PDA

View Full Version : ***PRM 3.5 RELEASE***


imported_PoolMaster
02-06-2004, 12:31 AM
http://www.codfiles.com/file.info?ID=23401

New stuff:

-Shellshock
-Hit knockdows
-New weapons
-Plus lots lots more

Seeing as you all most know what PRM is, I will just leave it to those who don't as a Realism mod.

Wanna know what it does more extensively, check out the READ ME in the .zip.

P.S.-AADiC, I would have given to ya now m8, but you weren't on-line :( Host er' when ya can m8.

imported_Killmore
02-06-2004, 12:48 AM
WOOOOOOOOOOOOOOOOOOOT

Provider_oo1
02-06-2004, 03:19 AM
Shellshock not working? Any known bugs?

Greek
02-06-2004, 12:07 PM
Ever thing is working fine on our server just want to say
thank you we really enjoy your mod.
Shell-shock working fine.
Great Job Again Pool and ever one that helped.
One thing is there any Smoke Grenade Mods that you know of
for COD, i thought i saw scorpiomidget had one.

TY Again Greek

imported_PoolMaster
02-06-2004, 01:07 PM
SS, no known bugs, sure you got the .cfg right?

Smoke nades, very simple to do. Scorp released some on IWN a long time ago, you can search for them there. Don't find em', lemme know, I can make em' in like 2 minutes :!:

Provider_oo1
02-06-2004, 02:03 PM
PM -

It was the .cfg :oops:

Thanks again for the great mod.

:clap:

AADiC
02-06-2004, 02:41 PM
Will this work on 1.1 ver

Greek
02-06-2004, 02:56 PM
i found scorpiomidgets smoke nade mod on MC clan web site.
it worked with 3.5 but it canceled out the nade cooking and
the number of nades keep changing from 1 to 2 and back again.
if you could help all us guys at the 19th Corps Server would really
appreciate any input or help you can offer Pool.
pubs and members have been saying it would be nice to have smoke to move in on the sniper.
that was the only thing i liked about spearhead. lol

TY Again Greek

imported_PoolMaster
02-06-2004, 03:54 PM
Greek, add me to your MSN, poolmaster@mohalliance.org

AADiC, nope.

imported_Killmore
02-07-2004, 06:21 AM
if your hosting this mod gimy some server names and adresses plz

Provider_oo1
02-07-2004, 03:15 PM
PM -

What happend to the "Quick Messages"?

imported_Fazooly
02-07-2004, 08:21 PM
69.28.242.80:28963

Blazin Barrels is hosting a server with PRM 3.5

It is absolutely awesome.

imported_Fazooly
02-07-2004, 08:50 PM
It is kicking players with the message ....

Server Command Overflow...any ideas what that means and how I fix it?


Thank you.

Greek
02-07-2004, 09:47 PM
That happens allot . server overflow , not sure why.
If you want to try a server 19th Corps Server 66.36.248.199 default port.
We Run PRM3.5 and a mixed rotation.

Shinobi
02-08-2004, 10:46 AM
Anyone else having problems with a screwy bolt-action animation?

On ours, everytime you cycle the bolt-action the animation freaks out and it looks like your having a nervous fit!

Help!?

imported_PoolMaster
02-08-2004, 03:44 PM
That animation bug, only w/ the unscoped kar98k correct?

Shinobi
02-08-2004, 08:14 PM
Thanks for the attention Poolmaster.

It's all the unscoped bolt-actions.

Any ideas?

imported_PoolMaster
02-08-2004, 11:24 PM
What type of server you run? Windows or linux. Any custom maps in your rotation?

imported_Killmore
02-09-2004, 12:31 AM
hmm oh btw pool might not just be your mod if hes talking about what was happining in codadmin when they were running ckr every time the bolt actions rechambered it threw a fit screen would shake like a mother and i havent seen that hapen on any other prm servers i have played on so dont know

Toxteth_OGrady
02-09-2004, 02:27 AM
Can't get Quick Messages or Voting to work with PRM 3.5. I'm using it with HLC RCON 4.1.

imported_PoolMaster
02-09-2004, 05:33 PM
Have you tried the manual commands, not just HLCRcon?

Provider_oo1
02-09-2004, 05:57 PM
HLCRcon quick messages work great - Voice quick messages (V1,2, etc.) no longer works.

