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Forum: All Forums : Call of Duty 2
Category: CoD2 Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: [Re-release] CoD4MoD [CoD2]
IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Tuesday, May. 1, 2012 07:34 pm
Hey guys,

As some of you didnt notice I released my CoD4MoD in the general section, here is a repost from that thread:


Features:

- Flashbangs
- Stun grenades
- Smoke grenades killcam bug fixed

- Sprinting
- Knifing on meleebutton

- Guid-based account system
- Fallback account system when guid==0 (Login/password)
- Ranking
- Moneysystem

- Working C4+throwing c4
- Working setcandamage system

- Shooting through walls
- Shooting through multiple walls in a row

- Modified callbacksetup/callbackcatcher to make the mod compatible with all stock gametypes
- Dynamical menu to reduce the number of menu files needed, and give a rank-based weaponchooser

- Assists
- CoD4 style score +hud

- Throwing back grenades working with the [grenade] key
- Completely rewritten weaponpickup system to support sprinting and perks

- Categorized huds, easy to expand

- Perks:
- C4
- Special grenades x3
- RPG x2
- Frag x3
- Bandolier

- Stopping power
- Juggernaut
- Sleight of hand
- Double tap
- Sonic boom
- Commando (bigger melee radius)

- Extreme conditioning
- Deep impact
- Toss back (reset grenade counter)

- Grenade launcher script is ready, the m1014 acts as a grenadelauncher
- Sentry gun

- Only a few threads running per player to improve server performance

Known bugs:
- Account system is reported to lose playerdata sometimes. Cannot figure out why this happens, also, cannot reproduce.
- Afk monitor has a few bugs
- c4 throw executes a toggleads, making players using "just" ads zoom in and get the weapon to bug. Solution: Make the c4 thing into a weapon and force-reload it after every throw. Reload resets the ads status for both ads and toggleads players.
- Callbackcatcher became a mess after implementing all the menus in there
- Dynamic menu sometimes overloads the setclientcvar function causing a server command overflow: most common on slow connections. Fix: click slower in menus or get a better connection
- Money has no purpose yet. It needs a shop or it needs to be removed.
- Menus are awfully made: one menu file for everything is NOT the way to go guys!
- Not all perks are implemented to the same degree of perfection:
- C4 currently has a limit of 1000 c4 per player per spawn. This can easily be fixed by adjusting a single number
- RPG is currently a panzerschreck. Fix: create a new gun
- Juggernaut does not show the attacker the juggernaut hud like in cod4
- Sonic boom does not yet work for the RPG or any rocketlauncher (not sure about the grenadelauncher)

Weapon bugs:
- The last 3 weapons in the menu are bugged due too over-precaching. Too much weapons precached. Remove some weapons you dont like.
- Some other small details on some weapons, like the grenadelauncher still firing shotgun bullets (doesnt do any damage though)
- Grenadelauncher killicon missing

- Sentry gun is placed setting a serversided cvar (set scr_enablesentrys 1), after every player can bash to place a sentry gun. Limiting is a good option here.

- A lot of bugs in the zombie gametype. Also, you cannot run the original and the zombie-version of the mod simultaneously.

- Some other bugs I might have forgotten.


Thanks to the following people:

- TotalConversion for the guns/models
- Caspi for creating some more models
- MasterThomy for being a great guide in the scripting parts
- MasterThomy for just being an awesome guy
- Whoever wrote the original getstance() function: I still use it (all other scripts in there are from my own keyboard)
- SevenSniff for creating a knife model/weapon
- SevenZ for pointing out an error in above credit :)
- Rezil for "Moral Support"
- Rezil for stopping bitching about not being on this list


Movies from the mod:
http://www.xfire.com/video/4b49ea/
http://www.xfire.com/video/4455b0/
http://www.xfire.com/video/42ca9d/
http://www.xfire.com/video/3f3fba/
http://www.xfire.com/video/3e3910/
http://www.xfire.com/video/3e1a15/
http://www.xfire.com/video/3e1a14/
http://www.xfire.com/video/399af9/

