Posts by Ki1Lu

    Hello, thank you now I was able to track the whole thing.


    I have all the necessary information regarding the ban, unfortunately none why it happened.


    Here is the information:


    Date of ban: 07/13/2022.

    Banned by: 'aKuma.Skate

    Reason: Unknown

    Ban Request: Not available


    We have a violation of our own rules here. There is no information regarding this, no Ban Request etc. For this reason the ban is not allowed.


    Access to the server is being granted again, in the next few minutes you should get access again.


    Perhaps Skate can please get back to me on this.



    Thank you and have fun on the servers!

    Hello,


    can you provide some more information? What kind of message is coming and what exactly is happening?


    How long has the problem existed? What was your last used name on the server? What is your IP?



    More information would be very helpful for us.

    Especially if in the near future I implemented the faster and better ingame Rcon tool, then everything goes out of the game, without additional programs on the desktop ;)

    Hello thank you for your contribution here in our forum.


    We from Team Akuma have already put good and visited servers in the past, but after a long time out, we are now back. Considering that the servers are online maybe a week, the success is already very good, but that does not mean anything. The path to build a large community is long and difficult, whether we succeed, is in the stars. But it's fun for us and that's what matters.


    Our efforts are always for the good of Akuma and its community. You want good servers? We offer them. We are committed to constantly and logically expand and optimize our servers, even if the game is quite old. The demand still seems to be there.


    Currently, our focus is on the SD server, if this runs well, our priority is also clearly directed towards the other servers, that these are then just as well visited.




    Also, we would like to thank you, it makes us very happy that they appreciate our servers. We look forward to spending time together on the server.




    Did you already know? Team Akuma offers a Discord Channel, about your membership we would be very happy. There you will always get all the news about Team Akuma and our servers.





    Best regards

    Ki1Lu

    We would like to give you an insight into our server, more precisely into our server mods and scripts.


    On our servers run different scripts and mods, not all mods refer to all servers.


    Here is the overview:


    Duplicate Names Script:

    This script prevents cheaters from taking the names of other players on the server, making it difficult for admins to ban the right person. The player who takes someone else's name will be kicked from the server automatically and directly.


    Unbenannt.png


    Advanced server names:

    In all admin tools and in all game server lists you will always, before joining get an overview of certain information, directly in the server name. Thus, they can decide early whether they want to join the server, or not.


    hlsw.jpg



    Ingame Live Game Server Viewer:

    You have with us (ingame) the possibility without having to go out of the game, a live server view. From this view, they can by pressing a button, directly connect another server and connect to it.


    CoD2Screenshot2.png




    Custom main menu:

    Our customized main menu also shows them here a complete overview of all our game servers. Also here they can with a click on the desired server, directly connect to this server without having to leave the game.


    CoD2Screenshot.png


    Wrong Player Script:

    You will always see two players connecting continuously to the server via the scoreboard and in the game server lists. This is to help our game servers rank better so they don't get lost in the game server lists. The fake players have real names, which means that our servers are not shown as (bot servers).


    fake.jpg


    Ingame Admin Tool:

    We provide our admin with a custom developed admin tool. Our admins can call ingame their own menu, in which they have their own Rcon tool. The admins can kick and ban cheaters directly from the game without delay, change the map or do other things. Since it goes out of the game, no external software is needed and most importantly, our admins can act faster than on any other servers, so that the gaming experience for our players is the best possible.


    Logfile:

    In addition to our in-game Rcon or Admin tool, we now have a logfile system. The system automatically saves every action of every admin. It is so obvious who did what, at what time. Thus, the control and tracking is always given.


    Advertising:

    Of course, a little bit of advertising for the work done may not be missing, between the rounds in the upper left corner a small ad is switched, which shows that this is a server of Akuma. This also helps to find out on which server the respective player is currently located. On servers, with this insertion they always receive the full service, which they can read here. Servers that do not offer this overlay are not Akuma servers and the great features, scripts and mods are unfortunately not available.


    CoD2Screenshot3.png


    Customized server messages:

    Through our server messages you will hold all the possible information you need. Information about the server rules, about the running scripts and other news will be shown to them here. Unlike all other servers, the messages are not sent in the upper left corner of the console, no with us they are displayed in the lower left, so they are not the whole screen with text messages zugespamt.


    message.jpg





    The current mod version is: 3.20a

    Title "Control" for free in Epic Gamestore!


    control.png


    The Epic Games Store once again offers a free game - this time the third-person shooter or action-adventure Control from 2019. The game from developer Remedy Entertainment is technically still relatively fresh and also promises an unusual scenario.


    The action is set in a New York skyscraper, where the fictional Federal Bureau of Control (FBC) collects supernatural phenomena. In the process, some things get out of control. The game world is built according to the Metroidvania principle. It is not explored linearly. Instead, certain hurdles will only be mastered in the course of the game, so a return to already known places is encouraged.


    The Northlight engine has been extended by ray tracing for Control. We also published an article about our impressions of RTX and DLSS in Control in 2019, including benchmarks. If you want to get an impression of Control for free, you need a free account in the Epic Games Store.


    The base game is given away. The two expansion packs "The Foundation" and "AWE" are currently available in the Epic Games Store at a reduced price of 4.99 Euros each, or as a Season Pass for 7.24 Euros. According to Epic, the promotion runs until 17.6.2021 at 17:00.

    ARK: Survival Evolved:

    ark.png


    The title is heavily reduced, currently save 44 €. This corresponds to a discount of 80%.


    I bought the title immediately, because I always wanted to play it.




    ark1.png


    You can also get the 80% discount on Steam. So you have the choice.


    Maybe someone is still interested in this title, I will test it later.

    Here you can find all information about reduced and free titles in all popular launchers.


    Supported launchers:


    Nr.Name:
    1.Steam Launcher
    2.Epic Games Store
    3.EA App (Origin)
    4.Ubisoft Connect (Uplay)
    5.GoG Galaxy 2.0
    6.Battle.Net
    7.Rockstar Games Launcher


    We will always inform you about all discounts that we know about.

    Today we present you the new Forum design. The old design, which was visually very beautiful, but still not very suitable for us, has been replaced with a modern and simple design. The work is finished, only a few small things are still to be done.


    The design is also optimized and adapted for mobile devices. I wish you a lot of fun with the new design. If you don't like it of course, you still have the possibility to choose one of the older designs in your profiles.


    Have fun :)

    Carentan: american side prespawn house lead out of map and it is still allowed? :D
    and please if you can do this Ki1Lu do the rotation in game for server rules cuz many of people don't respect the rules and saying there's no rule on server and saying on sparta they have note on server for rules that would be really nice or ingame menu add rules if can ^^ rest well done mate.

    Will add it to the server news immediately. Good idea :)

    /SPARTA/ - Rulebook


    Here you can find the current rulebook of the /SPARTA/ community. Please check this post in regular intervals, for changes to the rules.



    General Clan Rules:


    • § 1. A minimum age of 18 years is required to join the community.
    • § 1 - a. Exceptions can be allowed by the team leadership.
    • § 2. Respectful treatment of all persons (team members and visitors).
    • § 3. No racism, we distance ourselves from any kind of racism.
    • § 4. No offensive names.
    • § 5. No advertising for other teams or communities.
    • § 6. Spamming of any kind, whether in the forum, Discord, Teamspeak 3 or ingame is prohibited.
    • § 7. The main language at Team Akuma is English. On our server (ingame), in Discord, in Teamspeak and on the homepage English is spoken and written.
    • § 8. The disclosure of team internal information, which is not intended for the public, are prohibited.
    • § 9. As a member of the community you are obliged to use the game servers of the team (Akuma) preferentially.
    • § 10. As a member one commits oneself to participate actively in the community life (form, discrod and ingame on the servers).