Cleetus
02-09-2004, 07:17 PM
PoolMaster, overall the players on my server enjoy your mod. I am, however, having one problem.... the rapid uncontrolled growth of the console log file (not games_mp.log). I saw other posts in another thread about the topic, but this seems like a more appropriate place. After my server running for 1 day my console log will be a couple of hudred megabytes. For now I stop the server and delete the file daily, but this is not something I will do for the forseeable future. Is there a way I can disasble console logging while still maintaining a game log for stats? If not, are you planning any sort of fix for this problem (as it doesn't occur when PRM is not installed). Any help would be greatly appreciated.

Kill_Control
02-10-2004, 12:10 AM
this is a great mod! we've recently started using it, but have noticed that some weapons (garand/tommy off the top of my head) double fire when you stand over a weapon of the same type (while your ammo is full). we run a linux server, v1.2 and i've tested it without any additional mods.

anybody else have this?

KCGThanatos
02-10-2004, 01:46 AM
PM...

I added your mod today and I enjoy it... but here are some questions I have:

1. Weapons are limited even if there arent any SV_ commands in the cfg... I added them and put the limit to 8 on all weapons and it still limits them... does it need to be sv-axis... or set sv_axis...

2. sv_cross_hair_names... I have it set to 0 and there still arent any names...

3. have you had any issues with HQ and this mod? Is it compatible with HIM mod? If not can it be?

4. has anyone else seen the bug with the kar and reloading? you cnat reload it until you spend all the rounds... if you try to all the guy does is move the bolt action...

5. I havent had any problems with HLRcon and this

here is how I have your config:

//PRM mod settings
sv_alliedSniperLimit "8"// default 1
sv_alliedSMGLimit "8"// default 6
sv_alliedMGLimit "8"// default 3
sv_axisSniperLimit "8"// default 1
sv_axisSMGLimit "8"// default 10
sv_axisMGLimit "8"// default 3

set sv_droponArmHit "0"
set sv_droponHandHit "1"
set sv_no_crosshair_names "0"
set sv_bleeding "0"
set sv_noDropSniper "1"
set sv_clanTags "KCG | "
set sv_shellshock "1"
set sv_shellshock_grenade "1"
set sv_grenade_ss_time "3"
set sv_shellshock_bash "1"
set sv_bash_ss_time "3"
set sv_shellshock_fall "1"
set sv_fall_ss_time "3"

is that correct?

again.. love the mod!

Toxteth_OGrady
02-10-2004, 02:13 AM
PM

Just to clarify my post (6 up), HLRcon is working fine, it is the manual voice Quick Messages that don't work. I select "V" and get the Quick Message sub-menu. I then select a number for one of the message categories and the menu just disappears.

Provider_001 seems to be reporting the same problem on this thread too.

Cleetus
02-10-2004, 02:40 AM
The Kar98 not reloading until empty is not a bug, it is intended behavior of the mod as decribed in the readme.

Provider_oo1
02-10-2004, 09:33 AM
PM

Isn't the shellshock effect susposed to be like CKR or the same as SP game? I don't think the effect is working on my windows server.

// Shellshock cvars:
sv_shellshock "1"
sv_shellshock_grenade "1"
sv_shellshock_bash "1"
sv_shellshock_fall "1"
sv_shellshock_panzer "1"
sv_shellshock_bullet "0"
sv_bash_ss_time "2.5"
sv_grenade_ss_time "5.5"
sv_fall_ss_time "2.5"
sv_panzer_ss_time "5.5"
sv_bullet_ss_time "0"

Am I missing anything - I also run HLCR.

Liberator
02-10-2004, 10:49 AM
Any plans to make the damage of weapons firing the same round at the same velocity do the same damage (e.g, 1903, Garand, BAR and MP40 and Sten)?

Shinobi
02-10-2004, 01:32 PM
FYI-The glitching of the bolt action animations was caused by an incompatibilty of some of my modified 1.1 weapon files.

Make your desired modifications to the new 1.2 files and evertyhing should work fine.

Thanks everyone for trying to help. Special thanks to Reissman at 3FJ that pointed me in the correct direction.

