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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:
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.

Do not try r_drawdecals 0 it's just terrible.

396b4f3500cf2ff87dbb0fbe2d0d77eb.png?1341972656

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.

 

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.

Do not try r_drawdecals 0 it's just terrible.

396b4f3500cf2ff87dbb0fbe2d0d77eb.png?1341972656

 

Someone didn't read this properly :).

Опубликовано:
  • Автор
I think you should put back cg_fov 80 and cg_fovscale 1.125, like COD4 ... Now, in ADS, we see a bit less in cg_fovscale 1 than cg_fovscale 1.125... :S

 

 

Yes, I've also noticed that. Fov is back to 80 and fovScale 1.125. ;)

Опубликовано:
I think you should put back cg_fov 80 and cg_fovscale 1.125, like COD4 ... Now, in ADS, we see a bit less in cg_fovscale 1 than cg_fovscale 1.125... :S

 

 

Yes, I've also noticed that. Fov is back to 80 and fovScale 1.125. ;)

 

you should do 90 with fovscale 1 then people can't use cg_fov 90 binded to w etc..

Опубликовано:
  • Автор
I think you should put back cg_fov 80 and cg_fovscale 1.125, like COD4 ... Now, in ADS, we see a bit less in cg_fovscale 1 than cg_fovscale 1.125... :S

 

 

Yes, I've also noticed that. Fov is back to 80 and fovScale 1.125. ;)

 

you should do 90 with fovscale 1 then people can't use cg_fov 90 binded to w etc..

 

I have restricted fov 90 now. Fov 80 + fovscale 1.125 seems nicer to me while in ADS, than fov 90 + fovscale 1...

 

BTW: I tried to restrict fov90 only when fovscale is 1.125 but it seems like you can't use the && Operator in some cases in the menu files... :roll:

 

I tried this:

 

visible when ( dvarint( com_maxfps ) > 250 || 
		dvarint( com_maxfps ) < 40 || 
		dvarint( cl_maxpackets ) < 100 || dvarint( rate)< 25000 || dvarint( cg_nopredict) != 0 || dvarint( r_zfeather ) != 0 || dvarint( developer ) != 0 || 
		(dvarint( cg_fov ) > 80 && dvarint(cg_fovscale )> 1) );

 

Wasn't working. I guess you cant use && in "visible when". :?:

 

EDIT: My fault. Should think before writing shit like that. fovscale is obviously float, so it has to be dvarfloat().

Опубликовано:
I think you should put back cg_fov 80 and cg_fovscale 1.125, like COD4 ... Now, in ADS, we see a bit less in cg_fovscale 1 than cg_fovscale 1.125... :S

 

 

Yes, I've also noticed that. Fov is back to 80 and fovScale 1.125. ;)

 

you should do 90 with fovscale 1 then people can't use cg_fov 90 binded to w etc..

 

I have restricted fov 90 now. Fov 80 + fovscale 1.125 seems nicer to me while in ADS, than fov 90 + fovscale 1...

 

BTW: I tried to restrict fov90 only when fovscale is 1.125 but it seems like you can't use the && Operator in some cases in the menu files... :roll:

 

I tried this:

 

visible when ( dvarint( com_maxfps ) > 250 || 
		dvarint( com_maxfps ) < 40 || 
		dvarint( cl_maxpackets ) < 100 || dvarint( rate)< 25000 || dvarint( cg_nopredict) != 0 || dvarint( r_zfeather ) != 0 || dvarint( developer ) != 0 || 
		(dvarint( cg_fov ) > 80 && dvarint(cg_fovscale )> 1) );

 

Wasn't working. I guess you cant use && in "visible when". :?:

I do not have experience with menu files but my brain tells me that dvarint() will cast the float dvar cg_fovscale to int (so it will always return 1) and that's why it doesn't work ;)

Опубликовано:
  • Автор

I have restricted fov 90 now. Fov 80 + fovscale 1.125 seems nicer to me while in ADS, than fov 90 + fovscale 1...

 

BTW: I tried to restrict fov90 only when fovscale is 1.125 but it seems like you can't use the && Operator in some cases in the menu files... :roll:

 

I tried this:

 

visible when ( dvarint( com_maxfps ) > 250 || 
		dvarint( com_maxfps ) < 40 || 
		dvarint( cl_maxpackets ) < 100 || dvarint( rate)< 25000 || dvarint( cg_nopredict) != 0 || dvarint( r_zfeather ) != 0 || dvarint( developer ) != 0 || 
		(dvarint( cg_fov ) > 80 && dvarint(cg_fovscale )> 1) );

 

Wasn't working. I guess you cant use && in "visible when". :?:

I do not have experience with menu files but my brain tells me that dvarint() will cast the float dvar cg_fovscale to int (so it will always return 1) and that's why it doesn't work ;)

 

Oh, god i should sleep some more... Thanks for waking me up. ;)

It works with dvarfloat(cg_fovScale), of course.

Опубликовано:

Would be cool if it updated as in if say, someone drops scope it will automatically show that in the menu without having to reload the page (like cod4) and add the class limitations again with ( )'s next to the classes :P

Опубликовано:
Mathieu, well done and banz could you please add this?

 

I am already working on it with banz for a new release. But 90% of the mod needs a rewrite so it will take quite long.

 

and banz... please add your name that you created it since everyone calls it "Prodigy mod"

Опубликовано:

xD, everyone calls it that since I modified it like cod4, obviously credit goes to banz for making the base of the mod and I think iAegle or something like that made the menu. I just added bounces, more weaps and disabled a lot of stuff :).

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