    Ingame rules:


    • § 11. no cheating of any kind.
    • § 12. the use of scripts and macros is forbidden.
    • § 13. The use of bugs is not allowed.
    • § 14. Blocking other people is strictly forbidden.
    • § 15. spectator grenades to kill members is forbidden.
    • § 16. The maximum FPS allowed on our servers is 250.
    • § 17. Jumps, which are possible with 250 FPS, are allowed.
    • § 18. Lagging or too high pings are not allowed.
    • § 19. Pressing the F12 key is not allowed.
    • § 20. Clipping is strictly forbidden.
    • § 21. Jumps which lead outside the map are forbidden.
    • § 22. Spamming in the ingame chat is not allowed.
    • § 23. Spamming with voice chat is not allowed.
    • § 24. Passing trench guns or sniper rifles is not allowed.
    • § 25. Blocking of weapons (trenchgun and § 26 sniper rifles) is forbidden.
    • § 26. Excessive AFK times ingame are not desired.
    • § 27. Insulting other players or members is not desired.
    • § 28. Hate against other communities is not allowed.
    • § 29. Racism on the servers is not allowed.







    Explanation of paragraphs:


    § 1

    A minimum age of 18 years is required to become a member of Team Akuma. If you have not reached the age of 18, we can not accept a "Member - Request".

    The minimum age for Call of Duty 2 is 16 years. From a legal point of view and for the safety of the team management, membership is only allowed from the age of 18.


    The team leadership reserves the right to allow exceptions.


    § 2

    Respectful interaction is also a basic requirement. Hate against other players (members or visitors) or against other communities is prohibited.


    § 3

    Racism of any kind is not allowed. We distance ourselves from any kind of racism against all persons.


    § 4

    Offensive or insulting names will not be accepted.


    § 5

    Promoting other communities and other teams is not allowed. This also includes advertising for other game servers. Posting IP addresses that do not belong to Team Akuma is not allowed.


    § 6

    Spamming on all platforms is not allowed. This includes the Discord chat, the Teamspeak server or the ingame chat on the game servers.


    § 7

    The world language is English, for this reason it is obligatory to speak and write in English. An international community, which is open to players of any origin, needs a fixed language, that is our world language.


    § 8

    The disclosure of internal team information, such as passwords, is strictly forbidden. All information that is not intended for the public must remain under lock and key.


    § 9

    As a member of the Team Akuma community, you agree to use our servers. Seeing members on other servers is prohibited.


    The team leadership reserves the right to make exceptions.


    § 10

    As a member you are obliged to participate in the life of the community. This includes activity in Discord, in the forum as well as on our game servers.


    An obligation of the Voice Channel or Teamspeak server is not available.


    § 11

    The use of cheats on our server is strictly prohibited. This applies to all persons (visitors, fans, members, admins and the team leadership).


    As a cheat counts among other things the following: (The use of wallhacks, Aimbot, No-Recoil etc.).


    § 12

    The use of scripts of any kind on the game servers is forbidden. It is also forbidden to use macros for weapons.


    Admins have the right to take action against any kind of scripts and macros. The decision what is a script or macro is up to the admins of Team Akuma.


    § 13

    The use of bugs on the game servers is not allowed. As an example we mention some points: (The bug on Toujane under the A-roof in the wall of the stairs, the bug on Burgundy, in the hay cart on the B-mockery, the bug on Carentan on the first floor of the middle house). Other existing bugs, which are not listed, are also not allowed.


    § 14

    Blocking other players or imprisoning other players on the game servers is forbidden. Blocking on the map Carentan, at the German Spawn (Blocking in the passage of the fence) is also considered as a prohibition.


    § 15

    Killing members or enemies with a Spec grenade is forbidden.


    § 16

    A maximum of 250 FPS is allowed on our servers. The use of 333 FPS is not allowed.


    Admins can recognize this by jumps or sound. They are obliged to take action against the use of 333 FPS.


    § 17

    All jumps that are possible with the maximum FPS of 250 are allowed. The admins and team leadership knows which jumps, with which FPS are possible and therefore allowed.


    § 18

    Members and visitors who have a too high ping or constantly lagging are not welcome.


    Problems with the connection are usually not the host, but the connection of individual players.


    § 19

    The use of the F12 key is forbidden. A player who uses the F12 key ingame causes a lagg on himself, which makes it impossible to capture a player.


    § 20

    Clipping on the server is prohibited. What is clipping?


    Clipping is the act of quickly leaning in and out of cover while firing. This is to make it more difficult for the opponent to hit you, since you can either not be seen at all or only with great difficulty.


    Team Akuma reserves the right to also penalize a penalty against quickly ducking and getting back up while firing. The decision of what is penalized is up to the Team Akuma admins.


    § 21

    All jumps that allow you to jump outside of a map are forbidden. For example, jumping on Dawnville (jumping into the window in the house in the graveyard or jumping off-map on Railyard).


    § 22

    Spamming in the ingame chat (team and global chat) is forbidden.


    § 23

    Spamming with voice chat is not allowed.


    § 24

    Passing on and dropping of the (trenchgun and the sniper rifle) is not allowed. A maximum of two sniper rifles and one trenchgun per side will be allowed.


    § 25

    It is forbidden to block sniper rifles and trenchguns so that no other person can use them. Standing at the spawn (AFK) with these weapons is also not allowed.


    § 26

    Players who are AFKing ingame for too long and are standing at the spawn will be pushed into spectator mode (An admin has the right to push a player into spectator mode after two AFK rounds).


    An admin is allowed to kick a player after too long AFK times in spectator mode (An admin has the right to kick a player after 10 rounds in spectator mode. This is at the discretion of the admin. If a server is empty or hardly visited, no kick will be performed.


    § 27

    Insulting other players on the server is prohibited.


    § 28

    Hostility against other communities or clans is prohibited.


    §29

    Any kind of racism on the server against all persons is not allowed.






    Attention:


    Any violation of the rules may result in a ban from our server!

    Any violation of the rules may result in a member being expelled from the community!

    Well said Efej

    I would like to add something, I would love it if clan members play with us on the servers and not on Sparta!


    I will write to the appropriate people, if nothing changes, the appropriate people unfortunately have to leave the team.


    In addition, we will now also actively check the activity of the members, if no more activity is present, all rights are withdrawn and the members are moved to an extra area, they can then apply for reinstatement again.


    If people have still not responded over a long period of time, they will have to leave the community. We will revise the rules and update them soon. In a news we will write all the information!

    A detailed overview of our servers and their mods can be found here.



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ SD PAM | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28960
    Server- Ip/Port: 149.18.63.70:28960
    Server- Slots: 34
    Privat- Slots: 2
    Mod- version: 3.20


    Current map- rotation: Toujane "mp_toujane", Burgundy "mp_burungy", Dawnville "mp_danwville", Carentan "mp_carentan", Railyard "mp_railyard", Matmata "mp_matmata", Rhine "mp_rhine", Harbor "mp_harbor".


    Mod- Scripts: Ip- Ban System, Guid- Ban System, Duplicate name script, Live Game Server Viewer, Custom main menu, Advertising upper left corner, Custom server messages, Fake players mod.


    Mod- Download: Server- Mod ver. 3.20



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ TDM TOUJANE | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28961
    Server- Ip/Port: 149.18.63.70:28961
    Server- Slots: 24
    Privat- Slots: 2
    Mod- version: 3.12a


    Current map- rotation: Toujane "mp_toujane"


    Mod- Scripts: Ip- Ban System, Guid- Ban System, Duplicate name script, Live Game Server Viewer, Custom main menu, Advertising upper left corner, Custom server messages, Fake players mod.


