Call Of Duty - SWAT Mod Beta v0.2 - v0.3 Patch
File Info: Call Of Duty - SWAT Mod Beta v0.2 - v0.3 Patch
Description: Call Of Duty - SWAT Mod Beta v0.2 - v0.3 PatchFollowing soon after their first public beta release, the SWAT team presents this v0.3 patch. Read below for more details!
ORACO'S SWAT DEV PROGRESS JOURNAL
**For technical communication of updates and development.
[Jan 16th 2005] Update
> This package contains maps: swat_industrial, swat_garreton, swat_suburbia, swat_hotchkiss, swat_hotchkissnv, swat_trainingarea, swat_ghetto. (mapped by serum, oraco, serum, paul, paul, serum, perconte, edited by oraco, danesh, wyatt)
> Out of these, swat_industrial is NightVision enabled and swat_hotchkissnv is FlashLight enabled for testing reasons, it should have been NV instead. The incoming map called swat_subway will be a closed indoor map, that is the only map planned to use flashlight. (swat_subway mapped by kazjak)
> The NightVision mask was also edited, to fit the resized HUD compass. Also added new NV shader for crims and spectators. (by oraco)
> Added battery power to NightVision, battery power drops as NV is used, recharges when Nv is turned off. The batter has default 35 seconds for NV, charges 1.6 times faster as its depletion speed by default. When the battery drops under 15% the batter indicator turns red. Once it is red, the player if turned off NV, he/she can not turn it back on until it is no longer red. The battery time and recharge speed are Cvar-ed. (see below) (scripted by oraco)
> Added FlashLight, it has all the properties of NV but default value for battery time is 25 seconds and charges 2 times faster as its depletion. (scripted by oraco)
> Deleted all quickmessages, instead, added drop weapon and drop health packs menu with "V". When dropping weapon, player can only drop guns. When dropping health packs, player will drop a 25%+ health pack with a damage of 27% to themselves, the extra damage is to stop players from drop/pickup spams. Once health under 30%, the player can no longer drop health packs. Both item drops are Cvar-ed (see below) (scripted by oraco)
> Skinned a new character civilian using "shirts" character model, scripted new soldiertype of SWAT side "civilian". swat_garreton's soldiertype for SWAT is set to "civilian" for testing reasons. Its planned to use "urban" type. The type was added to only TDM and DM gsc. (skinned & scripted by oraco)
> Gamma reset function added, to allow server admin to constantly reset gamma back to "1" so people would actually use NV adn flashlight. Default is off because it is bad to change client's cvar, but server admin has control. (scripted by oraco)
>List of Cvars scripted so far: [Cvars "default" (description)]
swat_nvtime "35" (NightVision battery time in seconds)
swat_nvcharge "1.6" (NightVision battery recharge, ex: 1.6 times the battery depletion time)
swat_fltime "25" (FlashLight battery time in seconds)
swat_flcharge "2" (FlashLight battery recharge, ex: 2 times the battery depletion time)
swat_drophealthpack "1" (Drop health with cost of your own health, "1" allow, "0" disallow)
swat_dropweapon "1" (Drop you weapon, "1" allow, "0" disallow)
swat_allowgammareset "0" (Allow server to reset gamma to "1", "0" allow, "1" disallow)
>List of SWAT controls so far:
>> "USE" button for NightVision or Flashlight
>> "V" for drop health pack or weapon (then "V" to drop health, "B" to drop weapon, then "V" to comfirm, "B" to cancel) ex: "VVV" drop health, "VBV" drop weapon.
>Change to config_mp.cfg! Since some maps require a hunk size over 128MB, the included config_mp.cfg has "com_hunkmegs 160".
[Jan 17th 2005] Update
> NightVision and FlashLight mostly re-coded to avoid conflict with use button. Now both will require user to hold and press use button for 0.5-1 second before he/she can switch on/off. (scripted by oraco)
> New map swat_subway by kazjak, edited by oraco added to the pk3. Map is flashlight enabled. New addition to the map: added bi-directional subway moving carts, and sound. Another version for NV will be ready soon.
[Jan 31st 2005] Update
> New test map added, called bloodbath, made for the bloodbath gametype which is in the works. (mapped by oraco)
> Edited DM, TDM so that Score = Kills - Death, also best and worst players will have icon above their head indicating it. (scripted by oraco)
> SWAT_garreton map expanded by 150%, added underground section.
> Added background music to some maps, and will be credited.
