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  • Announcements regarding the Plutonium Project.

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    Watch the reveal trailer: https://www.youtube.com/watch?v=WabtwDUEzG8 Installing/updating: Ensure you have the game installed (there should, among other things, be a main folder and a jb_mp_s.dll file in it). If you're missing discord_game_sdk.dll or EOSSDK-Win32-Shipping.dll, or if you're getting an "Invalid game version" error, download this and copy the files to your game folder. Download the latest plutonium-quantum.exe and place it in the game folder Run plutonium-quantum.exe to play Logging in: When clicking Windows LIVE in the main menu, the game should open a browser and authenticate automatically, as long as you're logged in to the forum. If you aren't, login in the browser when prompted to. The authentication flow should continue automatically afterwards. If anything goes wrong, make sure you're logged in to the forum in your default browser and restart the game and try again. Some browsers (like Brave) may block the authentication flow, disabling "privacy protection" features temporarily may help (like Brave's "Shield"). You could also try a different browser, and visit https://forum.plutonium.pw/eos/auth after clicking Windows LIVE at least once in-game. Joining parties: Parties in this game have been implemented with the "invite to group" feature in Discord. When you're in a party (anywhere but the main menu), you should see "Invite x to Play Plutonium Quantum" in various places in Discord, use these to invite other people. Party members should also be able to do this. Read through this support article for more information. If you have the Discord Overlay enabled, you should be able to invite straight from the game using that too (requires manually whitelisting Plutonium Quantum in Discord settings first). Finding games: Matchmaking is implemented and can be accessed by pressing Find Game in the menu. If any matches for a specific playlist are found, your game should attempt to join it. Otherwise, you will become the host for a new lobby and wait for other people to join. If you are unable to find games, try backing out and searching again. You can also ask people in #looking-for-games on Discord to make sure there're other people playing. The game uses peer-to-peer lobbies, so your IP address may be shared with other people. Changing advanced settings: To change settings such as cg_fov, com_maxfps, or to set an exact value for input_viewSensitivity, you have to modify the player config manually. The file path is <game folder>\saved\players\<user id>\config_mp.cfg. The file format should be familiar to anyone wanting to do this. Note: Unlike our other games, we have not made the in-game console accessible. The reason for this is to improve the quality of public lobbies, we may enable it later. Common issues: Connectivity issues (other people not being able to join your party, private match or public lobby) Make sure Windows Firewall and any other "anti-virus" software isn't blocking the game. Additionally, make sure UPnP is enabled in your router, or manually port forward port 1000 to your computer. Settings not saving while in-game Open and close the Controls menu (after changing other settings), it should trigger a save
  • Posts not strictly related to Plutonium can go here.

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    @Remyzzz2k yeah or if you're having difficulties, just host your own server for philippines / asians and get your name out there!
  • Request support for the Plutonium Launcher, please wait at-least 1 day for a reply, it can get busy.

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    it does happen. But its nothing a reinstall can't fix. It fixed that for me.
  • Game Support

    If you're looking for help with an issue related to our supported games, post here!

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    I'm on bo2 and I'm trying to connect my headphones to the game, but the option to change it is grayed out. I know that your headphones need to put connected before you launch the game, but even that still doesn't fix my issue. Any help is appreciated.
  • Server Hosting Support

    If you're looking for help with an issue related to hosting a server on Plutonium, post here!