    Mod- Download: Server- Mod ver. 3.12a



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ DM TOUJANE | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28962
    Server- Ip/Port: 149.18.63.70:28962
    Server- Slots: 18
    Privat- Slots: 2
    Mod- version: 3.12a


    Current map- rotation: Toujane "mp_toujane"


    Mod- Scripts: Ip- Ban System, Guid- Ban System, Duplicate name script, Live Game Server Viewer, Custom main menu, Advertising upper left corner, Custom server messages, Fake players mod.


    Mod- Download: Server- Mod ver. 3.12a



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ RIFLE PAM | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28963
    Server- Ip/Port: 149.18.63.70:28963
    Server- Slots: 18
    Privat- Slots: 2
    Mod- version: 3.12a


    Current map- rotation: Toujane "mp_toujane", Burgundy "mp_burungy", Dawnville "mp_danwville", Carentan "mp_carentan", Railyard "mp_railyard", Matmata "mp_matmata", Rhine "mp_rhine", Harbor "mp_harbor".


    Mod- Scripts: Ip- Ban System, Guid- Ban System, Duplicate name script, Live Game Server Viewer, Custom main menu, Advertising upper left corner, Custom server messages, Fake players mod.


    Mod- Download: Server- Mod ver. 3.12a



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ CUSTOM MAPS | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28964
    Server- Ip/Port: 149.18.63.70:28964
    Server- Slots: 34
    Privat- Slots: 2
    Mod- version: 3.12a


    Current map- rotation: Toujane "mp_toujane", Burgundy "mp_burungy", Dawnville "mp_danwville", Carentan "mp_carentan", Railyard "mp_railyard", Matmata "mp_matmata", Rhine "mp_rhine", Harbor "mp_harbor".


    Mod- Scripts: Gob Iced "gob_iced", Gob Icestation "gob_icestation", Gob Arena "mp_gob_arena", Aim 1 "mp_aim_1", Gob Rats "mp_gob_rats", Hawkeyeaim "mp_hawkeyeaim", JJS Aim "mp_jjs_aim", Jojo "mp_jojo", Killzone "mp_killzone", Plane "mp_plane", Pool Day "mp_pool_day", Worldcup "mp_wolrdcup", Zomiecastle "mp_zombiecastle", King We "mp_king_we", 5ronin Dvaim "5ronin_dvaim", Catmouse "mp_catmouse", Kitchen "mp_kitchen", Ohmy Rats Shed "mp_ohmy_rats_shed", Ohmy Rats Yard1 "mp_ohmy_rats_yard1", Pavlov "mp_pavlov", Powcamp "mp_powcamp", Wildwestland "mp_wildwestland", Backlot "mp_backlot", Rust "mp_rust", Shipment "mp_shipment", Wawa 3daim "wawa_3daim", Giantroom "mp_giantroom".


    Mod- Download: Server- Mod ver. 3.12a



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ WAWA | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28965
    Server- Ip/Port: 149.18.63.70:28965
    Server- Slots: 34
    Privat- Slots: 2
    Mod- version: 3.12a


    Current map- rotation: wawa_3daim.


    Mod- Scripts: Ip- Ban System, Guid- Ban System, Duplicate name script, Live Game Server Viewer, Custom main menu, Advertising upper left corner, Custom server messages, Fake players mod.


    Mod- Download: Server- Mod ver. 3.12a



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ CTF-HQ | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28966
    Server- Ip/Port: 149.18.63.70:28966
    Server- Slots: 34
    Privat- Slots: 2
    Mod- version: 3.12a


    Current map- rotation: Toujane "mp_toujane", Burgundy "mp_burungy", Dawnville "mp_danwville", Carentan "mp_carentan", Railyard "mp_railyard", Matmata "mp_matmata", Rhine "mp_rhine", Harbor "mp_harbor".


    Mod- Scripts: Ip- Ban System, Guid- Ban System, Duplicate name script, Live Game Server Viewer, Custom main menu, Advertising upper left corner, Custom server messages, Fake players mod.


    Mod- Download: Server- Mod ver. 3.12a



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ RIFLE SD PAM | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28967
    Server- Ip/Port: 149.18.63.70:28967
    Server- Slots: 34
    Privat- Slots: 2
    Mod- version: 3.12a


    Current map- rotation: Toujane "mp_toujane", Burgundy "mp_burungy", Dawnville "mp_danwville", Carentan "mp_carentan", Railyard "mp_railyard", Matmata "mp_matmata", Rhine "mp_rhine", Harbor "mp_harbor".


    Mod- Scripts: Ip- Ban System, Guid- Ban System, Duplicate name script, Live Game Server Viewer, Custom main menu, Advertising upper left corner, Custom server messages, Fake players mod.


    Mod- Download: Server- Mod ver. 3.12a



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ JUMP SERVER | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28968
    Server- Ip/Port: 149.18.63.70:28968
    Server- Slots: 14
    Privat- Slots: 2
    Mod- version: 3.12a


    Current map- rotation:


    Mod- Scripts: Ip- Ban System, Guid- Ban System, Duplicate name script, Live Game Server Viewer, Custom main menu, Advertising upper left corner, Custom server messages, Fake players mod.


    Mod- Download: Server- Mod ver. 3.12a



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ BZMOD | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28969
    Server- Ip/Port: 149.18.63.70:28969
    Server- Slots: 10
    Privat- Slots: 2
    Mod- version: 3.12a


    Current map- rotation:


    Mod- Scripts: Ip- Ban System, Guid- Ban System, Duplicate name script, Live Game Server Viewer, Custom main menu, Advertising upper left corner, Custom server messages, Fake players mod.


    Mod- Download: Server- Mod ver. 3.12a



    _______________________________________________________________________________________________________________________________



    Servername: /SPARTA/ MATCH SERVER | www.sparta-clan.de
    Server- Ip: 149.18.63.70
    Server- Port: 28970
    Server- Ip/Port: 149.18.63.70:28970
    Server- Slots: 20
    Privat- Slots: ---
    Mod- version: 3.22


    Current map- rotation:


    Mod- Scripts:


    Mod- Download: Server- Mod ver. 3.22

    Hello and welcome to Team Akuma.


    Thank you for your interest in our service. In this forum we would like to help you with words and deeds. We will provide you with a solution for every problem and together we will manage everything.


    Do you have any questions? Do not hesitate and ask us your question directly here in the forum.


    You also have the possibility to use our FAQ, there we already have some answers to many questions for you. The FAQ is constantly being expanded, so take a look at our FAQ often.


    Your question does not appear here? Then they ask and the question directly here in the forum, after a successful answer, the question and the answer directly into the FAQ, so that the content is constantly expanded.

    Team /SPARTA/ · www.sparta-clan.de

    /SPARTA/ - Server Mod Information







    ALL INFORMATION ABOUT OUR SERVER MODS




    FOR ALL WHO WANT TO KNOW MORE ABOUT OUR MOD!





    We are currently working on our mod. We want to offer players the best Call of Duty 2 servers. That's why standstill means DEAD. For this reason, we are working diligently in the background to bring our mod to the latest version.


    The new version of the mod, will build on the foundations of "eyza-cod2 zPAM3.1 BETA 6". We thank you very much, for the great work.


    How the mod looks, you can currently see on our match server, there the mod is already in use.


    Of course it is a lot of work to bring all server mods to this version, if you consider that in this mod no scripts and features from us are available. This means that we have to rebuild and customize everything from scratch. There is no telling when the mod will be ready, as the work has only just begun.


    Now we give you an insight into the new mod version, which bugs have been fixed and what is waiting for you in the future. For this, the information contribution of "eyza" was taken to the help.



    Introduction

    Mod zPAM3.22 is new version of PAM mode for COD2.


    The code form previous zPAM 2.07 version is completely rewritten and ported to new code base, which helped in the implementation of new features and bug fixes.




    Download

    • Actual version:
    • Previous versions:
      • 2021/05/16 - zPAM 3.21
      • 2021/05/05 - zPAM 3.20
      • 2021/01/05 - zPAM 3.1 BETA 6
      • 2020/11/29 - zPAM 3.1 BETA 5
      • 2020/09/24 - zPAM 3.1 BETA 4
      • 2020/05/13 - zPAM 3.1 BETA 3
      • 2020/04/28 - zPAM 3.1 BETA 2
      • 2020/04/23 - zPAM 3.1 BETA


    Changelog

    zPAM 3.22 changes:


    Bugs fixed:

    • [3.3.18] Quick menu settings - settings for 'Show enemy list' was not correctly saved - fixed
    • [3.3.29] Score changing via menu - fixed issue when score is changed to halftime state (for example 10:2 in cg_mr12) - halftime was then called again -> fixed


    News:

    • [3.3.42] Players left - when last player in team is killed, text "Allies Eliminated" / "Axis Eliminated" is showed (this change was already in zPAM3.20 - i forgot to write it to the change list)
    • [3.3.43] When you hit your teammate, reddish hit mark is showed

      team_hit.png
    • Added text warning on screen to select a team when you ESC welcome (server info) menu


    Update of existing:

    • [3.3.32] New damage feedback for assists - text "assist" is showed instead of hit mark

      assist.png
    • [3.3.41] When 5min timer expires between maps / halfs, warning text is showed for better indication that one team ready will skip the readyup

      auto_readyup.png
    • [3.3.42] Players left - when some player were killed, "bouncy" animation was used for text. Its removed now because the number sometimes incomprehensibly moved all over the screen
    • [3.3.42] Players left - when last player in team is killed, text "Allies Eliminated" / "Axis Eliminated" is now showed in red color.
    • [3.3.10] Match info - improved detection of new match with different team
    • [3.3.2] Auto-recording - ensuring my team name is always first in demo name
    • [3.3.17] Scoreboard menu - when final scoreboard is showed, players names are showed with colors now



    zPAM 3.21 changes:


    Bugs fixed:

    • Updated Toujane FIX to version 2 - fixed link wall vault - https://youtu.be/DuoJOrDeaaM
    • PAM installations checks - on some servers it says installation error even if installed correctly -> fixed


    Update of existing:

    • [3.3.10] Match info - ingame info with team names and score visibility is turned off by default now
    • Strat - players are now spawned by SD spawn positions, not DM spawn positions - this make vallente map working in strat



    zPAM 3.20 changes:


    Bugs fixed:

    • When you picked up weapon of enemy team into secondary slot, you was respawned only with pistol -> fixed
    • On start of new round, when you have mp44 for example and you picked up a weapon or you dropped a weapon, changing weapon to shotgun via menu (you get shotgun next round) gives you a smoke -> fixed
    • Auto-recording didnt start to record when some menu is opened -> fixed, opened menus are closed when recording starts r_polygonOffsetScale and r_polygonOffsetBias warning appears even if they were correctly set to -1 -> fixed
    • In strat, spawned bots are kicked when player disconnect from server
    • FPS drops in strat - caused by HUD texts with keys of bind -> fixed
    • Deadchat in strat
    • g_allowVote fixed in menu


    News:

    • Code base was rewrited a bit, now code from old pam is completely ported to new pam codebase
    • New mp_toujane_fix_v1 map with fixed bugs
    • New mp_burgundy_fix_v1 map with fixed bugs
    • [3.3.27] MG clip FIX - if you drop a MG, you will be spawned right behind the MG
    • [3.3.28] Dead bodies are not spawned near planted bomb
    • [3.3.29] Score changing via menu - in first readyup, you can change a score of teams via rcon menu (in case wrong pam_mode was set, server crash, etc..)
    • [3.3.30] New spectating system - new UI, auto-spectator is now better, score stats, player progress stats, etc..
    • [3.3.31] Round report - at the end of the round info about kills and hits you made are printed
    • [3.3.32] New damage feedback for assists - when player damaged by you is killed, damage feedback cross is showed
    • [3.3.33] Enemy list - new player names list of alive enemy players. Players can be marked with different color via ingame scoreboard menu.
    • [3.3.34] In readyup, you can throw nades like in strat mode
    • [3.3.35] New custom settings for map mode in rcon menu - a few of the settings can be changed (for example fast-reload fix, shotgun rebalance,..) and this change stays applied in next maps
    • [3.3.36] New menu section in Main -> Options for zPAM settings
    • [3.3.37] List of all changed server cvars is showed in "Server info" menu
    • [3.3.38] Score in left-top corner can by enabled via settings menu
    • [3.3.39] For future hit diagnostics, at the end of each round info about hits is saved to cvar pam_damage_debug
    • [3.3.40] Hand hitbox fix - if you fire from rifle or scope to left arm at +-20* degrees, it will be changed to kill to body (more info on github)
    • [3.3.41] In halftime-readyup and between map readyup, when 5min timer expire, red timer is showed. If all players from 1 team are ready, match automatically start even if opponent team is not ready.
    • [3.4.15] PAM now has to be installed in main folder - this will fix problem with not saved cvar changes you made in game


    Update of existing:

    • [2.2.3] Timeout now can be called in round before halftime / map end
    • [3.2.1] Warning that you cannot drop actual weapons are now printed into killfeed instead of center messages
    • [3.3.2] Auto-recording is now recording between maps (demo is not stopped on next map)
    • [3.3.16] Rebalanced shotgun was updated to handle close range hits and long range kills better. Is enabled by default now.
    • [3.3.17] Scoreboard - new stats for assists; damage was changed to hits and is counted better; plants/defuses are not showed for enemy team
    • [3.3.18] Quick menu - new option for enable team score in left top corner, same as [3.3.38]
    • [3.3.19] Bash mode - message is printed if it is bash round; map is not restarted after bash is over
    • [3.3.26] Prone-peek is now processed better and is enabled by default. (400m delay is added only if pronepeek-able wall / conver is detected instead of adding it every time)
    • [3.4.14] Strat time was set to 6 seconds for cg and cg_mr12 pam modes
    • Diagonal fix was removed


    Installation

    • Download zPAM 3.22 and extract folders with files into following locations:
      • ./pb/pbsvuser.cfg
      • ./main/zpam322.iwd
      • ./main/mp_toujane_fix_v2.iwd
      • ./main/mp_burgundy_fix_v1.iwd
      • ./main/server.cfg
      • ./main/public.cfg
    • Add +exec server.cfg into command line arguments and edit the server.cfg file to configure your server
    • If you are running public server, add +exec public.cfg into command line arguments and edit the public.cfg file to configure your public server
    • If you use these .cfg files, make sure no other .cfg files are executed!
    • Notes:
      • When your server is runned, you may get an error message saying "PAM is not installed correctly". To fix this error, follow instructions in Troubleshooting section
      • mp_toujane_fix_v2.iwd and mp_burgundy_fix_v1.iwd are fixed version of original maps - these files needs to be included with PAM, more info in Questions & Answers section
      • you have to enable downloading via cvar sv_wwwDownload 1 and specify a download url via cvar sv_wwwBaseURL "url"; if you dont have any, you can use sv_wwwBaseURL "http://cod2x.me/zpam322" (this is to make sure fixed maps are downloaded in fast way for players)



    Questions & Answers


    What is Toujane FIX (mp_toujane_fix_v2) and Burgundy FIX (mp_burgundy_fix_v1)

    These are recompiled version of original maps that contains a bug fixes. List of all changes are available in these repositories: mp_toujane_fix, mp_burgundy_fix. Other maps will follow in next release.


