Laut readme:
HOW TO USE:
Step 1: Load into your server without any mods. Log into rcon and type:
rcon fs_homepath
Step 2: Bring down your full console, and write down what the fs_homepath returned. It should be something like C:/ then a bunch of numbers. Write all of that down.
Step 3: Go to your command line on your server control panel. Type in +set fs_game mods/damn and +set fs_localAppData ../../../../../../../../51985731/codww
So lets say the fs_homepath returned C:\server\5148971\1_2_34_231\codww\
you would type in +set fs_localAppData ../../../../../../../server/5148971/1_2_34_231/codww/
only use the ../../../ if you have a gameservers server. If you have another company, try to make the localAppData the homepath.
Step 4: Upload your mod into the same folder where it has pb and main so there is now a mods folder. then make a damn folder and put the .iwd in that damn folder.
Step 5: restart your server with those two command lines in, and it should boot up successfully, make sure you have the latest version of the DAMN mod, download it if you have an older version.
Also have this in the command line.
+set fs_game "mods/DAMN"
Then, to change between modes, there is only 2 as of now. There is mr12 and mr15. The command is rcon dam_mode mr12_match or mr12_scrim or mr15_match or mr15_scrim.
I have taken the liberty to port over and fix the last version of Dan's DAMN mod.
I currently am unable to add new sounds or fix sound completely. There are still problems at long distance.
Fixed the sound occlusion.
No dust/fog/fire.
Hitblips only show when someone isn't shot through a wall. Nade blips off. When sound can be fixed for the game, then I can make it so there is only a hit sound, similar to quake 3. But the same rules will still apply.
Sway is still broken, unfortunately. Sway is removed for all guns. I have done extensive testing on this, and I found it still broken on some occasions.
Exploding barrels/cars will not explode.
Grenade damage only slightly decresed. Grenades are much better than cod4, but not good enough. You need to be close to the grenade for you to die from it, larger than cod1, but smaller than cod5.
The "AWP" fix is used. The scopes zoom in fast, but you are forced to zoom out when you shoot, and the gun must re-cock fully before you can zoom back in.
Alternate regen system. This will be forced for a little while, so people can try it before rejecting it.
Bolts/scopes now kill from the waist up.
All perks disabled.
You are able to drop the bomb and /kill through binds. These commands will be posted tomorrow morning.
Grenade indicators are disabled.
Healthbar added for the new regen system.
The "bomb" and all hud icons are removed, since there are icons on the minimap for them.
ALL semi-automatic rifles shoot at the same speed as the garand.
The "+5" popup is gone when you kill someone.
The "red dots" on radar are removed.
Recoil is still the same as stock, along with most damages.
Sway, unfortunately, is still broken so no-sway MUST be used on all guns, including the sniper. There are times where it works, but there is a considerable amount of situations where it does not.
Grenades remain cookable.
I still have to wait for mod tools to do my menu system. Also, there cannot be any new sounds until modtools are released, since there is no way to alias the sound into the game.
You are able to bind keys to drop the bomb, /kill, and open the weapon selection screen. Here is how.
bind G "openscriptmenu quickresponses 8"
bind M "openscriptmenu quickresponses 10"
bind P "openscriptmenu quickresponses 9"
The key doesn't matter, so you can change the "G" "M" or "P" for anything else.
I have a ready up mode, along with halftime and you switch teams at halftime. I only support SD in this initial release
*FOR FUTURE RELEASES*
I am going to make a mode where it changes between 3 gametypes. Each half of a game would be 7:30, and it would be split up into 3 periods. Each would have a wave respawn system so that every 15 seconds a new wave spawns. Teams will knife for side choice.
1st, WAR. Each team plays on both sides and if the timelimit is hit then it gets whichever team has more flags. If there are equal flags, then it gets the amount of kills+deaths, and if THAT is the same, then it's a draw. What is different in this is that there are three 5 minute periods, and the winner of the knife round picks on what side to start on.
The second gametype is CTF. It will have similar rules to the cod2 ctf, except 7:30 halves, 15 second wave respawn. If the game is tied, then there is a 3 minute overtime until the game is won.
The third gametype isn't decided. I'm thinking TDM with the same spawn settings and same timelimits.
I am planning to have a more smooth knife round, where you don't need to restart.
Ob das mit der Idee von Treyarch konform ist, muss dir jemand erklären, der versteht, was der Modder hier erklärt hat.
Laut Treyarch-Wiki gab es diese Info:
Storing/Running Mods
Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your Documents and Settings/Activision/CoDWaW/ or AppData/Local Data/Activision/CoDWaW/ for XP or Vista, respectively. You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.
Trying to run mods from the root directory of where your game is installed is the wrong way in Call of Duty World at War. Forcing the game to run mods from the game installation directory using
dvars like fs_BaseGame or fs_localAppData is not intended/supported and may affect your profile/stats, Punkbuster, other users trying to run the mod who store mods in the correct folder, and/or the actual mods if you do not use the Documents and Settings(XP)/Local Data(Vista) folder.
Quelle:
http://wiki.treyarch.com/wiki/Downloadin...lling_The_Tools
cu Mike