Noob. New to 4D1 and probably new to MW2, but doing pretty good at the game. Now. From what I have seen, I should start this by saying, THANK YOU NTA. Now, to the serious part. You see, I like your project IW4M, but it lacks from what it has promised. Servers are limited with Zombies/gungame/sharpshooter and those things we have played before. So, you said implementing Mods. Which means creativity. All I am seeing is zombies and those stuff. I mean, come on guys. Try new stuff. 64 player games with huge maps (make one in the middle of the desert). Vehicles. New weapons. Nuketown, of course, is an exception, since it is awesome. Please, try to do that. Please, guys. You guys can do it. Heck, if you make it its own game and throw it on E3, I will buy it.

Featured Replies

Опубликовано:
I don't think you understand how things work.

well, since I am a noob, Tell me.

Опубликовано:
Enjoy your stay, and don't cheat. And no, we are not game developers.

Ok. Well, I was not going to cheat, because cheating is for people who do not think about other people's experience and think about their selfish needs only. Since you cannot do these things, well, all I can say is thank you. You just gave us a very good thing and I am grateful. :)

Опубликовано:
I don't think you understand how things work.

well, since I am a noob, Tell me.

There are modders and developers which are quite different people.

 

It's all about community-created mods. Want creativity? Write your own mod.

Well, MR. Ul7RA. Thanks for the info. (No sarcasm here). Well, I think I might start learning how to make a mod, since you really encouraged me too. Thanks. :)

Опубликовано:
This guy seems pretty nice, don't start bashing on him for not having knowledge on how things work here!

OP, have you seen my rush mod? You might find it interesting.f=7&t=177

Well, I do not really take all of this as bashing. But thanks for the nice words. Yes, the mods you made look very good and promising, yet I should really advise you to make it... on larger scaled maps. Make a very big maps like one in the middle of the desert with hills and minimum amount of building, but always put buildings. Small ones, though. As for vehicles, it could be implemented. Thanks anyway for doing this.

Опубликовано:
"2 years later" this guy make possible to port things from another games :D

Well, that was funny. Just, not porting.

Опубликовано:
This guy seems pretty nice, don't start bashing on him for not having knowledge on how things work here!

OP, have you seen my rush mod? You might find it interesting.f=7&t=177

Well, I do not really take all of this as bashing. But thanks for the nice words. Yes, the mods you made look very good and promising, yet I should really advise you to make it... on larger scaled maps. Make a very big maps like one in the middle of the desert with hills and minimum amount of building, but always put buildings. Small ones, though. As for vehicles, it could be implemented. Thanks anyway for doing this.

 

The mod is already made, you can join the server if you'd like. It uses the linear SP maps, as making fully custom ones is currently not possible.

Опубликовано:
Its only modding not creating new "things" rush mod is use sp maps:)

Hmm.. Okay. :)

Опубликовано:
This guy seems pretty nice, don't start bashing on him for not having knowledge on how things work here!

OP, have you seen my rush mod? You might find it interesting.f=7&t=177

Well, I do not really take all of this as bashing. But thanks for the nice words. Yes, the mods you made look very good and promising, yet I should really advise you to make it... on larger scaled maps. Make a very big maps like one in the middle of the desert with hills and minimum amount of building, but always put buildings. Small ones, though. As for vehicles, it could be implemented. Thanks anyway for doing this.

 

The mod is already made, you can join the server if you'd like. It uses the linear SP maps, as making fully custom ones is currently not possible.

Thanks for telling me. May I ask you, what is holding the modder from making new custom maps?

Опубликовано:
This guy seems pretty nice, don't start bashing on him for not having knowledge on how things work here!

OP, have you seen my rush mod? You might find it interesting.f=7&t=177

Well, I do not really take all of this as bashing. But thanks for the nice words. Yes, the mods you made look very good and promising, yet I should really advise you to make it... on larger scaled maps. Make a very big maps like one in the middle of the desert with hills and minimum amount of building, but always put buildings. Small ones, though. As for vehicles, it could be implemented. Thanks anyway for doing this.

 

The mod is already made, you can join the server if you'd like. It uses the linear SP maps, as making fully custom ones is currently not possible.

Thanks for telling me. May I ask you, what is holding the modder from making new custom maps?

 

MW2 doesn't support mods by default and thus doesn't have any kind of mod tools required to make your content - including maps. This project lets you create your own scripts though, along with SP maps loading in MP.

