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Discussion: Call of Duty Archives / Call of Duty - Maps and Modifications - Maps - Originally Posted by Bonehead Sure lets try em, what's the link for em? Please see
  1. #31

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    Re: Maps

    Quote Originally Posted by Bonehead
    Sure lets try em, what's the link for em?
    Please see Gonzo's post about where and how to get them.

    Once you have them downloaded, I would imagine they need to be extracted in the same manner as Wolfsbane's files (so that the maps and mp subfolders extract correctly, with their directory structures intact).

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  3. #32

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    Re: Maps

    Quote Originally Posted by Bonehead
    Waiting for the confirmation email, their mail server is slooow lol
    Yeah, I experienced that, too. They must be running it on a Commodore 64 or something.

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  5. #33

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    Re: Maps

    After going through the BAR weapon profile, I've noticed a couple of things. Maybe we could work with some of these to create some interesting effects (bolded below):


    WEAPONFILE\
    displayName\WEAPON_BAR\
    modeName\\
    playerAnimType\bar\
    altWeapon\\
    AIOverlayDescription\WEAPON_SUPPORTGUNNER\
    weaponType\bullet\
    weaponClass\rifle\
    weaponSlot\primary\
    twoHanded\1\
    rifleBullet\1\
    armorPiercing\0\
    semiAuto\0\
    boltAction\0\
    aimDownSight\1\
    rechamberWhileAds\1\
    noPartialReload\0\
    segmentedReload\0\
    wideListIcon\1\
    wideKillIcon\1\
    flipKillIcon\1\
    autoAimRange\0\
    slowdownAimRange\50000\
    slowdownAimRangeAds\50000\
    lockonAimRange\50000\
    lockonAimRangeAds\50000\
    enemyCrosshairRange\1500\
    moveSpeedScale\1\
    gunMaxPitch\3\
    gunMaxYaw\3\
    ammoName\BAR\
    maxAmmo\400\
    startAmmo\200\
    clipName\BAR\
    clipSize\20\
    shotCount\1\
    dropAmmoMin\20\
    dropAmmoMax\0\
    reloadAmmoAdd\0\
    reloadStartAdd\0\
    damage\155\
    minDamage\120\
    meleeDamage\150\
    maxDamageRange\15000\
    minDamageRange\19600\
    locNone\1\
    locHelmet\1\
    locHead\1.5\
    locNeck\1.2\
    locTorsoUpper\1\
    locTorsoLower\0.7\
    locRightArmUpper\0.3\
    locRightArmLower\0.2\
    locRightHand\0.15\
    locLeftArmUpper\0.3\
    locLeftArmLower\0.2\
    locLeftHand\0.15\
    locRightLegUpper\0.4\
    locRightLegLower\0.25\
    locRightFoot\0.15\
    locLeftLegUpper\0.4\
    locLeftLegLower\0.25\
    locLeftFoot\0.15\
    locGun\0\
    fireTime\0.11\
    fireDelay\0\
    meleeTime\0.7\
    meleeDelay\0.15\
    reloadTime\3.63\
    reloadEmptyTime\3.8\

