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View Code? Open in Web Editor NEWPromod, a Competition Mod for Call of Duty 4: Modern Warfare
Home Page: https://promod.github.io
License: Other
Promod, a Competition Mod for Call of Duty 4: Modern Warfare
Home Page: https://promod.github.io
License: Other
Promod LIVE V2.20 EU - README http://www.codpromod.com 2014-05-13 <promod [at] codpromod.com> #codpromod @ QuakeNet Maintained by Ingram Sponsored by FragNet http://www.fragnet.net Zip-package (promodlive220_eu.zip) contains: LICENSE pml220\mod.ff pml220\pml220.iwd pml220\z_c_r.iwd pb\stock_iwd_md5.cfg pb\promod_iwd_md5.cfg pb\pbsvuser.cfg readme.txt server_setup.txt server.cfg LIVE V2.20: - Fixed issues with vehicle damage source being different compared to previous releases LIVE V2.19: - Fixed a server crash related to damage inflicted via exploding barrels - Re-implemented vehicle handling. This fixes two known issues: 1) Cars would keep burning and not explode after a while 2) Throwing a grenade to one of the headlights would explode the car LIVE V2.18: - Fixed the exploit where players could hide behind floodlights (solution found by Gunner) - Removed the flashbang blinding effect during kniferound LIVE V2.17: - Shortened file and folder names in order to fix (or avoid) "file sum/name mismatch" error. Please note that fs_game naming scheme is slighly different from now on. - Added timer to pre-match ready up period. Public server owners should rename their z_custom_ruleset.iwd to the new shorter version of z_c_r.iwd, nothing inside is changed. LIVE V2.16: - Fixed a small bug that appeared during 2.15. We're sorry about that! LIVE V2.15: - Fixed a bug where players could fall silently by holding down a grenade key and not having any grenades in inventory - Reworked damage logic, no changes in damage values, but minimal performance boost - Included a reworked version of damage and accuracy statistics (B-4-6), counters will reset after displaying current values - Included new log prints: Accuracy and damage: P_A;<player guid>;<player entity number>;<player name>;<shots fired>;<shots hit>;<damage done>;<damage taken>;<friendly damage done>;<friendly damage taken> Bomb plants (SD & SAB): P_P;<player guid>;<player entity number>;<player name> Bomb defuses (SD & SAB): P_D;<player guid>;<player entity number>;<player name> Flag captures (DOM): P_F;<player guid>;<player entity number>;<player name> Headquarters captures (KOTH): P_HQC;<player guid>;<player entity number>;<player name> Headquarters destroys (KOTH): P_HQD;<player guid>;<player entity number>;<player name> LIVE V2.14: - Fixed boosting with modified g_knockback value - Game will message all players if any serverside DVars are being modified - Added comp_public_lan, comp_public_hc_lan and custom_public_lan modes - Fixed an issue with scorebot messages being generated incorrectly LIVE V2.13: - Implemented MOTD (message of the day), can be set via dvar "scr_motd" - Various fixes and improvements to the shoutcaster UI - Fixed problems with loading preserved classes - Invalid gametypes on custom maps will no longer cause server to crash - Added possibility to set scores with promod_mode (more info in promod modes section) - Removed flinching animation when player get shot - Removed ability to shoot during strat time - Improved custom maps compability - Player is immune to flashbangs in ready up and start mode flying - Main menu changes (not much) - Serverside performance improvements - Knife round fixes, weapon abuse eliminated - Fixed ready-up messages - Other various UI tweaks and improvements LIVE V2.12: - Protection against clientside executable modification - Fixed knife-round to always remove the weapons and ammo, all other damage than from the knife is disabled as an extra measure - Record-menu will no longer appear twice in knife-rounds - Fixed choosing team menu on custom maps - Various fixes which improve server performance LIVE V2.11: - Soften smoke edges (also known as r_zfeather) is back to being forced off - Dead chat is no longer automatically handled in public-modes - Promod will properly force player to reconnect to the server if "vid_restart" was called - The "You killed..." text's Y-position