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imported_PoolMaster
11-18-2003, 05:43 PM
PRM_Realism_Ver_2.0 is now released!!!!!!!!!!!!!!!!

Same as before, here are the basics of the mod...

1.= Gives server admins the ability too turn off crosshair, compass indicators, basically all hud options for clients.
3.= Enables ability for server admin too turn on and off kill-cam.
2.= Makes dramatic changes too weapon damages.
3.= Makes grendaes cookable with a 5 second fuse.
4.= Enables a weapon limiter for all weapons.
5.= Enables a bleeding mod.
6.= Disables Healthpacks.
7.= Makes it so no Sniper rifles are not dropped after a player is killed(done so to work with weapon limiter better)
8.= Ability to make players switch teams via rcon.

Now I do ask 2 things:

1.= Before you use this mod, please read the READ ME file, it has some extremely important info, as in what everything in the mod does, how too enable certain things in the mod, etc... Also, if you encounter problems with the mod, please check the READ ME for answers, cause I am sure it supplies them, if not I have my contact info in there.

2.= If at all possible, please put _PRM after your server's name too indicate you are running PRM, basicalyl too make it easier on those who are looking for a realism server, if not I understand, but out of al the things Wolfsbane and myself did for this mod, this is all we ask of you


http://www.codfiles.com/file.info?ID=20710

AND PLZ CHECK THE GLITCHES PART IN THE READ ME BEFORE E-MAILING ME ABOUT ANY, thank you.

Oracleman
11-19-2003, 06:10 PM
What about team-only spectating ? Will I have to keep my current mod for that ? That mod also contains killcam on/off so maybe there's a conflict ?

rudedog
11-19-2003, 06:24 PM
Posted this on the front page, poolmaster. I've also updated your file in our downloads section!

imported_PoolMaster
11-19-2003, 06:40 PM
What about team-only spectating ? Will I have to keep my current mod for that ? That mod also contains killcam on/off so maybe there's a conflict ?

Very sorry but team spectate will not be compatible. I had it added in, along w/ team balancing, however, the next patch (thanksgiving) will patch both these issues, so i just said f*** it, dont fix it if it aint broke, or if it'll get fixed by someone else very soon ;)

Oh and thank-you rudedog.

Oracleman
11-19-2003, 06:54 PM
Hmm OK. I was just over at iwnation looking for info on the upcoming patch. Care to point me to a list/thread/or something ?

TIA

imported_PoolMaster
11-20-2003, 02:56 AM
Hmm OK. I was just over at iwnation looking for info on the upcoming patch. Care to point me to a list/thread/or something ?

TIA

Go to callofduty.org , go to their forums, look for the thread under either general or multiplayer about the IW CoD.org chat on IRC thread, explains some there, plus I know some more here n' there.

imported_PoolMaster
11-20-2003, 04:42 AM
Looking for a good CoD realism ladder? Do you want that too be a PRM realism based ladder? If so, then check this out...

TDM= http://www.callofduty.org.uk/?action=ViewLadder&lid=8

RE= http://www.callofduty.org.uk/?action=ViewLadder&lid=9

SD= http://www.callofduty.org.uk/?action=ViewLadder&lid=10

AADiC
11-22-2003, 12:32 PM
So you took auto team balancing out? :cry: :cry: :cry: :cry:

That it all that it is really lacking to be complete.

rudedog
11-22-2003, 02:09 PM
So you took auto team balancing out? :cry: :cry: :cry: :cry:

That it all that it is really lacking to be complete.

That would be awesome! PoolMaster, we have been using this on the codadmin.com's dedicated game server and people love it. I love restricting 2 sniper rifles per team,

I personally wish the hit damage was a tad more but other then that very nice mod.

Let us know if there are any more updates!

imported_PoolMaster
11-23-2003, 09:15 AM
So you took auto team balancing out? :cry: :cry: :cry: :cry:

That it all that it is really lacking to be complete.

That would be awesome! PoolMaster, we have been using this on the codadmin.com's dedicated game server and people love it. I love restricting 2 sniper rifles per team,

I personally wish the hit damage was a tad more but other then that very nice mod.

Let us know if there are any more updates!