    reloadStartTime\0\
    reloadEndTime\0\
    reloadAddTime\2.33\
    reloadStartAddTime\2.33\
    rechamberTime\0.1\
    rechamberBoltTime\0\
    dropTime\0.25\
    raiseTime\0.25\
    altDropTime\0.5\
    altRaiseTime\0\
    quickDropTime\0.01\
    quickRaiseTime\0.01\
    standMoveF\0\
    standMoveR\0.6\
    standMoveU\-1\
    standRotP\0\
    standRotY\0\
    standRotR\0\
    standMoveMinSpeed\80\
    standRotMinSpeed\80\
    posMoveRate\4\
    posRotRate\5\
    duckedMoveF\0\
    duckedMoveR\0.6\
    duckedMoveU\-1.8\
    duckedRotP\0\
    duckedRotY\0\
    duckedRotR\0\
    duckedOfsF\-0.5\
    duckedOfsR\0.6\
    duckedOfsU\-0.2\
    duckedMoveMinSpeed\20\
    duckedRotMinSpeed\20\
    proneMoveF\-55\
    proneMoveR\-80\
    proneMoveU\-105\
    proneRotP\50\
    proneRotY\290\
    proneRotR\-300\
    proneOfsF\0.1\
    proneOfsR\1.7\
    proneOfsU\0.1\
    posProneMoveRate\15\
    posProneRotRate\20\
    proneMoveMinSpeed\0\
    proneRotMinSpeed\0\
    hipIdleAmount\50\
    adsIdleAmount\2\
    hipIdleSpeed\1\
    adsIdleSpeed\1\
    idleCrouchFactor\0.75\
    idleProneFactor\0.25\
    adsSpread\0.5\
    adsAimPitch\0\
    adsTransInTime\0.3\
    adsTransOutTime\0.4\
    adsTransBlendTime\0.1\
    adsReloadTransTime\0.6\
    adsCrosshairInFrac\1\
    adsCrosshairOutFrac\0.2\
    adsZoomFov\80\
    adsZoomInFrac\0.42\
    adsZoomOutFrac\0.4\
    adsBobFactor\2\
    adsViewBobMult\0.5\
    adsViewErrorMin\0\
    adsViewErrorMax\0\
    hipSpreadStandMin\6\
    hipSpreadDuckedMin\4.5\
    hipSpreadProneMin\4\
    hipSpreadMax\9\
    hipSpreadDuckedMax\8\
    hipSpreadProneMax\7\
    hipSpreadFireAdd\1\
    hipSpreadTurnAdd\0.8\
    hipSpreadMoveAdd\10\
    hipSpreadDecayRate\6\
    hipSpreadDuckedDecay\1.1\
    hipSpreadProneDecay\1.2\
    hipGunKickReducedKickBullets\0\
    hipGunKickReducedKickPercent\0\
    hipGunKickPitchMin\35\
    hipGunKickPitchMax\70\
    hipGunKickYawMin\-30\
    hipGunKickYawMax\30\
    hipGunKickAccel\1000\
    hipGunKickSpeedMax\500\
    hipGunKickSpeedDecay\16\
    hipGunKickStaticDecay\20\
    adsGunKickReducedKickBullets\0\
    adsGunKickReducedKickPercent\0\
    adsGunKickPitchMin\35\
    adsGunKickPitchMax\70\
    adsGunKickYawMin\-30\
    adsGunKickYawMax\30\
    adsGunKickAccel\1000\
    adsGunKickSpeedMax\1000\
    adsGunKickSpeedDecay\100\
    adsGunKickStaticDecay\2\
    hipViewKickPitchMin\60\
    hipViewKickPitchMax\65\
    hipViewKickYawMin\-70\
    hipViewKickYawMax\60\
    hipViewKickCenterSpeed\1700\
    adsViewKickPitchMin\60\
    adsViewKickPitchMax\65\
    adsViewKickYawMin\-70\