Download: click here

You can post any other bugs you find here. However, I will most likely never fix them.
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explo32
General Member
Since: May 8, 2008
Posts: 67
Last: Jan 7, 2015
[view latest posts]
Level 3
Category: CoD2 Map + Mod Releases
Posted: Sunday, May. 13, 2012 06:44 pm
It makes no sense to stop the work on the mode after spending so much time on it. I think you should finish it, because it makes no sense - people won't play a mod with too many bugs and it is useless for the community in this way.

edited on May. 15, 2012 06:02 am by explo32
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br0kz
General Member
Since: Jun 15, 2012
Posts: 6
Last: Jun 27, 2012
[view latest posts]
Level 0
Category: CoD2 Map + Mod Releases
Posted: Sunday, Jun. 17, 2012 06:19 am
ohh nice
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Jul. 10, 2012 03:53 pm
Updating this thread, as I decided to look at this mod again.
Changelog:
Code:

- Closed the account system losing data bug. Cannot reproduce. Probably a quirk of the guid not being available sometimes.
 - Threw out the afkmonitor completely
 - Fixed the C4 toggleads. It now uses a more sophisticated system to reset aiming to no-aiming.
 - Removed anything unrelated from callbackcatcher. Its good now :)
 - Added some waits to the dynamic menu cvar writes, although it still can cause some overloads, it's less likely to happen
 - Added some extra menus for perks so the overall feel is way better. Still using the dynamic part of it though, too lazy to update it every time.
 - c4 count adjusted down to 2
 - Sonic boom implementation completed succesfully. First mod to offer full sonicboom support for cod2 :)
 - Created my own zom.gsc which will either work with or without the cod4mod. Cod4mod still works WITHOUT this zom.gsc. Universal ftw. Zom.gsc still in development though, but less buggy than previously released zom.gsc


Most of the standing bugs include not all perks being available (not all will be) and some weapon-related bugs:
Code:

Known bugs:
 - Money has no purpose yet. It needs a shop or it needs to be removed.
 - Not all perks are implemented
 - RPG is currently a panzerschreck. Fix: create a new gun
 - Juggernaut does not show the attacker the juggernaut hud like in cod4
Weapon bugs:
 - The last 3 weapons in the menu are bugged due too over-precaching. Too much weapons precached. Remove some weapons you dont like.
 - Some other small details on some weapons, like the grenadelauncher still firing shotgun bullets (doesnt do any damage though)
 - Grenadelauncher killicon missing

 - Sentry gun is placed setting a serversided cvar (set scr_enablesentrys 1), after every player can bash to place a sentry gun. Limiting is a good option here.


I will not release this version, just keeping this thread updated and bumping this for anyone interested.
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Jul. 10, 2012 04:13 pm
Code:
Known bugs:
 - Juggernaut does not show the attacker the juggernaut hud like in cod4


To fix this:

1. Grab damage_feedback_extrahealth.iwi from COD4;

2. Convert damage_feedback_extrahealth.iwi to DDS using the IWI2DDS converter;

3. In COD2 Asset Manager, create a standard 2D materials file for damage_feedback_extrahealth.dds, and name it damage_feedback_j;

4. In each gametype, edit Callback_PlayerDamage():

Code:
		if( isdefined( eAttacker ) && eAttacker != self )
		{
			hasBodyArmor = false;
			if( self hasPerk( "specialty_armorvest" ) )
			{
				hasBodyArmor = true;
			}
			if( iDamage > 0 )
				eAttacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( hasBodyArmor );
		}


NOTE: You need a function to check a player for perks. The one in this is hasPerk( perk_name), which is simply a utility:

Code:
hasPerk( perk_reference )
{
	for( i=0; i < self.specialty.size; i++ )
		if( self.specialty[i] == perk_reference )
			return true;
	
	return false;
}


5. edit maps\mp\gametypes\_damagefeedback.gsc:

