Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

Tifosi 92undefined

Tifosi 92

@Tifosi 92
About
Posts
16
Topics
4
Groups
0
Followers
6
Following
5

Posts

Recent Best Controversial

  • Can't Download Custom Maps with Bots Mod
    Tifosi 92undefined Tifosi 92

    I should also add that I tried setting up the host machine as a file server using XAMPP (if you are trying to solve the same problem later the forum search function will help you find the thread from which I learned to do this), and it appears that what HFS will do as well. I was able to make the files sharable as an Apache server and viewable by browser over my local network, but unable to get IW5 to download them upon connecting to the match—I got the same error as described in the OP. In this case, in the server config file I pointed the game to either the localhost OR the local IP address of the host machine, and got the same error. In the case of setting the host machine as the file host for a game over the internet, to where should I point the game via the server config file?

    I can share the exact contents of my htaccess file and my server config file in a bit.


  • Can't Download Custom Maps with Bots Mod
    Tifosi 92undefined Tifosi 92

    Resxt Thanks. I tried adding each of them to an htaccess file as “octet-stream” in every folder, but no luck. I also tried adjusting the FTP permissions to allow an insecure protocol but also no luck. Does anyone know exactly how the htaccess file should be formatted? I read that another player had their webhost blocking the IW5 useragent, but surely if that were happening the bots mod wouldn’t be usable on regular maps either? Or is that loaded on the game server and not necessary to have on a file server at all?

    To confirm, the setWWW function (can’t remember what it’s called exactly) should point to the mods folder itself or the root URL? I have mods for WaW and MW3 inside the same folder (mp_bots and bots respectively) so have been setting the base URL as “website. com/mods/” (spaced because I can’t post links) and then setting fs_game as “mods/bots”. I have also tried setting the base URL to “website. com/“ and that doesn’t work either. I’m using https instead of http but not sure that matters.

    Thanks for the suggestion of an alternate host. I may try that if I can’t get this one to work. If I find a solution I’ll post it here for reference as it seems I’m not the only one who’s had this problem. Strangely this worked without a hitch before I switched file hosting companies so I suspect it’s something to do with the file server.


  • Error with Custom Maps _load.ff
    Tifosi 92undefined Tifosi 92

    Any chance you ever got this working? I've tried editing the .htaccess file on my own Apache server but no luck for custom map downloads.


  • Can't Download Custom Maps with Bots Mod
    Tifosi 92undefined Tifosi 92

    No help on this? Perhaps it should be in the server hosting support forum instead, but I'd have thought for sure someone would come along with a suggestion.

    The files can be downloaded from the server using a browser and will run correctly when put into my storage folder for IW5. The game is simply not able to download them for the purposes of joining a match. I'm assuming this has something to do with the MIME types but haven't been able to figure it out. The files are hosted on an Apache web server via Dreamhost if that helps.


  • Can't Download Custom Maps with Bots Mod
    Tifosi 92undefined Tifosi 92

    OK, maybe I'm missing something obvious here, but I have Bot Warfare uploaded to a server using FastDL and it's downloading correctly, yet every time I try to load a custom map, I get the error (example): "usermaps/mp_shipment/mp_shipment.arena" failed to download. Invalid file received from server.

    Is there something I need to change server side, or are my maps corrupted somehow? I've got them hosted online in an iw5 folder and in the "bots" folder for the Bot Warfare mod.

    I've read that I need to add MIME types for the .arena files but have NO IDEA how to do this, haha.


  • Adjust Scavenger to Emulate MW2 with GSC?
    Tifosi 92undefined Tifosi 92

    Resxt said in Adjust Scavenger to Emulate MW2 with GSC?:

    Try this in the Init function

    Thanks for the suggestion (and for moving the thread to the right forum; sorry about that). I tried adding that to the init function, but no luck. I also tried changing the "perk_scavengerMode" variable from 0 to 1 in the console but noticed no change. I'm not quite sure how to do what you're suggesting so I suppose I'll deal with it as is until someone with more coding experience than me decides to come up with a fix, haha.

    It would also resupply lethals and tacticals before, too. Really weird, because I know for certain I didn't have the expertise to write the code to do this, nor did I write a script for it, so it must have changed something else in the engine back then...