Got _PRM at the end of the server's name :o ??? :wink:

We are working on Ver 3, and boy it's looking alot lot better :lol: Tons of new junk too do, and improved qualities of the previous ver.

rudedog
11-23-2003, 10:24 AM
Well I had PMR then relised it was wrong :oops: we now have the PRM tags on it.

imported_PoolMaster
11-23-2003, 03:54 PM
Danke :lol:

Oh, quick little update, we now have it so if you get shot in the arms, you drop your wep your holding, but its cvar'd so i foyu dont want it, you dont have too have it ;)

AADiC
11-23-2003, 04:58 PM
PLease let admin@codadmin.com us know soon as we can try this out :smile:

Is Auto Team balancing going to be added?

imported_Maxim
11-23-2003, 05:06 PM
Danke :lol:

Oh, quick little update, we now have it so if you get shot in the arms, you drop your wep your holding, but its cvar'd so i foyu dont want it, you dont have too have it ;)Hmm, every shot to the arms makes you drop your weapon? Will it matter which arm?

Cobra
11-23-2003, 09:50 PM
I cant get the killcam to work in my server with the mod.
So here is my config and what i have in the main folder and also my starline.

StartLine:
"D:\Programfiler\Call of Duty\CoDMP.exe" +set dedicated 2 +exec ngc2.cfg +map_rotate


Config file:
// Hostname and Message of the Day
set sv_hostname "^1NGC-1^7 Public ^4Norway PRM"
set scr_motd ""
sets " Owners" "Cobr@"
sets " Website" "http://www.elitefish.no"
sets Admin "Cobr@"
sets E-mail "cobr@elitefish.no"
sets ServerHost "Cobr@home"

//HUD cvars:
set sv_no_crosshairs 1
set sv_no_crosshair_names 0
set sv_no_compass_players 0
set sv_healthpacks 0
set sv_nokillcam 0
set sv_noDropSniper 0
set sv_noDropSidearm 1
set sv_bleeding 0
set sv_alliedSniperLimit 2
set sv_alliedSMGLimit 6
set sv_alliedMGLimit 2
set sv_axisSniperLimit 2
set sv_axisSMGLimit 6
set sv_axisMGLimit 2

// Maximum Clients
set sv_maxclients "22"
set sv_privateclients "6"
set sv_privatepassword "XXXXX"
set sv_allowDownload "1"
set sv_maxPing "150"
set sv_maxRate "10000"
set sv_allowdownloads 0
set sv_pure 0


set scr_drawfriend "1"
set scr_forcerespawn "0"
set scr_friendlyfire "2"

// Allow Voting
// It is recommended if you have friendly fire on
// that you also enable voting so that players can kick team-killers.
set scr_allow_vote "0"

// Rconpassword
set rconpassword "XXXXX"

g_logsync "2"

// Weapons Allowed
set scr_allow_bar "1"
set scr_allow_bren "1"
set scr_allow_enfield "1"
set scr_allow_kar98k "1"
set scr_allow_kar98ksniper "1"
set scr_allow_m1carbine "1"
set scr_allow_m1garand "1"
set scr_allow_mp40 "1"
set scr_allow_mp44 "1"
set scr_allow_nagant "1"
set scr_allow_nagantsniper "1"
set scr_allow_panzerfaust "0"
set scr_allow_ppsh "1"
set scr_allow_springfield "1"
set scr_allow_sten "1"
set scr_allow_thompson "1"

// Search and Destroy Settings
set scr_sd_graceperiod "20"
set scr_sd_roundlength "4"
set scr_sd_roundlimit "20"
set scr_sd_scorelimit "0"
set scr_sd_timelimit "20"

// Behind Enemy Lines Settings
//set scr_bel_alivepointtime "10"
//set scr_bel_scorelimit "0"
//set scr_bel_timelimit "20"

// Retrieval Settings
//set scr_re_graceperiod "20"
//set scr_re_roundlength "4"
//set scr_re_roundlimit "0"
//set scr_re_scorelimit "0"
//set scr_re_showcarrier "0"
//set scr_re_timelimit "20"

// Team Deathmatch
//set scr_tdm_scorelimit "0"
//set scr_tdm_timelimit "20"

// Deathmatch
//set scr_dm_scorelimit "0"
//set scr_dm_timelimit "20"

// The rotation. Sertch and destroy
set sv_mapRotation "gametype sd map mp_brecourt gametype sd map mp_carentan gametype sd map mp_dawnville gametype sd map mp_depot gametype sd map mp_harbor gametype"


