OpenWarfare
It is currently Thu Sep 09, 2010 9:16 pm


Forum rules


You Need to be a registered user for full access to the forum and downloads.



Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 1 post ] 
 OpenWarfare 1.6.3 has been released! 
Author Message
OpenWarfare Team
User avatar

Joined: Thu May 08, 2008 4:15 pm
Posts: 5877
Location: Mt. Olive, NJ
Country: United States (us)
xfire: t3chn0r
Post OpenWarfare 1.6.3 has been released!
Image

OpenWarfare 1.6.3

Call of Duty 4: Modern Warfare and Call of Duty: World At War:
Code:
- NEW: New option added to AMVS to generate the voting options based on the
       current server's rotation.
- NEW: New map rotation control system (MRCS) to control the server's rotation
       based on number of players in the server.
- NEW: New gametype Last Man Standing (LMS) based on Free-for-all.
- NEW: New gametype Last Team Standing (LTS) based on Team Deathmatch.
- NEW: New gametype Retrieval where the attackers need to retrieve two objectives from the map.
- NEW: Added new variable to Assassination so only clan members can be chosen
       as the VIP.
- NEW: Added new variable to Capture and Hold to control the respawn of players
       owning the flag.
- NEW: Added a sudden death like Sabotage to Capture and Hold when scr_ch_chmode
       is set to "0".
- NEW: Added support for team based weapons where each team will have access to certain
       weapons only.             
- NEW: An advanced Overtime module has been added to the mod to control an extra
       round when the game finishes in a tie.
- NEW: Customize-A-Player Interface. Select between the 5 friendly models if the gametype is
       team based or the 10 friendly and enemy models that are loaded with the map if not team based.
- NEW: Added new option in Freeze Tag to melt the iceberg to show unfreeze progress.
- NEW: Added Previous and Next arrow buttons in the CAC Editor for easier and quicker navigation.       
- NEW: Added new option to black spectators' screens so they can't see the location of players
       in the server when they connect.
- NEW: Added a GUID control system for tournaments where not registered GUIDs will be automatically
       disconnected from the server.
- NEW: New variable to control dead chat has been added.
- NEW: Added support for Last Man Standing, Last Team Standing, and Retrieval to Visual Mover.
- NEW: Real time player statistics to show information to the player like accurary, k/d ratio,
       headshots, longest shot, melee kills, etc.
                     
- CHG: Changed the AMVS to allow a player to leave the server during the map voting process.
- CHG: Removed scr_visual_mover_random_config dvar.
- CHG: Added a new variable to the visual mover to supply the game with how many configurations
       a map and its corresponding gametype have.
- CHG: All visual mover configuration (item) dvars will now have a "_<#>" at the end
       starting at 0 or 1.
- CHG: For visual mover blank or " " dvars are no longer needed for each configuration.
- CHG: Moved some dvars from the mover.cfg to all the mover/gametype folders. Provided descriptions
       of these variables and examples for each gametype.
- CHG: Removed the old mover written by BionicNipple.
- CHG: The head model for the VIP player in Assassination will change now.
- CHG: New option added in S&D to still show both bomb sites to the defenders even when one has
       been disabled.
- CHG: Re-aligned the images on the map loading screen and replaced the default clanlogo.iwi image.
- CHG: Reduced number of image resources (2 sponsor logos were removed and simplified the health bar
       image)
                                 
- BUG: Fixed a problem with hiding scores in TDM always.
- BUG: Fixed a problem with sd_sdmode "1" where the proper icons where not being set
       after the bomb was planted.
- BUG: Fixed a problem with resetting the day cycle at the beginning of each round or map.
- BUG: Fixed a bug where the winner in Gun Game was not properly showing when the time limit was
       reached.
- BUG: Fixed a problem with custom maps using 8 HQ locations in KOTH that was preventing the game
       to create an extra object location icon.
- BUG: Fixed an infinite loop in auto balance where none of the players from the team with more
       players could be auto-balanced.
- BUG: Fixed all the special effects with explodable barrels.
- BUG: Fixed a problem with setting the VIP's health in Assassination higher than the game's health.


Only Call of Duty 4: Modern Warfare:
Code:
- NEW: Added support for 3rd person spectate (new bind has been added to switch
       from 1st person to 3rd person). ONLY MW.
- NEW: Added new variable to control Claymores' arming time. Claymores will not go off
       before the time passes.       
- NEW: Added an option to check for invalid Claymore plants based on distance between the player and
       the Claymore.
       
- BUG: Fixed a stock bug where concussion grenades don't affect players using the Juggernaut perk.
- BUG: Fixed the explosives model name to be attached to the player when the defenders steal the
       the bomb from the attackers.


