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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:
Regarding the "no ammo bug":

If you are connecting to promodv3.3 server for the first time, so that .iwd gets downloaded, you will spawn without any ammo. To fix this issue you just have to reconnect to the server.

Another method is to copy the weapon files of promodv3.3 in your clients m2demo/weapons/mp folder or load the mod through the mod menu before you connect to a promod server and the ammo bug is gone.

The issue itsself is somehow related to weapon files and the mod downloading. It seems like the files arent loaded properly on first connect.

That solves the problem but if you do that you will only appear with ammo in the promod 3.3 servers.

Опубликовано:
Regarding the "no ammo bug":

If you are connecting to promodv3.3 server for the first time, so that .iwd gets downloaded, you will spawn without any ammo. To fix this issue you just have to reconnect to the server.

Another method is to copy the weapon files of promodv3.3 in your clients m2demo/weapons/mp folder or load the mod through the mod menu before you connect to a promod server and the ammo bug is gone.

The issue itsself is somehow related to weapon files and the mod downloading. It seems like the files arent loaded properly on first connect.

 

 

@beta tester: to see the newest changes i have done, you can always go here:

https://www.assembla.com/code/mw2-promod/subversion/changesets

 

Did you fix the xp in promod war? It's grey and doesn't give -5 in red for teamkills either. Something to do with private match dvars/etc. Not entirely sure. However I see xblive_privatematch 1. It bugs a lot of stuff if you set it to 0 and rankedmatch to 1. Maybe there's a way to make unranked games seem ranked through gsc :S

 

Oh, yes i have to look into that.

That solves the problem but if you do that you will only appear with ammo in the promod 3.3 servers.

 

I don't see how adding weapon files to your m2demo would fix grey xp. It's due to rank dvars =/..

Опубликовано:
Regarding the "no ammo bug":

If you are connecting to promodv3.3 server for the first time, so that .iwd gets downloaded, you will spawn without any ammo. To fix this issue you just have to reconnect to the server.

Another method is to copy the weapon files of promodv3.3 in your clients m2demo/weapons/mp folder or load the mod through the mod menu before you connect to a promod server and the ammo bug is gone.

The issue itsself is somehow related to weapon files and the mod downloading. It seems like the files arent loaded properly on first connect.

 

 

@beta tester: to see the newest changes i have done, you can always go here:

https://www.assembla.com/code/mw2-promod/subversion/changesets

 

Did you fix the xp in promod war? It's grey and doesn't give -5 in red for teamkills either. Something to do with private match dvars/etc. Not entirely sure. However I see xblive_privatematch 1. It bugs a lot of stuff if you set it to 0 and rankedmatch to 1. Maybe there's a way to make unranked games seem ranked through gsc :S

 

Oh, yes i have to look into that.

That solves the problem but if you do that you will only appear with ammo in the promod 3.3 servers.

 

I don't see how adding weapon files to your m2demo would fix grey xp. It's due to rank dvars =/..

Haha no, I was talking about the no ammo bug :D

Опубликовано:
  • Автор
the svn stopped working for me ;S

 

Seems like your account isnt there anymore...you disappeared from my watchers list somehow and i can't readd you as your nickname ProDiiGy cant be found anymore. Can you still login to assembla?

Опубликовано:
  • Автор
Someone knows the command to change the position of the "You killed..." text ?

 

I will add a dvar for that to the new promod version. As of now you have to edit _hud.gsc :

The line you have to change:

level.lowerTextY = 160;

 

Not tested but it should be the right value to change...

 

Can't you change the menu perhaps to the cod4 promod style?

Not for v3.3, but probably there will be a new menu later on.

 

 

BTW: To all beta-testers: Pls update your svn to the newest revision and test the newest version of my mod.

 

All the damage changes are done through weapon files now. I also changed the fire rate of some weapons . (Uzi, mp5k, Vector, ...)

The grenade damage has been changed through the weapon file too.

 

If you are a beta-tester you can always check here for the newest changes: https://www.assembla.com/code/mw2-promo ... changesets

Опубликовано:

@banz

 

i noticed that the damage from Assault Rifles at long distances is decreased .

you should set a value to the damage for the assault rifles at any distance .

also happens with the pistols like desert eagle , the damage is decreased at long distances.

Опубликовано:
  • Автор
@banz

 

i noticed that the damage from Assault Rifles at long distances is decreased .

you should set a value to the damage for the assault rifles at any distance .

also happens with the pistols like desert eagle , the damage is decreased at long distances.

 

 

Thats how its supposed to be.E.g. ak47's damage is 56 up to 1500 units of range. It slowy drops from 56 to 42 at 1500- 2000 units. Over 2000 units its 42. So its 3 shot kill from very long range. I dont see why the damage at such a high range should be higher...assault rifles would become kinda OP.

Besides that its the same in cod4 promod. BTW: Same goes for the pistols but the damage drops earlier for obv reasons...

Опубликовано:
I think you should put back jump_height 41.5... A lot of ppl can't have 125 fps (and 250)... A lot of easy jumps are now really hard to do (even impossible for some of them :S)

 

promod is 39, this is promod. Who cares if they can't do the jumps, you had to practice "movement" on cod4 so why should it be made any easier on mw2..

 

Oh and banz the svn stopped working for me, again >>

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