    How does the "Fast reload fix" works / what is it

    Fast reload is when you fire from KAR98 for example, press R to reload and then you scroll down 2x, you are able to shoot faster. PAM is blocking you from fast-switching weapon for short period of time after you fire from weapon. This take effect to following weapons: kar98k, kar98k_sniper, enfield, enfield_scope, mosin_nagant, mosin_nagant_sniper, springfield, shotgun.

    You can debug fast-reload fix in game via command /rcon debug_fastreload 1.

    Fast reload fix is enabled by default.


    How does the "Rebalanced shotgun" works / what is it

    First of all, lets describe how the classic shotgun works:

    • When you fire from shotgun, 8 pellets are fired.
    • Spread of pellets is unpredictable and completly random.
    • shotgun_spread.png
    • Damage of each individual pellet is based on distance between you and the pellet hit location.


    How does the default shotgun damage works

      • Damage is splited into 2 range parts according to distance between you and hit location of enemy player: (this is how it is when the game was released in 2005)
      • shotgun_graph_classic.png
      • Each one of 8 fired pellets follow this rules:
        • if distance is 0 - 384: constant 50hp damage is applied for every pellet
        • if distance is 384 - 800: damage is linearly based on distance in range of 50hp - 5hp


    How does the rebalaned shotgun damage works

    • Rebalanced shotgun tries to address close range hits and long range kills.
      • Close range hits are caused by only 1 pellet hit the target, others goes off target
      • Long range kills are caused by pellets fired close together.
    • Random spread is responsible for these close range hits and long range kills
    • To make it better, rebalanced shotgun defines new damage values for close range and long range:
    • shotgun_graph_rebalanced.png
    • Each one of 8 fired pellets follow this rules:
      • if distance is 0 - 200 (close range): 100hp damage is applied if you hit important body parts (head, neck, left_arm_upper, right_arm_upper, torso_upper, torso_lower, left_leg_upper, right_leg_upper) (so 1 pellet means kill if you hit these body parts)
      • if distance is 0 - 384: damage is lineary based on distance in range of 100hp - 50hp (so if only 1 pellet hit the target, you do more damage)
      • if distance is 384 - 500: original damage is used
      • if distance is 500 - 800 (long range): original damage is used, but total damage of all pellets is limited to 99hp, so you cannot kill a player at this distance
    • Examples:
      • Example 1:
        • You fire at close range (distance 150), 2 or more pellets hits the target
          • classic shotgun: kill
          • rebalanced shotgun: kill
      • Example 2:
        • You fire at close range (distance 150), only 1 pellet hits the target
          • classic shotgun: 50hp damage
          • rebalanced shotgun:
            • in case of hit to hand: ~80hp damage
            • in case of hit to body: 100hp damage
      • Example 3:
        • You fire at mid range (distance 280), only 1 pellet hits the target
          • classic shotgun: 50hp damage
          • rebalanced shotgun: ~63hp damage
      • Example 4:
        • You fire at far range (distance 650), 5 pellets hits the target
          • classic shotgun: ~105hp damage (~21hp damage per bullet)
          • rebalanced shotgun: 99hp damage (total damage limited)
    • Distance preview on toujane
    • shotgun_graph_rebalanced_tj.png
    • You can debug rebalanced shotgun in game via command /rcon debug_shotgun 1

    Rebalanced shotgun is enabled by default


    How does the "Hand hitbox fix" works / what is it

    There are some weird situations when you shot player to the body, but the game process it as a hit only. These types of bugs are probably caused by wrongly processed bullet trajectory / unexpected server lag. Most of the time the game procces the hit location as hand / arm instead of body (when the arm is right behind the body) Hitbox fix tries to address this issue by these rules:

    • if you fire from rifle or scope to left arm (left_arm_lower), and
    • enemy is in ads (zoomed), and
    • angle difference between you and enemy is +-20°, and
    • distance is more than 200
    • hitbox.png
    • In this case, hit location is changed to body, causing deadly damage
    • You can debug hitbox fix in game via command /rcon debug_handhitbox 1
    • Hitbox fix is enabled by default


    How does the "Clip" and "Prone peek fix" works / what is it

    Lets describe a "clip" and "prone-peek" a bit



    Clip

    • In zPAM2.07, when you go from prone position to crouch position, a "standing-up" animation was played on player's character
      • If you go immediately back to prone position, the animation makes you invisible to enemy, because before your body and head gets to higher position, you are back in prone position
      • This animation is well described on this image:
      • clip.gif
      • This animation bug is fixed in zPAM3, but there is still one problem described below


      • Prone-peek
    • Prone peek is when you go from prone position to crouch position and then immediately back to prone position.
    • If you also lean left/right while standing-up, your head is moving too fast from side to center position.
    • For enemy its difficult to shoot, because character animation is moving too fast and it seems like bugged character animation
    • The prone-peek fix just make sure you stay in crouch position 400ms longer.
    • This delay is applied only if:
      • pronepeek-able wall / cover is detected (cover that block your view in prone position, but not in crouch position)
      • you are in ads (zoomed in)
    • You can debug prone-peek fix in game via command /rcon debug_pronepeek 1
    • Prone-peek fix is enabled by default


    How does the "MG clip" fix works / what is it

    Clipping a MG is situation, when you grab a MG while you are behind cover and you immidietely drop it. This makes you almost impossible to kill you, while you can easily get opponent's positions. MG clip fix make sure you are spawned right behind the MG every time you drop the MG.

    Note: your teammates that are spectating you may see you "lagging". Thats normal and is caused by the way I used to fix this bug.

    MG clip fix is enabled by default


    How does the "Enemy list" works

    Enemy list is feature that show names of alive player from opponent team. This feature can be enabled / disabled via menu. You can change color of opponent team via scoreboard menu. Button "Set" will toggle between red, blue and white color.

    enemylist_setcolor.png

    If you change a color, its applied to team, so your teammates can also see the colors.


    How does the "Round report" works

    At the end of the round, hit + kill informations are printed. It include damage value, hit location and first hit location. For shotgun it prints number of pellets that hit the target


    round_report.png



    How does the "Double kill" works

    • Lets describe a situation when you fire a bullet to players that are lined right behind each other. When you fire, a "bullet-trace" is computed - it will find a first player in front of you, and this trace continue until it encounter an obstacle (wall, dead body, etc..)

    Old pam:

    • "bullet-trace" will find first player, witch receive damage, that is processed into kill and player dead body is spawned; bullet trace now continues from position of this player, but because there is a dead body spawned, the bullet-trace stops here (because dead-body is an obstacle) and the second player did not receive damage at all; there was situation where dead-body were spawned at slightly different position/angle then player body (on rough terrain for example) and then the bullet trace was able to continue. That's why the double kills were very rare on old pam


    • New pam

      • in new pam, the dead-body is spawned after the bullet-trace is completely processed - that means the bullet is never stopped by spawned dead-bodies of players killed by this bullet and you can get double kills more easily


    What is "Diagonal"

    Diagonal bug is when you walk forward + left/right + lean left/right + in ads. Doing this to the left side (walk forward + left + lean left + ads) makes our head and body rotated more to the right + down. This make you in an advantage position, because you can see enemy sooner then enemy sees you. Option witch disabled leaning left/right when walking forward + left/right, preventing you from doing diagonal was removed from PAM, since it was affecting the player movement quite much. So diagonal is not affected by PAM.


