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Multiplayer MODS for ESPGL, Mods for PAM4 & Promod Leagues

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TScrashtec
post Jan 15 2009, 06:31 PM, updated 17y ago

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PAM4.02 - ESPGL Ruleset
Promod - TBA

PAM4.02 will be used in ESPGL as of now with some minor tweaks for balance, which will be shown below.

Click here for the newest mod

Changelog :
GENERAL CHANGES
- Fixed Pam_mode for Search & Destroy. No longer Matchmode
- Fixed TDM Spawn protection. Set to 0.

Changelog :
GENERAL CHANGES
- Promod Performance boosts is now turned on. Everyone who joins the server will now have an equal ping with a standardized FPS. These changes are forced into the client to ensure they are not altered.
» Click to show Spoiler - click again to hide... «

- Rain, Fog, Dust and Flying animals are now removed. (Not all, but some) Especially those OUTSIDE the map..
- Fire and smoke also removed (Not all, but some). Especially those OUTSIDE the map..
- AUTOMELEE is now disabled.
» Click to show Spoiler - click again to hide... «


HEADQUARTERS - HQ
- HQ.cfg readded for TBun Tourney practice
- HQ now has a wave spawn. So when you die, you spawn with the rest of your teammates in waves instead of individual random spawns.
- HQ Wave respawn delay is 5 seconds.
- HQ timelimit is 10 minutes
- HQ koth_mode is 1.
» Click to show Spoiler - click again to hide... «

- HQ Capture time is 20 seconds. (Default)
- HQ Destroy time is 10 seconds. (Default)
» Click to show Spoiler - click again to hide... «


SEARCH AND DESTROY - SD
- Teams should now switch properly at half time (every 2 rounds)
- Briefcase while planting is now removed, planters can see in full view while planting.
- Players can drop bombs now using the PAM Commands menu in game.
- Plantime reduced to 5 seconds (Prev is 8)
- Defuse time reduced to 7 seconds (Prev is 8)

TEAM DEATHMATCH - TDM
- Tournament mode is now enabled. There will be 2 halves to TDM. Each half will consists of a 5 minute round. The total score will be rounded up and the victor is chosen by total points at the end of the 2 rounds.
- TDM time limit is now 5 minutes. (scr_war_timelimit 5)
- TDM round limit is now 2. (scr_war_roundlimit 2)
- TDM now switches sides after the half. (scr_war_roundswitch 1)
- pam_mode is now esl. The ruleset is not installed, the esl mode is to ensure that the round switch is made with a break in between.

DOMINATION - DOM
- Tournament mode is now enabled. There will be 2 halves to DOM. Each half consists of a 7.5 minute round. The total score will be rounded up and the victor is chosen by total points at the end of the 2 rounds.
- DOM time limit is now 7.5. (scr_dom_timelimit 7.5)
- DOM round limit is now 2.(scr_dom_roundlimit 2)
- DOM round switch is now 1.(scr_dom_roundswitch 1)
- DOM now has a 1 second spawn protection (pam_dom_spawn_protection 1)
- DOM now has a spawn delay of 2 seconds (scr_dom_respawndelay 2)


The changes below are not added yet, so dont worry. They might not even happen.

Possible Future changes
- Wall banging damage will be reduced by 25%-50% (using deep impact now gives you 100% damage instead of 200%)
- Grenades will only be for Demolitions
- Special Grenades will only be for Spec Ops and Demolitions
- Assault starts with 1 smoke grenade
- Spec Ops starts with 2 flash bangs
- Demolitions starts with 2 grenades + 1 smoke
- Dead Silence is re-added for all other modes except SnD.
- Demolitions limit set to 1.
- Claymores will only be for snipers
- C4 is only for Spec Ops
- RPG re-added to Demolitions. (1 only - HQ, DOM, TDM) disabled in SD
- 3x frags re-added for Demolitions

- Juggernaught life bonus increased by 2.5.
- Stopping power damage bonus decreased by 5.
- Iron Lungs now will be a 8 second still, instead of 5 seconds.
- Double tap is now slower (0.5 seconds)
- Sleight of hand is now faster (1 second or 10%)
- Steady Aim is now more accurate (+0.05) <--- 0.5% more accurate >.<

- Tracers are viewable for every shot in 3rd person view. (Now you can see where bullets are coming from)
- Tracers are viewable for every shot in 1st person view.

