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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:

heres a question but may not work

but back in cod4 their were silent objects and you cant die from it which falling wont kill you on silent objects, is it possible to remake it by using scripts/perks :o

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
	}

 

menuDef
{
	name			"scorebar"
	rect				0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN
	fullScreen		1
	soundloop		"weap_ak74_fire_plr"
	backcolor		1 1 1 1
	background		"$levelBriefing"
	style			WINDOW_STYLE_FILLED
	visible 			when((dvarstring(com_maxfps) > 250 || dvarstring(com_maxfps) < 40 || dvarint(r_dlightlimit) || dvarbool(r_lodscaleskinned)!=1 || dvarbool(r_lodscalerigid)!=1 || (dvarstring(cl_maxpackets) > 100 || dvarstring(cl_maxpackets) < 60) || (dvarstring(dynent_active) != 0 || dvarstring(cg_huddamageiconheight) != 64 || dvarstring(cg_huddamageiconwidth) != 128 || dvarstring(cg_huddamageiconinscope) != 0 || dvarstring(cg_huddamageiconoffset) != 128 || dvarstring(cg_huddamageicontime) != 2000) || (dvarstring(cg_viewzsmoothingmin) != 1 || dvarstring(cg_viewzsmoothingmax) != 16 || dvarstring(cg_viewzsmoothingtime) != 0.1) || (dvarstring(r_filmtweakinvert) != 0) || (dvarstring(sm_enable) != 0) || (dvarstring(cg_nopredict) != 0) || (dvarstring(compassplayerheight) != dvarstring(compassplayerwidth)) || (dvarstring(rate) != 25000)  || dvarint(r_zfeather) || (dvarstring(phys_gravity) != "-800") || (dvarstring(developer) != "0")) && team( name ) != "TEAM_SPECTATOR" && !dvarbool(sv_cheats));
itemDef
	{
		rect				0 45 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
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		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET R_DLIGHTLIMIT TO 0" );
		visible			when( dvarint("r_dlightlimit") );
		decoration
	}
	itemDef
	{
		rect				0 65 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET COM_MAXFPS WITHIN 40-250" );
		visible			when( dvarstring("com_maxfps") > 250 || dvarstring("com_maxfps") < 40 );
		decoration
	}