KCGThanatos
02-10-2004, 02:24 PM
I found that putting set sv_ in front of the commands makes them work.... :)

ColdLogic
02-10-2004, 03:13 PM
Poolmaster,

I was wondering if you were going to make a CoDaM compatable version of PRM. I'm sorry if this has been addressed before.

I use CoDaM though because of the nice hud and admin functions but am unable to use your mod simultaneously. Thanks for your time.

Sincerely,
ColdLogic-|DSC

Provider_oo1
02-10-2004, 03:49 PM
I found that putting set sv_ in front of the commands makes them work.... :)


Jesus - Thanks Thanatos - I just copied and pasted the cvars from the readme & it never caught my eye. This great mod is working great. :oops:

Now I'll stop spamming the board with stupid questions. :lol:

imported_PoolMaster
02-10-2004, 04:56 PM
Poolmaster,

I was wondering if you were going to make a CoDaM compatable version of PRM. I'm sorry if this has been addressed before.

I use CoDaM though because of the nice hud and admin functions but am unable to use your mod simultaneously. Thanks for your time.

Sincerely,
ColdLogic-|DSC

Not positive yet, I need to talk w/ Hammer first.

KCGThanatos
02-10-2004, 11:50 PM
PM...


sv_cross_hair_names... I have it set to 0 and there still arent any names...

have you had any issues with HQ and this mod? Is it compatible with HIM mod? If not can it be?

here is how I have your config:

//PRM mod settings
set sv_alliedSniperLimit "8"// default 1
set sv_alliedSMGLimit "8"// default 6
set sv_alliedMGLimit "8"// default 3
set sv_axisSniperLimit "8"// default 1
set sv_axisSMGLimit "8"// default 10
set sv_axisMGLimit "8"// default 3

set sv_droponArmHit "0"
set sv_droponHandHit "1"
set sv_no_crosshair_names "0"
set sv_bleeding "0"
set sv_noDropSniper "1"
set sv_clanTags "KCG | "
set sv_shellshock "1"
set sv_shellshock_grenade "1"
set sv_grenade_ss_time "3"
set sv_shellshock_bash "1"
set sv_bash_ss_time "3"
set sv_shellshock_fall "1"
set sv_fall_ss_time "3"

is that correct?

again.. love the mod!

imported_PoolMaster
02-11-2004, 04:05 PM
Yes, that is correct.

I do not know what the HIM mod is, please elaborate on it so I may look into it.

OldDog
02-14-2004, 12:32 PM
Pool,

Nothing seems to be working. I am running no other mods aside from HLCRcon 4.1 (I did have RudeDog's Message Center pk3 in the Main directory, but removed it after further reading of your readme). What *isn't* happening: crosshairs still appear, no apparent shellshock (tried it on myself with a grenade from a distance that wouldn't kill me, but still gave me a red flash), no hit drop, no hand hit-weapon drop (asked someone to shoot me in the hand for testing). Here's my config:


//PRM 3.5 Mod Begin
//PRM Weapon Limits cvars:
set sv_alliedSniperLimit "1" // default 1
set sv_alliedSMGLimit "6" // default 6
set sv_alliedMGLimit "3" // default 3
set sv_axisSniperLimit "1" // default 1
set sv_axisSMGLimit "6" // default 10
set sv_axisMGLimit "3" // default 3

//PRM Drop weapon cvars:
set sv_dropOnArmHit "0" // this will drop the weapon on arm, hand or gun hits.
set sv_dropOnHandHit "1" // this will drop the weapon on hand or gun hits.

//PRM HUD cvars:
set sv_no_crosshairs "1" // 1 = disables crosshair, any other value enables them
set sv_no_crosshair_names "1" // 1 = disables them, any other value enables them

//PRM Other various cvars:
set sv_healthpacks "1" // 1 = drop health, 0 = no health packs dropped
set sv_nokillcam "1" // 1 = killcam disabled, 0 = killcam enabled
set sv_bleeding "1" // 1 = bleeding on, 0 = bleeding off
set sv_hitKnockdown "1" // 1 for on, 0 for off. This is what forces a player prone from any shot except arm/hand hits

//PRM Sniper cvars:
set sv_noDropSniper "0" // 1 = snipers not dropped, 0 = snipers dropped
set sv_noSniperRespawn "1" // 1 for on, 0 for off. Players that pick up dropped snipers do not respawn with them (turn off noDropSniper to use this)