can be modified in devmap for movie-makers (see below) - Removed player head-icons from Marines and SAS (stock bug, as opposing teams don't have head-icons) - Fixed planted/defused/destroyed announcer sounds - Promod header will inform about the usage of knife round feature - Specular effect on car-glasses made transparent - Better overall handling of player status icons - The bomb-briefcase is no longer visible in timeout or knife-round - Ability to cancel timeouts by the caller (by calling another timeout) - Ready-up hud will always display own status (important for shoutcasters) - Shoutcaster will automatically follow another player when current player dies - Shoutcasters have ability to spectate another shoutcaster when that shoutcaster is using follow-player-binds - Full map restart is called when server admin changes game type and issues a fast restart - Fixed a bug where a player could sprint longer after planting/defusing - Ragdolls removed because of random behaviour - Added an option for custom map developers to specify default sunlight (level.sunlight) in map script to correctly set with Promod "stock" sunlight option - Strattime and knife round in public-modes are now working properly - Scorebot improvements and fixes, see FAQ for comprehensive documentation - Different game menu adjustments - Dvar-monitor will now display both the old and the new value when change is detected - Before a match starts, a list of dvar changes during ready-up mode is displayed - Some additions to strictly forced server settings - Fixed several issues with bomb-drop - Added training-dummy feature for strat mode, which will only work on listen/local servers with PunkBuster turned off - Added a record-menu which will popup once a player is ready, this menu can optionally be disabled in the quickmessage menu: B-4-5 - Added a sound notification to the last player to ready-up LIVE V2.10: - Game code optimizations which reduce the size of mod over 50% compared to V2.04 - Killspec mode. Commits suicide, releases current class spot and does not respawn the player before a class is selected again. Can be activated through quickmessage menu: B-4-4 or by console command openscriptmenu quickpromod killspec - Moved game timer closer to the edge of the screen for shoutcasters - Improved server integrity checks - Defaulted "promod_mode" to strat when starting a new server from main menu - Knife round. For match modes adds an extra round and ready-up mode, in public games it will be the first round of map. It can be toggled via knife keyword in promod_mode (for example match_mr10_knife) or dvar "promod_kniferound" in public games. Scorebot announces knife round via knife_round keyword - Ready-up mode is more responsive - Improved promod_mode, for use see below - Increased dropped weapon disappearing time to 3 minutes - Promod Commands and Promod Graphics menus can be accessed via openscriptmenu quickpromod controls / graphics respectively - Added tactical timeouts for lan mode. It is possible to take unlimited amount of timeouts for unlimited time - Improved strat mode - Fixed public server weapons glitch - Forced fs_game for match modes. If you don't know how to change fs_game setting, please contact your Game Server Provider - Removed red enemy dots from large map - Included with package: PunkBuster MD5Tool checks for main/iw_##.iwd files. This needs to be set up manually, see below - Added echo command, which will display text only to yourself in game message box. Usage: openscriptmenu echo text_I_want_to_display - note that underscores are replaced with spaces. Works also with colors. However stacking two openscriptmenu commands to one bind will not work - Shoutcasters can now choose who to follow using binds and even toggle players by their current class Plus many other visual, non-gameplay related improvements. LIVE V2.04: - Reintroduced "cl_maxpackets" enforcement to "100" - Small fix in the scorebot - Weapon class availability fixed on halftime FAQ Q: What about the hardcore, and support for all gametypes, how do I use them? A: For a complete list of "promod_modes", see below. Q: I want to run my own custom Promod-server with skins etc, how? A: In order to run your own custom Promod-server