    adsViewKickYawMax\60\
    adsViewKickCenterSpeed\1700\
    swayMaxAngle\3\
    swayLerpSpeed\4\
    swayPitchScale\0.1\
    swayYawScale\0.1\
    swayHorizScale\0.12\
    swayVertScale\0.1\
    swayShellShockScale\5\
    adsSwayMaxAngle\2\
    adsSwayLerpSpeed\5\
    adsSwayPitchScale\0.1\
    adsSwayYawScale\0.1\
    adsSwayHorizScale\0.1\
    adsSwayVertScale\0.09\
    fightDist\720\
    maxDist\600\
    aiVsAiAccuracyGraph\BAR.accu\
    aiVsPlayerAccuracyGraph\\
    reticleCenter\\
    reticleSide\gfx/reticle/side_skinny_xenon.tga\
    reticleCenterSize\3\
    reticleSideSize\6\
    reticleMinOfs\0\
    hipReticleSidePos\0\
    adsOverlayShader\\
    adsOverlayReticle\none\
    adsOverlayWidth\220\
    adsOverlayHeight\220\
    gunModel\viewmodel_bar\
    handModel\viewmodel_hands_cloth\
    worldModel\xmodel/weapon_bar\
    idleAnim\viewmodel_bar_idle\
    emptyIdleAnim\\
    fireAnim\viewmodel_bar_fire\
    lastShotAnim\viewmodel_bar_fire\
    rechamberAnim\\
    meleeAnim\viewmodel_bar_melee\
    reloadAnim\viewmodel_bar_reload\
    reloadEmptyAnim\viewmodel_bar_reload_empty\
    reloadStartAnim\\
    reloadEndAnim\\
    raiseAnim\viewmodel_bar_pullout\
    dropAnim\viewmodel_bar_putaway\
    altRaiseAnim\\
    altDropAnim\\
    quickRaiseAnim\viewmodel_bar_pullout\
    quickDropAnim\viewmodel_bar_putaway\
    adsFireAnim\viewmodel_bar_ads_fire\
    adsLastShotAnim\viewmodel_bar_ads_fire\
    adsRechamberAnim\\
    adsUpAnim\viewmodel_bar_ADS_up\
    adsDownAnim\viewmodel_bar_ADS_down\
    viewFlashEffect\fx/muzzleflashes/heavy_view.efx\
    worldFlashEffect\fx/muzzleflashes/heavy.efx\
    shellEjectEffect\fx/shellejects/rifle.efx\
    lastShotEjectEffect\\
    pickupSound\weap_bar_pickup\
    ammoPickupSound\weap_bar_ammopickup\
    fireSound\weap_bar_fire\
    fireSoundPlayer\weap_bar_fire_plr\
    lastShotSound\\
    lastShotSoundPlayer\\
    meleeSwipeSound\melee_swing_large\
    rechamberSound\\
    rechamberSoundPlayer\\
    reloadSound\weap_bar_reload_not_empty_npc\
    reloadSoundPlayer\weap_bar_reload_not_empty\
    reloadEmptySound\weap_bar_reload_npc\
    reloadEmptySoundPlayer\weap_bar_reload\
    reloadStartSound\\
    reloadStartSoundPlayer\\
    reloadEndSound\\
    reloadEndSoundPlayer\\
    altSwitchSound\\
    raiseSound\weap_bar_raise\
    putawaySound\weap_bar_putaway\
    noteTrackSoundA\\
    noteTrackSoundB\\
    noteTrackSoundC\\
    noteTrackSoundD\\
    hudIcon\gfx/icons/hud@bar.tga\
    modeIcon\\killIcon\gfx/icons/hud@bar.tga\
    fireRumble\bar_fire\
    meleeImpactRumble\melee_heavy\


