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-Reaper- TeamWarfare Vet TWL Retired Staff
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| 12-07-2008 10:30 PM / profile
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PAM 4.02 has been released and is now mandatory for all TWL matches.
Teams will have up to 12/12/08 to have their server compliant.
It can be dowloaded HERE
-Please read the README.txt file that comes along with it
PAM 4.02 Update/Fixes-
PAM4.02 Minor Release
Bug Fixes:
- Weapon Limit issue at halftime is fixed
- Timeout/bomb defuse bug is fixed
- Stock Bug Fix: Sabotage Overtime Scoring bug fixed when bomb explodes AFTER all of the defusing team has already died
- Fixed a bug in the scorebot with the "//" delimiter not showing up right. Changed the delimiter to "" instead. Thanks goes to 007sweden for the suggestion!
New:
- Removed obsolete security method since .ff files are no longer secure and moved all files possible to the IWD file
- Patch maps can now have the effects removed (Killhouse does NOT work)
- New IWD file security system will list the loaded IWD files on the server (even server side only IWD files) and show if the devmap is currently running on the server.
- New options for bullet penetration issues. Bullet Penetration can be turned OFF, or you can set a multiplier for the amount of damage given by bullet penetration.
Promod (Raf1) advances implemented in some form:
- Can disable the auto-aiming capability of the melee attack
- Ability for a player to drop the bomb if playing without multibomb on
- There is an option to have the server automatically configure the clients' dvars for potentially higher FPS and ping values. The downside being that it takes some of the "pretty" out of the game.
- Ability to turn off the player's head bobbing motion
New Dvars:
pam_allow_bullet_penetration [1/0] //This determines if bullets are allowed to pass through walls or not
pam_penetration_multiplier [0.0/2.0] //This number is multiplied by the amount of damage done by bullets penetrating a wall before hitting a player. 1.0 is stock (which means stock damage) .9 = 90% damage 1.1 = 110% damage
pam_sd_allow_bomb_drop [1/0] //If multibomb is off, this will add a menu option in the PAM4 menu to drop the bomb if a player is carrying it
pam_automelee_enable [1/0] //This can turn off the stock auto-aim function of the melee attack
pam_allow_headbob [1/0] //This can turn off the simulated player head bobbing that occurs while the player is moving around
promod_performance_boost_enabled [1/0] //This forces a number of client side dvars in an attempt to increase FPS and lower ping. These dvars are STUCK with that player even after he leaves the server, so below is a list of the effected dvars:
r_desaturation 0
r_specularcolorscale 0
r_normalmap 0
r_smc_enable 0
r_multigpu 1
r_distortion 0
sc_enable 0
sm_enable 0
r_dlight_limit 0
dynent_active 0
snaps 30
cl_maxpackets 100
rate 25000
cg_nopredict 0
g_antilag 1
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-kX? TWL Member
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| 12-08-2008 09:44 AM / profile
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This was released a while back. Any news on a possible updated ruleset with the new dvars?
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MacArthur TeamWarfare Vet Retired Sr. Staff
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| 12-08-2008 11:50 AM / profile
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There is some confusion with the instructions in the zip file.
You only need to delete the old Pam401.iwd and the mod.ff files.
You still need the nogunsway and the ruleset files for it to run properly.
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CoOlBr33zE TeamWarfare Vet TWL Retired Staff
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| 12-08-2008 12:37 PM / profile
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Originally posted by: kX_- This was released a while back. Any news on a possible updated ruleset with the new dvars?
Actually a new ruleset will be released hopefully this week.
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(CYBA)JokerTron TWL Member
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| 12-08-2008 02:36 PM / profile
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Will there be a client side file for this pam 4.02 put in the download
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CoOlBr33zE TeamWarfare Vet TWL Retired Staff
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| 12-08-2008 04:22 PM / profile
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Originally posted by: (CYBA)JokerTron Will there be a client side file for this pam 4.02 put in the download
DONE. Thank you for the heads up on that.
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mateo78 TWL Member
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| 12-08-2008 04:39 PM / profile
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Removal of head bobbing and any/all ambient effects (i.e. fog, mist, etc) should make there way into the new ruleset imho.
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CoOlBr33zE TeamWarfare Vet TWL Retired Staff
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| 12-08-2008 04:47 PM / profile
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The only changes to the new rulesets (ladder side only so far) will be adding the new dvars, changing the TDM timelimit to 10mins and also changing SD side switch from 10rnds to every 5rnds.
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[OL]Walker TWL Member
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| 12-08-2008 06:56 PM / profile
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PLEASE DONT GET RID OF HEADBOBBING! I played promod without headbobbing and it was wierd. More realistic to keep it.
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manchudow TWL Member
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| 12-08-2008 08:10 PM / profile
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anyone having any issues with this? I just deleted the old IWD and mod.ff files and replaced them with the new ones..now the game looks like it is trying to download a new mod but keeps looping then crashes game. Just wanted to see if it was only a localized thing. Post edited by manchudow at 12/8/2008 8:10:52 PM
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Pvt. Pube TWL Member
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| 12-08-2008 09:14 PM / profile
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Originally posted by: manchudow anyone having any issues with this? I just deleted the old IWD and mod.ff files and replaced them with the new ones..now the game looks like it is trying to download a new mod but keeps looping then crashes game. Just wanted to see if it was only a localized thing.
