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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:

Ok, the mod is being a success among the players here in Portugal :)

But to make it reach the tournaments, I would like to ask for 3 things that existed in CoD4...

1- ready-up. Since creating a class takes it's time (w, s, space, etc) it seems imperative to have the ready-up function.

2- shoutcaster team. Without it, we can't stream the matches. Or we would have to allow free spectate (obviously not)

3- knife round. A classic way of defining who starts on wich team...

 

I'm not experienced with modding and don't know how much can be done with gsc scripting, but... it's my feedback anyway

Опубликовано:
Ok, the mod is being a success among the players here in Portugal :)

But to make it reach the tournaments, I would like to ask for 3 things that existed in CoD4...

1- ready-up. Since creating a class takes it's time (w, s, space, etc) it seems imperative to have the ready-up function.

2- shoutcaster team. Without it, we can't stream the matches. Or we would have to allow free spectate (obviously not)

3- knife round. A classic way of defining who starts on wich team...

 

I'm not experienced with modding and don't know how much can be done with gsc scripting, but... it's my feedback anyway

 

use promod war..... Look at the util file.. Ready up and knife round are already available. As for shoutcaster you can pretty much use spectate, all that needs to be added is the people alive on each side ..

Опубликовано:
  • Автор

Latest changes:

- fixed a bug where friendly fire wasn't handled correctly

- no more menu-popup if you press esc on connect to go to spec

- unfreeze on round-end only for alive players

- promod_allow_deathmenu 0 is default now for war version (for no ghosting reasons)

Опубликовано:
  • Автор
Have you got any plans for the future banz?

Like shoutcaster, mouse menu with shaders/etc/etc?..

 

Also teamkills seem slightly delayed in comparison to normal kills, not sure why.

 

Yes, probably a new menu through menu files but i will relase v3.3 before i guess, as its costs some time to make a proper one..

 

I also noticed the teamkill delay before, but i think its gone since i changed some things in _damage.gsc.

Just tested it with the bot in strat mode (maxhealth set to 100), and there was definitely no delay for me...

Did you test rev99?

Опубликовано:
from revision 98+ there's a big bug in promod war, when one person selects a class then another person connects they are forced to spectate in the ready up period and can't select a class or do anything..

That's the problem of "no-ghosting"... :S

Опубликовано:
  • Автор
from revision 98+ there's a big bug in promod war, when one person selects a class then another person connects they are forced to spectate in the ready up period and can't select a class or do anything..

 

Its still possible to select a class. The problem is: the menu is invisible, so you would have to do it blind or use a bind (+mp_class1,+mp_class2,+mp_class3). The reason is: You can't display any text through .gsc with setText (at least have seen anyone who was able to do it) to the player who is spectating, when he spectates one of his teammates You can only show text to players in "freespec". Thats the reason why i originally allowed freespec and had to use the crappy no ghosting things like the blackscreen...

I wonder why rarely anyone seems to use binds... I mean, you dont even really need the menu at all in the war version as you can bind 3 different classes to buttons.

 

Anyway, i set promod_allow_deathmenu dvar back to 1 by default. All should be back to normal again.

Опубликовано:
from revision 98+ there's a big bug in promod war, when one person selects a class then another person connects they are forced to spectate in the ready up period and can't select a class or do anything..

 

Its still possible to select a class. The problem is: the menu is invisible, so you would have to do it blind or use a bind (+mp_class1,+mp_class2,+mp_class3). The reason is: You can't display any text through .gsc with setText (at least have seen anyone who was able to do it) to the player who is spectating, when he spectates one of his teammates You can only show text to players in "freespec". Thats the reason why i originally allowed freespec and had to use the crappy no ghosting things like the blackscreen...

I wonder why rarely anyone seems to use binds... I mean, you dont even really need the menu at all in the war version as you can bind 3 different classes to buttons.

 

Anyway, i set promod_allow_deathmenu dvar back to 1 by default. All should be back to normal again.

Is it possible to add something in the mod who'll give to every player a random weapon when they spawn (e.g M4A1 with Gold Deagle) ?

