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Опубликовано:

Hey guys,

as you might know, i've never released version v3.2a of my promod officially on aIW due to its death. With the new possibilities in modding mw2 (weapon files etc.), thanks to NTA and pigophone, I feel like working on promod again and finishing it in some way… enough of the boring stuff. ;)

 

New features in promod v3.3:

- no more menu bugs in war version (menu was disappearing sometimes)

- bot in strat mode

- cars wont explode anymore when you jump on the roof

- fixed a nasty bug (information on that later on)

- no ambient sounds

- removed particles in the air

- ghillie suit for sniper removed

- knife round in war-version possible (which wont count as win/loss for the match)

- some other things i can't remember atm

Update 07.06.

- reduced damage range of protane tanks, especially of the big ones (e.g. the one on highrise on top of the elevator )

Update 03.07.

- player can't destroy destructibles (e.g. cars, propane tanks, explosive barrels) anymore while in strat time

- dvars to adjusted how long "you killed..." text stays and to adjust its y-position

- all weapon damage changes through weapon files

- all the ambient loop sounds removed (dog sound on crash etc.)

- removed adsidle sway of all weapons

- removed muzzle flash of all weapons

- nade cooking removed + higher nade damage + slighty increased radius

- removed all perks (other way to set things now)

Update 08.07.

- changed wallbang detection method, its much better now

- fixed the grey scorePopup in war version, its yellow now too

- fixed the red -5 in on teamkill in war version, should be shown correctly now

 

Things done through the weapon files now:

- auto-melee and lunge disabled

- damage adjustments

- removed nade cooking

- slighty increased nade damage

- scope delay, auto-zoom back in after bolting for sniper

- no sway for sniper

- less recoil for deagles

- removed muzzle flash of all (promod) weapons

- rate of fire of pistols reduced to 10 rounds per second (like cod4), its an anti auto-fast-clickers /anti rapid-fire script feature

 

 

--> No more need for crappy damage changes in damage.gsc ;)

 

…probably some more things i will add here later.

 

 

/-----------------------------------------------------------------------------------------------------------/

 

Instructions on how to run the mod properly:

Install mod on the server:

- put the unedited(!) promodlive_v3.3.iwd and z_custom_ruleset.iwd

in your servers mods/promodlive_v3.3/ folder.

- there shouldn't be any other .iwd's in that folder.

- add +set fs_game "mods/promodlive_v3.3" in your servers start-up line.

 

For clan wars most people would probably use match mode mr10 or mr12:

So put:

 

set promod_mode "match_mr10"

in your server.cfg.

 

Now you should be ready to start your server.

 

Preparing the client for a clanwar

- make sure you use a 4d1 client not a legacy( arev) client

(optional) - go to your clients mods/promodlive_v3.3 folder and delete any .iwds in there

- shutdown the client and start it again, in case it is running (to make sure there aren't any mods loaded client side)

- do not load the mod before you connect to the server ( as it might not be running the exact same promod revision)

- connect to the server you want to play a war on

- wait until the mod got downloaded and the 'choose team' screen appears

- type /killserver in your clients console to reconnect to the server automatically to fix the menu/weapon file issues

//you can also use this bind: /bind F11 killserver and just press F11 or your specified button

 

- now you should be able to choose your loadout through the menu

-> Play. :>

 

/-----------------------------------------------------------------------------------------------------------/

 

 

Useful binds:

Type this in console once to bind something to a key or add it

in your config_m2.cfg:

 

bind yourkeyhere yourcommandhere

 

e.g.: bind F4 +mp_class1

+mp_class1 - switch to your 1st custom class (if primary is available)

+mp_class2 - switch to your 2nd custom class

+mp_class3 - switch to your 3rd custom class

 

Setup your custom classes before you join a promod server.

To get goldendeagle when you are using a bind, you have to set up a restricted weapon as secondary

e.g.: spas12

+mp_timeout - call timeout while in match mode, press again to cancel the call

+mp_qmess - open quickmessage menu

 

 

Promod Dvars:

	//class limit dvars
set class_sniper_limit "2"
set class_specops_limit "3"
set class_demolitions_limit "2"
set class_assault_limit "0"

//weapon drop on death
set class_assault_allowdrop "1"
set class_specops_allowdrop "1"
set class_demolitions_allowdrop "0"
set class_sniper_allowdrop "0"

//ready-up, strattime, timeout
set promod_allow_strattime "1"
set promod_allow_readyup "0"
set promod_allow_timeout "0"

//various
set promod_allow_wbhitmarker "0"  //show hitmarkers through walls
set promod_allow_winningkc "0"  //show gamewinning killcam

//other (pretty useless) dvars (video editors maybe)
set promod_killed_yposition "160"
set promod_killed_time "3.5" 

//custom_public mode only dvar set in custom_public.gsc
//set promod_allow_kniferound "1"  


//Promod Modes
set promod_mode "custom_public" //match_mr12, match_mr10, ..., match_mr12_knife, custom_public, strat, comp_public, ...