    I'd be interested in checking out what "armor piercing" bullets do. Also, it might help to balance some of the higher-capacity automatics by experimenting with (increasing) their reload times. Also also, what if we increased the recoil for some of semi-auto? If you've ever tried to fire three shots from a Garand in one second, you know the second two shots will be nowhere near accurate. Maybe we could simulate this a little better in the game.

    What else in there sounds interesting? I haven't even looked at the grenade weapon profiles yet.

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  7. #34

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    Re: Maps

    Quote Originally Posted by Bonehead
    Hmmm ok no install server instructions, gonna take a guess that those iwd files go in the main folder. Gonna be a heck of a download for players tho.
    There is a directory structure maintained within the main ZIP file. On the server's hard drive, is there a maps folder right below the main CoD2 folder? If so, then you can unzip directly into the main CoD2 folder as long as you preserve directory structure. Assuming that, everything will unzip to where it should.

    Regarding the download size, if we can get everything to work AND these maps are fun to play, maybe we could host them here on the TG site for faster downloads.

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  9. #35

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    Re: Maps

    Another couple of things we might try:

    - Correct the "M1A1 Carbine" so that it actually says "M1 Carbine" in the game. I know this is a nitpick, but the M1A1 Carbine was actually the paratrooper version of the regular M1 Carbine; it had a folding metal stock instead of the normal wood buttstock as seen in the game (see this link for some screenshots from "Saving Private Ryan" that include good coverage of some M1A1 Carbines).

    - Possibly add in the M2 Carbine, which was introduced in October of 1944. The M2 Carbine was essentially an M1 Carbine modified to fire either semi-auto or full-auto, and it had a 30-round magazine. Maybe we could have a full-auto-only version of the M2 Carbine available on certain maps that correspond to the timeframe around the Battle of the Bulge and after.

    - Clean up the other weapon names (again, nitpicks, but they bother me ) as well.

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  11. #36

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    Re: Maps

    Quote Originally Posted by Bonehead
    Got it, only those maps are now in rotation, they are CTF only.
    Thanks, Bonehead!

    Those maps should support Team Deathmatch as well, but don't quote me on that.

    So you're able to connect to the server and play those maps without any problems? If so, does WRM still work as it should?

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  13. #37

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    Re: Maps

    Quote Originally Posted by Bonehead
    Didn't try installing em on WRM, only on our vanilla scrim server.
    Try giving 'em a shot on the WRM server, if you've got a few minutes. You should be able to just unzip them there, and things should work okay. If there are problems, you can always just delete those maps from the server.

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  15. #38

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    Re: Maps

    Quote Originally Posted by Bonehead
    Wierdness, you try to pull the trigger and the select menu pops up.
    Hmm for some reason it got unbound, reset it back to left mouse and its working.
    Curious. Is that a repeatable phenomenon?

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  17. #39

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    Re: Maps

    Quote Originally Posted by Bonehead
    Just got unbound for some reason, once I reset it, it's fine.
    BTW I'm in TS.
    I'm at work, but should be home in a few hours.

    Does that unbinding happen every time you step into the game with a "converted" map, every time you actually load a "converted" map, or just that one time?

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  19. #40

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    Re: Maps

    Awesome. Thanks, Bone -- you are the man!

    And by the way, I believe from Gonzo's link there are a couple of different "converted" map packs available. If this batch works out, maybe we can add some of those others (with any needed tweaks ) in as well.

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  21. #41

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    Re: Maps

    o yah we are all having fun doing this..im not sure what strag is posting about but we are working hard. lol
    that sounds like a good idea trooper.
    -Vulcan

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  23. #42


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    Re: Maps

    At HR's web site there is a Map Pack, and then 2 other seperate maps to download.

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  25. #43

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    Re: Maps

    After playing some of the larger maps last night, I'd say most (if not all) could work well in HQ mode. As such, I'd like to try to get the Radio spawns inserted ASAP. One thing that would help greatly with this is a console command that displays your current coordinates within the game. Does anyone know if such a console command exists? I've done a few Google searches, but all the websites I've found so far are blocked by Websense. If anyone can find info on this, it'd be a huge help.

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  27. #44

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    Re: Maps

    I'll check some mapping forums. I just gotta wait until I get home to do it.

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  29. #45

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    Re: Maps

    Got it. Okay, to run your game in Super Duper Developer Mode, create a shortcut for CoD2 with this in the "Target" line:

    "C:\Games\Activision\Call of Duty 2\CoD2SP_s.exe" +set thereisacow 1337 +set developer 1 +set sv_cheats 1 +set monkeytoy 1


    Once in-game, make sure you enable the Console in the Game Options. Then, you can invoke the "Super Console" using Shift+~ (the "regular" Console is invoked using only the ~ key). There are many console commands available, but most seem to work only in singleplayer (go figure ). A very useful one for finding your location on a map is viewpos. You can type that in when you're in the Super Console, and your position within the map will be displayed in x-y-z format. Using this, we'll be able to retrieve coordinates from within maps and place HQ Radios at any locations we desire.

    More to come.

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