Promod4
Promod, a Competition Mod for Call of Duty 4: Modern Warfare
Install / Use
/learn @promod/Promod4README
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:
- Cars would keep burning and not explode after a while
- 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