you'll need to change the fs_game to anything besides "mods/pml220" as well as not using match-modes. You will now be able to modify the Promod IWDs and add additional iwd-files. Q: Can I use this mod as a movie mod? A: Yes, you can! Commands (which are important for movie-making) are only forced on the clients once connected. Demos needs to be loaded using devmap before starting a demo ("devmap mp_crash;disconnect"). Q: How do I get the scorebot running? A: See below how to enable scorebot. Q: Class related binds, how do they work? A: See below for a list of commands. Q: What's the difference between the EU and NE version of Promod? A: The NE version of Promod has rate and cl_maxpackets settings unlocked and radar does not display enemy indicators while shooting. NE stands for Non-Europe. Q: My question is not answered here. A: Easiest way to contact us is via mail or join #codpromod @ QuakeNet. Q: How do I get the training-dummy to work? A: First put up a local home-hosted server without PB (set sv_punkbuster to "0" in your config, start game, launch Promod from the mods-menu and load a map with the console or menu). The default button for spawning a bot is the "N" button (bind X "+actionslot 1"). PROMOD MODES The promod_mode dvar follows a specific syntax. However the game accepts the bits between underscores ( _ ) in any order. match: standard match mode, may not be used with knockout mode. Round limit = mr#*2 knockout: knockout match mode, may not be used with standard match mode. Score limit = mr#+1 mr#: maxrounds - see above for use. Default is 10. Works only in Search & Destroy and Sabotage. lan: lan mode - g_antilag 0, PunkBuster messages turned off, may not be used with pb mode. hc: hardcore mode (disables some HUD elements and reduces health level to 30). knife: knife round - adds a knife round and an extra ready-up mode to Search & Destroy matches. 1v1/2v2: used for 1v1 and 2v2 matches, disables Demolitions and Sniper classes. pb: disables PunkBuster warnings for online modes, may not be used with lan mode. #:#: will set match score in S&D using A:D format - useful in case of a restart, may not be used with knife mode. For example "promod_mode match_mr10_knife_pb" will enable knife round and disable PunkBuster warnings in standard maxrounds 10 mode. There are also some other modes, these can not be combined with the tags above. comp_public - the default mode for competitive public comp_public_lan - same as above, but for LAN servers comp_public_hc - competitive public in hardcore mode comp_public_hc_lan - same as above, but for LAN servers custom_public - custom public mode reading settings from z_c_r.iwd custom_public_lan - same as above, but for LAN servers strat - strategy mode for practicing SCOREBOT The "ticker" is updating events every 10 seconds, each event is starting with a number from 0-9. Messages are delimited by the "SOH" character (start of header). To enable scorebot, add this line to the server-config: seta promod_enable_scorebot "1" Static info: attack_score "SOH" player_name "SOH" player_alive "SOH" player_kills "SOH" player_assists "SOH" player_deaths "SOH" player_bombcarrier defence_score "SOH" player_name "SOH" player_alive "SOH" player_kills "SOH" player_assists "SOH" player_deaths "SOH" player_bombcarrier Ticker events: "SOH" "round_winner" "SOH" winners "SOH" attack_score "SOH" defence_score "SOH" "map_complete" "SOH" "attack" "SOH" attack_score "SOH" "defence" "SOH" defence_score "SOH" "knife_round" "SOH" start_text "SOH" starting_round "SOH" "map" "SOH" mapname "SOH" gametype "SOH" "kill" "SOH" killer_name "SOH" weapon "SOH" killed_name "SOH" headshot "SOH" "assist_by" "SOH" player_name "SOH" rdy_text "SOH" "timeout_cancelled" "SOH" timeout_team "SOH" player_name "SOH" "timeout_called" "SOH" timeout_team "SOH" player_name "SOH" "captured" label "SOH" player_name //dom "SOH" "hq_captured" "SOH" player_name //hq "SOH" "hq_destroyed" "SOH" player_name //hq "SOH" "pickup_bomb" "SOH" player_name //sab, sd "SOH" "dropped_bomb" "SOH" player_name //sab, sd "SOH" "defused_by" "SOH" player_name //sab, sd "SOH" "bomb_exploded" //sab, sd "SOH" "planted_by" "SOH" player_name // sab, sd Definitions: attack_score = score of the attacking