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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:
Ye its quite easy now the codes are released. Else it would be way harder to figure it our yourselves.

Sure I looked into the IW4M rawfiles, but I figured out a lot of the code by browsing the rawfiles of CoD4, which are included in the CoD4-SDK. :D

 

Great! :)

does it change the menu completly or only if you load the mod?

Only if you load the mod.

Опубликовано:
  • Автор
Hi all,

i discovered a bug like 2 weeks ago but i forgot to tell you :mrgreen:

 

Here we go, at the beginning of the round in war i was using the sniper and i decided to give it to one of my mate's. I choose SMG but i didn't close the menu of promodlive3.3. At the same time he got the sniper and he quitted the menu very fast. So he got the sniper for that round but i had it too. We had 2 snipers in the same round. I notice that the dvar classlimit was setted to 1.

 

Should be fixed now (rev. 123), thx for the report. ;)

 

Crash floating crates.

 

What exactly do you mean?

Опубликовано:
  • Автор

Aliens man...

Aliens...

 

dafuq. So its seems like the game spawns crates in the air when i completely disable the killstreaks thread. :lol:

Anyway, i will fix it now.

Опубликовано:
  • Автор
What sorcery is this, these floating crates. :o

 

I don't really know exactly why it does that tbh, but it happens when i delete the killstreaks thread. :lol:

 

Anyway, its fixed now.

Опубликовано:

Would it be possible to remove the waypoint icons? (Not from the minimap), and keep only the bomb waypoint icon visible? Someone said a few days ago how you can tell exactly where the bomb is planted, and that can be a bit OP... In COD4 there are no waypoints except for the bomb.

 

Never really thought about it but I guess he was right.

Опубликовано:
  • Автор
Would it be possible to remove the waypoint icons? (Not from the minimap), and keep only the bomb waypoint icon visible? Someone said a few days ago how you can tell exactly where the bomb is planted, and that can be a bit OP... In COD4 there are no waypoints except for the bomb.

 

Never really thought about it but I guess he was right.

 

Yes thats easy. I will do so.

Опубликовано:
  • Автор
Never really thought about it but I guess he was right.

 

Yeah he was, and I used that "bug" a lot of times :D

 

Removed the (3d) bombside waypoint-icons. (rev 125)

Bombicon itsself is still shown. Minimap icons remain untouched.

Опубликовано:
Never really thought about it but I guess he was right.

 

Yeah he was, and I used that "bug" a lot of times :D

 

Removed the (3d) bombside waypoint-icons. (rev 125)

Bombicon itsself is still shown. Minimap icons remain untouched.

 

Thanks man, that's awesome!

 

 

Edit: I have a question: Why is it that we can't go prone whilst planting the bomb? And why it slightlly jitters while crouching and standing back up while planting?

Опубликовано:
  • Автор

Edit: I have a question: Why is it that we can't go prone whilst planting the bomb? And why it slightlly jitters while crouching and standing back up while planting?

 

It was blocked in _gameobjects.gsc by default.

I enabled it now...was harder than i expected to get it to work properly.

 

Players can change to prone, crouch, stand now while planting/defusing. (rev. 126)

Опубликовано:

Edit: I have a question: Why is it that we can't go prone whilst planting the bomb? And why it slightlly jitters while crouching and standing back up while planting?

 

It was blocked in _gameobjects.gsc by default.

I enabled it now...was harder than i expected to get it to work properly.

 

Players can change to prone, crouch, stand now, while planting/defusing. (rev. 126)

 

Awesome man!

Опубликовано:

did some menu editing

although im working on: "about promod" like cod4's one with the information and credits 8-)

MAIN MENU

8G9xD.png

CREDITS - this is bugged for the black part it seems the box it self is attached to the background :/

640x480.resizedimage

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