Опубликовано:
from revision 98+ there's a big bug in promod war, when one person selects a class then another person connects they are forced to spectate in the ready up period and can't select a class or do anything..

 

Its still possible to select a class. The problem is: the menu is invisible, so you would have to do it blind or use a bind (+mp_class1,+mp_class2,+mp_class3). The reason is: You can't display any text through .gsc with setText (at least have seen anyone who was able to do it) to the player who is spectating, when he spectates one of his teammates You can only show text to players in "freespec". Thats the reason why i originally allowed freespec and had to use the crappy no ghosting things like the blackscreen...

I wonder why rarely anyone seems to use binds... I mean, you dont even really need the menu at all in the war version as you can bind 3 different classes to buttons.

 

Anyway, i set promod_allow_deathmenu dvar back to 1 by default. All should be back to normal again.

 

This is why we need a new menu made from files so you don't have to use the crappy anti-ghosting method with r_filmusetweaks 0 and the black vision :L Also I was thinking although this will make no difference, you could use player_sustainammo 1/0 instead of using a thread to keep ammo in strat time (doAmmo).

Опубликовано:
  • Автор
jump_height still seems to be 41.5.

 

It was 39 at one point, but now it's 41.5 again. :?

 

Aww, it was for some testing, shouldn't have committed that.

Anyway, its back to normal now.

Опубликовано:
also we must choose some defaults promod maps...

my thoughts:

 

1.Skidrow

2.Favela

3.Highrise

4.Crash

5.Strike

6.Invasion

 

To be completely honest,I think it shouldn't contain DLC maps for 2 main reasons:

1. This isn't COD4.

2. Also for practical reasons, because IW4M doesn't COME with DLC by default, so if you were to say play on ESL Versus and you're missing maps that could be an issue.

 

So my personal advice would be if there will be some default maps, it would have to be a list without DLC for practical reasons.

Опубликовано:
  • Автор
hey 333 fps should be disabled if its toggled, screen goes black and plays a repeated sound :)

Added a basic client dvar enforcer (war version only for now), with blackscreen and red text. Sound was buggy thats why it isnt in yet. ;)

Needs some testing, implementation isn't really nice yet. ;)

 

rev104 changelog:

added clientdvar limit enforcer to the war version
!attention! it will disconnect any player who is in blackscreen and tries to press ESC or Tab 
blackscreen and red text when player is out of limit:
com_maxfps min:40 - max: 250
cl_maxpackets == 100
snaps == 25000

 

anx6dm2l.png

Опубликовано:

Nice progress. You should port the rest of the commands forced in promod live :3 Also make sure people aren't using r_drawdecals 0 because you can see through walls with it. Also, I think you should only display the dvar out of range, not all the dvars (in future when there's more of course ;P) Does this mean you can use getclientdvar? You could make dvars for the killfeed position client sided then ;D.

Опубликовано:
Nice progress. You should port the rest of the commands forced in promod live :3 Also make sure people aren't using r_drawdecals 0 because you can see through walls with it. Also, I think you should only display the dvar out of range, not all the dvars (in future when there's more of course ;P) Does this mean you can use getclientdvar? You could make dvars for the killfeed position client sided then ;D.

There is no GetClientDvar... The only way to get the value of a clientdvar is through menu files.

Опубликовано:
  • Автор
Nice progress. You should port the rest of the commands forced in promod live :3 Also make sure people aren't using r_drawdecals 0 because you can see through walls with it. Also, I think you should only display the dvar out of range, not all the dvars (in future when there's more of course ;P) Does this mean you can use getclientdvar? You could make dvars for the killfeed position client sided then ;D.

 

r_drawDecals 0 is cheat-protected in 4D1, just tested it. So no need to force that. ;)

No not with getclientdvar. As zxz0O0 said, i test the client dvars through a menu file.

Опубликовано:
  • Автор

 

He gets the dvar through a menu file too, so its basically the same. :mrgreen:

 

Anyway, would be good to have access to a pre-opened menu file (like hud.menu in cod4), as i cant find a way to block the (invisible) menu to be closed by pressing TAB/Esc. I use some nasty work-around atm... ;)

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