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    Hello, I'm thinking of creating a Plutonium server hosting platform, but I'm not sure if anyone would be interested in using it. I already have experience in the area, I know how to do it, my idea is as follows: Create a platform where with just a few clicks you would have a server configured and online 24 hours a day within seconds, initially for BO2 Zombies and multiplayer, with the intention of expanding to other games. The intention is to offer an intuitive panel where the user can start, restart, shut down, view logs, and manipulate files without any Linux knowledge and without needing to download anything. Automatic deployment integrated with GitHub Automatic and manual backup system, capable of creating up to 5 copies of the server manually, and a backup is performed every day at 1:00 AM. The system would optionally include IW4M-Admin to facilitate server organization. There are many other ideas, but the purpose of this topic is to find out if there would be any incentive from the Plutonium team to help with promotion, after, of course, having something functional and reliable to show. I am open to suggestions, if I can't post here, sorry! I'm new to the community. A functional prototype [image: 1764958305468-b7eb96df-f8ff-4712-befa-ab4da73b525c-image.png] Sorry if the text sounds strange, I'm using Google Translate to write in English. I'm from Brazil.
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    This is a tutorial only. No files, models, or FFs are distributed in this post Hello everyone, In this post im going to show you how to add your own playermodels (custom models) to black ops 2 zombies in the TranZit map. For this we are going to need some tools: Blender 3.0, an addon called "BetterBlenderCod", another one called "OpenAssetTool", and any file converter (dds to iwi). We are going to need a reference model which we can find at: https://forum.plutonium.pw/topic/18568/release-zombies-all-bo2-zombies-xmodels-obj-ma-xe-smd-files-images-dds-tga?loggedin=true Open Blender and create the model, the created model must be humanoid, once we done that, import the reference models [image: 1765055005069-db410b85-92eb-46f2-8249-e3c98b2e2272-image.png] [image: 1765055041937-ca74c82d-4e10-4506-8e9f-0fd2ea32069f-image.png] We are going to import the model to Blender with BetterBlenderCod (if you can't add the model properly you have to delete the comments in the XMODEL_EXPORT file) [image: 1765054905618-5542ccb8-148f-41b4-b90f-aacf76e5c33f-image.png] Once we imported the reference model, we have to positionate our model in the same place as the reference model. For that, it's got to have the same orientation and position. It's important that we make them exactly in the same pose to avoid errors. [image: 1765055109305-035ab44c-4fd6-4df0-b3bb-78a8eb1d98a2-image.png] Once our model is in the same pose and position, remember to delete all Vertex groups associated to your model. After that, we'll have to transfer the reference model's vertex weights to our model. After that we can delete our reference model and add the armature to your model, what we're gonna get with this is that our model inherits the needed requirements so that the engine can correctly replace the character [image: 1765055302854-f5f80853-0279-4a8d-9ca2-7327da56add5-image.png] [image: 1765055431095-160d05e5-949d-4c54-b94d-c87bd8010daf-image.png] [image: 1765055513804-b650a875-0b8e-49bc-aac7-572be5093bb2-image.png] IF: The model looks stretched or has weird movements in to the game, we can fix it by setting the weights correctly Now that we're here, let's open OpenAssetTools, what we're going to do is decompile the BO2 FF files, in this case we'll focus in a very important one called "so_zclassic_zm_transit.ff" This file contains the playable characters reference from tranzit. [image: 1765055637500-296f44ec-dfff-4d23-831f-bed691e64b39-image.png] We'll have to move this file (which we can find in the game files) in the same folder as the apps called "linker.exe", "unlinker.exe", once done this, launch cmd and type "cd (the apps path)" in the console [image: 1765055734640-1b855012-20f1-4e7a-b0cf-a7ad11c3acc8-image.png] Example: cd C:\OAT\oat-windows [image: 1765055854871-1634f150-8ef1-465c-9d34-b0d86d694edc-image.png] Then execute the command: unlinker.exe -o extract so_zclassic_zm_transit.ff [image: 1765055891250-501b5c67-7a20-4300-a1f2-2ad018309f2c-image.png] Once decompiled we'll see a folder called "extract" in which inside we'll focus on the folders named materials, model_export, xmodel, zone_source. Every other folder we just delete it. [image: 1765055951820-5c099c02-9ea1-4846-b8ea-4bfa2b7a0fcc-image.png] [image: 1765056101546-e8a0bfce-1f88-4b8c-89d0-a63dbe33c077-image.png] [image: 1765056149807-dba7f5c9-67e2-40a0-9b8d-64788d3b59a6-image.png] Click on the materials folder, and then on the mc folder, there we can see the materials in JSON format, and here you can choose what character you're going to replace, in my case I'll use Russman as an example [image: 1765056220781-15837dd6-3f8a-4c0d-8966-3d0de5eec3e0-image.png] [image: 1765056319152-7590d91e-a538-4cbe-a066-8566b5ecc6d1-image.png] [image: 1765056399443-d2aa58a4-0b7a-4514-9d83-36235678d113-image.png] In this case, Russman will have 4 materials in total, 2 for the world model, and 2 for the view model (if you picked another character it'll have more or less materials) It's important to clarify that our model will have the same amount of materials that the engine expects, in this case it's expecting 2 materials for the world model. What we're going to do is we'll go to material properties in Blender and check how many materials your model has. [image: 1765056452675-35c4d9fd-a64c-4e27-8323-308576831407-image.png] Farmgirl: [image: 1765054635726-3a3629c1-d284-4aae-99ef-f55009bd127f-image.png] Reporter: [image: 1765054561308-4cf55e4b-6e62-42f0-888f-6b46780abf4c-image.png] Engineer: [image: 1765054601045-e7753012-bea8-418d-bb28-ec87f5edf015-image.png] Oldman: [image: 1765054683945-d24909a4-36f1-4324-8b89-1883a28c7d41-image.png] The materials must be called this way: mc/materialname Examples: mc/mtl_c_zom_player_oldman_body mc/mtl_c_zom_player_oldman_head [image: 1765056977389-a6dc621e-9181-4943-b427-ce01dcb1628a-image.png] (This is for russman) Once done this we can export our model in a GLB file, this file is going to export wherever we have the model_export folder. We have to find the models named: c_zom_player_oldman_fb_lod0.glb c_zom_player_farmgirl_fb_lod0.glb c_zom_player_reporter_fb_lod0.glb c_zom_player_engineer_fb_lod0.glb [image: 1765056605870-dcf45988-8d73-4a29-a933-6868465e3adb-image.png] Depending on which material we've picked, we replace one model or another, after that our model will need less polygons. And this same model has to be exported with the next files names: c_zom_player_oldman_fb_lod1.glb c_zom_player_farmgirl_fb_lod1.glb c_zom_player_reporter_fb_lod1.glb c_zom_player_engineer_fb_lod1.glb [image: 1765056679311-014503e8-4abe-4cab-b964-f46aaf215b4a-image.png] We repeat the process for the next models: c_zom_player_oldman_fb_lod2.glb c_zom_player_farmgirl_fb_lod2.glb c_zom_player_reporter_fb_lod2.glb c_zom_player_engineer_fb_lod2.glb c_zom_player_oldman_fb_lod3.glb c_zom_player_farmgirl_fb_lod3.glb c_zom_player_reporter_fb_lod3.glb c_zom_player_engineer_fb_lod3.glb After that we'll have our main model, we'll only leave the arms and delete everything else. The model will only be 2 arms. We'll go to the folder where we downloaded the black ops models and import the reference arms, preferably c_zom_reporter_viewhands. We import the XMODEL to Blender and we'll do the same we did with the reference model (we have to put our model arms in the same position, orientation and pose as the reference arms). [image: 1765056781752-3c5adfbe-d3a9-48f4-9618-60699ff1b747-image.png] [image: 1765056819786-1c4a7618-3843-4658-9a2c-a5fdab8279b4-image.png] Like this: [image: 1765056857075-51ad2fd5-e2d7-442f-91f5-0a407b41a1f6-image.png] Once done this we delete our model's vertex groups and transfer the vertex weights. After that we delete the reference arms. We assign our reference model's armature to our model. Check the materials and rename them according to what the engine's expecting. Example: mc/mtl_viewarm_zom_oldman_skin mc/mtl_viewarm_zom_oldman [image: 1765057111383-10ea7353-a067-4e9a-bb78-1d23f7ef9284-image.png] Now what we're going to do is export our model in the model_exports folder to one of this files: c_zom_oldman_viewhands_lod0.glb c_zom_reporter_viewhands_lod0.glb c_zom_farmgirl_viewhands_lod0.glb c_zom_engineer_viewhands_lod0.glb [image: 1765057149661-4173b577-fa9b-48f9-a1fe-6dda9a0bdf5f-image.png] (The file you have to select has to be the same as the model you want to replace) The folders xmodel, model_export, and materials must be placed in this path after extracting OpenAssetTool: C:\OAT\oat-windows\raw\t6 [image: 1765060798349-db6c908c-bc9a-46d5-95b8-448e2574ee95-image.png] Once done this, if everything's correctly done, the model can be used in game, by first compiling it into an FF file. For that we open up cmd again and we'll type: Linker.exe -v ^ --load "File path so_zclassic_zm_transit.ff" ^ --source-search-path "ZONE_SOURCE folder's decompiled path" ^ --output-folder "output folder's path" ^ so_zclassic_zm_transit [image: 1765057209430-eacc5c90-ab63-4fa5-bd1c-e125844477b6-image.png] For the last step we'll add the textures, the textures we're going to use must have a specific name. This names we can find in the JSON files from the materials folder Inside the JSON files we'll find many image names in which we only want some specific ones. This file names usually have two important signs "~-" [image: 1765057429403-976429af-bdf2-4f8a-b577-ea268320cc77-image.png] If the image name starts with these symbols we'll have to copy and paste it in our iwi file (the .iwi file has to be the texture we want to replace, this texture is the same we used in Blender). Once replaced every necessary texture with its corresponding name, we'll have to put it in a specific folder which we can find in Plutonium\storage\t6\images [image: 1765057479062-c6b53ada-31ff-43df-bf26-a337df4d82c0-image.png] If you can't find the images folder, create it. There we put our iwi files. Once done this we'll go to the mods folder in Plutonium and create a folder named: zm_YOURMODNAME we'll put the compiling result which is a file named so_zclassic_zm_transit.ff This file name should NOT be changed. [image: 1765057519465-c4d00da1-a0d6-457e-8d47-668b9eb9b206-image.png] [image: 1765057590458-f807cd05-d226-482d-a50a-366729397165-image.png] After all of this, we'll open the game from the Plutonium launcher and go to the Mods option, we'll see our mod there and we just toggle it. Then we go to Custom game, toggle cheats, start the game. And we'll se our model with the new arms. And if you type "cg_thirdperson 1" you're going to see your model. [image: 1765057679195-186d9ec4-9436-40f7-b3fd-2a977852b45e-image.png] [image: 1765057697594-dd785f40-5d4a-4f24-948c-ab6c2241a884-image.png] [image: 1765057723081-53ba1fc1-0afb-4e29-9ff2-b2bf33787c93-image.png] [image: 1765057788006-924a2326-395f-4daf-9e81-661576986d12-image.png] [image: 1765057804569-8c3710c1-6b1a-4828-9097-fdb865610a91-image.png] Credits: Ahrimdon NotSebax Laupetin marv7000
  • Regional Topics

    Non English language discussions can be posted here.

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    Creo que yo puedo montar uno, pero tendria que averiguar el sistema de acá, me gustaria montarlo realmente. Si quieres me sigues y mientras veo como funciona el entorno de plutonium y los servidores vemos como podemos hacerlo a full