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Promod4

Promod, a Competition Mod for Call of Duty 4: Modern Warfare

Install / Use

/learn @promod/Promod4
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

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. De

View on GitHub
GitHub Stars100
CategoryDevelopment
Updated14d ago
Forks36

Languages

C++

Security Score

85/100

Audited on Mar 18, 2026

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