side, integer defence_score = score of the defending side, integer player_name = name of the player player_alive = if player is alive, integer player_assists = number of assists, integer player_deaths = number of deaths, integer player_bombcarrier = if player is carrying bomb, integer winners = attack, defence or tie start_text = "1st_half_started", "2nd_half_started", "match_resumed" (from timeout), "round_start" starting_round = the round starting, integer mapname = the map name in "mp_" format gametype = the gametype in short format killer_name = the name of the killer weapon = weapon used by the killer killed_name = the name of the player who got killed headshot = if it was a headshot, integer rdy_text = 1st_half_ready_up, 2nd_half_ready_up, timeout_ready_up timeout_team = the team of the player who made a timeout label = A, B, C etc Broadcasted dvars: __promod_attack_score __promod_defence_score __promod_mode __promod_ticker __promod_version FORCED COMMANDS All these dvars are forced by Promod (automatically), make sure they stay untouched/within range to avoid being punished! Note that these does not apply in Shoutcaster mode. dynent_active 0 rate 25000 cg_nopredict 0 sm_enable 0 r_dlightLimit 0 r_lodscalerigid 1 r_lodscaleskinned 1 r_filmtweakInvert 0 r_zfeather 0 cg_viewzsmoothingmin 1 cg_viewzsmoothingmax 16 cg_viewzsmoothingtime 0.1 cg_huddamageiconheight 64 cg_huddamageiconwidth 128 cg_huddamageiconinscope 0 cg_huddamageiconoffset 128 cg_huddamageicontime 2000 developer 0 phys_gravity -800 com_maxfps 40 - 250 cl_maxpackets 60 - 100 compassplayerwidth EQUAL TO compassplayerheight compassfriendlywidth EQUAL TO compassfriendlyheight DEMO VIEWING There are some special dvars made to control hud-elements for demo/movie purposes. They will only work in maps loaded with cheats (devmap). Don't forget the "set" prefix to add new dvars in the console. These include: promod_movie_hidescorebar // [0-1] (hides the mini-scorebar completely including timer) promod_centermessage_position // [x+-] (overrides default Y-position of the "You killed..." text) CLASS BINDS It is possible to bind these via the in-game menu (Controls - Multiplayer Controls...). Alternatively you can manually bind them in the console/config. bind [KEY] [COMMAND] Commands: openscriptmenu quickpromod assault openscriptmenu quickpromod specops openscriptmenu quickpromod demolitions openscriptmenu quickpromod sniper openscriptmenu quickpromod silencer openscriptmenu quickpromod grenade SHOUTCASTER BINDS You can bind them via the in-game menu (Shoutcast Setup). Alternatively you can manually bind them in the console/config. bind [KEY] [COMMAND] Commands: openscriptmenu shoutcast_setup number openscriptmenu shoutcast_setup assault openscriptmenu shoutcast_setup specops openscriptmenu shoutcast_setup demolitions openscriptmenu shoutcast_setup sniper Number being 1-10 for players, it's very easy to understand which player corresponds the correct number. 1-5 symbolizes players on Attacking side from top to bottom looking at the Shoutcaster-bars. 6-10 being on the Defending side. Setting a class (lowercase) instead of a number will cycle through players using that class. CUSTOM MAPS In case Promod is throwing an error while playing on custom maps, make sure the IWD-files inside "usermaps/mapname" folder have the same map name in them. For example map "mp_dahman_b3" contains a file called "mp_dahman_b3.iwd" and therefore it is not marked as a violation. NOTES FOR SERVER-ADMINS AND SERVER-HOSTING COMPANIES The dvar fs_game "mods/pml220" is forced for match-servers and do not rename any files or modify contents of them. However custom servers with skins etc. must use something else than "mods/pml220" for example "mods/pml220_custom", it's not restricted and you are free to add additional iwd files or modify existing ones. Included with Promod are two PunkBuster MD5 configs, "stock_iwd_md5.cfg" and "promod_iwd_md5.cfg" which you can put in the pb-folder on your server, it contains checksums for the stock IWD-files as well as Promod-IWD for use with PunkBuster MD5 facility to prevent custom skins and other forms of cheating and abusing and can be loaded in-game by typing "\rcon pb_sv_load stock_iwd_md5.cfg" and "\rcon