[Feb 1st 2005] Update
> Added a new rune called adrenaline, once picked up by a player, it regenerates their health at 2% per second for a period of time which is cvar-ed and adjustable. Can be used in any maps, currently only one instance permap is allowed. The rune is added to swat_bloodbath. This rune comes with 3 cvars, swat_allow_adrenaline, swat_adren_life, swat_adren_respawn, first is to allow or disallow the rune, second is for the time period for health regeneration, third is for rune respawn time after being taken by a player. (programmed by oraco)
>INSTRUCTION FOR MAPPERS ON HOW TO ADD ADRENALINE TO YOUR MAP:
>> In your map, place a script_model where you want the rune to be spawned, and set its targetname to "adren_model_plat". (this script_model will have an origin key once you saved and reopened your map file in radient. This origin is the location where the Adrenaline model will spawn.)
>> Next, make a brush then set it as trigger multiple with trigger texture, and set its targetname to "adren_trig". (this is the trigger area where the player will enter to pick up the rune, do not make this too big, and it must be at least 32x32x32.) And you are done :D, remember you can only have one adrenaline per map. - oraco
[Feb 7th 2005] Update
> This is a huge update, we just finished coding two gametypes, Hitman and VIP Escort by oraco. They have been tested with 2 people and seems to be fine, more stress tests will be scheduled.
>GAMETYPE - HITMAN:
Objective of hitman is to protect your own hitman in your team, the longer he lives, the more points your team will grow, it grows one point per 10 seconds. When the game starts, there is no hitman, the first person to kill someone on the other team becomes the hitman, and his team will grow points. When this hitman is killed by someone on the other team, then the killer will become the hitman and grow points for his team. When the hitman kills himself or team killed, then the hitman will be gone and the next killer will be the new hitman.
INSTRUCTION FOR MAPPERS ON HOW TO USE HITMAN GAMETYPE:
Make your map compatiable with TDM, or STDM, that is all you need to run Hitman type, make sure in the arena file, you have the gametype "hm" which stands for Hitman. - oraco
>GAMETYPE - VIP ESCORT: (beta)
This gametype was recently finished and might have problems when tested with more people, as so far it was only tested to work with 2 people, one on each team.
Objective of VIP Escort for SWAT is to escort the VIP personel (selected at random at each round or map) to the escape SWAT van. If the VIP dies, for any reason including killed by criminals, killed by teammate, killed self. Criminals will gain a point, SWAT will gain a point if successfully escorted the VIP to escape van. The VIP will look different, with a bullet vest that gives him 200% health. He will also be annouced during the beginning of the round and marked on the score board.
INSTRUCTION FOR MAPPERS ON HOW TO USE VIP ESCORT GAMETYPE: (beta version)
Place in your map mp_teamdeathmatch_intermission, and mp_searchanddestroy_spawn_axis / mp_searchanddestroy_spawn_allies. It uses a combination of TDM intermission and S&D spawns. (This might be fixed later to use SD spawns and intermission.) In your map, for escape zone, place a trigger multiple with trigger texture, set its targetname as "escort_escape". Lastly, dont forget to add to the arena file with "escort" for gametype. That is all you need to run this gametype. Newer weapon mods or other mods on top of this mod will not work. The gameytype might crash if you are using a combination of mods with SWAT mod. Oh! and in the map gsc file, make sure you have the usual SWAT map vars and definitions. - oraco
>SSD: SWAT S&D is no longer used in the SWAT_feb7.pk3 version until the modified SSD is done by chris.
>One model added, swat_crimsvan from serum.
>currently missing/melfunctioning collmaps for swat_ambulance and swat_semi.
[Feb 8th 2005] Update
> Added a patch: zSWAT_patch_feb8.pk3, to be placed in main folder, the escort gametype is recoded and bugs fixed, still requires more testing. - oraco
!!! ATTENTION MAPPERS !!! Please read the insturctions on how to install rune and gametypes onto your map and upload your finished maps to the ftp for beta full pk3.
[Feb 10th 2005] Update
> Great news, we now have the Team Arrest gametype done by oraco, needs to be stress tested. All maps with STDM now added Team Arrest type in the arena file. It is included in the zzSWAT_patch_feb10.pk3 patch. You can go ahead and delete the zSWAT_patch_feb8.pk3. With the new gametype, we now have: SDM, STDM, HM, TA and ESCORT, 5 gametypes with 3 unique. Future gametype might be Last man standing, Last team standing.
INSTRUCTION FOR MAPPERS ON HOW TO USE TEAM ARREST GAMETYPE:
Make your map compatiable with TDM, or STDM, that is all you need to run Team arrest type, make sure in the arena file, you have the gametype "ta" which stands for Team Arrest. - oraco
[Feb 12th 2005] Update
> With the new zzSWAT_patch_feb12.pk3, added tons of new models from serum, also updated the escort codes so now it has the target on the radar (further instructions on what more you need on ur map for that to work is below). Also added a background music for swat_trainingarea.
>GAMETYPE - VIP ESCORT:
Objective of VIP Escort for SWAT is to escort the VIP personel (selected by top score) to the escape SWAT van. If the VIP dies, for any reason including killed by criminals, killed by teammate, killed self. Criminals will gain a point, SWAT will gain a point if successfully escorted the VIP to escape van. The VIP will look different, with a bullet vist. He will also be annouced during the beginning of the round and marked on the score board.