  • Adjust Scavenger to Emulate MW2 with GSC?
    Tifosi 92undefined Tifosi 92

    Hi there,

    Two years ago I used a GSC script (credit mostly to Resxt) to remove spawn protection and the visual effects of the MOAB for playing against bots.

    For some reason I don't understand, a side-effect of running this script was that Scavenger behaved as it did in MW2, and resupplied secondary weapons, lethals, and tacticals with each pickup. I haven't changed this script at all, but when running the game now, two years later, on an updated version of Plutonium, Scavenger works as it did in MW3, resupplying only the primary weapon.

    As a Javelin addict on MW2 who much preferred Scavenger's ability to resupply it, is there any way to restore this behavior with a GSC script? I did a search of the forums and found nothing. I've attached the script, which shouldn't have had any effect but somehow did.

    Thanks for the help.

    #include maps\mp\_utility;
    #include maps\mp\killstreaks\_nuke;
    
    Init()
    {
    	level.killstreakSpawnShield = 0;
    }
    
    main()
    {
    	replacefunc(maps\mp\killstreaks\_nuke::nukeVision, ::disableNukeVision); 
    	replacefunc(maps\mp\killstreaks\_nuke::nukeEffects, ::disableNukeEffects);
    }
    
    disableNukeVision()
    {
    
    }
    
    disableNukeEffects()
    {
    	level endon( "nuke_cancelled" );
    	setdvar( "ui_bomb_timer", 0 );
    	
    	foreach ( var_1 in level.players )
    	{
    		var_2 = anglestoforward( var_1.angles );
    		var_2 = ( var_2[0], var_2[1], 0 );
            	var_2 = vectornormalize( var_2 );
            	var_3 = 5000;
            	var_4 = spawn( "script_model", var_1.origin + var_2 * var_3 );
            	var_4 setmodel( "tag_origin" );
            	var_4.angles = ( 0, var_1.angles[1] + 180, 90 );
            	var_4 thread nukeEffect( var_1 );
        	}
    }
    

  • Changing factions with the .arena files
    Tifosi 92undefined Tifosi 92

    I agree, it would be great to be able to swap the factions around on custom maps seeing as most people just have Delta Force multicam vs. Spetsnaz paratroopers set and it gets really annoying listening to the same commentary/music on every single custom map.

    Something to note: swapping the factions willy nilly will create substantial lag problems and potentially trigger the "AimTarget_GetTagPos: cannot find tag[j_head] on entity" crash with Bot Warfare on some custom maps. I think something has to be set in the map files to allow factions to be swapped, otherwise the mod's script will throw an error. For instance, I was able to switch factions on Bog (opforce_air to opforce_henchmen) without the problem arising, but doing so on Wet Work (mp_cargoship) or Scrapyard (mp_boneyard) will cause the game to lag tremendously or even crash during the pre-match countdown.

    Note that I've only encountered this problem on a local game. I haven't tested it on a server to see if it will also cause the problem.


  • | MAP | Wasteland from MW2
    Tifosi 92undefined Tifosi 92

    Thanks for porting all of these. I think the only ones missing from MW2 (at least that come to mind) are Quarry and Rundown? Two of my favorites, would love to be able to play them in MW3.


  • Bot Warfare Waypoints for Custom Maps?
    Tifosi 92undefined Tifosi 92

    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.

    wps_mp_raid.iwd wps_mp_killhouse.iwd


  • Bot Warfare Waypoints for Custom Maps?
    Tifosi 92undefined Tifosi 92

    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!

    The .gsc files for the waypoints are attached:
    wps_mp_raid.iwd
    wps_mp_radiation_sh.iwd


  • Bot Warfare Waypoints for Custom Maps?
    Tifosi 92undefined Tifosi 92

    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.


  • Bot Warfare Waypoints for Custom Maps?
    Tifosi 92undefined Tifosi 92

    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.


  • Plutonium VM Support
    Tifosi 92undefined Tifosi 92

    Thanks for the really detailed responses, everyone. I guess I’ll stick to IW4x until Bootcamp is released, if ever.


  • Plutonium VM Support
    Tifosi 92undefined Tifosi 92

    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?


  • Plutonium VM Support
    Tifosi 92undefined Tifosi 92

    Hi there,

    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:

    1. 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.

    2. 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.

  • 1 / 1
  • Login

  • Don't have an account? Register

  • Login or register to search.
  • First post
    Last post
0
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate