Popular Content

Showing content with the highest reputation since 07/02/21 in all areas

  1. 1 point
    Hello, I have found a possible bug when starting a map through the client. It affects the latest version of CoD4X version 20.X. It happened to me when I started testing maps such as mp_nuketown and I found the following message: It occurs in any custom map that has a loadscreen installed. Maps that have not loadscreen installed can be loaded but textures textures are missing or blank. I found this rare scene: Map mp_c4s_minecraft: It happened in any mod from client and not in server but in server can have the same problem. It can happened with customized skins, models, etc. THIS IS OTHER POSSIBLE BUG BUT NOT ALL IS TESTED IN ALL MODS: And something I have detected that when I use a mod with only 2 or more IWD with custom IWI files (image asset) in this case (for example: 'bg_front.iwi' as background image from mainmenu), one original from mod and other custom. This I use for keep original IWI images from original IWD files, and the custom IWI files in other(s) and when is loaded or leaving server, the load of IWI files was mixed and are not same images viewed. I say for somebody test any mod downloaded and create IWD files as custom keeping the original files and test this theory. And I am thinking that the files may not be loaded correctly in an sorted A-Z based on server info using /systeminfo. I have tested in two PC with cod4x 20.1 and continue with this issue.
  2. 1 point
    I cannot be sure since all I worried about was will the servers run and didn't look to see the map loading time. However since you mentioned it I checked and they do seem to take long to load.
  3. 1 point
  4. 1 point
    20.1 released, works for me with RotU-Revolution mod, and stock also.
  5. 1 point
    would be nice if you posted the server name or ip
  6. 1 point
    Welcome! I have developed bot mods for call of duty for quite sometime now. Most notably for MW2. Unfortunately there were no real 'slick' way of controlling the bots, so we had to resort to 'hackish' ways of achieving even the simple task of moving a bot. But CoD4x supplies scripters with the ability to control the bots in a more natural way. Allowing us to create a much better experience for bots. You'll find that these bots function very similar to the bots you'll find in Black Ops series. SERVER DVARS: You can find the latest version over at ModDB: https://www.moddb.com/mods/bot-warfare/downloads/cod4x-bot-warfare-latest bots.zip
  7. 1 point
    the path is wrong if your mod is "not named bots" my path for botnames.txt is root/mods/kabbot kabbot is the name of the fake mod I use to run the game so I placed the botnames.txt in kabbot where my server config file is. my startup line contains +set fs_game "mods/kabbot" +exec server.cfg so the game knows where the kabbot is. (there is more to the startup line but those two were important) as for the bot config here is mine in the server.cfg set bots_team "autoassign" //'autoassign' will have bots balance the teams 'allies' will have the bots join the allies team 'axis' will have the bots join the axis team 'custom' will have bots_team_amount bots on the axis team, the rest will be on the allies team set bots_team_amount "10" // an integer amount of bots to have on the axis team if bots_team is set to 'custom', the rest of the bots will be placed on the allies team. set bots_team_mode "0" // 0 = ????????? ????, 1 = ????? set bots_manage_fill_mode "0" // 0 will consider both players and bots. 1 will only consider bots set bots_manage_fill "10" //an integer amount of players/bots (depends on bots_manage_fill_mode) to retain on the server, it will automatically add bots to fill player space. set bots_manage_fill_kick "1" //a boolean value (0 or 1) set bots_manage_fill_spec "0" //a boolean value (0 or 1), whether or not if the server should consider players who are on the spectator team when filling player space. set bots_team_force "0" //(0 or 1), whether or not if the server should enforce periodically the bot's team? set bots_skill "3" //0 will be mixed difficultly 1 will be the most easy 2-6 will be in between most easy and most hard 7 will be the most hard. 8 will be custom. set bots_loadout_allow_op "1" // whether or not if the bots are allowed to use jug, marty and laststand. set bots_loadout_reasonable "1"// bots should filter out bad create a class selections//new set bots_manage_add 4 // an integer amount of bots to add to the game, resets to 0 once the bots have been added. //new set bots_skill_axis_hard "1" //- an integer amount of hard bots on the axis team. set bots_skill_axis_med "1" //- an integer amount of medium bots on the axis team. set bots_skill_allies_hard "1" //- an integer amount of hard bots on the allies team.
  8. 1 point
    if you have full access you should be able to do it.
  9. 1 point
    First, never share your auth token, change it ASAP. Second, I don't see main_shared folder in your cod4 root directory, so something missing there. You suppose to install the 2 directories from this github in the main_shared folder ( https://github.com/leiizko/cod4_new_experience ) And the config.cfg goes in the main folder. So the directory structure would look like this: cod4/main/config.cfg cod4/main_shared/code cod4/main_shared/maps/mp