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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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Опубликовано:
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Well, as some people still seem to have issues running this mod properly, i have added some instructions to the first post...

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

 

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. :>

 

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

  • 1 month later...
Опубликовано:

All I want for Christmaaaaas is youuuuuuuuuuuuu!

 

/warned

Опубликовано:
  • Автор

- less recoil for deagles

 

Can you tell me how to do this through GSC? PLS

 

gun_y is also adjusted for the normal (black) deagle, as the iron sights are a bit 'off' by default.

(Not for the golden deagle, which is fine by default.)

 

So here is the function for both, recoil and adjusted gun_y.

 

NOTE: Don't forget the self notify( "weapon_change", self getCurrentWeapon() ); onPlayerSpawned(); to make it go through the loop once when the player spawns.

 

onPlayerSpawned()
{
self endon("disconnect");
for(;
{
	self waittill("spawned_player");

	self thread weaponloop();

	wait 0.1;
	self notify( "weapon_change", self getCurrentWeapon() );
}
}




weaponLoop()
{
self endon( "death" );
self endon( "disconnect" );

self.pers["cur_gun_y"] = undefined;

for(;
{
	self waittill( "weapon_change", newWeapon );

	if( isSubStr( newWeapon, "deserteagle" ) )
	{
		self player_recoilScaleOn( 60 );

		if( newWeapon == "deserteagle_mp" && self.pers["cur_gun_y"] != -0.08 ) {
			self.pers["cur_gun_y"] = -0.08;
			self setClientDvar( "cg_gun_y", -0.08 );
		}
		else if ( newWeapon == "deserteaglegold_mp" && self.pers["cur_gun_y"] != 0 ) {
			self.pers["cur_gun_y"] = 0;
			self setClientDvar( "cg_gun_y", 0 );
		}
	}	
	else if( !isSubStr( newWeapon, "deserteagle" )  )  {
		self player_recoilScaleOn( 100 );

		if ( self.pers["cur_gun_y"] != 0 ) {
			self.pers["cur_gun_y"] = 0;
			self setClientDvar( "cg_gun_y", 0 );
		}
	}
}
}

Опубликовано:

How did you change the skybox? :o

 

If your willing to share the knowledge can you past the code/files?

Опубликовано:

In the video. (subbase)

Опубликовано:
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I've added promodlive_v3.2c to the svn. Please update your (public) servers and try it out!

Also, would be nice if anyone who tries it could send me the servers console_mp.log after some hours of running the mod.

 

Changes:

huge code clean up, removed lots of useless code
optimized team naming
fixed a bug where class limits weren't shown correctly when using the class bind to choose weapon
fixed game end winner announcement, which was wrong sometimes when winlimit was set to 0
fixed a bug regarding cg_gun_y handling
forcing fast uav for everyone in knife round (this isn't hide and seek :>)

 

checksums:

z_svr_promodlive_v3.2c.iwd  1937985198
z_svr_custom_ruleset.iwd  -1023437168  

Опубликовано:
I've added promodlive_v3.2c to the svn. Please update your (public) servers and try it out!

Also, would be nice if anyone who tries it could send me the servers console_mp.log after some hours of running the mod.

 

Changes:

huge code clean up, removed lots of useless code
optimized team naming
fixed a bug where class limits weren't shown correctly when using the class bind to choose weapon
fixed game end winner announcement, which was wrong sometimes when winlimit was set to 0
fixed a bug regarding cg_gun_y handling
forcing fast uav for everyone in knife round (this isn't hide and seek :>)

 

checksums:

z_svr_promodlive_v3.2c.iwd  1937985198
z_svr_custom_ruleset.iwd  -1023437168  

 

 

How about that skybox?

Опубликовано:
Think about delete Silencer ? That's boring and useless (only lows or troll use it)

 

oh god, why wouldn't you use a silencer if your in a situation where you need to be stealthy

 

also, >lows

._.

  • 4 weeks later...
Опубликовано:
IMHO the Intervention aims too much speedy now, and that should be removed. Also, a tip for the next release (war version) if, when pressing "F" -rupping-, it could show up a window that asks you to record the demo.

 

Anyways, great job Banz!

Key F is binded to other things he can't use F. He will have to use another key that's not being used by anyone.. like N.

What I meant is something like this:

 

shot0000sw.jpg

 

Whoa megusta.face :mrgreen:

 

Release date?

Опубликовано:
  • Автор

 

Whoa megusta.face :mrgreen:

 

Release date?

 

It's pretty much ready but i won't release it, as it's unusable on public servers as of now.

Reason being: menu not showing up on 'first connect', no-ammo bug on first connect.

If you reconnect to the server the bugs are gone though.

But even clans are either too dumb or too lazy to 'use it properly'. They don't even seem to read the instructions in the first post.

No offence, but it's just like that.

 

NTA could fix it by 'moving' the mods downloading process, so that mods get downloaded before the map is loaded, i guess. But that'd probably increase loading time.

Although it is like that in cod4 and nobody really complains about it. I guess it would be the same here.

 

If i'd release it now, people would just come here to complain about the bugs stated above...

Опубликовано:

 

Whoa megusta.face :mrgreen:

 

Release date?

 

It's pretty much ready but i won't release it, as it's unusable on public servers as of now.

Reason being: menu not showing up on 'first connect', no-ammo bug on first connect.

If you reconnect to the server the bugs are gone though.

But even clans are either too dumb or too lazy to 'use it properly'. They don't even seem to read the instructions in the first post.

No offence, but it's just like that.

 

NTA could fix it by 'moving' the mods downloading process, so that mods get downloaded before the map is loaded, i guess. But that'd probably increase loading time.

Although it is like that in IW3 and nobody really complains about it. I guess it would be the same here.

 

If i'd release it now, people would just come here to complain about the bugs stated above...

 

 

Can you then release the code for the in game Demo recorder for it is a great invention :)

 

and that's a shame about the mod :/

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