Having the same problem
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IntrebuloN TWL Member
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| 12-08-2008 09:18 PM / profile
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Originally posted by: [OL]Walker PLEASE DONT GET RID OF HEADBOBBING! I played promod without headbobbing and it was wierd. More realistic to keep it.
players have been disabling headbobbing in matches on the client side in just about every FPS that's ever existed when it's possible to disable it.
i think to most players it's just eye-candy and an unnecessary distraction.
i also don't agree that it's more realistic, real swat teams don't bob their heads unless they're running full tilt. they train very hard to keep their upper bodies, especially their head, tracking on level plane while moving from area to area, because it takes far longer to aquire good sight-picture on a target's head when you're constantly jostling your weapon around. they keep weapons up and rarely run while in an actual engagement mode. their weapons are also ALWAYS pointed at what they look at. more tactical games such as just about any game in the tom clancy series correctly emulate this by having bobcycle on while running, and the weapon comes up and bobcycle shuts off while walking.
seeing as matching, especially on an S&D ladder, is more tactical then all-out war, i think it more closely resembles a swat teams ROE then a WWII squads hail of bullets approach.
i commend whomever made the facility available, good on you.
what i'm wondering is if it's a global setting where the server turns it off/on for everyone, or if it just enables the player to decide on an indiviual basis. Post edited by IntrebuloN at 12/8/2008 9:20:43 PM
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CoOlBr33zE TeamWarfare Vet TWL Retired Staff
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| 12-08-2008 10:11 PM / profile
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Originally posted by: manchudow anyone having any issues with this? I just deleted the old IWD and mod.ff files and replaced them with the new ones..now the game looks like it is trying to download a new mod but keeps looping then crashes game. Just wanted to see if it was only a localized thing.
are you using a redirect?
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h4mm3r0g0d TWL Member
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| 12-09-2008 01:53 AM / profile
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Originally posted by: -Reaper-
Originally posted by: manchudow anyone having any issues with this? I just deleted the old IWD and mod.ff files and replaced them with the new ones..now the game looks like it is trying to download a new mod but keeps looping then crashes game. Just wanted to see if it was only a localized thing.
are you using a redirect?
That was our problem too. As soon asI get someone with access to the redirect server I will try and confirm it. But it makes sense if you think at it from a programmers perceptive.
**Explained**
server checks your pam4 folder for mod.ff file. finds it but its the wrong size. goes to redirect server to get the new file. the redirect server has the old file, but doesn't know and sends it anyways. after download the server re verifies the correct files and fails again. sticking your game in the endless loop till you do a quick \disconnect in console.
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(CYBA)Rack4utron TeamWarfare Vet
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| 12-09-2008 12:05 PM / profile
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Had the same problem had our provider resolve the issue.
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mateo78 TWL Member
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| 12-09-2008 10:26 PM / profile
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Originally posted by: -Reaper- The only changes to the new rulesets (ladder side only so far) will be adding the new dvars, changing the TDM timelimit to 10mins and also changing SD side switch from 10rnds to every 5rnds.
Why...oh why...would you mess with the SD side switch after its been 10 rounds for since the original COD? This slows down the match, breaks any momentum a team builds...and it just overall isn't needed. I and many other already argued this point way back before season 1....and it got shot down. Now its back? .... Post edited by mateo78 at 12/9/2008 10:27:00 PM
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CoOlBr33zE TeamWarfare Vet TWL Retired Staff
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| 12-09-2008 10:55 PM / profile
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Originally posted by: mateo78
Originally posted by: -Reaper- The only changes to the new rulesets (ladder side only so far) will be adding the new dvars, changing the TDM timelimit to 10mins and also changing SD side switch from 10rnds to every 5rnds.
Why...oh why...would you mess with the SD side switch after its been 10 rounds for since the original COD? This slows down the match, breaks any momentum a team builds...and it just overall isn't needed. I and many other already argued this point way back before season 1....and it got shot down. Now its back? ....
Nothing is set in stone yet for the ladder side.
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shankk` TWL Member
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| 12-10-2008 11:08 AM / profile
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Originally posted by: mateo78
Originally posted by: -Reaper- The only changes to the new rulesets (ladder side only so far) will be adding the new dvars, changing the TDM timelimit to 10mins and also changing SD side switch from 10rnds to every 5rnds.
Why...oh why...would you mess with the SD side switch after its been 10 rounds for since the original COD? This slows down the match, breaks any momentum a team builds...and it just overall isn't needed. I and many other already argued this point way back before season 1....and it got shot down. Now its back? .... personally i think its better for competitions, especially on maps like downpour and pipeline that are very onesided... id like to see the 5 round switch in competition
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h4mm3r0g0d TWL Member
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| 12-10-2008 11:46 AM / profile
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i 2nd that i was one of the people that said that should be in pam 402
Originally posted by: ``Projekt
Originally posted by: mateo78
Originally posted by: -Reaper- The only changes to the new rulesets (ladder side only so far) will be adding the new dvars, changing the TDM timelimit to 10mins and also changing SD side switch from 10rnds to every 5rnds.
Why...oh why...would you mess with the SD side switch after its been 10 rounds for since the original COD? This slows down the match, breaks any momentum a team builds...and it just overall isn't needed. I and many other already argued this point way back before season 1....and it got shot down. Now its back? .... personally i think its better for competitions, especially on maps like downpour and pipeline that are very onesided... id like to see the 5 round switch in competition
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mateo78 TWL Member
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| 12-10-2008 02:04 PM / profile
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Changing what has been a standard of competition for years upon years for a few 1 sided maps, instead of removing those maps, seems pretty ridiculous to me. Pipeline is about the only map I can think of that is horrendously 1 sided. My team has done fine on downpour/farm on offense.
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h4mm3r0g0d TWL Member
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| 12-10-2008 02:08 PM / profile
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you should see the tcl's mod. they switch sides everyround. thers only 2 ready up periods just like this would have if it switched every 5 but yea. i think its a good idea because if a team can defend 10-0 then all they have to do is get lucky and kill everyone in 1 round n not even have to plant. this way they have to dominate both in offense and defense to be able to win 11-0
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