View Full Version : How do I activate a MOD outside of /main?
Evilburger
01-11-2004, 11:15 AM
Does anyone know how to do this? I would like to use the Mods feature because of a mod we want to run on our server. Is there a way to activate this with RCON or something?
Also the mod cannot be placed in /main but has to be in the /Call of Duty folder
Evilburger
01-11-2004, 01:44 PM
I found the cmd but its write protected, anyway of taking this protection off? The cmd is fs_game
ClickBouyow
01-11-2004, 04:42 PM
That is a server side only command. It is put into the command line like so: +set fs_game <folder>. It won't work clientside.
Resolution208
01-12-2004, 07:23 AM
I found the cmd but its write protected, anyway of taking this protection off? The cmd is fs_game
This has to be set as the game is loading (as a command line argument). For example, from a batch file:
--- cut here ---
CoDMP.exe +set dedicated 2 +set fs_game yourmod +set com_hunkmegs 128 +set com_zonemegs 32 +exec server.cfg
-- cut here ---
I recommend setting memory usage/requirements (hunkmegs/zonemegs) on the command line as well; as it will be allocated upon load.
- R208.
necrodoggy
01-16-2004, 06:22 PM
I am having troubles with the fs_game command. I have "+set fs_game mods" in my command line and I have a "mods" subdirectory in the cod root directory. I have downloads enabled so I can have clients download a custom map that is in the main directory. However, I find that the console.log, games_mp.log and config_mp.cfg are being placed in the mods subdirectory. I have "set g_log "games_mp.log"" set up in the dedicated.cfg and I am running the "+set fs_game mods" after the "+exec dedicated.cfg" in my command line.
Here's what happens. When I log on the first time I'm fine. However, I find that the mods folder has shown up in my client side games root directory with copies of "cgame_mp_x86.dll", "config_mp.cfg", "hunkusage.dat" and "ui_mp_x86.dll" files in it. This causes me to have a unpure response from the server the next time i go in to it. I have my client side download turned off.
Anyone have the same? Anyone have any workaround other than just putting everythig in the main directory? What I am trying to do is to seperate my realism mod from the custom maps in the main directory. I want clients to be able to download custom maps without downloading my realism mod. It seems that there is something not quite right with the fs_game command. I noticed that CrowKing had mentioned something about this. Crow, is this what you were seeing too?
Resolution208
01-17-2004, 04:44 PM
necro,
Correct. What you are describing is a known bug within CoD. You cannot have sv_pure on with this method. Boco and I are both waiting for IW to address this in their patch; as this method works with all other Q3A-based games (RTCW, ET, SOF2, Q3A, etc..)
To allow it to work, copy your server's "cgame_mp_x86.dll" and "ui_mp_x86.dll" into your /mods/ directory, so at least the files match with the client. =) (hunkusage.dat will be created dynamically)
Solution?
sv_pure 0
or
Dont use the +set fs_game method until the patch fixes this.
- R208.
Sparhawk
01-17-2004, 06:40 PM
I discover another method
i make another folder (i.e /realism) in root directory of COD in this folder i make /main folder and copy mod and config wich runs server with my mod (i.e CKR), then i run batch file with
codMP.exe +set fs_homepath "c:\program files\Call of Duty\realism" +set fs_basepath "c:\program files\Call of Duty" +set dedicated 2 +exec realism.cfg +exec map_rotation.cfg +map_rotate line
it's run smoothly, i run two servers in one box one with realism one non realism and work great
try this
necrodoggy
01-19-2004, 07:16 PM
Thank you for the replys.
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