INSTRUCTION FOR MAPPERS ON HOW TO USE VIP ESCORT GAMETYPE: (beta version)
Place in your map mp_teamdeathmatch_intermission, and mp_searchanddestroy_spawn_axis / mp_searchanddestroy_spawn_allies. It uses a combination of TDM intermission and S&D spawns. (This might be fixed later to use SD spawns and intermission.) In your map, for escape zone, place a trigger multiple with trigger texture, set its targetname as "escort_escape". Now place a script_model with targetname "escape_origin" inside the trigger u just made. Lastly, dont forget to add to the arena file with "escort" for gametype. That is all you need to run this gametype. Newer weapon mods or other mods on top of this mod will not work. The gameytype might crash if you are using a combination of mods with SWAT mod. Oh! and in the map gsc file, make sure you have the usual SWAT map vars and definitions. - oraco
[Feb 22nd 2005] Update
> In this update, we have added a new map called swat_carrier by (+)ZERO. This map has SDM, STDM, HM, ESCORT and TA. With it, new textures added.
> Escort gametype now has spawn protection of 5 seconds hardcoded and cant be changed via cvar to garrentee the fairness of play.
> Release of SWAT VIP Beta 0.1.
[March 7th 2005] Update
> New gametype "Got Money" added. See www.swat-mod.com for more information.
> Finally the public beta is complete and packed, note there might be bugs that might possibly crash the server as we have not yet enough time to fully test the beta. This is the purpose of the public beta, to have alot of people perform different combination of actions and stressing the server to see if it will crash the server, and for what exact cause.
> Release of SWAT Public Beta 0.2.
[March 14th 2005] Update
>> In this gigantic update, we have a huge patch to fix most of the bugs reported during the first week of public beta 0.2. I personally think that SWAT mod is a success so far, and hopefully without any new errors from this patch, it would soon mature to full version by the end of March. Follow are the list of fixes, adjustments and additions by me, (+)zero and Chris_p.
> Flashbang runtime error fixed.
> Teargas runtime error: Missing test of vPoint before using the variable, at rare times, this variable can be undefined and any lines after it that uses this variable will fail.
> New version of swat_subway is included to replace the older version packed by mistake.
> swat_garreton: Fixed clip where player can jump outside the map.
> swat_methlab: Fixed clip where player can jump outside the map, also fixed the venting system where it was hard to get through at a particular spot. Resized the vehicle model in the map, it was too big.
> swat_trainingarea: Background music removed.
> Sprint Feature: Sprint function added, scripted by Chris_P, uses melee button, hold melee to sprint for #cvar# seconds. There will be a meter.
> Hitman Gametype: Missing head icon for the hitman now fixed.
> Escort Gametype: Spawn protection head icon stays on VIP's head now fixed.
> Team Arrest Gametype: The very rare occurance of arrest-meter stays on screen when the arrested disconnects now fixed. The arrest-meter also lowered to not block the crosshair. Anyone who is wounded will now not be able to switch teams nor change weapons, makes sense.
Missing sound files
Problem: Missing over 100 sound files when connecting to server.
Rate of Error: Only a small population of all players, players can be fine to begin with, then later catches this error and it stays.
Speculation 1: Custom files in main folder conflicting with SWAT mod, such as maps with scripts in them and other custom features. Remove all custom files from main.
Speculation 2: Joined a server that installed the SWAT mod incorrectly and auto-download occured, or configs changed by the server. Turn off auto download.
Speculation 3: Possible cause of difference in Game of the year edition, highly unlikely.
Note: Make sure SWAT mod is installed from the .exe onto CoD version 1.5. LUNCH GAME OR START SERVER FROM codmp.exe NOT codupmp.exe [!!!IMPORTANT!!!]
Linux Server: game.mp.i386.so missing or not found
Problem: On start server.
Cause: Linux unqiueness, but the SWAT mod should obtain its needed files on linux just as it would on windows.
Possible Solution: Copy and paste the game.mp.i386.so from main folder into your SWAT folder. Make sure you set: "+set fs_game swat".
[!!!IMPORTANT!!!] PLEASE READ THE LINUX INSTALLATION INSTRUCTION IN THE OTHER SECTION OF THIS ARTICLE.
Problem: Gets this error when starting a server or between map change on a running server.
Cause: Too many Cvars referenced by too many gametypes and other Cvars.
Possible Solution: Try to host your server using a server rotation set of only one or two gametypes. Most CoD public servers plays only a few gametypes, such as the TDM server, HR clan SD&CTF server. There are examples of rotations at the end of this article you can take and add to your own server.