Опубликовано:

Well, I do not really take all of this as bashing. But thanks for the nice words. Yes, the mods you made look very good and promising, yet I should really advise you to make it... on larger scaled maps. Make a very big maps like one in the middle of the desert with hills and minimum amount of building, but always put buildings. Small ones, though. As for vehicles, it could be implemented. Thanks anyway for doing this.

the problem is that we can't create real custom-maps like it was possible in for example cod4, as infinityward/activision refused to release modtools for mw2.

To create our own really working and useful mapeditors and such we would need to know way more stuff about how the engine works/what yet unknown and seemingly weird structures inside the gamefiles are for, a job that would be really hard without support from the original creators and i doubt that a project with a single active developer could bear such a challange.

On the 64player servers: NTAuthority once tried to do something in this direction, unfortunately his experiments overwrote other parts of the memory, leading to crashes. It doesn't seem like we could fix this without the original source or again without getting more than just one skilled developer to work on this project.

Опубликовано:
This guy seems pretty nice, don't start bashing on him for not having knowledge on how things work here!

OP, have you seen my rush mod? You might find it interesting.f=7&t=177

Well, I do not really take all of this as bashing. But thanks for the nice words. Yes, the mods you made look very good and promising, yet I should really advise you to make it... on larger scaled maps. Make a very big maps like one in the middle of the desert with hills and minimum amount of building, but always put buildings. Small ones, though. As for vehicles, it could be implemented. Thanks anyway for doing this.

 

The mod is already made, you can join the server if you'd like. It uses the linear SP maps, as making fully custom ones is currently not possible.

Thanks for telling me. May I ask you, what is holding the modder from making new custom maps?

 

IW4 doesn't support mods by default and thus doesn't have any kind of mod tools required to make your content - including maps. This project lets you create your own scripts though, along with SP maps loading in MP.

Well, thank you very much for this information, although they were rather disappointing.

Опубликовано:

Well, I do not really take all of this as bashing. But thanks for the nice words. Yes, the mods you made look very good and promising, yet I should really advise you to make it... on larger scaled maps. Make a very big maps like one in the middle of the desert with hills and minimum amount of building, but always put buildings. Small ones, though. As for vehicles, it could be implemented. Thanks anyway for doing this.

the problem is that we can't create real custom-maps like it was possible in for example IW3, as infinityward/a large gaming conglomerate refused to release modtools for IW4.

To create our own really working and useful mapeditors and such we would need to know way more stuff about how the engine works/what yet unknown and seemingly weird structures inside the gamefiles are for, a job that would be really hard without support from the original creators and i doubt that a project with a single active developer could bear such a challange.

On the 64player servers: NTAuthority once tried to do something in this direction, unfortunately his experiments overwrote other parts of the memory, leading to crashes. It doesn't seem like we could fix this without the original source or again without getting more than just one skilled developer to work on this project.

Stop. This leads to many things concerning development. Well, it is a very good thing to know that COD's community is still awesome on PC. The least I can say for NTA, is thanks for at least trying.

Опубликовано:
but but porting from CODOL is possible:) (chinese a popular FPS series) so nuketoown wetwork maybe crossfire shipment and other maps is possible such as rc xd:)

Well, thanks. These are some good news. :D

Опубликовано:

Let me break things down for you nice and simply (I hope). This is not CaII of Duty 4: Modern Warfare. ;)

 

The reason there are custom maps in CaII of Duty 4 is because Infinity Ward (The developers of the game) actually released the official development kit for CaII of Duty 4 but not for Modern Warfare 2.

 

What this development kit allows us to do is actually make our own maps, weapons, models, and other things, and properly compile these said things within the game's readable format ('Fast Files' also know as the filetype '.ff ').

 

The mods you see are done by code called .GSC, only this doesn't need to be compiled with the game's .ff files and is linked by a bit of magical coding done by NTAuthority. In other words you're only able to work with what the game already has to offer, in this scenario.

 

There have been/ are experiments that are/ were going to work on bringing content from other recent CaII of Duty titles. Such as a close attempt to make the game read (with more magical coding) CaII of Duty 8: Modern Warfare 3 maps, however this was unsuccessful (but close) and will most likely remain unsuccessful.