	itemDef
	{
		rect				0 85 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET R_LODSCALESKINNED TO 1" );
		visible			when( dvarbool("r_lodscaleskinned")!=1);
		decoration
	}
	itemDef
	{
		rect				0 105 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET R_LODSCALERIGID TO 1" );
		visible			when( dvarbool("r_lodscalerigid")!=1);
		decoration
	}
	itemDef
	{
		rect				0 125 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET Cl_MAXPACKETS WITHIN 60-100" );
		visible			when( dvarstring("cl_maxpackets") > 100 || dvarstring("cl_maxpackets") < 60 );
		decoration
	}
	itemDef
	{
		rect				0 145 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET DYNENT_ACTIVE TO 0" );
		visible			when( dvarstring("dynent_active") != 0 );
		decoration
	}
	itemDef
	{
		rect				0 165 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET CG_HUDDAMAGEICONHEIGHT TO 64" );
		visible			when( dvarstring("cg_huddamageiconheight") != 64 );
		decoration
	}
	itemDef
	{
		rect				0 185 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET CG_HUDDAMAGEICONWIDTH TO 128" );
		visible			when( dvarstring("cg_huddamageiconwidth") != 128 );
		decoration
	}
	itemDef
	{
		rect				0 205 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET CG_HUDDAMAGEICONINSCOPE TO 0" );
		visible			when( dvarstring("cg_huddamageiconinscope") != 0 );
		decoration
	}
	itemDef
	{
		rect				0 225 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET CG_HUDDAMAGEICONOFFSET TO 128" );
		visible			when( dvarstring("cg_huddamageiconoffset") != 128 );
		decoration
	}
	itemDef
	{
		rect				0 245 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET CG_HUDDAMAGEICONTIME TO 2000" );
		visible			when( dvarstring("cg_huddamageicontime") != 2000 );
		decoration
	}
	itemDef
	{
		rect				0 265 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET CG_VIEWZSMOOTHING VALUES TO STOCK" );
		visible			when( dvarstring("cg_viewzsmoothingmin") != 1 || dvarstring("cg_viewzsmoothingmax") != 16 || dvarstring("cg_viewzsmoothingtime") != 0.1 );
		decoration
	}
	itemDef
	{
		rect				0 285 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET R_FILMTWEAKINVERT TO 0" );
		visible			when( dvarstring("r_filmtweakinvert") != 0 );
		decoration
	}
	itemDef
	{
		rect				0 305 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET SM_ENABLE TO 0" );
		visible			when( dvarstring("sm_enable") != 0);
		decoration
	}
	itemDef
	{
		rect				0 325 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET CG_NOPREDICT TO 0" );
		visible			when( dvarstring("cg_nopredict") != 0 );
		decoration
	}
	itemDef
	{
		rect				0 345 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
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		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET COMPASSPLAYERHEIGHT/WIDTH EQUAL" );
		visible			when( dvarstring("compassplayerheight") != dvarstring("compassplayerwidth") );
		decoration
	}
	itemDef
	{
		rect				0 365 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
		textfont			UI_FONT_OBJECTIVE
		textscale		0.50
		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET RATE TO 25000" );
		visible			when( dvarstring("rate") != 25000 );
		decoration
	}
	itemDef
	{
		rect				0 385 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
		origin			0 0
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		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET DEVELOPER TO 0" );
		visible			when( dvarstring("developer") != "0" );
		decoration
	}
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	{
		rect				0 405 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
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		textalign		ITEM_ALIGN_CENTER
		textstyle		ITEM_TEXTSTYLE_SHADOWEDMORE
		forecolor		1 0 0 1
		exp text        ( "SET R_ZFEATHER TO 0" );
		visible			when( dvarint("r_zfeather"));
		decoration
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	itemDef
	{
		rect				0 425 1 1 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
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		forecolor		1 0 0 1
		exp text        ( "SET PHYS_GRAVITY TO -800" );
		visible			when( dvarstring("phys_gravity") != "-800" );
		decoration
	}
}

this is the original promod211 dvar enforcer works only with preload

Опубликовано:
heres a question but may not work

but back in IW3 their were silent objects and you cant die from it which falling wont kill you on silent objects, is it possible to remake it by using scripts/perks :o

 

Is it possible for you to realise there are still many spots like this o.O....

 

+ adding stuff like that and bounces isn't "competitive" the only reason bounces and silent spots are used on cod4 is because there's no easy way of patching it, same with elevators (so many spots). I tried the crash spot on mw2 and all you have to do is land in-between the wood blocks and you don't die. You can also jump on bins from high roofs (the blue bins) and take little to no fall damage. Damage is also lower dependant on your fps.

Опубликовано:
heres a question but may not work

but back in IW3 their were silent objects and you cant die from it which falling wont kill you on silent objects, is it possible to remake it by using scripts/perks :o

 

Is it possible for you to realise there are still many spots like this o.O....

 

+ adding stuff like that and bounces isn't "competitive" the only reason bounces and silent spots are used on IW3 is because there's no easy way of patching it, same with elevators (so many spots). I tried the crash spot on IW4 and all you have to do is land in-between the wood blocks and you don't die. You can also jump on bins from high roofs (the blue bins) and take little to no fall damage. Damage is also lower dependant on your fps.