[!!!IMPORTANT!!!] PLEASE READ THE LINUX AND WINDOWS INSTALLATION INSTRUCTION IN THE OTHER SECTION OF THIS ARTICLE.
Max ammo mismatch for "weapon" set it to # but already set to 999
Problem: Occurs on joining a game.
Cause: Custom scripts or weapons in main folder.
Solution: Good modifications should have their own folder, to avoid conflicts with other modifications. Both servers and clients, please remove the custom files from your main folder set your server to pure and disallow auto-download, custom maps are perfectly fine as long as they dont have other custom scripts in them that replaces the CoD stock scripts.
Hunk_allocatetempmemory: failed on ########, needs ########
Problem: Occurs on map loads.
Cause: The client Cvar "com_hunkmegs" is set too low, by default it is "128", this might not be enough for swat_garreton if your settings are set to max.
Solution: Set "/com_hunkmegs 256" on your console, close your game, and restart.
Additions and adjustments:
>swat_carrier: WW2 plane model removed and other minor changes.
>swat_chopshop: Minor changes and spawn adjustments.
>Main menu: Main menu music updated.
>S&D Gametype: Search and Destroy gametype prototype added, only one map so far has this support swat_trainingarea. This game type might be unstable, play at your own risk of server crash. The purpose is to stress test S&D Gametype stability with SWAT features, it is expected that the gametype will be stablized by next patch.
>NightVision, Flashlight, Adrenaline, GammaReset: Optimized the threads for these features on all gametypes to use player threads. Thread cycle is the player's life cycle, to make sure no threads left running and thread floods.
>Weapons: Weapons adjusted for fair selection by (+)zero, with advantages and disadvantages, increased diversity and tactical use.
>SDM & STDM: Score now equals to the number of kills just like original CoD.
>Credits: Adusted on March 11th 2005.
FULL LIST OF SWAT CVARS AND DEFINITIONS:
set scr_allow_ak47 "1"
set scr_allow_aug "1"
set scr_allow_bm12 "1"
set scr_allow_flashbang "1"
set scr_allow_g36 "1"
set scr_allow_m4 "1"
set scr_allow_mac11 "1"
set scr_allow_mp5 "1"
set scr_allow_remington700 "1"
set scr_allow_panzerfaust "1"
set scr_allow_sako "1"
set scr_allow_sig552 "1"
set scr_allow_smoke "0" // off by default due to slow fps when player facing it...
set scr_allow_teargas "1"
set scr_allow_ump "1"
set scr_allow_uzi "1"
// Global SWAT settings
//the amount of time adrenaline will regenerate your health
set swat_adren_life "20"
//the amount of time adrenaline item will respawn
set swat_adren_respawn "45"
//allow or disallow adrenaline item in map
set swat_allow_adrenaline "1"
//allow or disallow auto reset clients gamma, use only on nv maps if needed, changing clients cvar is not nice!
set swat_allowgammareset "0"
//allow or disallow health pack transfer
set swat_drophealthpack "1"
//allow or disallow weapon drop
set swat_dropweapon "1"
//flashlight recharge factor, per second
set swat_flcharge "1.6"
//flashlight battery time in seconds
set swat_fltime "30.0"
//nightvision recharge factor, per second
set swat_nvcharge "2.0"
//nightvision battery time in seconds
set swat_nvtime "35.0"
//mark best and worst players in SDM and STDM using head icon
set swat_headmark "0"
//sprint recharge factor, <1 is slower, >1 is faster
set swat_runcharge "0.7"
//sprnit runtime factor, <1 is shorter, >1 is longer
set swat_runtime "1"
// Gametype Settings
// Got Money? (money)
//max amount of money player can carry, to disable stealing, set it to under 20
set scr_max_money "40"
//respawn cycle in seconds
set scr_money_respawndelay "30"
set scr_money_scorelimit "400"
//spawn protection in seconds
set scr_money_sp "5"
set scr_money_timelimit "20"
// VIP Escort settings (escort)
set scr_escort_scorelimit "15"
set scr_escort_timelimit "20"
//respawn cycle in seconds
set scr_escort_respawndelay "35"
//mark VIP by head icon, on/off
set scr_escort_vipmark "0"
set scr_escort_sp "3"
// Hitman settings (hm)
set scr_hm_scorelimit "150"
set scr_hm_timelimit "20"
//the number of seconds before a new hitman is drawn on the radar
set swat_hitmanhidden "60"
// Team arrest settings (ta)
set scr_ta_scorelimit "15"
set scr_ta_timelimit "20"
// Team Deathmatch Settings (stdm)
set scr_stdm_scorelimit "200"
set scr_stdm_timelimit "20"
// Deathmatch Settings (sdm)
set scr_sdm_scorelimit "50"
set scr_sdm_timelimit "15"
// Set starting game type
set g_gametype "stdm" //gametype: sdm stdm escort hm ta money
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