    How does the "Auto-spectator" works / what is it

    • When you join spectator team and match is in progress, auto-spectator feature is enabled by default
    • Auto-spectator will automatically switch to player in these cases:
    • player is looking at enemy (enemy is in their crosshair)
    • player is last alive player in team
    • At round start, automatically followed player is selected by these steps:
      • Round 1: sniper of team allies
      • Round 2: sniper of team axis
      • Next rounds follows this pattern:
        • Best player in team allies
        • Best player in team axis
        • Next player in row in team allies
        • Next player in row in team axis
        • Next player in row in team allies
        • Next player in row in team axis
    • When there is a request for player switch, player is switched to player from the same team (if round starts spectating player from team allies, it switch to player from team allies)
    • If bomb is planted, team with lower alive players is preferred
    • When player is switched, next switch is possible after 8 seconds.
    • spectator.png


    How does the "Spectator killcam" works / what is it

    • In spectator team, you are able to replay actions (killcam)
    • Actions are kills by players. When multiple kills happends within period of 5 seconds between each kill, these kills are saved as action.
    • Actions are stored for 40 seconds (its game limitation)
    • spectator_killcam.png


    Scoreboard menu - how the Score, Kills, Deaths, Assists, Hits, Plant and Defuses are counted

    scoreboard_columns.png

    ColumnDescription
    ScoreSum of following items:

    Kill +1

    Teamkill -1

    Assist +0.5

    Plant +0.5

    Defuse +0.5
    KillsNumber of killed enemy players.

    Teamkills are not counted (neither substracted)
    DeathsNumber of times you were killed
    AssistsNumber of players you damaged and were killed by your teammate within 5 second
    HitsDamage you inflicted to opponent that does not lead to kill.

    For example, if you damage a player for 75hp, after the player's health is regenerated, you will recieve +0.75 hit points.
    PlantsNumber of bomb plants
    DefusesNumber of bomd defuses




    How damage debug cvar works

    At the end of each round, debug info about hits is saved into cvar pam_damage_debug.

    Following format is used: time|miliseconds|attacker.origin|self.origin|distance|damage|self.health|weapon|hitLocation|point"; This cvar can be readed from demo.




    How does the zPAM settings works

    zPAM uses cvar /server16 to save custom settings. This cvar is used because value of this cvar is saved into config when game is closed.

    Format: "item_value|item2_value2|...".

    Example: "autorecording_1|matchinfo_1|score_0|playersleft_1"



    Known bugs

    • When quick messages menu is opened, auto-recording will not start (its not able to close quick messages menu via pam)
    • You cannot take screenshot of new scoreboard via F12 (in menu binds are not working)
    • When you spawn a bot in strat, this bot will occupy player slot on server even if the bot is kicked; server restart is needed then



    Troubleshooting


    Error "zPAM is not installed correctly"


    Iwd file zpam322.iwd must be installed in main folder. (fs_game)

    • From version 3.20, all iwd files have to be installed in main folder. This is because of bug that cvars / settings changed in game are not saved into the config when running a game with fs_game set. Make sure cvar /fs_game is empty and iwd files are placed in main folder.


    Error while getting loaded iwd files. Make sure iwd files does not contains spaces.

    • PAM was not able to parse loaded iwd files. Some of the iwd files have probably name with spaces.


    Iwd file mp_toujane_fix_v2.iwd must be installed in main folder

    Iwd file mp_burgundy_fix_v1.iwd must be installed in main folder

    • From version 3.20, fixed versions of some maps are available. PAM is forcing to include these files to make sure maps are available on every server.


    WWW downloading must be enabled. Set sv_wwwDownload and sv_wwwBaseURL

    • You have to enable www downloading via cvar /sv_wwwDownload 1 and specify a download url via cvar /sv_wwwBaseURL "url".
    • If you dont have any url, you can use /sv_wwwBaseURL "http://cod2x.me/zpam322"
    • This is to make sure fixed maps are downloaded in fast way for players


    Old pam / maps detected in main folder. Delete iwd file you see above.

    • Your main folder contains also a other versions of pam or maps. Delete all .iwd files that the game prints on screen.


    Error "recursive error after: Can´t create Dvar 'xxx': 1280 dvars already exist"

    This error happens when you have defined more than 1280 cvars in game. You have to clean your config from useless cvars. If you dont know that cvars to delete, create a new profile and compare these 2 configs. Normal config should have ~400 lines. This PAM defines ~150 new cvars for all of the features, so if your config contains a lot of mess, it may be the trigger for this error.



    Main changes

    • Clip / Prone-peek bug fixed
    • Double kills fixed
    • Fast-reload shot bug fixed
    • Missing textures fixed
    • Auto demo recording
    • Auto overtime mode for MR12
    • New functions for STRAT mode (bots, path recording)
    • Adjustable mouse vertical sensitivity, acceleration
    • GUI improvements (menu, hud)
    • Ability to change map / pam mode / kick player directly from menu
    • Rebalanced shotgun
    • MG clip fix
    • New interface for spectators
    • Match info bar
    • Diagonal bug fix (removed - the way it was fixed affect a player movement a lot)
    • Changable FOV (canceled - too big change)

    And much more - see full list down below


    Gametypes

    Only Search and Destroy, Deathmatch, Team Deathmatch and STRAT game type modes are currently supported. Implementation of CTF and HQ maybe in the future.


    PAM modes



    Search and Destroy



    Deathmatch



    Team Deathmatch



    Formats

    First to 21Max round 3 (MR3)Max round 10 (MR10)Max round 12 (MR12)Max round 15 (MR15)
    pcw, cg, cg_2v2mr3mr10mr12, cg_mr12mr15
    10 rounds per half

    20 rounds max
    3 rounds per half

    6 rounds max

    4 is winning score
    10 rounds per half

    20 rounds max

    11 is winning score
    12 rounds per half

    24 rounds max

    13 is winning score
    15 rounds per half

    30 rounds max

    16 is winning score



    Settings

    pcwcg modes, mr modespub
    - for classic match

    - deadchat is enabled

    - no count-down timer in half

    - russian side turned on

    - auto recording disabled
    - for CyberGamer match

    - deadchat is disabled

    - 5min timer in half

    - british replace russians

    - auto recording is enabled
    - public mode

    - own settings
    funwarmup
    - just fun mode with

    higher speed and lower gravity
    - mode for DM gametype

    - no readyup, killcam enabled




    List of changes


    1. Fixed game bugs

    [1.1] Clip fix fix

    clip.gif

    [1.2] Texture fixes (adding xmodel)

    toujane_jump.jpg

    toujane_axis_roof.jpg

    toujane_jump_2.jpg

    toujane_allies_window.jpg

    carentan_stairs_1.jpg

    carentan_stairs_2.jpg

    [1.3] Collision box / killtrigger

    burgundy_jump.jpg

    dawnville_jump.jpg

    [1.4] Fast reload bug (when you fire, press R to reload and then you scroll down 2x, you are able to shoot faster) -> fixed

    [1.5] Bind to stop actually playing sound -> fixed

    [1.6] Toujane bug inder A roof

    toujane_underAroof_bug.jpg

    [1.7] Toujane bucket is not visible from far distance -> fixed

    toujane_bucket_fixed.jpg

    [1.8] Toujane B tank model top grid is not visible from far distance -> fixed

    toujane_B_bomb.jpg

    [1.9] Toujane sandbags holes (canceled)

    toujaneSandbags.jpg

    [1.10] Matmata sandbags holes (canceled)

    matmataSandbags.jpg

    [1.11] Carentan plant B 333fps plant - players are now not able to plant on B bomb tank.