//PRM Clan vs NON Matches:
//set sv_clanTags // sets clans tags for use of the other cvars(ignore color codes)
//set sv_clanAllies // 1 to activate; forces non-tag wearing players to choose axis
//set sv_clanAxis // 1 to activate; forces non-tag wearing players to choose allies

//PRM Shellshock Cvars:
set sv_shellshock "1" // meant as an rcon command to quick turn shellshock on or off (1 is all on, 2 is all off)
set sv_shellshock_grenade "1" // grenade explosions cause shellshock
set sv_shellshock_bash "1" // bash causes shellshock
set sv_shellshock_fall "1" // fall causes shellshock
//set sv_shellshock_panzer "1" // panzerfaust blah shellshock
set sv_shellshock_bullet "1" // bullet* blah shellshock
set sv_bash_ss_time "2" // time shellshocked when bashed
set sv_grenade_ss_time "3" // timeshellshocked when grenade goes off nearby
set sv_fall_ss_time "1" // time shellshocked when a person falls and takes damage (has the effect of slowing them down)
//set sv_panzer_ss_time "2" // time shellshocked when hit with panzerfaust
set sv_bullet_ss_time ".5" // decimal figure for bullet shellshock time I recommned < 1.0 because it just becomes an annoyance
//PRM 3.5 Mod End


Any ideas? This is running on a Win2K server, if that helps.

Thx,
OldDog

imported_PoolMaster
02-14-2004, 02:11 PM
It's because it's a Windows server. For some odd reason, PRM doesn't like to cooporate on Windows servers usually. You can try uploading over and over, and trying a few dif .cfg's. Some ppl with this problem that have been determined have gotten it to work by doing that so.... till we can find out what it's problem is,t hat's your best bet.

OldDog
02-15-2004, 10:31 AM
Pool (and anyone else who's interested):

Here's what I found: first of all, I forgot that you can't (in Windows, at least), delete, or move a PK3 that is in use...duuhh. So, when I *thought* I moved RudeDog's Message Center PK3, I really didn't. That's what was causing my problem with PRM 3.5. As soon as I stopped my server and deleted the PK3, everything came up fine with PRM. HLCRcon 4.1 seems to be working ok. I made no changes to the cfg, and didn't re-load (or re-copy) the PRM PK3 to the \MAIN...nothing else but removing the message center PK3 (which, by the way, still works fine with PRM).

Thx for the mod, Pool, it works well, and is just what I wanted. With one exception...perhaps in a later rev??? I'd like to have the ability to assign grenades as I please. IMHO, 2 grenades for a rifleman is too few. When I was in the military, I carried 4, along with a basic loadout of 200 round of rifle ammo (sometime more, depending). Admittedly, from a realism standpoint, the WWII Mk2 (pineapple) is somewhat heavier than the Vietnam-era M-29, and the 5.56 ammo is far lighter than the .30 cal for a Garand, but, still, I cannot imagine an infantryman carrying less than 3 grenades. In addition, I've seen pictures of German infantry with 4-6 potato-masher grenades dangling from their gear. This would be especially true of soldiers with SMGs (assault types)...they would be carrying 4+ grenades. Anyway, for a future rev, I'd like to see cvar-based 'assignable' by weapon type???

Thx again for the great mod.

holy_moses
02-15-2004, 01:05 PM
FOR THOSE OF YOU HAVING PROBLEMS ACCESSING THE QUICKMESSAGES SUBMENUS:

Are you running the PRM and HLC rcon mod on a Listen (local) server?

-Moses

Toxteth_OGrady
02-15-2004, 02:09 PM
FOR THOSE OF YOU HAVING PROBLEMS ACCESSING THE QUICKMESSAGES SUBMENUS:

Are you running the PRM and HLC rcon mod on a Listen (local) server?

-Moses

Yes - do you have a fix for it Moses?

Provider_oo1
02-15-2004, 05:33 PM
FOR THOSE OF YOU HAVING PROBLEMS ACCESSING THE QUICKMESSAGES SUBMENUS:

Are you running the PRM and HLC rcon mod on a Listen (local) server?