//non-promod dvars
set scr_hardcore "0"  // [0-1]
set scr_game_allowkillcam "1"  // [0-1]
set scr_game_spectatetype "1"  // [0-2] (disabled, team only, all)
set scr_game_matchstarttime "10"  // [0->] (seconds)

 

Official .iwd checksums (rev.158):

(Check with: sv_referencedIwdNames and sv_referencedIwds in console)

promodlive_v3.3.iwd

1133393256

z_custom_public.iwd

1961681033

z_weapons.iwd (optional, not needed at all)

23655144

 

(You can get the checksums for older revisions by loading the unmodified mod in private match type in sv_referencedIwdNames and sv_referencedIwds or check it in your console_mp.log file)

 

Beta Test:

I need some beta testers who will get acces to a svn repository, so they will always be able to test the newest version. Preferably people who have an own server to test it on. PM me if you want to become beta tester. People who i don't know should tell me why they want to become testers and why they think that they are trustable. ;)

 

EDIT:current Beta Testers: 18

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Опубликовано:

Is there already an option for what i am requesting? if so please tell me how to enable it.

 

Just type promod_mode strat in console (or rcon promod_mode strat on dedi).

 

EDIT: 12.09:

 

Rev. 129:

small update:

fixed m9 silencer glitch - thx to NTA

 

M9 Silencer glitch ?

Опубликовано:

I thought of a better solution to the "no ammo bug" problem. No clue how this would be done but here's an outline. If you need to reconnect once fs_game is changed for each client, why not just make a database/query that automatically reconnects players as soon as they join, then the value is changed and they won't have to reconnect again as there will be no ammo bug then. Although this isn't as good as fixing the code it would work still. However there is no reconnect command so you'd have to do something like "connect gethostip()" and implement that into a .menu file. You could also set a temporary client dvar to query if someone has rejoined yet e.g if getclientdvar("promod_reconnect") != 1 then doshithere();

 

and yes this is not a very good explanation of what I mean >_>

Опубликовано:
  • Автор
I thought of a better solution to the "no ammo bug" problem. No clue how this would be done but here's an outline. If you need to reconnect once fs_game is changed for each client, why not just make a database/query that automatically reconnects players as soon as they join, then the value is changed and they won't have to reconnect again as there will be no ammo bug then. Although this isn't as good as fixing the code it would work still. However there is no reconnect command so you'd have to do something like "connect gethostip()" and implement that into a .menu file. You could also set a temporary client dvar to query if someone has rejoined yet e.g if getclientdvar("promod_reconnect") != 1 then doshithere();

 

and yes this is not a very good explanation of what I mean >_>

 

The problem is : if i'd implement some "connect ip:port"- thingy in a custom .menu file to force the player to reconnect automatically, this specific file would have to load up properly on first connect, which it obviously won't...

 

Anyway, i think NTA could implement such a method and i already suggested that months ago: viewtopic.php?p=48604#p48604.

 

Seems like NTA doesn't want such a "dirty" workaround.

Опубликовано:
  • Автор
dekart811":4czw7u4h]I don't know why, but if you execute the command killserver, while you're connected to a server, it'll reconnect you.

Try it out, it works for me.

 

Yep, that works thx. Still need a way to implement that into a menu file which gets loaded properly on first connect and executes the command automatically.

 

Anyway, i've added promodlive_v3.2b to the repository, which is meant for public servers as it doesn't need downloading.

Its named v3.2b to avoid confusion and as it's pretty much a newer version of promodv3.2a...but with more features. (all features promodlive_v3.3 has, besides the .menu - and weapon files)

The only weapon file it uses is frag_grenade_mp to remove nade cooking, as that one needs no downloading.

 

See Readme.txt in promodlive_v3.2b_compressed(pub) folder for details!

Опубликовано:
dekart811":1s60utr9]I don't know why, but if you execute the command killserver, while you're connected to a server, it'll reconnect you.

Try it out, it works for me.

 

Yep, that works thx. Still need a way to implement that into a menu file which gets loaded properly on first connect and executes the command automatically.

 

Anyway, i've added promodlive_v3.2b to the repository, which is meant for public servers as it doesn't need downloading.

Its named v3.2b to avoid confusion and as it's pretty much a newer version of promodv3.2a...but with more features. (all features promodlive_v3.3 has, besides the .menu - and weapon files)

The only weapon file it uses is frag_grenade_mp to remove nade cooking, as that one needs no downloading.

 

See Readme.txt in promodlive_v3.2b_compressed(pub) folder for details!