Code:
init()
{
	
	precacheShader( "damage_feedback");
	precacheShader( "damage_feedback_j" );

	level thread onPlayerConnect();
}

onPlayerConnect()
{
	for( ;; )
	{
		level waittill( "connecting", player );

		player.hud_damagefeedback = newClientHudElem( player );
		player.hud_damagefeedback.horzAlign = "center";
		player.hud_damagefeedback.vertAlign = "middle";
		player.hud_damagefeedback.x = -12;
		player.hud_damagefeedback.y = -12;
		player.hud_damagefeedback.alpha = 0;
		player.hud_damagefeedback.archived = true;
		player.hud_damagefeedback setShader( "damage_feedback", 24, 24 );
	}
}

updateDamageFeedback( hitBodyArmor )
{
	
	if( !isPlayer( self ) )
		return;
	
	if( hitBodyArmor )
	{
		self.hud_damagefeedback setShader( "damage_feedback_j", 24, 48 ); //48
		self playlocalsound( "MP_hit_alert" ); // TODO: change sound?
	}
	else
	{
		self.hud_damagefeedback setShader( "damage_feedback", 24, 24 );
		self playlocalsound( "MP_hit_alert" );
	}
	
	self.hud_damagefeedback.alpha = 1;
	self.hud_damagefeedback fadeOverTime( 1 );
	self.hud_damagefeedback.alpha = 0;
}


That will give you the juggernaut damage cross every time you hit a player if you have the juggernaut perk.



edited on Jul. 10, 2012 09:16 am by Tally
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explo32
General Member
Since: May 8, 2008
Posts: 67
Last: Jan 7, 2015
[view latest posts]
Level 3
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Jul. 10, 2012 07:18 pm
Great news [thumbs_up]
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Wednesday, Jul. 11, 2012 01:09 am
Tally writes...
Quote:
...


Gonna use this, but implement it a bit differently, as I want to use the stock gametype gscs. So far it still works great, although modifying them might give me a few less headaches :P

Edit: implemented.
Following changes to damagefeedback.gsc were made, besides the additional precaching:

Code:

updateDamageFeedback()
{
	if(isPlayer(self))
	{
		if(isdefined(self.showjuggericon)&&self.showjuggericon)
			self.hud_damagefeedback setShader("damage_feedback_j",24,48);
		else
			self.hud_damagefeedback setShader("damage_feedback",24,24);
		self.hud_damagefeedback.alpha = 1;
		self.hud_damagefeedback fadeOverTime(1);
		self.hud_damagefeedback.alpha = 0;
		self playlocalsound("MP_hit_alert");
	}
}


This takes care of the damagefeedback shader being correct. The actual determining wheter or not to enable this is in my world-famous callbackcatcher (only showing relevant parts for the reader)
Code:

main()
{
	wait 0.1; //to ensure the callbacks are already written
	//store the old callbacks
	level.oldcallbackPlayerDamage=level.callbackplayerdamage;
	level.callbackplayerdamage=::damage;
}

damage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset, special_stuff)
{
	if(isdefined(eAttacker)&&isplayer(eAttacker))
		eAttacker.showjuggericon=false;
	if(isdefined(sMeansOfDeath)&&(sMeansOfDeath=="MOD_RIFLE_BULLET"||sMeansOfDeath=="MOD_PISTOL_BULLET"))
	{
		if(isdefined(eAttacker)&&isplayer(eAttacker)&&isdefined(self.perk2)&&self.perk2=="juggernaut")
			eAttacker.showjuggericon=true;
	}
	//now,do the normal callback
	self [[level.oldcallbackplayerdamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
}

(the nested if is part of a bigger part of the scripting. If not, i would have merged those two long ago)
Not tested yet. Will edit with working/notworking comment.

edited on Jul. 10, 2012 06:17 pm by IzNoGoD
Update: it works, besides a small code glitch (fixed in above code) and transparency not being applied correctly.
edited on Jul. 10, 2012 06:55 pm by IzNoGoD
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 12, 2012 12:41 am
Ok, next on the list of features to implement are:

-Uav
-Martyrdom


For both i have semi-working solutions in mind.

