Amerikkalainen MavLP on julkistanut päivityksen Modern Warfare -pelille DAMN:MW-modin muodossa. Versio on nimeltään 0.57 ja se tuo muutoksia mm. regen-ominaisuudelle ja aseille.
Tässä versiossa pelaaja pystyy säilyttämään maasta nostamansa rynnäkkökiväärin tai konepistoolin, kunhan se vain on samassa aseluokassa, mitä pelaaja käyttää. Regen (damagen palautuminen) on jaettu kolmeen vaihtoehtoon; pois kokonaan päältä, alkuperäinen ja uusi 2/3-vaihtoehto. 2/3 päällä et enää palaudu täysin terveeksi, esim. jos sinut ammutaan 100 hp:stä 40:en, palaudut 80:en ja jäät siihen kunnes kuolet.
Ennenkuin tiedosto saadaan upittua palvelimellemme, voit ladata sen GotFragistä, mutta se vaatii rekisteröitymisen.
Koko muutos logi on tässä:
- Menu Screen revamped - The menu screen has been reworked and now picking weapons couldn't be easier
- Multiplayer options - All the major ingame tweaks such as maxpackets, fps, field of vision are now in the multiplayer options menu
- Multiplayer Controls - All of the DAMN mod specific binds are here. They include a key to bring up the weapon menu, a key to /kill, a key to drop the bomb and a key to attach a silencer. It also has a numerical sensitivity changer, so LANs can allow people to change their sensitivities with the consoles locked.
- Weapons per side - Players now play as marines on defence and opfor on attack on all maps with certain weapons assigned to each side.
Opfor/Attack:
- Ak47
- Mp44
- G3
- Ak74u
Marines/defense:
- M16
- M4
- M14
- MP5
- All other weapons are available to both teams - All silenced weapons have been removed in EU modes. In NA modes for now, you can toggle your silencers on/off mid round by binding the key in multiplayer controls. This is controlled through the ruleset files. Silencers are only toggle-able on the m4, mp5, g36c, beretta and USP.
- Aim Mode - There is a brand new mode for Aim maps. To use this new mode, set dam_mode to aim_weapon. Weapon being the gun you want to practice with. You can do this for all the weapons. It is easier to make it so you do dam_mode aim if you want to do g36 or sniper practice. So if you just do dam_mode aim, then you will have it so itll switch to aim maps, with any weapon. But you you want AK47's only, then do dam_mode aim_ak47. Here is a list for all the modes to switch it to for the weapons.
- 47 or ak47 is the ak47
- 74 or 74u or ak74u or ak74 is the ak74u
- mp5 is mp5
- m4 is m4
- m16 or 16 is m16
- m14 or 14 is m14
- g3 is g3
- mp44 or 44 is mp44's
- g36 or 36c or g36c is the g36c
- if Uzi is in the name, then it's uzi's.
- green or m40 or m40a3 or a3 is the Green Sniper (m40a3)
- black or r700 or 700 or 70 or remington is the Black Sniper (Remington 700)
- Field of View - The scale is now forced to 1.125 for all.
- Keeping Weapons - You can now keep 1 weapon after rounds. The weapon has to be in your class, and you can only keep Assault Rifles and SMGs. A menu pops up at the start of a round and you pick between the weapons shown on screen. You can press escape to keep your original selected weapon.
- The g36c - is now a spec ops weapon bridging the gap between the long range assault weapons and the short rang mp5 and ak74u – it is available to both teams.
- Hitbox changes - Hitbox damage multipliers have been changed - previously in call of duty 4 the damage multipliers were 1.4x to the head and 1x to everywhere else. This has now changed to 2x in the head 1.4x neck 1.2x torso 0.8 arms and legs and 0.4 hands and feet. This is to help promote aim and controlled fire of weapons.
- Sniper rifles - Headshot does 220 damage and will kill through walls, body shot does 110, arms legs and feet is a major tag. It will do a 1 shot kill through very thin walls to the chest or head, but through thick walls it has the potiential to kill with one shot to the head.
- M16 - longer wait between bursts. The Weapon works similar to a rifle now - two bullets from the burst in the head kills, 3 in the body kills. It is still the same gun basically when it had stopping power on.
- G3 - slight nerf in fire rate, this weapon works like a rilfe 2 shots head kill and 3 shots body kill very accurate and now a viable weapon option. It is similar to the stopping power version of the gun.
- M14 - reduced fire rate and clip size of 10 - Weapon does single shot headshot, 2 shots in the chest. The m14, m16, and g3 all act the same as promod, since the multipliers for hitboxes keep them acting like they have stopping power on.