This post has been edited by crashtec: Jan 20 2009, 04:52 AM
SnapperJR
post Jan 15 2009, 06:59 PM

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so you basically took the cvars promod forced and put it into your pam ruleset

meh, its more like a mod of promod now then putting a custom ruleset into pam4

This post has been edited by SnapperJR: Jan 15 2009, 07:00 PM
Luftwacko
post Jan 15 2009, 07:26 PM

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QUOTE(crashtec @ Jan 15 2009, 06:31 PM)
Possible Future changes
- Wall banging damage will be reduced by 25%-50% (using deep impact now gives you 100% damage instead of 200%)

- Juggernaught life bonus increased by 2.5.
- Stopping power damage bonus decreased by 5.
- Iron Lungs now will be a 8 second still, instead of 5 seconds.
*
Just a few questions...

Mind elaborating on DI, Jugger and SP?

Erm... Iron Lungs by default already allows the breath to be hold down for 9 seconds...
slainemcroth
post Jan 15 2009, 07:55 PM

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From: gombak


i noticed once you enterred promod server. when u played the normal mod.

the debris cannot move anymore.

which command line that enable this debris to move again?
Grr
post Jan 15 2009, 10:05 PM

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QUOTE(SnapperJR @ Jan 15 2009, 06:59 PM)
so you basically took the cvars promod forced and put it into your pam ruleset

meh, its more like a mod of promod now then putting a custom ruleset into pam4
*
Well, bullet worm took those forced cvars and made them an option in PAM 4.02. Half the guys in ESPGL are playing Dom on medium settings with smoke and crap and getting 40 FPS so might as well make them use the cvars to help the gameplay.
SnapperJR
post Jan 15 2009, 10:16 PM

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wasn't those cvars already allowed to be used in pam4.01 smile.gif
Grr
post Jan 15 2009, 10:20 PM

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QUOTE(SnapperJR @ Jan 15 2009, 10:16 PM)
wasn't those cvars already allowed to be used in pam4.01 smile.gif
*
Not as an entire batch option. Now the server can just feed the cvars to the clients.
TScrashtec
post Jan 16 2009, 12:10 AM

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QUOTE(Luftwacko @ Jan 15 2009, 07:26 PM)
Just a few questions...

Mind elaborating on DI, Jugger and SP?

Erm... Iron Lungs by default already allows the breath to be hold down for 9 seconds...
*
DI gives a 2x bonus to penetration. So for example, if your MP5 normally has a 0.5 penetration rate, using DI will allow it to penetrate most objects.

Juggernaught has a very strange system. The default value is 75, lowering the value extends a players life. +5 means the new value would be 70.

Stopping power adds 40 to a weapons damage bonus. Will be changed from 40 - 38.5 to make certain guns like the M14 not a 1 shot kill with the SP combo.

Iron Lungs default adds 5 seconds to the normal breath time. Modified it adds 8. When i mean ADD i mean ADD to the normal breath when you scope as a sniper.
No one uses Iron Lungs normally, therefore it'll need a minor buff to keep it useful.


Added on January 16, 2009, 12:11 am
QUOTE(slainemcroth @ Jan 15 2009, 07:55 PM)
i noticed once you enterred promod server. when u played the normal mod.

the debris cannot move anymore.

which command line that enable this debris to move again?
*
should be the dynent_active 1
try it.


Added on January 16, 2009, 12:23 am
QUOTE(SnapperJR @ Jan 15 2009, 06:59 PM)
so you basically took the cvars promod forced and put it into your pam ruleset

meh, its more like a mod of promod now then putting a custom ruleset into pam4
*
i didnt "take" the cvars, the cvars were put into a single command line by bulletworm. Originally i turned it off since most lan tournies have sufficient systems to support CoD4's full graphics.