Uav:

All players get their own objective indicator, which will use a few different images to simulate fading of the icon. With over 16 (?) players, all objective icons are in use and fast-switching between them has to occur. As this is possible at around 20 fps, I dont really see problems in implementing this. Uav jammer will then be an easy fix :)

Martyrdom:
Now this required some thought, as just dropping a grenade is too simple. First off, it needs to bounce a bit when landing, which i know are functions for available (iirc the extreme mod has one built-in, will look into it or maybe make my own function for this

Second: it needs a grenade indicator. For this, there are two main options: Either create a shitload of rotated hud elements for this (each at approx 10 degrees more, which should still allow for the illusion of the hud actually being rotated) Or reuse the timerhand which gets used in SD a lot. I already tried replacing the SD timerhand with the nadeicon and my cod crashed hard every time after approx 40 seconds due to over-use of 2d elements. Does anybody know why and how to fix this?

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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 12, 2012 09:27 am
IzNoGoD writes...
Quote:
Ok, next on the list of features to implement are:

-Uav
-Martyrdom


For both i have semi-working solutions in mind.

Uav:

All players get their own objective indicator, which will use a few different images to simulate fading of the icon. With over 16 (?) players, all objective icons are in use and fast-switching between them has to occur. As this is possible at around 20 fps, I dont really see problems in implementing this. Uav jammer will then be an easy fix :)

Martyrdom:
Now this required some thought, as just dropping a grenade is too simple. First off, it needs to bounce a bit when landing, which i know are functions for available (iirc the extreme mod has one built-in, will look into it or maybe make my own function for this

Second: it needs a grenade indicator. For this, there are two main options: Either create a shitload of rotated hud elements for this (each at approx 10 degrees more, which should still allow for the illusion of the hud actually being rotated) Or reuse the timerhand which gets used in SD a lot. I already tried replacing the SD timerhand with the nadeicon and my cod crashed hard every time after approx 40 seconds due to over-use of 2d elements. Does anybody know why and how to fix this?



UAV using objective hud indicators is just unworkable. You would never be able to play anything other than TDM, as you would loose the objective indicators for gametypes like HQ, SD and CTF. And those are just the stock gametypes. What about custom gametypes like Domination?

Another thing to consider: it isn't 16 indicators - it is 8 per team, as both teams need the ability to call in UAV. On a busy server, only 8 team members would get UAV, while the others don't.

All in all, if you do it that way, people aren't going to stop and marvel at your work; they would just say how lame it is that only 8 team members get it, and they can't find the objectives easily on gametypes that need them.

As for martyrdom, as you know, I have already had this working in my COD2 mod for over a year now (it was the first perk I ever did for COD2). I just drop the grenade. It doesn't bounce in COD4, so why must it drop in COD2? I just spawn it 15 units above ground level (approximatly where the players backside is - as martyrdom is commonly called "ass grenades") as a weapon, and it falls to the ground with proper physics.

For the grenade indicator, I just do a flashing hud waypoint, which only appears if a player is in range. I didn't bother with a directional one. I think it's too much work for too little effect.
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 12, 2012 11:47 am
for the indicator we made something that worked pretty well (sadly hud.angle isnt supported in CoD2)
Code:
	while( isDefined( self ) && isDefined( target ) )
	{
		angle = vectorToAngles( self.origin - target.origin ) - self getPlayerAngles();

		self.hud_rotindicator.x = sin( angle[1] ) * radius;
		self.hud_rotindicator.y = cos( angle[1] ) * radius;

		wait( 0.05 );
	}
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