pb_sv_load promod_iwd_md5.cfg". In order to be automatically-executed, the list of checks needs to be included into the automatically-executed PunkBuster configuration files on your server (pbsv.cfg or pbsvuser.cfg): pb_sv_load stock_iwd_md5.cfg pb_sv_load promod_iwd_md5.cfg // match-server only In case your server doesn't have any pbsv.cfg file, go in-game and type: "\rcon pb_sv_writecfg". Depending on if your server is streaming to any third-party anti-cheat site(s) you may or may not already have a pbsvuser.cfg, if you don't you can just copy all three files included to your server's PB-folder, or if the file exist add above lines to it. We STRONGLY encourage use of these MD5-checks! (This goes for leagues as well!) Due to several game engine exploits, we recommend to specify the rcon-password in the command-line of your server. If this is not possible, rename the server-config to something other than server.cfg, which would make finding rcon password more difficult. On another note of security, the IWD-file "z_c_r.iwd" is now running integrity checks if server is running match-mode which means you have to decide whether the server should run "promod_mode custom_public" or not. If you later want to run match-modes you will have to use the original unmodified "z_c_r.iwd" supplied in this package. Sorry for any inconvenience caused.
Since it has been abandoned, there should be a first-party way to disable any checks that have to do with PunkBuster, but still announce that it is disabled.
We'd need spectators to be ready upped automatically, just like in CS:GO, to prevent teams waiting for idle spectators to be ready, people have been complaining for it since the beginning.
There is a rumor (which seems to be true) about the snipers, R700's ads speed is slightly faster than M40A3, could we make the M40A3's ads speed same as R700?
All other games pale in comparison.
Would be nice to have ability to change color of the name same as in CoD2.
Please add the exmple server.cfg file.
Looking through the commits it seems to me like the functionality of following what player another spectator is looking at was removed in 2.13. I could not find that change in the changelog thought. Can you give any insight on this? I thought it was a pretty useful feature.
I have various questions:
When it's a draw and OT is enabled, game will continue with mr3 or chosen mode and stats will be kept.
Make it possible to use "openScriptMenu echo" after other openScriptMenu commands.
Atm there is no output if I use it in a one-liner.
e.g.
bind F5 "openScriptMenu quickpromodgfx 5;openScriptMenu echo ^8[^9FOV_SCALE^8]^7"
This may seem like a not so pro question, but we have some players who like the steady aim sniper in promod and love to use claymores. Also some players prefer grenade launchers and RPG. Is there any way to add these perks and weapons to promod which can be selected by the players as they prefer?
Thank you
In our group, when we're playing to win the match, once it becomes impossible for a team to win the match (e.g. 11-4 and only 5 rounds left), we just change map.
It would be nice, for those who don't like to keep playing once they can't win, to have a dvar to end the match once a certain round-won treshold is met, for both S&D and Sabotage.
This feature is actually present in a promod version developed for iw4x, promodlive 3.3 r190, where there's a dvar called setDvar( "scr_sd_winlimit", 12 ); //[0->] (rounds)
that literally does this. I don't know if it's possible to port it to cod4 promod, I attached the mod files if somehow someone wants to take a look at this.
promodlive_v3.3_r190.zip
Server isnt starting with this error
Error: Waited 115 msec for missing asset "Server crashed: BG_LoadWeaponDef: Could not find default weapon".
Only installed mod is promod and punkbuster.
when i delete +set fs_game mods/pml220 the server is runnin
Sorry - I know it's been a long while since anyone has asked a question, but I'm working on a server config and in the config file is set sv_fps 30
. However, in the actual server when I login with the rcon and perform /rcon sv_fps
the output is 20.
Just making sure I'm not missing something here.
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