
OpenWarfare 1.6.3 has been released!
OpenWarfare 1.6.3Call 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:
Black screen for spectators (based on GUID):
Real time personal statistics:
New VIP models for Assassination:
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