Only Call of Duty: World At War:
Code:
- NEW: Added an option to check for invalid Betty plants based on distance between the player and
       the Betty.
- NEW: Added support for new stock maps from Map Pack 3.

- BUG: Fixed a problem with the visual mover. Some maps were using tanks of different fields than
       Treyarch's stock tank settings. Example mp_foy. Tanks used _flm in names.
- BUG: Fixed resolution ratio problems in OW_CAC_EDITOR.



New map loading screen:
Image
Image

Black screen for spectators (based on GUID):
Image
Image

Real time personal statistics:
Image
Image

New VIP models for Assassination:
Image
Image



Configuration changes:
New files:
configs/gametypes/lastmanstanding.cfg
configs/gametypes/lastteamstanding.cfg
configs/gametypes/retrieval.cfg
configs/mover/lastmanstanding.cfg
configs/mover/lastteamstanding.cfg
configs/mover/retrieval.cfg
configs/server/overtime.cfg

configs\openwarfare.cfg:
Code:
exec configs/server/overtime.cfg
...
exec configs/gametypes/lastmanstanding.cfg
exec configs/gametypes/lastteamstanding.cfg
exec configs/gametypes/retrieval.cfg
...
exec configs/mover/lastmanstanding.cfg
exec configs/mover/lastteamstanding.cfg
exec configs/mover/retrieval.cfg


configs\gameplay\classes.cfg (only MW):
Code:
Several renames to support team specific weapons.


configs\gameplay\hud.cfg:
Code:
// Controls whether or not dead players can still chat with the other players
// 0 = Disabled (default for games with limited lives), 1 = Enabled (default for games with unlimited

lives)
// set scr_enable_deadchat "0"
...
// Controls if spectators' screen should be black so they can't see players location in the game
// 0 = Disabled (default), 1 = Enabled
// set scr_blackscreen_spectators "0"

// GUIDs of players that will be excent from the spectator blackscreen
// Syntax is GUIDs separated by semicolons (;)
// set scr_blackscreen_spectators_guids ""
...
// Shows real time statistics (accuracy, k/d ratio, longest shot, etc) to the player in the top right

corner of the screen
// 0 = Disabled (default), 1 = Enabled
// set scr_realtime_stats_enable "0"

// Sets if the default state of the real time stats should be ON when the player connects to the

server
// 0 = Disabled, 1 = Enabled (default)
// set scr_realtime_stats_default_on "1"

// Measurement unit to be used for the real time longest shots statistics
// Allowed values: meters or yards
// set scr_realtime_stats_unit "meters"


configs\gameplay\others.cfg:
Code:
// Controls whether or not the killcam should be shown when killed
// 0 = Disabled (default), 1 = Enabled
// set scr_game_allow_killcam "0"
...
//******************************************************************************
// CUSTOMIZE-A-PLAYER OPTIONS
//******************************************************************************
// Enables the customize-a-player interface
// 0 = disabled (default), 1 = enabled
// set scr_cap_enable "0"

// Sets the amount of time (in seconds) a player has to access the cap after spawning
// 5.0 = default, 1.0 = min, 15.0 = max
// set scr_cap_time "5.0"

// If enabled, player will only be able to edit the characters appearance on their first spawn.
// The CAP will not be available after the first spawn of a map.
// 0 = disabled (default), 1 = enabled
// set scr_cap_firstspawn "0"


configs\gameplay\spectate.cfg:
Code:
// Allow 3rd person spectate
// 0 = Disabled (default), 1 = Enabled
// set scr_allow_thirdperson "0"

// Players' GUIDs that will be allowed to spectate in 3rd person view without enabling it for everyone
// Format is GUIDs separated by semicolons (;)
// set scr_allow_thirdperson_guids ""


configs\gameplay\weapons.cfg:
Code:
// Time it will take the claymore to be armed after planting
// 0 = Disabled (default), 1-10 = Enabled
// set scr_claymore_arm_time "0"

// Check for an invalid plant (too much distance between the player and the claymore)
// 0 = Disabled (default), 1 = Enabled
// set scr_claymore_check_plant_distance "0"

Code:
// Check for an invalid plant (too much distance between the player and the betty)
// 0 = Disabled (default), 1 = Enabled
// set scr_betty_check_plant_distance "0"


configs\gametypes\assassination.cfg:
Code:
// Only clan members identified with the clan tag will be allowed to be VIP (separated by

spaces).
set scr_ass_vip_clan_tags ""


configs\gametypes\captureandhold.cfg:
Code:
// Show enemies on the radar if the time limit is reached and no team has captured the flag
// Only applies for scr_ch_chmode set to "0"
// 0 = Disabled, 1 = Enabled (default)
set scr_ch_suddendeath_show_enemies "0"