Here are what i have in the main folder.

http://home.online.no/~peevjen/download/main.jpg


Anyone that can help me get the killcam to work again....?

imported_Maxim
11-23-2003, 10:09 PM
I kind of have the same problem, I can't get anything to turn back on once it's off.

imported_PoolMaster
11-23-2003, 10:10 PM
set sv_nokillcam 0


Hehe, should be a one m8 :wink:

set sv_nokillcam 1

imported_Maxim
11-23-2003, 11:12 PM
I think he's trying to get it to work, as in, Have the killcam. So 0 would turn it on right?

Cobra
11-24-2003, 06:09 AM
I cant get the killcam to work in my server with the mod.
So here is my config and what i have in the main folder and also my starline.

StartLine:
"D:\Programfiler\Call of Duty\CoDMP.exe" +set dedicated 2 +exec ngc2.cfg +map_rotate


Config file:
// Hostname and Message of the Day
set sv_hostname "^1NGC-1^7 Public ^4Norway PRM"
set scr_motd ""
sets " Owners" "Cobr@"
sets " Website" "http://www.elitefish.no"
sets Admin "Cobr@"
sets E-mail "cobr@elitefish.no"
sets ServerHost "Cobr@home"

//HUD cvars:
set sv_no_crosshairs 1
set sv_no_crosshair_names 0
set sv_no_compass_players 0
set sv_healthpacks 0
set sv_nokillcam 1
set sv_noDropSniper 0
set sv_noDropSidearm 1
set sv_bleeding 0
set sv_alliedSniperLimit 2
set sv_alliedSMGLimit 6
set sv_alliedMGLimit 2
set sv_axisSniperLimit 2
set sv_axisSMGLimit 6
set sv_axisMGLimit 2

// Maximum Clients
set sv_maxclients "22"
set sv_privateclients "6"
set sv_privatepassword "XXXXX"
set sv_allowDownload "1"
set sv_maxPing "150"
set sv_maxRate "10000"
set sv_allowdownloads 0
set sv_pure 0


set scr_drawfriend "1"
set scr_forcerespawn "0"
set scr_friendlyfire "2"

// Allow Voting
// It is recommended if you have friendly fire on
// that you also enable voting so that players can kick team-killers.
set scr_allow_vote "0"

// Rconpassword
set rconpassword "XXXXX"

g_logsync "2"

// Weapons Allowed
set scr_allow_bar "1"
set scr_allow_bren "1"
set scr_allow_enfield "1"
set scr_allow_kar98k "1"
set scr_allow_kar98ksniper "1"
set scr_allow_m1carbine "1"
set scr_allow_m1garand "1"
set scr_allow_mp40 "1"
set scr_allow_mp44 "1"
set scr_allow_nagant "1"
set scr_allow_nagantsniper "1"
set scr_allow_panzerfaust "0"
set scr_allow_ppsh "1"
set scr_allow_springfield "1"
set scr_allow_sten "1"
set scr_allow_thompson "1"

// Search and Destroy Settings
set scr_sd_graceperiod "20"
set scr_sd_roundlength "4"
set scr_sd_roundlimit "20"
set scr_sd_scorelimit "0"
set scr_sd_timelimit "20"

// Behind Enemy Lines Settings
set scr_bel_alivepointtime "10"
set scr_bel_scorelimit "0"
set scr_bel_timelimit "20"

//Retrieval Settings
set scr_re_graceperiod "20"
set scr_re_roundlength "4"
set scr_re_roundlimit "0"
set scr_re_scorelimit "0"
set scr_re_showcarrier "0"
set scr_re_timelimit "20"

// Team Deathmatch
set scr_tdm_scorelimit "0"
set scr_tdm_timelimit "20"

// Deathmatch
set scr_dm_scorelimit "0"
set scr_dm_timelimit "20"

// The rotation. Sertch and destroy
set sv_mapRotation "gametype sd map mp_brecourt gametype sd map mp_carentan gametype sd map mp_dawnville gametype sd map mp_depot gametype sd map mp_harbor gametype"


Here are what i have in the main folder.

http://home.online.no/~peevjen/download/main.jpg


Well i have done it with the value 1 for killcam.....
But it still dont work.

I have tryed this before allso and that is why i am asking becase i cant get it to work what ever value i have in the killcam.

ruggbutt
11-24-2003, 11:07 AM
I had the same problems.

imported_PoolMaster
11-24-2003, 11:56 AM
1 turns it off, 0 leaves it on.

1 = yes

0 = no

nokillcam, so yes means there is none, 0 means there is one. Get it?

Cobra
11-24-2003, 12:36 PM
1 turns it off, 0 leaves it on.

1 = yes

0 = no

nokillcam, so yes means there is none, 0 means there is one. Get it?

PoolMaster i dont think you get what i am saying here.......
But that might be my bad English.

It dosent matter if i USE 1 or 0 for the killcam in the config.
I have tryed to set it tp 1 and allso i have tryed to set it for 0

So my problem is that i want to use your mod.
But i allso want my killcam on so people can see how the get killed.
But I cant get it on so people can see how they get killed.
The killcam is Disabled/off all the time and i want it Enabled/on.
And I set it to 0, The killcam dont work
If I set it to 1, The killcam dont work.

So that is my problem.

Hope i explained it in a better way now.

imported_PoolMaster
11-24-2003, 02:28 PM
Well I now it works, what other mods you have running w/ your server???

Cobra
11-24-2003, 03:04 PM
Here are what i have in the main folder.

I dont have any other mod`s in the server.

and all my configs you see in my post`s higher up.

And i belive that it works.....
I just need help to find out what is wrong with my server since it dont work in my server.

I am running the server as search and destroy.


http://home.online.no/~peevjen/download/main.jpg

Cobra
11-24-2003, 05:31 PM
Wow i got it to work....
I just had a restart on the server and the strange thing happend that the killcam was working.
Havent a clue what happend here.

Heinz
11-26-2003, 04:22 PM
we just tried to run it for a bit on our server. it was screwing up spawns on S&D maps, people were stuck in spawn (like feet were in cement), and someone spawned in a staircase.

we run a 32-man server. other than PRM there are no other mods. FYI.

imported_PoolMaster
11-28-2003, 04:46 PM
Ok, I have a good idea what the spawn problem is. It will be patched in the next update of PRM which should come shortly, just need to do some minor testing.

rudedog
11-28-2003, 06:03 PM
pools master did you get my PM?

imported_Eroc
11-29-2003, 03:11 AM
I love the mod and have it running on 4 servers but have 3 issues I cannot ignore anymore.

1. Nades are waaaaayyyyy to large when they explode.

2. Spawning inside of walls and such when playing SD

3. Pistols are as stong as the machine guns. I've had people use them and be just as effective.

4. This might be my setup or just the games itself, but free spectating while in SD mode I "think" was working prior to this mod.

Sorry but I gotta remove it until some of these are changed.

Thanks for the mod, let me know when the new one comes out.

[9thSF]=CO=ErocTheGreat

imported_PoolMaster
12-02-2003, 05:56 PM
You know, I am hearing that everyone, even w/o PRM on their servers is experiencing this spawning in buildings thing now n' then. I dunno myself, but eh'...

imported_Killmore
12-02-2003, 11:28 PM
pmr is no doubt the best relism mod i like mine but hey so heres the deal kar98 sniper 150 dmg kar 98 120 dmg to my knowlage adding a scope to a wepon dose not add velocity range or knock down to the wepon its mounted on same thing goes for the nagant for british you got the enfield and the springfield different wepnons but i belive it the same round a .308 british enfield 120 dmg springfield 150 why are they diferent ? it makes the bolt action rifles bleh i love the bolt action rifles only thing i tend to use
i want to know why the same round is more power full with a scope :) as far as balancing the game out no one wants to use these cause the m g tend to be just as accurate up 2 a point and 1 or 2 shots out of a 30 round clip tends to kill so by upping the dmg on the bolt action to that of it sniper counterpart seems logical adds to the versitility to the game and would add balace as well it comes down to do you what range knockdown and accuacy or do you want to charge on in with your mg for some spray and pray action just a thought but i say rase the bolt action rifles to 150 dmg to add balance and er um realism to the game

as far as Erocs post guess you dont like realism :P


wepons are to acurate from the hip to but hey like eroc here most people dont want realism and wont play it soooo . oh well love the mod the only thing i would change and people would still play it would be the dmg on the bolt action rifles

imported_Eroc
12-02-2003, 11:38 PM
I think you need to reread my post Killmore.