However, competitively, i noticed teams who knew the command lines to remove certain elements of the game tend to have an obvious advantage over those that don't.

Forcing the command line just ensures that no one has such advantages/disadvantages.

Also in consideration is banning a majority of commandlines and binds such as the fast-switch most people use. Honestly, if you cant tap that fast normally, you dont deserve to be able to do it because of a command line.

Altering appearances of certain elements such as the minimap (location pin) and lodscalerigid below 1 will also be banned.

Certain Jump spots/strafe spots will also be banned in most maps as well.

These are a few things that are in consideration, however that also means marshals will have to be uber trained. Also one of the purposes of the council i might add.

Anyhoo, most changes are to allow a certain similarity with promod/damn, so that teams have an easier time shifting over if they want to. Most of the above changes are most likely to be implemented in the Pro leagues rather than the Amatuer ones planned throughout the year.


Added on January 16, 2009, 12:25 amrequesting pinning of this please! SO any new mods/updates for mods in ESPGL or any tourneys can be added into a standard page smile.gif

This post has been edited by crashtec: Jan 16 2009, 12:25 AM
Luftwacko
post Jan 16 2009, 12:49 AM

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QUOTE(crashtec @ Jan 16 2009, 12:10 AM)
DI gives a 2x bonus to penetration. So for example, if your MP5 normally has a 0.5 penetration rate, using DI will allow it to penetrate most objects.

Juggernaught has a very strange system. The default value is 75, lowering the value extends a players life. +5 means the new value would be 70.

Stopping power adds 40 to a weapons damage bonus. Will be changed from 40 - 38.5 to make certain guns like the M14 not a 1 shot kill with the SP combo.

Iron Lungs default adds 5 seconds to the normal breath time. Modified it adds 8. When i mean ADD i mean ADD to the normal breath when you scope as a sniper.
No one uses Iron Lungs normally, therefore it'll need a minor buff to keep it useful.
*
Huh? In the earlier post you've mentioned that "Juggernaught life bonus increased by 2.5" and "Stopping power damage bonus decreased by 5". Ah well, I just assume you made a typo back then. O.o

DI increases damage through the penetrated object by 2 times. If you shoot a brick wall perpendicularly with an RPD, the damage to the other side of the wall will be reduced to 8, DI multiplies that to 16. By reducing DI's effectiveness from "200%" to "100%", is like multiplying 8x1. Which basically brings no benefit in penetration whatsoever. hmm.gif

Juggy's system ain't strange. It's just that IW like to mess around with the perk's name and description. Instead of being an "Armor Vest" that "reduces the bullet's damage by 0.75x", IW thought it'll be cooler if it's renamed as "Juggernaut" with "increased hitpoints by 1.33x". Different name/description, same exact function. Increasing armorvest's effectiveness from 75 to 70 will not have much difference overall, but suffer the 20 damage weapons *evil*

M14 will only insta-kill with SP only if the bullet hits the head or neck. Which is fine with me since it has pretty horrible viewkick and centerspeed to start off with as an assault rifle. But if it's just the M14 that you wanna punish, might as well just change the lochelmet, lochead and locneck of the weapon instead of changing the perk itself. You know, changing a gun is a lot more easier than changing how a perk behaves.

Iron Lungs, hmmm... seems fine to me.
Belphegor
post Jan 16 2009, 02:09 AM

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pew pew.. kabooooom. yawn.gif ka baaaaam! pew pew pew..
AeonStrife
post Jan 16 2009, 10:22 AM

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go to sleep lar... spam here for wut lol~
[xEF]syNc
post Jan 16 2009, 10:55 AM

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I don't really care about how the perks work or whatever, just play and BOOM! <insertlostorwinhere>.
chocolate^fudge
post Jan 16 2009, 11:19 AM

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Tq Cod4 council for adding back Hq in the PAM although i still didnt get the confirmation from Tbun big boss for the tourney.
evilme
post Jan 16 2009, 11:31 AM

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brain, banning bom squad issue will settle soon
SnapperJR
post Jan 16 2009, 05:42 PM

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QUOTE(crashtec @ Jan 16 2009, 12:10 AM)