-Moses


Yes - Both PRM & HLC.

holy_moses
02-15-2004, 08:29 PM
Ok here's the deal:

the game engine can only cache a limited number of ingame .menu files. When you stack my RCON mod with Pool's PRM mod, you overload the cache and the menus that get cut are the QUICKMESSAGES submenus. :(

SO... what I've noticed is that it seems that not all gametypes (rsd, rb, OBJ) were included in PRM 3.5 (i'm waiting to hear back from Pool on this). If this is the case, then I can remove their associated configuration .menus from the "call-up" file which will free up some space for the quickmessages submenus.

We're testing HLC RCON v4.1 custom for PRM 3.5 right now. I've eliminated as many submenus from my mod as i could to condense it, but unfortunately, the problem persists.

I'll let you know more when i hear back from POOLMASTER.

-Moses

p.s. You woulnd't encounter this problem if you loaded both mods onto a dedicated server, and only had the HLC RCON mod running client-side. (after the patch, the HLC RCON mod now needs to be uploaded to your server also).

Provider_oo1
02-15-2004, 10:41 PM
Thanks for the update moses - Can't wait for 4.1.

Toxteth_OGrady
02-16-2004, 10:08 AM
Likewise :!:

Good work H_M :clap:

imported_PoolMaster
02-17-2004, 01:29 AM
Custom gametypes will be in 4.0 granted they are completed. They weren't ready for 3.5, and we were pressed fer time. ::o):

DigitalFrostbyte
02-17-2004, 03:49 AM
ok my guys are dirving me nuts wanting this fixed an i have tried catching pool on msn several times with no luck (busy man i know). Everything about PRM works great on our server except 1 thing. the nade cooking doesn't work. I have deleted the file from the server an reuploaded it like 5 times now. redownloading it an reuploading did not help at all. I was talking to a guy who has a server form the same place as i do an his is working perfectly. I looked at part of his cfg file an aside form autoprone being off on his ours are the same. Any ideas how to fix this anyone? I'll put my cfg up just in case though.'


// GENERAL SETTINGS
seta sv_mapRotation "gametype sd map mp_brecourt gametype sd map mp_carentan gametype re map mp_chateau gametype sd map mp_dawnville gametype tdm map mp_depot gametype sd map mp_harbor gametype tdm map mp_hurtgen gametype sd map mp_pavlov gametype sd map mp_powcamp gametype tdm map mp_railyard gametype tdm map mp_rocket gametype re map mp_ship "
seta sv_hostname "=[*AAO*]= Against All Odds"
seta scr_motd "www.clanaao.com"
seta rconPassword "xxxxxxxxxxxr"
seta scr_friendlyfire "1"
seta sv_cheats "0"
seta sv_maxclients "24"
seta sv_maxPing ""
seta sv_maxRate "25000"
seta sv_gamespy "1"
//seta dedicated "2"
seta g_allowvote "0"
seta scr_allow_vote "0"
seta g_privateClients "2"
seta g_privatepassword "xxxxxxxxx"
seta sv_allowDownload "1"

//PRM settings //(Check READ_ME for what they do)
seta sv_healthpacks "1"
seta sv_nokillcam "0"
seta sv_noDropSniper "0"
seta sv_bleeding "1"
seta sv_no_crosshairs "0"
seta sv_alliedSniperLimit "10"
seta sv_alliedSMGLimit "10"
seta sv_alliedMGLimit "10"
seta sv_axisSniperLimit "10"
seta sv_axisSMGLimit "10"
seta sv_axisMGLimit "10"
seta sv_dropOnHandHit "1"
seta sv_clanTags "=[*AAO*]="
seta sv_healthpacks "1"
seta sv_hitKnockdown "1"
seta sv_shellshock "1"
seta sv_shellshock_grenade "1"
seta sv_shellshock_bash "1"
seta sv_shellshock_fall "1"
seta sv_shellshock_panzer "1"
seta sv_shellshock_bullet "1"
seta sv_bash_ss_time 5
seta sv_grenade_ss_time 5
seta sv_fall_ss_time 3
seta sv_panzer_ss_time 5
seta sv_bullet_ss_time .5

