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.