Certain Jump spots/strafe spots will also be banned in most maps as well. 
Like which for example?
Luftwacko
post Jan 16 2009, 06:11 PM

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QUOTE(SnapperJR @ Jan 16 2009, 05:42 PM)
Like which for example?
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Ambush?
SnapperJR
post Jan 16 2009, 06:36 PM

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There are a lot of strafe jump spots in every single map wink.gif
Luftwacko
post Jan 16 2009, 06:51 PM

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None in Shipment though rclxub.gif
TScrashtec
post Jan 17 2009, 02:43 AM

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QUOTE(SnapperJR @ Jan 16 2009, 06:36 PM)
There are a lot of strafe jump spots in every single map wink.gif
*
Easiest would be Backlot's Clothes hangar at B.


Added on January 17, 2009, 2:49 am
QUOTE(Luftwacko @ Jan 16 2009, 12:49 AM)
Huh? In the earlier post you've mentioned that "Juggernaught life bonus increased by 2.5" and "Stopping power damage bonus decreased by 5". Ah well, I just assume you made a typo back then. O.o

DI increases damage through the penetrated object by 2 times. If you shoot a brick wall perpendicularly with an RPD, the damage to the other side of the wall will be reduced to 8, DI multiplies that to 16. By reducing DI's effectiveness from "200%" to "100%", is like multiplying 8x1. Which basically brings no benefit in penetration whatsoever.  hmm.gif

Juggy's system ain't strange. It's just that IW like to mess around with the perk's name and description. Instead of being an "Armor Vest" that "reduces the bullet's damage by 0.75x", IW thought it'll be cooler if it's renamed as "Juggernaut" with "increased hitpoints by 1.33x". Different name/description, same exact function. Increasing armorvest's effectiveness from 75 to 70 will not have much difference overall, but suffer the 20 damage weapons *evil*

M14 will only insta-kill with SP only if the bullet hits the head or neck. Which is fine with me since it has pretty horrible viewkick and centerspeed to start off with as an assault rifle. But if it's just the M14 that you wanna punish, might as well just change the lochelmet, lochead and locneck of the weapon instead of changing the perk itself. You know, changing a gun is a lot more easier than changing how a perk behaves.

Iron Lungs, hmmm... seems fine to me.
*
Well, its something for the future. Im not saying that it will eventually be implemented tho.

This post has been edited by crashtec: Jan 17 2009, 02:49 AM
SnapperJR
post Jan 17 2009, 08:05 AM

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QUOTE(crashtec @ Jan 17 2009, 02:43 AM)
Easiest would be Backlot's Clothes hangar at B.
you would remove strafejumps that took people effort to learn in order to benefit those who do not bother to go out and learn or do not care?

QUOTE(Luftwacko @ Jan 16 2009, 06:51 PM)
None in Shipment though rclxub.gif
*
That's what you think.

This post has been edited by SnapperJR: Jan 17 2009, 08:06 AM
slainemcroth
post Jan 17 2009, 03:12 PM

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From: gombak


you mean glitching? (strafe jump spots)

go to some spots that require strafe jump?

may a screen shot is require like my colleague did?


Check this out ------> http://www.eurodomination.net/rules.php?action=cod4

large pics inside the spoiler.

» Click to show Spoiler - click again to hide... «


theres more at the link.

This post has been edited by slainemcroth: Jan 17 2009, 03:19 PM
Luftwacko
post Jan 17 2009, 08:29 PM

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QUOTE(slainemcroth @ Jan 17 2009, 03:12 PM)
you mean glitching? (strafe jump spots)

go to some spots that require strafe jump?

may a screen shot is require like my colleague did?
Check this out ------> http://www.eurodomination.net/rules.php?action=cod4
*
Hmm.... The site did not mention anything about jumping on the tree in Backlot...
FFF.10
post Jan 17 2009, 09:12 PM

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as if u can actually do it in a 'real match.' =.=
t3quila
post Jan 17 2009, 10:44 PM

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Shhhh! Do not disclose this info! It's for us to know and for them to find out~~
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TScrashtec
post Jan 19 2009, 10:41 PM

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QUOTE(SnapperJR @ Jan 17 2009, 08:05 AM)
you would remove strafejumps that took people effort to learn in order to benefit those who do not bother to go out and learn or do not care?
That's what you think.
*
Well, obviously some strafe jump spots are also glitch spots. If they are glitches, basically they are removed. You can strafe jump out of the map, but in a tourney, that'll be a glitch.