    [1.12] Carentan roof jump - added collision to avoid jumping to building roof (canceled)

    [1.13] BAR sound bug - when some player plays with BAR weapon, all other players can hearing sounds of changing weapon (happends when player with BAR is switching between BAR and pistol) -> fixed


    2. Fixed script bugs


    2.1 Weapons (complete weapon system rewrited)

    [2.1.1] limited weapons (sniper, shotgun) can be picked up by another player and can be saved to next round -> fixed

    [2.1.2] if you change weapon for example from mp_44 to kar98 in starttime, you are not able to pickup mp_44 from ground until round ends -> fixed

    [2.1.3] if limited weapon is selected, for all other players it is not correctly indicated in menu -> fixed

    [2.1.4] weapon is dropped if player change a team in start time (can be exploited if player change team to spectator and back during strattime) -> fixed

    [2.1.5] when player kills somebody with grenade while he is using MG - shows MG icon instead of grenade in killfeed-> fixed

    [2.1.6] if player is killed while he cooks grenade/smoke, cooked grenade/smoke is throwed and second grenade/smoke is dropped to ground -> fixed


    2.2 Timeout

    [2.2.1] when timeout is canceled, player can not use quickmessages anymore until round/map ends -> fixed

    [2.2.2] in sd, timeout is executed at the end of the round with no ability to walk -> fixed, timeout is now executed always at the start of the new round

    [2.2.3] Timeout now can be called in round before halftime / map end



    2.3 Other

    [2.3.1] in sd, when last player dies, all players in defeated team are in spectator mode, but they can not move -> fixed

    removed - now when all players from team are dead, camera is locked to location where last player die

    [2.3.2] when max team limit is reached and other player disconnect, other players was unable to select team -> fixed

    [2.3.3] fixed bash pam mode (only pistols are allowed, disabled planting)

    [2.3.4] a lot of code rewrited, removed unnessesary things (splitscreen, xbox codes, ...)



    3. Improvements already done


    3.1 Ready-up

    [3.1.1] added ability to stop killing in readyup mode

    [3.1.2] if you change weapon in readyup mode, you will get new grenades after 5sec (to avoid grenade spam)

    [3.1.3] ready-up now starts when there is atleast one player (useful when you need to test something on server alone)

    [3.1.4] no team limit for teams in ready-up mode (you can select whatever team you want in readyup mode)

    [3.1.5] when you are in spectator and you are following some player, now you can see really "Your status" instead of followed player status

    [3.1.6] added voice sound when all players are ready in readyup / halftime / timeout

    [3.1.7] added info indicating that server is cracked


    cracked.jpg


    3.2 Weapons

    [3.2.1] primary weapon can be dropped if you have 2 main weapons (except limited weapons, like scopes)

    [3.2.2] recoded system for saving weapons at the end of the round - now its not exploitable

    [3.2.3] improved weapon menu - selected weapon is highlighted, used weapons are grayed out correctly, number of grenades under weapon image shows correctly, + added text who is using limited weapon


    gui_weapon.jpg


    3.3 New stuff

    [3.3.1] double kills - you are now able to shot thru players

    [3.3.2] added demo auto recording functionality

    - when match is starting, text "Hold F to start recording a demo" is shown - when player holds F, demo start recording in format "XvX_map_team1_team2__ID.dm_1"

    - demo starts recording automatically after ready-up is over + is recorded again every map (in format XvX_map_team1_team2__ID.dm_1)

    - auto recording can be turned off via player settings, check [3.3.18]

    [3.3.3] added "Kill me" and "Start recording" to quick-messages (removed, check [3.3.18])

    [3.3.4] some new cvar forces, like dx9 shadows forced off, duplicate packet forced off, ...

    [3.3.5] abillity to spawn bot in strat mode

    - you can record and replay path for bots.

    [3.3.6] abillity to change FOV (filed-of-view) (canceled)

    [3.3.7] add new info to small scoreboard at the end of the round (how long you are playing + rounds to halftime)

    [3.3.8] show weapon instead of headshot in killfeed in match pam mode (removed)

    [3.3.9] Shotgun rebalance 1 (removed)

    [3.3.10] Match info - menu with information about team names, score, scores in previous maps, total played time.

    Showable also in game.

    Visible always for spectators.

    matchinfo.png

    [3.3.11] Match info server cvars - basic information like team names, scores, round can be showed via HLSW for example

    matchinfo_hlsw.jpg

    [3.3.12] Server settings (Rcon change map)

    rcon_map.png

    [3.3.13] Rcon kick menu

    rcon_kick.png

    [3.3.14] Strat bot support with path recording

    strat_bot.jpg

    Path recording:

    strat_bot_recording.jpg

    [3.3.15] Match info ingame for ingames (merged into 3.3.10)

    [3.3.16] Shotgun rebalance 3 (new conditions to avoid long shots and close range hits)

    [3.3.17] Scoreboard menu, player's stats. Visible in menu and at the end of the map.

    scoreboard_ingame.jpg

    scoreboard.jpg

    [3.3.18] Quick menu

    Added settings - you can disable auto recording, show matchinfo, score, enemy list (these settings are saved to cvar "server16")

    You can adjust mouse settings

    Added posibility to call bash mode from menu.

    quickmenu.png

    [3.3.19] Bash mode - added posibility to call bash mode directly in first readyup. No need to set "pam_mode bash".

    [3.3.20] Player's score is restored when he reconnect in middle of game. To purposely reset score, name must be changed.

    [3.3.21] Secondary weapon replacement to pistol - if you click the same weapon in the menu you already have selected, your secondary weapon will be replaced by pistol (in start time). This could be useful for example if you have good spawn to rush, but you have two heavy weapons.

    [3.3.22] Message "Server lag detected" will be printed to all players if server have performence lags. (it will not detect network lags, just performence lags)

    [3.3.23] Auto-spectating mode - if you are in spectator team, you can toggle auto mode. It will automatically switch spectated player according to action in game. For example, if some player start looking at somebody, it will be automaticlly switched to this player.

    [3.3.24] Fullscreen image of map with warning is showed when important cvars (like com_maxfps) are not in allowed range. (this is kind of replace of cvar checks when punkbuster is off)

    cvar_check.jpg

    [3.3.25] In readyup, sound "Time to go get movin" is played to last not-ready player (only if it is 3v3 or more).

    [3.3.26] Prone peek fix - when you go from prone to crouch position, you are allowed to prone again after a small delay. This should avoid these situations: you are proned, leaned left/right and you peek behind the wall by going to crouch and back to prone as fast as possible. For enemy its difficult to shoot, because character animation is bugged and moving too fast.

    [3.3.27] MG clip FIX - if you drop a MG, you will be spawned right behind the MG

    [3.3.28] Dead bodies are not spawned near planted bomb

    [3.3.29] Score changing via menu - in first readyup, you can change a score of teams (in case wrong pam_mode was set, server crash, etc..)

    [3.3.30] New spectating system - new UI, auto-spectator is now better, score stats, player progress stats, etc..