- MP5 and AK74u - The "sniper ak74u" problem was caused by stopping power and lack of hitboxes. Instead of it taking 4 shots to kill long range, it takes 5-7, not counting if they are shot through something. The guns are still very effective close range due to their tight spread and the similar close range damage as an assault.
- The range on SMG's is back to normal promod. The "sniper 74u" doesn't exist.
- Desert eagle - Slight nerf of damage to adjust it with the new hitboxes. Still a very effective secondary weapon. Firing rate is normal.
- SMG - class limit is now 2 or 3 per team( can be more or less depending on ruleset settings )
- Nades - Cooknades have been removed completely, nade damage radius has been reduced by around 30%
- Wallbanging - Since there is no more stopping power, it is slightly less effective than before. It still depends on how thick the wall is if it will penetrate, and how much damage it would do, just like in promod.
- Hitblips - Visual hitblips are now off - audio hitblips are still on and thud through walls as well as a new "dink" noise when head-shotting people. This is controlled through ruleset and server side settings. Each part, visual and audio is toggle-able.
- Mini-map - There are now no longer any red dots on the mini map giving away the enemy position and where they are firing from.
- Shoutcaster now has a minimap when spectating the game in eyes of players, the shoutcaster also has a brand new hud display when in 3rd person. It shows each player's gun and health(Future releases, it doesnt work at the moment). The shoutcaster also has permament red dots on radar.
- New score text for spectators showing the team scores in the bottom left.
- Flash Grenades - They are more direction dependant. It is possible through the ruleset to set it so it just blinds, but has a greater range.
- Muzzle flash - has been turned back on but still has all the fps increasing qualities promod had when it was turned off.
- Cars and barrels - All exploding cars and barrels have been turned off. In 0.57, the cars explode, but they do no damage. This is to prevent using them as permament cover.
- Players now have a healthbar in the bottom right that is optional through server side settings.
- Regen now has 3 options, off, stock, or a new 2/3 regen system. The 2/3 system takes 2/3 of the damage taken, and regens that amount. So if you had 100 HP, get shot down to 40 HP, you regen back to 80 HP. This sticks with you until you die.
- Field of View is now the same as promod settings, as well as many visual settings. There is a Dvar Enforcer that runs a check periodically and sets the dvars to the proper values. Shadows and Dynamic lights are no longer forced off.
- CUnsighted accuracy for the snipers is now the same as stock. They also have a crosshair.
Lähde
Tässä versiossa pelaaja pystyy säilyttämään maasta nostamansa rynnäkkökiväärin tai konepistoolin, kunhan se vain on samassa aseluokassa, mitä pelaaja käyttää. Regen (damagen palautuminen) on jaettu kolmeen vaihtoehtoon; pois kokonaan päältä, alkuperäinen ja uusi 2/3-vaihtoehto. 2/3 päällä et enää palaudu täysin terveeksi, esim. jos sinut ammutaan 100 hp:stä 40:en, palaudut 80:en ja jäät siihen kunnes kuolet.
Ennenkuin tiedosto saadaan upittua palvelimellemme, voit ladata sen GotFragistä, mutta se vaatii rekisteröitymisen.
Koko muutos logi on tässä:
- Menu Screen revamped - The menu screen has been reworked and now picking weapons couldn't be easier
- Multiplayer options - All the major ingame tweaks such as maxpackets, fps, field of vision are now in the multiplayer options menu
- Multiplayer Controls - All of the DAMN mod specific binds are here. They include a key to bring up the weapon menu, a key to /kill, a key to drop the bomb and a key to attach a silencer. It also has a numerical sensitivity changer, so LANs can allow people to change their sensitivities with the consoles locked.
- Weapons per side - Players now play as marines on defence and opfor on attack on all maps with certain weapons assigned to each side.
Opfor/Attack:
- Ak47
- Mp44
- G3
- Ak74u
Marines/defense:
- M16
- M4
- M14
- MP5
- All other weapons are available to both teams - All silenced weapons have been removed in EU modes. In NA modes for now, you can toggle your silencers on/off mid round by binding the key in multiplayer controls. This is controlled through the ruleset files. Silencers are only toggle-able on the m4, mp5, g36c, beretta and USP.
- Aim Mode - There is a brand new mode for Aim maps. To use this new mode, set dam_mode to aim_weapon. Weapon being the gun you want to practice with. You can do this for all the weapons. It is easier to make it so you do dam_mode aim if you want to do g36 or sniper practice. So if you just do dam_mode aim, then you will have it so itll switch to aim maps, with any weapon. But you you want AK47's only, then do dam_mode aim_ak47. Here is a list for all the modes to switch it to for the weapons.