I have used realism for quite some time....

I noted that there are several ISSUES with the mod and also the nades cause way to much damage. We modified the mod so that the pistol is not like a machine gun anymore and the nade doesn't take out people half way across the map.

Thanks for your concern though.

imported_PoolMaster
12-03-2003, 12:47 AM
Trust me friend, when you shoot a kar98 sniper, and a kar98, you'll notice the difference in power, trust me on that. I have modified the wep damages some, turned kar98 up a tad, turned down nades, turned down pistol just a notch.

Also, if people are tendning to use the MG's more, than limit them, thats why we did the wep limiter :wink:

Oh and also Eroc is not a RanG, he is a tact/realism player like myself, so he prefers realism more so than most here.

Oh btw Eroc, I need to speak w/ you on MSN next chance ya get.

imported_Killmore
12-03-2003, 04:26 AM
http://users.bigpond.net.au/feckless/index.html

above is a link to about every thing youll ever need to know about ww2 wepons im not talking out my yahoo here im a big boy i do my research

so to eroc reply i dont mean to seem like im doging you im not most people dont like realism with if youll go to the link above and look at the smg and pistols for instance tommy gun shoots .45 acp
model 1911 shoots .45 acp and there for realisticly the pistol is very much as power full as the tommy gun sten smg shoots a 9mm the pistol the same 9mm there for also as power full as the smg
the dmg comes from the bullet not the gun from the only thing that changes it the acuracy not the power

as for grenades well think of it this way when it goes boom it sends a butt load of metal in every direction the range is quite far but not very efective after a few feet the likly hood of the fragment hiting some one out side of say 15 foot radius is slim but it would still hurt if it did so let stick to the 15 foot radius wich is about what poolmasters nade still hurts you at so there for pretty realistic but due to the limitation of the engine we cant properly mod the nade

so if you saying you dont like the fact that pistol are as power full as smg well to me your saying you dont like realism be cause the fact is that the pistol are very much as powerful as the smg

and if nade are to power full well same thing nades are tricky you could be 10 feet from it and just take the concusion and you could be a 100 yards and take a piece af shrapnel in the head depending also on wheather or not you cook it and it explodes in the air

so im not dogin you just statin what you said no hard feelins



as far as poolmasters reply

Trust me friend, when you shoot a kar98 sniper, and a kar98, you'll notice the difference in power,


did you mean ingame or rl ?

because i did notice it ingame and there for brought it up if you ment in rl well if youll follow the link above you will see that the kar98 sniper is just a kar98 with any one of the assorted scoped models youll see these wepons have the ability to shoot a modified round at a lesser caliber to add to range by adding velocity but the down side is it has must less knock down there for much less efective for killin the same goes for allied rifles vrs allied sniper rifles if the sniper rifles are 150 dmg then the rifles should be equivelent minus the m1 garand that shoots a 30.06 wich is acualy more efective than that the other rifles but for balance sake leave it be heh

as far as turning down nades i wouldnt do that i would just limit the amout say 2 per rifleman and 1 per mg to stop the spaming
with none for the snipers after all they wouldnt have needed a grenade

ok so im not griping well ok i am but in good humor i see all these things people call realism mods but there not realistic when i say realism i mean as close to real life as we can posibly make it
not as close to rl as you think it should be

my biggest gripe is you using the word tactical you seen people playing you mod ? im not saying you guys arent tactical but your mod leaves the ability to be just as acurate un sighted leaving in the ability to just run and gun spray and pray a real tactical realism mod would not allow this wepons like on my mod would be compleatly utterly in acurate from the hip wile your runing forcing people to acualy aim there gun wile not compleatly realistic its much more so than any other mod as is i chalange any one of you to find a gun and set a target up 50 feet away runn at it full speed and shoot
let me tell ya now that the likly hood of you hitting it is slim its called luck if you do and now imagine that target is holding a gun aiming at you :/ well you get the picture im not saying change this aspect of your mod cause no one would play it
but i would love to see a /ptr/ poolmaster tactical realism mod where you might do this for the truly tactical players my mod was just a half ars throw together i have modified it quite a bit but see no reason to realese it no one likes to aim there gun any how and since my mod forces tactical play style and aiming your gun to be acurate every one just says bah



so when you call your mod realism do you mean how you think it should be or do you mean as close to rl as humany ly posible using this engine or is it just a balance mod pmbm?