 

Unlike Modern Warfare 3, using CaII of Duty: Online (the China Free to play version of CaII of Duty) we are able to get the maps running (such as Nuketown, Wetwork, and more to come in the future) from CaII of Duty: Online with pretty much the same method as stated above, BECUASE the format of the games' Fast Files is so similar seeing as they are using the same exact version IW engine (IW4), they have just had some minor changes which are not that much trouble at all for NTAuthority to work around (this is one of the current projects going on).

 

The current experiments going on (they can be read about here: viewtopic.php?f=7&t=22362) are to reduce the resources and allow for other things to happen in a much more efficient format. The current singleplayer maps that currently come with IW4M, the code that is used to load these maps successfully into the 'multiplayer engine' (Not really a different engine, the .exe is just structured a little differently and the multiplayer .exe lacks certain dependencies to properly run the singplayer maps) and this takes up a lot of memory and resources. This generally pushes servers away from wanting to run these singleplayer maps obviously because this maps, in their current state, are too harsh on most of the server owners' servers. To explain how this will done is NTAuthority is basically taking chunks of Modern Warfare 2's Fast Files and partially making his own with his new special tool so he can load the teams on the maps and certain models in an easier more friendly fashion. The way it is currently done is the singleplayer map has a multiplayer map partner called a dependency, what this multiplayer partner does is when singleplayer map is told to gather it's models and so forth from a multiplyer map it has to load 90% (a rough guess) of that chosen multiplayer map with it as well, you're basically running two maps at the same time and that is why this process is so memory intensive.

 

Also the 18 Player limit is pretty much unbreakable from what I have heard, we pretty much need the source code for Modern Warfare to change that one.

 

The End.

Опубликовано:
Let me break things down for you nice and simply (I hope). This is not CaII of Duty 4: Modern Warfare. ;)

 

The reason there are custom maps in CaII of Duty 4 is because Infinity Ward (The developers of the game) actually released the official development kit for CaII of Duty 4.

 

What this development kit allows us to do is actually make our own maps, weapons, models, and other things, and properly compile these said things within the game's readable format ('Fast Files' also know as the filetype '.ff ').

 

The mods you see are done by code called .GSC, only this doesn't need to be compiled with the game's .ff files and is linked by a bit of magical coding done by NTAuthority. In other words you're only able to work with what the game already has to offer, in this scenario.

 

There have been/ are experiments that are/ were going to work on bringing content from other recent CaII of Duty titles. Such as a close attempt to make the game read (with more magical coding) CaII of Duty 8: Modern Warfare 3 maps, however this was unsuccessful (but close) and will most likely remain unsuccessful.

 

Unlike Modern Warfare 3, using CaII of Duty: Online (the China Free to play version of CaII of Duty) we are able to get the maps running (such as Nuketown, Wetwork and more to come in the future) from CaII of Duty: Online with pretty much the same method as stated above, BECUASE the format of the games' Fast Files is so similar seeing as they are using the same exact version IW engine (IW4), they have just had some minor changes which are not that much trouble at all for NTAuthority to work around (this is one of the current projects going on).

 

The current experiments going on (they can be read about here: viewtopic.php?f=7&t=22362) are to reduce the resources and allow for other things to happen in a much more efficient format. The current singleplayer maps that currently come with IW4M, the code that is used to load these maps successfully into the 'multiplayer engine' (Not really a different engine, the .exe is just structured a little differently and the multiplayer .exe lacks certain dependencies to properly run the singplayer maps) and this takes up a lot of memory and resources. This generally pushes servers away from wanting to run these singleplayer maps obviously because this maps, in their current state, are too harsh on most of the server owners' servers. To explain how this will done is NTAuthority is basically taking chunks of Modern Warfare 2's Fast Files and partially making his own with his new special tool so he can load the teams on the maps and certain models in an easier more friendly fashion. The way it is currently done is the singleplayer map has a multiplayer map partner called a dependency, what this multiplayer partner does is when singleplayer map is told to gather it's models and so forth from a multiplyer map it has to load 90% (a rough guess) of that chosen multiplayer map with it as well, you're basically running two maps at the same time and that is why this process is so memory intensive.

 

Also the 18 Player limit is pretty much unbreakable from what I have heard, we pretty much need the source code for Modern Warfare to change that one.

 

The End.

Thank you for these information, although they are rather a little bit disappointing, but thank you. And this was simply told. Although, there were other people who explained it more simply... Just kidding. Have a nice day OR night.

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