// Time limit for the overtime period once the round time has ended and the flag hasn't been captured
// 0 = No time limit, > 0 - 600 = Seconds for the overtime limit
set scr_ch_suddendeath_timelimit "90"
...
// Seconds it will take the players owning the flag to respawn again when killed
// Players will respawn if the flag goes neutral or it's captured by the other team
// 0 = Disabled (default - uses scr_ch_playerrespawndelay), > 0 - 60 = Seconds to respawn
set scr_ch_ownerspawndelay "0"


configs\gametypes\capturetheflag.cfg:
Code:
// Show enemies on the radar if the time limit is reached and no team has captured the flag
// Only applies for scr_ctf_endround_on_capture set to "1"
// 0 = Disabled, 1 = Enabled (default)
set scr_ctf_suddendeath_show_enemies "0"

// Time limit for the overtime period once the round time has ended and the flag hasn't been captured
// 0 = No time limit, > 0 - 600 = Seconds for the overtime limit
set scr_ctf_suddendeath_timelimit "90"


configs\gametypes\freezetag.cfg:
Code:
// Melt the iceberg to indicate the unfreeze progress
// 0 = Disabled, 1 = Enabled (default)
set scr_ftag_unfreeze_melt_iceberg "1"


configs\gametypes\searchanddestroy.cfg:
Code:
// Show both bomb sites to the defenders even when one of them is disabled
// 0 = Disabled (default), 1 = Enabled
set scr_sd_defenders_show_both "0"


configs\server\advancedmvs.cfg:
Code:
// Activate or deactivate the Advanced Map Voting System
// 0 = Disabled (default), 1 = Enabled (use the scr_amvs... variables), 2 = Enabled (use current

server's rotation)
set scr_amvs_enable "1"


configs\server\mapcontrol.cfg:
Code:
//******************************************************************************
// MAP ROTATION OPTIONS                                                       
//******************************************************************************
// Enable map rotations based on amount of players connected to the server.
// Once enabled the server admin can add _low, _medium, or _high to the map
// rotations variables that will be automatically activated by the server based
// on the number of players connected
// 0 = Disabled (default), 1 = Enabled
// set sv_mapRotationLoadBased "0"

// Scramble the map rotation when the server starts
// 0 = Disabled (default), 1 = Enabled
// set sv_mapRotationScramble "0"


//******************************************************************************
// AUTO-GENERATED MAP ROTATION (AUTO-GENERATED ROTATIONS WILL BE SCRAMBLED)
//******************************************************************************
// Controls whether or not the server should generate the map rotation
// 0 = Disabled (default), 1 = Enabled
// set scr_mrcs_auto_generate "0"

// Gametypes that will be used to auto-generate the map rotation (default is all the
// gametypes supported by OpenWarfare)
// set scr_mrcs_auto_gametypes "ass;ch;ctf;dom;dm;ftag;gg;koth;lms;lts;re;sab;sd;war"

// Maps that will be used to auto-generate the map rotation (default is all the stock
// maps). Format is "mp_mapname:gametype,gametype;mp_mapname:gametype,gametype;...".
// If no gametype is listed for the map the default gametypes in scr_mrcs_auto_gametypes.
// For example, "mp_carentan;mp_killhouse:dm,tdm;mp_overgrown". Multiple lines are supported.
// set scr_mrcs_auto_maps_1

"mp_convoy;mp_backlot;mp_bloc;mp_bog;mp_broadcast;mp_carentan;mp_countdown;mp_crash;mp_creek;mp_crossf

ire;mp_citystreets;mp_farm;mp_killhouse;mp_overgrown;mp_pipeline;mp_shipment;mp_showdown;mp_strike;mp_

cargoship;mp_crash_snow;mp_vacant"


configs\server\match.cfg:
Code:
//******************************************************************************
// GUID CONTROL SETTINGS
//******************************************************************************
// Checks for players' GUIDs to see if they have been registered to play the
// current tournament
// 0 = Disabled (default), 1 = Enabled (check-in mode), 2 = Enabled (control mode)
// During the check-in mode, the module will log entries starting with the string
// GCS in the games_mp.log containing the player's name and their GUID.
// In control mode, players that have not been entered in the allowed variable
// will be disconnected from the server.
// set scr_guidcs_enable "0"

// GUIDs that have been checked-in separated by semicolon (;) (multiple lines allowed)
// set scr_guidcs_allowed_1 ""



Regards,
The OpenWarfare Team

_________________
Image
"Anyone who has never made a mistake has never tried anything new." -- Albert Einstein
"Any fool can write code that a computer can understand... But only good programmers write code that humans can understand." -- Martin Fowler


Sat Oct 10, 2009 4:22 pm
Profile YIM WWW
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 1 post ] 


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.