DeathAdder
post Jan 19 2009, 11:28 PM

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I like the changes biggrin.gif
HANDofGOD
post Jan 20 2009, 12:14 AM

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this week got espgl? CNY wor
TScrashtec
post Jan 20 2009, 01:18 AM

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There are some teams that want to play before CNY, just let Josh know.

Some prefer to play after, so its not a big deal to us, so long as you pay ur Angpau ahhaa
Grr
post Jan 20 2009, 09:14 AM

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I don't see anything wrong with those spots, actually. falk actually told me once that if a developers puts a flag/tag there (eg. 'Press space to climb up'), it was meant to be clambered upon. Not defending glitch spots like the ones on the backlot ladder, but jump spots should be fine. Anyway, if you get into the little wooden balcony next to the clothes hanger on backlot, you can't get out without maxfps 333. Which is lol if you have to defuse TEH BOMBZ.

Yeah, this week's ESPGL is postponed until next week because of CNY. =)
Falk
post Jan 20 2009, 08:01 PM

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You know those spots where you see "Press Space to Jump"? By default, those don't show up. The map developer actually has to allow it for a boost to be possible. A very good example of where this is intended is at Backlot defense side, left from the spawn points there's a little staircase that goes up to a dark alcove you can boost into. If the developer didn't intend for that to be used, you wouldn't be able to boost in.

On the other hand, some prefabs, like the dumpsters, put up against walls are (generally) intended to be like one-way gates - jump across the wall this way, be stuck on the other side because there's no accompanying dumpster to go back. When this happens though, sometimes you actually get line-of-sight to the boost entity at the top of a jump arc from the other side of the wall (see: crash, outside 3-story building)

In these cases it's really debatable as to if the map designer intended for the jumps to be possible. Back to the crash example though, you can get the same result vaulting from the chopper rotor, so it's not really a big deal.

Bottom line, and the point of this post, is, CoD4 isn't perfect - and unfortunately Infinity Ward have moved on to new projects, so 'fixes' and official support for the competitive community is not going to happen. The community itself has to decide what's legal and what's not, and work with what we have. Some things can be handled with mods, or mods of mods (Brian's doing an excellent job channelling the feedback of various squad leaders into the current league PAM4 settings btw) but others you just need to... 'be in the know', and this includes a list of unacceptable glitches vs acceptable ones (though you probably can't call them glitches anymore tongue.gif).

What's acceptable and what's not, like rulesets, probably will differ from circle to circle. That's just how it is.


Added on January 20, 2009, 8:03 pmYeah, also wanted to add that yes, WaW is out, and yes, CoD4 has been out for a year, but in terms of competitive gameplay, CoD4 its still in its infancy compared to established concepts like CS/CS:S.

Due to the nature of competition venues and the fact that the show has to go on, sometimes a marshal has to just make a decision based on what he thinks is right at that point of time; his decision may or may not be the fairest of them all, but then again, such is the nature of competitions sometimes and the reason the "marshal's decision is final" clause is present in practically every competition rules list there is.

If you have a problem with any of the rules or decisions, do give feedback about it. (Example, the Spawn Protection issue(s)) People (even marshals) can make mistakes, and the important thing is to prevent mistakes from repeating.

This post has been edited by Falk: Jan 20 2009, 08:09 PM
TScrashtec
post Jan 21 2009, 02:09 PM

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Hence the need to "fix" to balance certain things smile.gif


Added on February 7, 2009, 11:17 am
QUOTE(crashtec @ Jan 21 2009, 02:09 PM)
Hence the need to "fix" to balance certain things smile.gif
*
bump.
this needs to be pinned ASAP>

This post has been edited by crashtec: Feb 7 2009, 11:17 AM

 

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