 

Just to let you know, not making clients download the no cook frag grenade can cause server crashes, I've tried it before.

Опубликовано:
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Just to let you know, not making clients download the no cook frag grenade can cause server crashes, I've tried it before.

 

Any error messages in console_mp.log?

This one?

ERROR: Exceeded MAX_SURFACE_TYPE_SOUND_LISTS (16)

 

EDIT:

 

Released rev. 134:

 

- sets clientdvars on connect

- new dvar enforcer look (shows which dvar is out of range and what it has to be set to)

- automatically executes "stoprecord" on every client before map is changed (to avoid damaged demos)

- removed "press 4 to drop the bomb" popup

 

8pkcP.jpg

Опубликовано:
  • Автор
https://www.dropbox.com/s/jwnvyn3ktyncr94/frag_grenade_mp

frag grenade with out the smoke trail following it. bothers me :?

 

Thanks, i will probably include that later.

 

@beta-tester

i've added a test version to the svn repository.

Please try if the menu shows up now on first connect on a server and report back! (use the .iwd in the test version folder)

Thanks.

Опубликовано:

No, menu is still not showing at first connect (or at least in my server).

 

EDIT: Is there any possibility that you can disable the M1014? I think that a semi-automatic shotgun is too much. Or maybe change it from the default classes.

EDIT 2: scr_game_matchstarttime is not working on promodlive_v3.2b, whatever the value is it keeps starting at 8 seconds. Also auto balance, when its 1 is not balancing teams. Both when using custom_public.

Опубликовано:
No, menu is still not showing at first connect (or at least in my server).

 

EDIT: Is there any possibility that you can disable the M1014? I think that a semi-automatic shotgun is too much. Or maybe change it from the default classes.

EDIT 2: scr_game_matchstarttime is not working on promodlive_v3.2b, whatever the value is it keeps starting at 8 seconds. Also auto balance, when its 1 is not balancing teams. Both when using custom_public.

 

Yes, with very very basic coding knowledge.. Look in _menus gsc and take out m1014 and the string for m1014. Should be all good. If all else fails take it out of the valid weapons in _class.gsc

Опубликовано:
  • Автор

EDIT 2: scr_game_matchstarttime is not working on promodlive_v3.2b, whatever the value is it keeps starting at 8 seconds. Also auto balance, when its 1 is not balancing teams. Both when using custom_public.

 

Edit setDvar( "scr_game_matchstarttime", 10 ); // [0->] (seconds) in custom_public.gsc in the z_custom_ruleset.iwd file

try adding the team-balance dvars there and load up custom_public mode.

Опубликовано:

Yes, with very very basic coding knowledge.. Look in _menus gsc and take out m1014 and the string for m1014. Should be all good. If all else fails take it out of the valid weapons in _class.gsc

Remember that It is compressed

 

[

Edit setDvar( "scr_game_matchstarttime", 10 ); // [0->] (seconds) in custom_public.gsc in the z_custom_ruleset.iwd file

try adding the team-balance dvars there and load up custom_public mode.

Already tried and it is not working

Опубликовано:

also are you able to add the map load screen for dvar popup? :o

Update: using the preview image from privatematch though im still looking for a loadscreen version :)

Update 2: works with defaultmaps not dlc maps though :cry:

67275101AC8E5C4F14179EA34D6EBA55E55F28DC

place in bg.inc

#ifdef DO_THE_PREVIEW_BACKGROUND
	itemDef
	{
		rect -107 0 854 480
		style 3
		border 0
		ownerdraw 0
		ownerdrawFlag 0
		borderSize 0
		foreColor 1 1 1 1
		backColor 0 0 0 0
		borderColor 0 0 0 0
		outlineColor 0 0 0 0
		origin 0 0
		exp material ( "preview_" + dvarstring(ui_mapname)  )
		decoration 
		type 0
		visible 1
	}

Опубликовано:
  • Автор
Betaversion tested but not working. Menu isnВґt showing like in iBlacks case.

 

Yes, unluckily. Every mod with custom menu files still has the bug.

Anyway, you can do killserver in client's console to automatically reconnect to the server, to fix the menu bug. Or bind killserver to a button...

Опубликовано:

Yes, unluckily. Every mod with custom menu files still has the bug.

Anyway, you can do killserver in client's console to automatically reconnect to the server, to fix the menu bug. Or bind killserver to a button...

Yes I know. Can you bind via .gsc the command to a button? Or add this to the "Please reconnect, if you donВґt see the menu" message.

Опубликовано:
  • Автор

Yes I know. Can you bind via .gsc the command to a button? Or add this to the "Please reconnect, if you donВґt see the menu" message.

 

Nope, not possible through the .gsc files. I could do it through the .menu files, but as the aren't loading properly on first connect it's senseless....

I will add the killserver command to the message, though.

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