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release Mp_Sweat_Blood Call of Duty 2 : CoD2 Map + Mod Releases I have to admit I haven't had an issue with this - either as a local or as dedicated. I have used (without error) both of the following strings in the server.cfg [1] //CTF: // set g_gametype "ctf" set sv_maprotation "map mp_bridge ....etc... mp... [more] |
10 | 2932 | Jul 17, 2006 07:55 am by Kurgs ![]() |
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[Release]Return to Bocage v1.0 Call of Duty 2 : CoD2 Map + Mod Releases nice map, the only area of concern for me, is the waterway (in DX7) you can walk below the water level (and there is no water sound) - I would suggest lowering the height of the water, so players are just splashing through it.... [more] |
8 | 2078 | Jul 8, 2006 02:29 am by Kurgs ![]() |
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COD2 WIP Call of Duty 2 : CoD2 Map + Mod Releases I may have missed this in the other posts but will this support CTF? Also, any issues with Mods that already support Arty (eg AWE) Will the inmap arty be configurable via the gsc to be off/on? Looks like a brialliant map as well ... [more] |
58 | 2879 | Jul 3, 2006 08:01 am by Kurgs ![]() |
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{BETA} mp_bunker Call of Duty 2 : CoD2 Map + Mod Releases Not being in germany this is not an issue for me however FYI there are still Swastikas on all of the dossiers on the large conference room table. Just in case you thought you had removed them all ... [more] |
13 | 1854 | Jul 3, 2006 07:43 am by Kurgs ![]() |
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Warehouse Beta [An R&R|Projects Creation] Call of Duty 2 : CoD2 Map + Mod Releases other than maybe some smoke/flame on the damaged vehicles, I dont think this map needs anything - cant wait for it go off beta so we can add to our server (though will prob up the beta anyway). :D... [more] |
15 | 1588 | Jul 1, 2006 05:59 am by Kurgs ![]() |
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Warehouse Beta [An R&R|Projects Creation] Call of Duty 2 : CoD2 Map + Mod Releases very nice map Wish the weapons room worked in CTF ... [more] |
15 | 1588 | Jul 1, 2006 01:26 am by Kurgs ![]() |
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mp_depot for CoD2 Call of Duty 2 : CoD2 Map + Mod Releases my mistake the gsc does say ambient_france, though the soundalias says ambient_mp_depot (I prob missed the fact I had changed the GSC, to match what I expected to find in the soundalias, and then found that that was diff)... [more] |
59 | 2794 | Jun 19, 2006 08:10 am by Kurgs ![]() |
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[RELEASE]mp_port*new* Call of Duty 2 : CoD2 Map + Mod Releases Any word as to if there is going to be an update released with the "auto Assign" or the CTF spawns changed? The auto assign is not a major issue, but the CTF spawns are the only thing that tend to discourage the guys wanting to play this map on our ser... [more] |
22 | 3246 | Jun 18, 2006 01:52 am by Kurgs ![]() |
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[release] mp_algiers Call of Duty 2 : CoD2 Map + Mod Releases Very nice map One lil comment, just by way of personal preferences- you have added the fly affect but no fly noises (jus seems a little odd), you may wish to consider added the ambient sounds for the flies.... [more] |
30 | 2392 | Jun 18, 2006 01:49 am by Kurgs ![]() |
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mp_depot for CoD2 Call of Duty 2 : CoD2 Map + Mod Releases kewl - thanks for the reply... [more] |
59 | 2794 | Jun 18, 2006 12:39 am by Kurgs ![]() |
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mp_depot for CoD2 Call of Duty 2 : CoD2 Map + Mod Releases I know this is the final verison, so I hate to mention this, but there still appears to be a minor bug in the code: The gsc files calls for ambientplay"ambient_depot" However the soundalias file has it as ambient_mp_depot I wasn't getting any amb... [more] |
59 | 2794 | Jun 18, 2006 12:32 am by Kurgs ![]() |
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pregunta numero 2 Call of Duty 2 : CoD2 Map + Mod Releases my spanish aint that good, but I think he is asking how to get a plane to fly across the map in MP ... [more] |
12 | 1523 | Jun 1, 2006 05:23 am by Kurgs ![]() |
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cl parsegamestate bad command byte errors Call of Duty 2 : CoD2 General thats great thanks - makes a lot more sense, explains why on some maps we get the error, and on others its fine. Also gives me advance warning as to the adding of more maps... [more] |