like i said i love the mod think you've done great things with it but i want realism i cant make that clear enough so i say make 2 versions one for hard core realism tactical mothers like me and a i dont like the original mp mod for the rest of the people\

BTW you found away to make a guy drop his gun when shot in the right place figure out how to force prone when shot in the legs now thats realism

so im not tryin gto be a ars i just want to be able to find as close to a truely realistic server as posible some day soon you guys say your tactical well lets see it ! come on :)

rudedog
12-03-2003, 06:31 AM
My take on this, I think we need to consider 3 types of CoD and even MOH players


1) stock. They like it the way it is out of the box.

2) realism. Or what they believe is realism. Most of the time all they want is real world weapon damage that's it. A one shot one kill, make the weapon damage realistic but keep the rest of the game the same ( cross hairs on, hud on, firing from the hip.....)
They want realism but they want fast paced fun.

3) Total real World realism. weapon damage, weapon accuracy, no health pack drop, limit weapons to one per client, inaccuracy from the hip while moving,........ does not care for weapon balance as long as the weapon damage is proportional to each weapon in the game. Beleive it or not, this slows down game play and it should as in real life, there is no way in hell, I'm running out there in the wide open :x(

I fall into number #2 just under #3. If I played in a clan or had the time to play in a clan. I would love playing #3 and it defiantly would be my favorite. You defiantly need a clan on both sides to make #3 work - IMHO Number 3 is where I think team work would come into play offering even a higher standard of playing and realism. Just like in real life, team work and strategy prepared before the game starts. Is needed just like in real life, fighting an armed organized enemy


To me it's still a game where I like a "realism" mod because it does force the general public to think before running and gunning.

on a side note, with all this talk of realism. what is with people complaining about camping in CoD? I knew people complained about it in MOH but come one people there is no such thing as camping in CoD unless you turn gravity off and tracers on (full time)
sorry that was my rant of the week :smile:

Sitting_Duck
12-03-2003, 12:19 PM
Ah realism mods...yes....well....with the coming of CoD we have found many talented people have embraced it and worked thier scripting magic.

I have been cruising the different servers as much as I can to get a taste of the different realsim mods. For the most part they have been enjoyable. And I think that should be the focus.

We as scripters take the time to make something for everyone to enjoy. The goal of our labors is to make people happy. Sure we may be killing one another, but we're happy, and if you aren't...well then its time to take a break for a little while. No one should be "bashing" another persons work. If you don't like it, then by all means find another server to play on. This of course is not directed at anyone of the previous comments made on this string. It is a general statement, something I have been saying since the very first day I began admin'ing.

For the scripters out there, be proud of your work, but don't let pride stop you from taking some constructive opinions regarding it. Realise there will always be someone who isn't happy with what you have created. They will just need to keep searching for what does.

As Rude pointed out, there are 3 types of CoD and MoH gamers out there. I did alot of research myself in regards to WW II weapons while I created my =SDR= realism for MOH. There seemed to be a decent number of clans who liked it.....I mixed my realism mod up between #2 and #3 in Rudes rankings. Now not everyone liked it, but there seemed to always be a pretty full house for quite a long time. Why? Because people enjoyed it. And thats the goal, people have to enjoy what you made...if they don't they'll move on and you lose the exposure you are looking for.

It is healthy for us to discuss all of this in the forums as opposed to the server which it is being run. Here we can take the time to read over the text, which holds no emotion, again and again. One more thing to remember, claiming to be the best this or that may get a few more downloads, but its the public who has the last say in it all.

So now that my first cup o' joe is running through my veins at full speed I will say my good day to you gentlemen...and ladies? Quack!

imported_PoolMaster
12-03-2003, 04:30 PM
Sniper rifle wise, I am going by what ppl who have shot them (including myself) have to say on the matter.

Tactical wise. Of course those running PRM arent all going to be tactical. I dev'd PRM for the use of it to be tactical, but I cant tell others how to run their server, just offer suggestions.

You guys forgot one important classification for games, tactical. Cause realism and tactical players idffer in so many ways.

We are deving a mod to limit nades to certain classes, till thats done power has been decreased.