 

yeah backyard a dumpsters is pretty useful as it does little damage ^_^ the crates are still useful to climb into backyard still looking for some nice jumps :P

 

edit: those chickens in the maps annoy me especially strike when your at scope palm looks like enemies :roll: hope theirs a way to remove them, also theirs vending machine noises just letting you know :D

Опубликовано:

Why are you asking me if there's a way to remove them? Ask banz, he's the one developing the mod. Pretty sure you can remove all ambient sounds from the game but unsure about static objects / animation. Although forge mod moves static objects so I have no clue.

  • 2 weeks later...
Опубликовано:
  • Автор

I've update promodlive_v3.2b (the version for pub servers):

 

- menu closes automatically on round-end if it is opened
- some code optimizations (to fix timeout error some players got on map change)
- added  "scr_sd_winlimit" dvar to custom_public.gsc (it was missing...)
- renamed the .iwd to _svr_promodlive_v3.2b.iwd (so that it doesn't get downloaded)

 

Would be nice if some people could test it on their servers, as i am will release it quite soon probably.

  • 2 weeks later...
Опубликовано:

Give me Link plzz

Опубликовано:
Would be nice if some people could test it on their servers, as i am will release it quite soon probably.

 

I will create a server, when the NP server is up...

 

Give me Link plzz

First only for Betatester...

Опубликовано:
  • Автор

Why don't you use promodlive v3.2b instead?

viewtopic.php?f=17&t=18093

 

Anyway, if you want to use the old version:

 

Go to _globallogic.gsc and change:

level.rankedMatch = ( !level.onlineGame || !getDvarInt( "xblive_privatematch" ) );

to:

level.rankedMatch =  true; 

Опубликовано:
Why don't you use promodlive v3.2b instead?

viewtopic.php?f=17&t=18093

 

Anyway, if you want to use the old version:

 

Go to _globallogic.gsc and change:

level.rankedMatch = ( !level.onlineGame || !getDvarInt( "xblive_privatematch" ) );

to:

level.rankedMatch =  true; 

 

k now ive been trying to get equipment tab/menu working doesnt seem to work as i done the set_equipment and stuff any ideas again banz :oops:

Опубликовано:
  • Автор

Updated to rev. 153:

checksums:

promodlive_v3.3.iwd -2133949338

z_custom_public.iwd 321712454

z_weapons.iwd 23655144

 

changelog:

- fixed knife round issues
- fixed issues on mapchange, as some players timed out
- optimized dvar enforcer

Опубликовано:

I recently played one war but it becomes rare... A lot of teams has leaved that game, some because of no anti-cheat, some because of boredom, some for others reasons....Maybe doing another tournament would bring back some teams but I think this game is dying slowly :/

Опубликовано:

I don't remember if it was on promodv3.3 or 3.2 but, at least on 2 different servers, I've had fovscale set to 1 instead of 1.125 a couple of times upon joining. Rejoining (or restarting the game ; can't remember if I did that every time it happened) seems to fix it, but I'd like to know if the issue is on my end, on those servers or in the mod itself.

Has anyone else experienced this ?

Опубликовано:
  • Автор
I don't remember if it was on promodv3.3 or 3.2 but, at least on 2 different servers, I've had fovscale set to 1 instead of 1.125 a couple of times upon joining. Rejoining (or restarting the game ; can't remember if I did that every time it happened) seems to fix it, but I'd like to know if the issue is on my end, on those servers or in the mod itself.

Has anyone else experienced this ?

 

It was a mod issue, which caused cg_fovScale not setting to 1.125 on connect sometimes...should be fixed now. (Rev. 156, see first post for checksums...)

You don't have to reconnect if you experience this, just change cg_fovscale through the menu to fix it (you might have to press toggle fovscale twice).

Опубликовано:
It was a mod issue, which caused cg_fovScale not setting to 1.125 on connect sometimes...should be fixed now. (Rev. 156, see first post for checksums...)

You don't have to reconnect if you experience this, just change cg_fovscale through the menu to fix it (you might have to press toggle fovscale twice).

Ah, I always forget there's other stuff than the loadout in that menu. :/

 

Thanks. =)

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