7 | 4997 | May 31, 2006 09:55 am by Kurgs ![]() |
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cl parsegamestate bad command byte errors Call of Duty 2 : CoD2 General when u say mappacks what exactly do you mean: a. so many maps on one rotation (or custom cfg) and then other maps in other rotations, or b. do you mean that they are running 50 in one rotation and they have simply combined the maps in a pack (t... [more] |
7 | 4997 | May 30, 2006 12:52 pm by Kurgs ![]() |
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cl parsegamestate bad command byte errors Call of Duty 2 : CoD2 General Can anyone plainly explain the gamestate issue relative to custom maps and server problems. We have been running abot 10 custom amps (in addition to the standard) on our server rotation and have started to get some issues with people unable to join at ... [more] |
7 | 4997 | May 30, 2006 12:10 pm by Kurgs ![]() |
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Admin Assistance.... Call of Duty 2 : CoD2 General R u referring to COD2 Admin ? Here... [more] |
10 | 1204 | May 29, 2006 09:27 am by Kurgs ![]() |
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How to identify coordinates for effects Call of Duty 2 : CoD2 Scripting thanks blade - i will use that approach, it will also allow for tweaking added effects on an ongoing basis too. ... [more] |
6 | 1415 | May 26, 2006 03:51 pm by Kurgs ![]() |
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[Release] mp_st-gatien_beta Call of Duty 2 : CoD2 Map + Mod Releases we had it on our server, but were getting alot of gamestate errors on join. Took it off for the interim. ... [more] |
24 | 2245 | May 26, 2006 11:54 am by Kurgs ![]() |
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[Release] mp_st-gatien_beta Call of Duty 2 : CoD2 Map + Mod Releases cosi writes...Quote:I have to disagree with it coz it strongly affects the fps, and this maps is already demanding many resources, with it it could become almost unplayable Each to their own, I prefer to be able to '//' effects in the iwd rather that ... [more] |
24 | 2245 | May 25, 2006 01:03 pm by Kurgs ![]() |
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How to identify coordinates for effects Call of Duty 2 : CoD2 Scripting Is there a simple means of identifying a point on a map to which you want to add an effect. If you have an existing custom map, and you want to add a smoke plume to a bomb crater, is there a means of simply working out the x,y,z to which you should scr... [more] |
6 | 1415 | May 25, 2006 12:48 pm by Kurgs ![]() |
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[Release] mp_st-gatien_beta Call of Duty 2 : CoD2 Map + Mod Releases Overall a great job, some general comments: I noticed one of your doors blocks direct access and you need to jump to get past it Also in a lot if instances your plants are showing through the interior walls of your buildings I found about... [more] |
24 | 2245 | May 25, 2006 08:37 am by Kurgs ![]() |
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Looking for mods Call of Duty 2 : CoD2 General Have u tried AWE Here... [more] |
6 | 1141 | May 24, 2006 07:46 am by Kurgs ![]() |
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hiill24 ready!! Call of Duty 2 : CoD2 Map + Mod Releases yeah thats all it was Guys the error is caused by the fact there is not *_fx.gsc, either copy across the one from the old version or create (via notepad) a file called mp_hill24_fx.gsc and place in the iwd in the map/mp dir (with the mp_hill24.gsc), yo... [more] |
30 | 2230 | May 23, 2006 05:10 am by Kurgs ![]() |
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hiill24 ready!! Call of Duty 2 : CoD2 Map + Mod Releases thats because there is no *_fx.gsc in the iwd. I'll try copying on of the older versions across.... [more] |
30 | 2230 | May 23, 2006 04:32 am by Kurgs ![]() |
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hiill24 ready!! Call of Duty 2 : CoD2 Map + Mod Releases I've have always liked this map, and its great to see you cpntinuing to work on it. A couple of comments FYI - I think the horizon could do with a little work: this is the old view (from the top of the hill) This is the new: I think the olde... [more] |
30 | 2230 | May 22, 2006 07:08 am by Kurgs ![]() |
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