// WEAPONS SETTINGS
seta scr_allow_bar "1"
seta scr_allow_mp40 "1"
seta scr_allow_mp44 "1"
seta scr_allow_ppsh "1"
seta scr_allow_sten "1"
seta scr_allow_thompson "1"
seta scr_allow_bren "1"
seta scr_allow_m1garand "1"
seta scr_allow_nagant "1"
seta scr_allow_enfield "1"
seta scr_allow_kar98k "1"
seta scr_allow_m1carbine "1"
seta scr_allow_kar98ksniper "1"
seta scr_allow_springfield "1"
seta scr_allow_fg42 "1"
seta scr_allow_panzerfaust "1"

// ADVANCED SETTINGS
//seta net_port "28960"
seta scr_forcerespawn "1"
seta g_forceteamspectate "1"
seta sv_floodprotect "1"
seta developer "0"
seta pure "1"
seta scr_drawfriend "1"
seta sv_fps "20"

//Logging
seta logfile "3"
seta g_log "games_mp.log"
seta g_logSync "0"
seta g_logHits "1"

// GAMETYPE - SPECIFIC SETTINGS
seta scr_dm_scorelimit "25"
seta scr_dm_timelimit "10"
seta scr_tdm_scorelimit "50"
seta scr_tdm_timelimit "10"
seta scr_sd_scorelimit "10"
seta scr_sd_timelimit "0"
seta scr_sd_graceperiod "15"
seta scr_sd_roundlength "4"
seta scr_sd_roundlimit "0"
seta scr_bel_alivepointtime "10"
seta scr_bel_timelimit "30"
seta scr_bel_scorelimit "50"
seta scr_re_showcarrier "0"
seta scr_re_scorelimit "10"
seta scr_re_timelimit "0"
seta scr_re_graceperiod "15"
seta scr_re_roundlength "4"
seta scr_re_roundlimit "0"


// START MAP CYCLE
map_rotate

Knox
02-18-2004, 07:13 AM
The Mod runs great....We're really Liking it our server. So far I haven't found any bugs. Might be becuase I'm laughing too hard at guys scrambling for a gun when theirs gets shot....LOL..

Excellent work Guys......

League of eXtraordinary Gamers 66.135.32.204:28959

ColdLogic
02-18-2004, 08:10 AM
Any word from Hammer? Thanks for your time PoolMaster.

imported_PoolMaster
02-21-2004, 12:23 PM
Should be able to get on MSN real soon, been extremely busy in RL as of late.

Glad to hear you guy's have no error's Knox, always a plus :!:

I haven't had the time tot alk to hammer yet. We have RSD working for PRM now, and are going to get Dem. If Hammer doesn't convert the gametypes, we prolly will with his consent and use them in PRM.

killerace
03-01-2004, 10:07 AM
Poolmaster, we (=@NL=) really like the options that prm/hlcrcon give us. It works like a charm.
I have just 1 question:
As we are a clan playing clanbase ladder, we would like to have a version of your mod, BUT with default weapons. So our players don't get used to realism....
I ask this because we like the integration of shellshock, weapon limiting and message center in 1.
But most of our players tend to play worse in non-realism matches, after they played realism for a while.


Let me know plz,

KA

imported_PoolMaster
03-02-2004, 04:27 PM
Add me to MSN, poolmaster@mohalliance.org

IM me and say yo this is the guy asking for PRM w/ stock weps, and I'll get it to ya.

killerace
03-02-2004, 05:05 PM
Allright :!:
I will mail you, as i do not have msn, and don't want it :wink:

Liberator
03-03-2004, 04:30 PM
Custom gametypes will be in 4.0 granted they are completed. They weren't ready for 3.5, and we were pressed fer time. ::o):

Any luck getting rid of the secondary weapon slot?

imported_PoolMaster
03-03-2004, 07:38 PM
We have had the coding for awhile.. I actually forgot we had it :o

We will prolly use it in 4.0, cvar'd of course, so 2 slot is still available.

killerace
03-04-2004, 03:07 AM
Tnx for the special version :!:
Uploaded it last night, seems to be working fine :smile:

imported_PoolMaster
03-04-2004, 05:31 PM
Good to hear m8 :clap:

mack
05-06-2004, 10:36 AM
ok ...

we're running prm 3.5 and i've set up most of the basics for the cfg

i'm stuck with how to switch off weapon drops, so that the ONLY time you can actually get an enemy's weapon is by shooting it out of his hand

so ... i have droponarmhit off and droponhandhit on ... what rcon command do i need to stop the weapons dropping on death ?

hope you can help