OK, so in playing some of the CoD4 maps, noticed the waypoints from CoD4X don't work in Killhouse, so I made some new waypoints for Killhouse (the bots may have an issue getting stuck in the corners; I tried to fix this but haven't tested it yet). I also tried to fix an issue with the bots getting stuck in the courtyard in Raid on my last waypoint set.
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I don't have a GitHub account and don't want to create one, so I'll try attaching them as files with an .iwd extension here if anyone wants to use them (change the .iwd to .gsc upon downloading and they should work).
If you're reading this thread and don't know how to add custom waypoints (I had trouble figuring this out myself), a few things:
- In order to get custom maps to work, you need to put them in the "usermaps" folder located in "[your user name]/AppData/Local/Plutonium/storage/iw5/usermaps" or something similar (you’ll need to view hidden folders to get here).
- Once your custom maps are in there, you'll need to install Bot Warfare (follow the instructions); this will put a file called "z_svr_bots.iwd" or similar in the "storage/iw5" folder listed above.
- Open the z_svr_bots.iwd file using 7Zip or an equivalent archive editor and navigate through the archive until you find a folder a containing a bunch of map names (I think it's in "scripts" somewhere)
- Create a new folder here, inside the archive, with the file name of your custom map (for these waypoint sets, it will be either "mp_raid" or "mp_radiation_sh")
- Move the .gsc files (for these downloads, make sure you change them from .iwd to .gsc) into their corresponding directories in z_svr_bots.iwd; Bot Warfare will now load these waypoints when the map is loaded. Waypoints MUST be saved in here or else they will not work.
- If you’re making waypoints on your own, do not open/edit/save .gsc files from inside z_svr_bots.iwd using 7Zip, or the engine will not read them correctly
Load the game and play!
@Resxt I figured out what I was messing up before seeing your post here, which was that the waypoints need to be added to the iwd file in the AppData folder. Once I put the CoD4x/IW4X waypoints into the maps, they all worked wonderfully.
This left just Raid, Radiation, and Nuke Arena from CoD: OL that lacked waypoints as well as Pool Party. I’m not interested in playing Nuke Arena or Pool Party, but did manage to finish waypoints for Raid and Radiation. Raid took me six hours over two days since my first attempt at placing waypoints involved using nearly 600 of them due to the many curved structures on the map—using this many waypoints causes the save function in Bot Warfare to take so long to complete that IW5 will terminate it thinking it contains an infinite loop. The waypoints were only partially saved and I had to do the entire map over again… thankfully Radiation only took me 45 minutes.
I’ll upload the waypoints for these tomorrow evening, and you can add them to your iwd. If you know how to get in contact with INeedBots I can send them his way as well if interested.
Before I set out to create a set of waypoints for the custom maps in the pinned thread, I figured I'd ask if a repository of them exists somewhere? I've tried to search for them, and on some of the older maps such as Afghan and Scrapyard, tried to import waypoints from IW4X's Bot Warfare, but if they load at all, the bot paths are glitchy.
If none exist, I will (very slowly) set about making them, and will update as they are completed.
Thanks for the really detailed responses, everyone. I guess I’ll stick to IW4x until Bootcamp is released, if ever.
@coder-x64 Thanks for the explanation. If I understand correctly, this sounds like only allowing LAN mode in the VM also won’t work because you could launch the game in LAN mode and then alter the memory to allow it to believe it should be online.
But if the memory read/write is as limitless as it sounds, what’s to stop cheaters from telling Pluto it’s not loaded on a VM in the first place? Is the VM detection done server-side? If so, would it be possible to create a LAN-only fork of the game for VMs that could be detected server-side were someone to take it online?
Again, I have no practical coding experience outside making a few Doom mods, so I’m just trying to understand how all this works. I’ve been a Mac gamer for a long time now (mainly through Bootcamp) and was really excited to use the graphical leap afforded by the M1 Pro to play WaW, MW2, MW3, and BO2 in LAN parties before I found out only MW2 would work via IW4x (a great game, but it’s still fun to change it up a bit from time to time). In the event Windows won’t ever work outside of VMs on the M1 Macs, might there be a way other than Pluto to play these games over LAN in a VM?
Apologies if this is in the wrong place. I want to start by thanking all the Plutonium staff for everything you guys have done to bring some awesome features to the best era of CoD.
I used to have a 2015 MacBook Pro on which I ran Plutonium through a Windows Bootcamp partition. That computer has unfortunately ceased to function and has been replaced with an M1 MacBook Pro. I've replaced the Bootcamp partition I had for gaming with a Parallels Windows 11 VM, with quite a bit of success (e.g. IW4x with controller support & Bot Warfare runs fantastically at full graphics settings on it) but I can't get anything on Plutonium to load.
Doing some searching on the forum has revealed that Plutonium flat-out won't run on VMs, ostensibly related to anti-cheat issues. I guess this is where I have a few questions:
If Plutonium won't launch on a VM strictly because of anti-cheat reasons, why can't I launch the game in LAN mode (anti-cheat disabled) on a VM? Are VMs allowed to run the game in LAN mode–in other words, is this something I'm doing wrong, or an M1 chipset issue? While I would like the ability to play online with my dad, who lives in another state, I'd at least like to be able to run the game offline again on my Mac.
Are there any plans for VM support in the future? Many Mac users will migrate to M1 machines in the future and it's not looking like Bootcamp is going to be an option any time soon–I am sure I speak for a lot of users who would like to be able to take advantage of the graphics power in the M1 Macs to run older games. Again (and I am probably missing something here), it seems like allowing VMs to only run the game in LAN mode would be a great compromise here.
Thanks again for all the work you guys have done and I hope that I'll get a chance to run Pluto on my M1 Mac in the future. If there's anything I can do as a coding-illiterate bystander to help support getting the game to run on M1 Macs, please let me know.