- 47 or ak47 is the ak47
- 74 or 74u or ak74u or ak74 is the ak74u
- mp5 is mp5
- m4 is m4
- m16 or 16 is m16
- m14 or 14 is m14
- g3 is g3
- mp44 or 44 is mp44's
- g36 or 36c or g36c is the g36c
- if Uzi is in the name, then it's uzi's.
- green or m40 or m40a3 or a3 is the Green Sniper (m40a3)
- black or r700 or 700 or 70 or remington is the Black Sniper (Remington 700)
- Field of View - The scale is now forced to 1.125 for all.
- Keeping Weapons - You can now keep 1 weapon after rounds. The weapon has to be in your class, and you can only keep Assault Rifles and SMGs. A menu pops up at the start of a round and you pick between the weapons shown on screen. You can press escape to keep your original selected weapon.
- The g36c - is now a spec ops weapon bridging the gap between the long range assault weapons and the short rang mp5 and ak74u – it is available to both teams.
- Hitbox changes - Hitbox damage multipliers have been changed - previously in call of duty 4 the damage multipliers were 1.4x to the head and 1x to everywhere else. This has now changed to 2x in the head 1.4x neck 1.2x torso 0.8 arms and legs and 0.4 hands and feet. This is to help promote aim and controlled fire of weapons.
- Sniper rifles - Headshot does 220 damage and will kill through walls, body shot does 110, arms legs and feet is a major tag. It will do a 1 shot kill through very thin walls to the chest or head, but through thick walls it has the potiential to kill with one shot to the head.
- M16 - longer wait between bursts. The Weapon works similar to a rifle now - two bullets from the burst in the head kills, 3 in the body kills. It is still the same gun basically when it had stopping power on.
- G3 - slight nerf in fire rate, this weapon works like a rilfe 2 shots head kill and 3 shots body kill very accurate and now a viable weapon option. It is similar to the stopping power version of the gun.
- M14 - reduced fire rate and clip size of 10 - Weapon does single shot headshot, 2 shots in the chest. The m14, m16, and g3 all act the same as promod, since the multipliers for hitboxes keep them acting like they have stopping power on.
- MP5 and AK74u - The "sniper ak74u" problem was caused by stopping power and lack of hitboxes. Instead of it taking 4 shots to kill long range, it takes 5-7, not counting if they are shot through something. The guns are still very effective close range due to their tight spread and the similar close range damage as an assault.
- The range on SMG's is back to normal promod. The "sniper 74u" doesn't exist.
- Desert eagle - Slight nerf of damage to adjust it with the new hitboxes. Still a very effective secondary weapon. Firing rate is normal.
- SMG - class limit is now 2 or 3 per team( can be more or less depending on ruleset settings )
- Nades - Cooknades have been removed completely, nade damage radius has been reduced by around 30%
- Wallbanging - Since there is no more stopping power, it is slightly less effective than before. It still depends on how thick the wall is if it will penetrate, and how much damage it would do, just like in promod.
- Hitblips - Visual hitblips are now off - audio hitblips are still on and thud through walls as well as a new "dink" noise when head-shotting people. This is controlled through ruleset and server side settings. Each part, visual and audio is toggle-able.
- Mini-map - There are now no longer any red dots on the mini map giving away the enemy position and where they are firing from.
- Shoutcaster now has a minimap when spectating the game in eyes of players, the shoutcaster also has a brand new hud display when in 3rd person. It shows each player's gun and health(Future releases, it doesnt work at the moment). The shoutcaster also has permament red dots on radar.
- New score text for spectators showing the team scores in the bottom left.
- Flash Grenades - They are more direction dependant. It is possible through the ruleset to set it so it just blinds, but has a greater range.
- Muzzle flash - has been turned back on but still has all the fps increasing qualities promod had when it was turned off.
- Cars and barrels - All exploding cars and barrels have been turned off. In 0.57, the cars explode, but they do no damage. This is to prevent using them as permament cover.
- Players now have a healthbar in the bottom right that is optional through server side settings.
- Regen now has 3 options, off, stock, or a new 2/3 regen system. The 2/3 system takes 2/3 of the damage taken, and regens that amount. So if you had 100 HP, get shot down to 40 HP, you regen back to 80 HP. This sticks with you until you die.
- Field of View is now the same as promod settings, as well as many visual settings. There is a Dvar Enforcer that runs a check periodically and sets the dvars to the proper values. Shadows and Dynamic lights are no longer forced off.
- CUnsighted accuracy for the snipers is now the same as stock. They also have a crosshair.
Lähde
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