    [3.3.31] Round report - at the end of the round info about kills and hits you made are printed

    [3.3.32] New damage feedback for assists - when player damaged by you is killed, "assist" text is showed on screen

    assist.png

    [3.3.33] Players left - new player names list of alive enemy players above players left counter (can be turned off via menu)

    [3.3.34] In readyup, you can throw nades like in strat mode

    [3.3.35] New custom settings for map mode in rcon menu - a few of the settings can be changed (for example shotgun rebalance, fast-reload fix) and this change stays applied in next maps

    [3.3.36] New menu section in Main -> Options

    settings.png

    [3.3.37] List of all changed server cvars is showed in "Server info" menu

    serverinfo.png

    [3.3.38] Score in left-top corner can by enabled via settings menu

    [3.3.39] For future hit diagnostics, at the end of each round info about hits is saved to cvar pam_damage_debug

    [3.3.40] Hitbox rebalance - if you fire from rifle or scope to left arm at +-20* degress, it will be changed to kill to body

    [3.3.41] In halftime-readyup and between map readyup, when 5min timer expire, warning and red timer is showed. If all players from 1 team are ready, match automatically start even if opponent team is not ready.

    auto_readyup.png

    [3.3.42] Players left - when last player in team is killed, text "Allies Eliminated" / "Axis Eliminated" is showed

    [3.3.43] When you hit your teammate, reddish hit mark is showed

    team_hit.png

    -


    3.4 Other

    [3.4.1] New LOD force - all models are rendered in high details (this fixes ussues that enemy can be spotted behind tank from far distances, or bucket on toujane is not visible from far distance)

    (this may be applyed only for toujane)

    Canceled - this caused significant FPS drops on some spots

    Some models are forced to render in high detail by another method

    [3.4.2] New bomb explosion radius + fixed explosion effect

    bomb_damage.jpg

    [3.4.3] when bomb explodes and kills someone, kill is assigned to planter

    [3.4.4] fixed bug when grenade icon is not visible in scope zoom - it depends on "cg_hudGrenadeIconInScope" - so now pam force value of this cvar to "1"

    [3.4.5] in overtime mode (for mr3, mr10, mr12, mr15 modes) - if match ends with draw, teams are automaticly switched over and over untill one team wins

    [3.4.6] when team is changed, team is changed immediately (before - team was changed after weapon choose)

    [3.4.7] all hud text are animated (small fadein and fadeout translations) and adapted to widescreen ratio

    [3.4.8] when you connect to match in progress, there is image of map in background - so player can not see anything and also is spawned outside map, so he can not hear anything (inspiration from COD4)

    blackout.jpg

    [3.4.9] Added check if player has downloaded mod (mod needs to be downloaded or bug fixes described above will not work)

    mod_download.jpg

    [3.4.10] Added check to "fs_game" if pam is installed correctly (if all servers with new pam will be installed in same folder, players will not have to downloading mod again on other servers)replaced with [3.4.15]

    [3.4.11] Added new cvar system - all cvars (sv_, g_, scr_) are monitored against change (not all cvars was monitored in old pam) + added warning in readyup if cvars are not equal to league rules

    [3.4.12] Removed anoying music at the and of the map

    [3.4.13] Removed anoying music from main menu

    [3.4.14] Current pam modes (changes are marked bold):

    cg

    - 10 rounds per half

    - 20 rounds max

    - used as "first to 21" format

    cg_1v1 - removed

    cg_2v2

    - same as cg

    - sniper + shotgun disabled

    cg_mr10 - removed

    - removed, this mod was same as cg (mr10 word is misscorectly used for "first to 21" format)

    cg_mr12 - changed

    - 12 rounds per half

    - 24 rounds max

    - 13 end score (there is the change)

    mr3, mr10, mr12, mr15

    bash

    pub

    pcw (new)

    - new mode for not cg matches

    - russian side turned on

    - auto recording is disabled

    - deadchat is enabled

    - there is no timer in half

    fun (new)

    - just fun mode with higher speed and lower gravity


    [3.4.15] PAM now has to be installed in main folder - this will fix problem with not saved cvar changes you made in game






    4. IDEAS

    [4.1] player / server options (player settings, all rcon commands, new commands like set/reset score, move player to team, ...) (done as 3.3.13)

    [4.2] add more info in shoutcaster mode (weapon, grenades..., like in CS:GO) (+ keybindings for players, map overview) implemented in [3.3.30]

    [4.3] new binds for taking weapon class -> like when the bind is pressed, player gets Thompson, MP44, or PPSh based on actual team

    [4.4] increase sv_fps?

    [4.5] remove quickmessages (like "Follow me", "Move in!") in match pam mode

    [4.6] remove "Explosives planted" voice sound for planter (just for planter, retain for rest of team) to avoid ninja defuse https://www.youtube.com/watch?v=SfRdlWHzUWQ 

    [4.7] suggestion to drop smoke instead of nade if sg gets killed before smoke was used

    [4.8] get Russians back with modified ppsh

    [4.9] Spectator - keep following player from previsous round in new round (in current pam when new round started, spectator is moved to default position even if he was following some player...) implemented in [3.3.30]



    5. KNOWN BUGS

    [5.0] Diagonal bug

    diagonal.jpg

    [5.1] Slide bug (when player hits the ground he can not stop moving. It looks like he is "sliding" on the ground)

    [5.2] Defusing with F12 (player can defuse outside plant area when screenshot bind and F is pressed at one time)

    [5.3] Smoke is not visible if player press F12 or game window is minimized

    [5.4] When some player plays with BAR weapon, all other players can hearing sounds of changing weapon on their side (happends when player with BAR is switching between BAR and pistol) fixed, check [1.13]

    [5.5] When player is defusing and he use binoculars - its seems like he is not defunsing and zooming with weapon (but weapon is not visible)

    [5.6] bind MOUSE1 "+attack;+smoke" -> this bind silences gun

    [5.7] toujane bug - you get stuck in "link" if you crouch next to the wall fixed in mp_toujane_fix

    toujane_cigan.jpg

    [5.8] Carentan MG house at doors. Prone push

    carentan_mg_house_bug1.jpg

    carentan_mg_house_bug2.jpg

    [5.9] Dawnville: Bug in last apartment

    dawnville_apartment_bug.jpg

    [5.10] too hight mg sensitivity

    [5.11] switching from scope to other player while dead, you keep hearing the "scopeshot"

    [5.12] r_picmip can be abused, find a way to make sure picmip 3 cant be used

    [5.13] Carentan: make sure people cant jump on the B bombsite from sandbags with 333fps or from boxhouse. fixed, check [1.11]

    [5.14] Carentan: complaining about a bug behind the B bomb, the fences are bugged while scoping

    [5.15] MG clip bug - if you prone behind MG and press F to take it, enemy see you with a delay

    [5.16] You cannot hear sounds of players that are far away from you. In some spots you cannot hear sounds of players just around a corner. This is caused by map portals - every map is split up to portals. Only portals that you can see from your location are rendered by game engine. Unforcenetly players are also not rendered. Thats why you cannot hear your teammate shooting on A bombsite while you are on allies spawn for example.

    [5.17] Bash bug - you cannot bust while reload animation (untill weapon chamber is not fully refilled -> bash is blocked)

    [5.18] Burgundy low sky box - grenades are removed from game if you throw them above you with jump

    [5.19] Matmata jungle texture bug

    matmata_bug_1.jpgmatmata_bug_2.jpg

    [5.20] Tanks - some tanks dont have solid tank wheels - shots go throught them

    [5.21] Toujane bug under A roof

    Fixed, viz [1.6]

    [5.22] Toujane bug in track on B bomb site - you can see enemy behind track boxes with jumping, but enemy cannot see you

    [5.23] Burgundy black tank - you can see enemy under tank wheels when you are far away from tank








    We will inform you soon which scripts and mods will be included in the new mod.


    Stay tuned.