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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:
  • Автор
Report bug : "Server Violation : Promod IWD not loaded" all the time in match mod ...

 

Just put the mod in a folder named promodlive_v3.3, it's not bug at all...

It's just named promodlive_v3.3_dev in the svn, so that you can distinguish between the versions.

Опубликовано:
Report bug : "Server Violation : Promod IWD not loaded" all the time in match mod ...

 

Just put the mod in a folder named promodlive_v3.3, it's not bug at all...

It's just named promodlive_v3.3_dev in the svn, so that you can distinguish between the versions.

 

Ok, my bad :)

Опубликовано:
  • Автор
Uhm, why are the turrets back? Just noticed it when playing around in 3.3_dev. Or is it me that's doing something wrong?

 

Ugh, thanks for reporting it's fixed now.

 

A little bit. Less recoil than 3.2x

 

I'm not sure about that ...

 

But i am very sure that it is the same. :>

 

Also, seems like no one noticed so far that i decreased ump's 'maxAmmo' to 180 (default 192) and clipsize from 32 to 30, so that people have to aim better...

I'll do some more damage adjustments, i guess.

Опубликовано:
Weapons are well-balanced anyway.

 

UMP is a bit over-powered at long range for an SMG ...

 

Because of high-fire rate and really low recoil.

How is 0.09 firetime high, it's the slowest full auto gun in the game afaik

 

The recoil is higher than you think, actually.

Do a walltest :P

Опубликовано:

 

How is 0.09 firetime high, it's the slowest full auto gun in the game afaik.

 

Maybe in 3.3, i usually play 3.2 and UMP is really op

op? And why 90% of the players play with mp5 and the rest play with ump?

All retards? :)

 

YE~!!90% play in 3.2 with mp5k! me i prefer ump ,but is not so op then mp5k

Опубликовано:
Human in 3.2 with ump kil in 2 shots with 56 damage per shot on close range

MP5k kills in 2 shots too

 

and if you can't decide which weapon is overpowered

it means none of them is

 

Mp5k is OP~! but i prefer ump cus i like the look

Опубликовано:
Human in 3.2 with ump kil in 2 shots with 56 damage per shot on close range

MP5k kills in 2 shots too

 

and if you can't decide which weapon is overpowered

it means none of them is

 

Mp5k is OP~! but i prefer ump cus i like the look

Ok, but stop that spam :P

Опубликовано:
  • Автор

Mp5k is OP~! but i prefer ump cus i like the look

 

I lowered the rate of fire of the mp5k in v3.3 through the weapon file ( == higher firetime in weapon file) a little bit, (long time ago)

so i don't really think it is OP in v3.3.

 

It might be a little bit op in v3.2c though, but it's hard to balance it more without the weapon file, so i will leave it as it is in v3.2c.

 

Also, keep in mind that the damage values of mp5k at long range are way higher in vanilla than in promod.

-> if it you think that it is really OP in v3.2c it must be even more OP in vanilla, especially when you know that promod ak47 (unsilenced) and vanilla ak47 (unsilenced, with stopping power as perk in vanilla) are exactly the same damage-wise.

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