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Опубликовано:

Do I fail at this or what? When I ran the server and joined I had the no ammo bug, I'm on R104 and the pub version.

 

Known bug which is not related to the mod itsself, but to the download support in combination with weapon files.

You have to reconnect and all should be fine. Or you load the mod before you connect to the server through the clients menu.

Ah okay, thanks for clearing it up. Will it ever be fixed :/?

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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 ..

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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)

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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:
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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:
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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:
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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:
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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.

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