CoDJumper.com Mod v3.1

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CoDJumper.com Mod v3.1

Post by Soviet » June 29th, 2010, 10:55 pm

CoDJumper.com Mod v3.1
By Drofder
Additions by Soviet

Version 3.1 is being added to server 1 right now. The bad news is that ranks will be reset a final time, the good news is everyone gets tons of new stuff.

v3.1 Changelog

Changes
- Admins can now force and cancel votes from spectator.
- Saving your position now also saves your current player angle.
- The Graphics Tweaks menu now uses dynamic text instead of iprintln statements to let you know what you have enabled and disabled
- The ticking of the clock while voting only occurs in the last 5 seconds, instead of the entire duration of the vote.
Additions
- An anti-rank hacking system has been implemented. Players attempting to rank hack to the maximum rank will be disappointed.
- About 20 new ranks have been added, ranging from "Roach" to "God".
- Custom rank icons have been added for every rank, including the admin ranks. Most were taken from MW2.
- A new secondary weapon called Freerun has been added. This "weapon" gives the player a weaponless viewmodel with more natural running animations for a great alternative to the pistol. This weapon replaces the C4.
- Several new punishments added for server admins including fade and freeze.
- A new admin menu has been added. This menu requires Admin status to access and holds the majority of the normal rcon commands including CoDJumper's give command, as well as several other commands like Rename and Set Speed that are exclusive to the menu. The menu uses a list based player selection system to pick who the command is executed on. The system supports up to 28 players.
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Re: CoDJumper.com Mod v3.1

Post by Pedsdude » June 29th, 2010, 11:13 pm

Good job :)
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Azabael
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Re: CoDJumper.com Mod v3.1

Post by Azabael » June 29th, 2010, 11:15 pm

Some valuable changes, awesome.
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Re: CoDJumper.com Mod v3.1

Post by Drofder2004 » June 29th, 2010, 11:44 pm

I didn't give you permission to change my ticking clock!!!

Good work :D
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Re: CoDJumper.com Mod v3.1

Post by Hoogie » June 30th, 2010, 1:07 am

Very nice 8)
-=[[CoDJumper.com Movies]]=-
[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
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[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]


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Re: CoDJumper.com Mod v3.1

Post by Soviet » June 30th, 2010, 1:28 am

Drofder2004 wrote:I didn't give you permission to change my ticking clock!!!

Good work :D
lol, I actually forgot I even did that until it was already released and somebody called a vote on the server :P

An update is in the works that addresses a number of issues, it will be released by tomorrow.
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Re: CoDJumper.com Mod v3.1

Post by ultralala » June 30th, 2010, 5:04 am

Great, some stuff is included i waited for :D
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Re: CoDJumper.com Mod v3.1

Post by iCYsoldier » June 30th, 2010, 6:58 am

Soviet wrote:- Saving your position now also saves your current player angle.
Good for recording.. nice one :)

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Re: CoDJumper.com Mod v3.1

Post by |Master| » June 30th, 2010, 7:26 am

Awesome !! :shock: , Great work and nice changes... well done. :P
ps: mp_portal .iwd file downloads over and over again. :|
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Re: CoDJumper.com Mod v3.1

Post by [SoE]_Zaitsev » June 30th, 2010, 9:47 am

woopwoop :D
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Re: CoDJumper.com Mod v3.1

Post by MORGOTH » June 30th, 2010, 10:23 am

Great job as always codjumper team!

Can't wait to download and to try all this stuff.

Is there a guide to all new improvements?

EDIT: right now on #1 keeps downloading mp_spacestation iwd and codjumper training iwd

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Re: CoDJumper.com Mod v3.1

Post by Lancast » June 30th, 2010, 2:41 pm

Yep Cj1 seems bugged, a lot of iwds keeps redownloading.

I uploaded this mod on CJ9: 217.163.26.104:28960 if anyone is interested.

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Re: CoDJumper.com Mod v3.1

Post by Lancast » June 30th, 2010, 3:54 pm

Yeah it seems ok now.
KillerSam wrote: I still don't get why the iwd files need to be in the mod folder as well as usermaps, it doesn't make much sense.
I don't think iwds need to be in the usermaps as well the mod. On CJ9 I put all the iwds inside the mod folder only.

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Re: CoDJumper.com Mod v3.1

Post by Pedsdude » June 30th, 2010, 3:55 pm

Lancast wrote:Yeah it seems ok now.
KillerSam wrote: I still don't get why the iwd files need to be in the mod folder as well as usermaps, it doesn't make much sense.
I don't think iwds need to be in the usermaps as well the mod. On CJ9 I put all the iwds inside the mod folder only.
That's a good point, I always assumed it had to be in the specific usermap folder, and then we experienced the problem with people downloading the same file over and over again, which was fixed by copying them over to the mods folder.
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Re: CoDJumper.com Mod v3.1

Post by MORGOTH » June 30th, 2010, 4:31 pm

Pedsdude wrote:
Lancast wrote:Yeah it seems ok now.
KillerSam wrote: I still don't get why the iwd files need to be in the mod folder as well as usermaps, it doesn't make much sense.
I don't think iwds need to be in the usermaps as well the mod. On CJ9 I put all the iwds inside the mod folder only.
That's a good point, I always assumed it had to be in the specific usermap folder, and then we experienced the problem with people downloading the same file over and over again, which was fixed by copying them over to the mods folder.
At first all maps iwd should be put in the mods folder otherwise map wouldn't load. From codjumperv3 i found that i can take all the maps iwd into the respective map folder. In this way people don't have to download all iwd files again and again every time the mods get an update and with this metod you can put or took away maps every time you want. But if you use the "all maps iwd in mods folder" and took away a map from server it will couse people kick for "impure client detect".

I found that keeping all iwd in their respective map folder is better.

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