We have tried the shot in foot/leg go prone bit, doesnt work, yet.

Get with me on MSN, poolmaster@mohalliance.org , I'd like to hear what you did to make a tactical mod, cause I have never heard of one myself, sounds interesting. Tmk the closest is a realism mod, its just not all servers run a tact/realism gameplay style, some run just realism.



Oh BTW.........

PRM_Realism_Ver_3.0 is pretty much complete. We want to test it out basically all day today. We will be releasing the beta to a few server admins I have in mind for testing today as well (if all goes well, if not they will be getting them tom.). They will test them for a day or two, report any bugs/glitches back to me, and if there are any we will fix, then re-do the process till no major bugs can be found. If all goes well, Ver 3.0 should be released by Friday.

ruggbutt
12-03-2003, 06:12 PM
Here's my 2 cents. I apologize in advance for being long winded.

There is absolutely no difference in stopping power between the Kar98 whether it's scoped or not (IRL I'm talking about). The scope allows you to hit more accurately. In this game until the wavering in the scopes are increased you'd be better off limiting the power of the rifle. But to make the sniper more powerful is going the wrong way w/the math. As far as damage w/the .45, it gains a little velocity in the Thompson because of the barrel length. Anything more than 9 inches w/a .45 doesn't enhance velocity or stopping power. The 9mm is much different. The 9mm in the Sten is more powerful than out of a pistol. The extra barrel length allows the gunpowder to burn completely thus increasing velocity. Traditionally 9mm rounds loaded to European standards are more powerful than those loaded in the U.S. The PPSh is the least powerful of all, utilizing a 30 caliber pistol round in a short semi-necked case. About as powerful as the 9mm fired from the Luger.

I have fired every weapon in this game except the Panzerfaust, Russian and German frags. I'm lucky that I live in a state that allows ownership of these things and that I know the right people. The MG42 slid me completely backwards off of a shooting mat when I fired it, and I weighed 150 lbs. at the time. The 8mm Mauser round that it fires is the same as the ones in the Kar98. Velocity is the same from it as the rifles so damage would be the same. The 8mm round is slightly more powerful than the .30-06 that is used by the Garand and the BAR. The American frags have a 5 yard kill radius, the German Frags a bit less. The German frags were actually filled w/an explosive that wasn't as powerful as what the U.S. used. The explosive was made w/lard or fat drippings. Russian frags were much heavier but threw more schrapnel.

When speaking of realism I would be happy if the weapons were related to each other in damage. What I mean is that if the 8mm is 10% more powerful (IRL) than the .30-06 do the same in the game. The Thompson hits 20% harder than the .45 pistol. If everything was relative you'd be more likely to make the hardcore gun sluts (myself included) happy w/any mod.

imported_Killmore
12-05-2003, 02:26 AM
that rudedog was one hell of an nformative post :)

the thing is we all know that in rl you get shot if your not dead you prolly not going no where fast

but like you said

When speaking of realism I would be happy if the weapons were related to each other in damage. What I mean is that if the 8mm is 10% more powerful (IRL) than the .30-06 do the same in the game. The Thompson hits 20% harder than the .45 pistol. If everything was relative you'd be more likely to make the hardcore gun sluts (myself included) happy w/any mod

this is pretty much where im going when i say all the wepons with a simaler round should do similar dmg as close to rl as we can but
not so much so that it unbalances the game to badly
he got it down pretty pat in his mod atm
my only gripe with it was the fact that a sniper with a nice old scope could do more dmg with my usein my trusty kar and that bugged me so i wanted all the rifles and the sniper counter part to be the same

its hard when you like the most dificult wepon in the game but 60 % of the time you have to hit them 2 times eheh where as there sniper counter part is droping them left and right

so to make them the same as there sniper counter part would have made it fairly realistic wile add a good balance to the game
we have chated about it and messed with some stuff well see what comes of it

and as far as the diferance in velocity in the for instance tommy and colt at the distances of the game im not shure that 20% could be seen in rl you know were talking like what an average of 30 feet or so using those 2 wepons in game wile in rl at 100 yard im shure youdd see the diferance so making them the same sounds reasonable .. to me any way ehhe

so basicly im with you make whats similar in rl do the same in game it adds balance that way and realism to the extent that well its a game

i forget what else i was going to say lol ok im going to play now