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At the moment we have 1 machine not responding.

This machine mainly runs the gamepanel, we are working on a solution.

 

Update 21.43: small ddos we are rerouting the traffic.

 

Update: 23.58: DDos solved. Results, machine needs to be checked.

 

Update: 00.28 New customers setups will be delayed.

 

Update 25-01-2011 20:00 trip to datacenter done, server is broken, disk removed, recovering data. Voice servers already running

 

Update 25-01-2011 22:00 files are uploading to the new server

 

Update 25-01-2011 23:20 mysql database restored, all services are running.

GoldenEye: Source "we're out of beta"

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GoldenEye: Source is a total conversion modification of Half-Life 2. It is a fan made artistic recreation, released for free, with only one goal in mind; to bring the memories and experiences from the original GoldenEye64 back to life using Source Technology. We want you to look at this mod and remember the first best multiplayer first-person shooter ever made. We are doing our best to bring in the opinions of the community to create a game that everyone is going to enjoy. But, we are not here to recreate the game exactly how it was in GE64, a lot of things have changed since they first designed that game, mainly in technology and gamers experiences. We are here to take the game even further but at the same time provide a lot of those fun elements that hardcore GE64 fans will enjoy. We've got experienced team members all across the board, from professional level, to amateurs looking to make it into the business working hard to make this dream a reality.

We focus on a daily basis to keep the original feel for the game that we all know and love. Adding new and fun game play features is our secondary mission, along with new maps and weapons that will keep the game feeling new. We do this by getting together with all of our development team, and asking ourselves "What are the things we always wanted to see and do?". This question has come up alot, and we think we are creating and implementing interesting ideas into the mod for fans and gamers to enjoy!

LINK

Promod LIVE 2.10 EU

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http://www.codpromod.com

It’s been a while since the release of 2.04 and it’s without doubt time for an update. We are, together with Vita Nova, glad to give you Promod LIVE 2.10!

Except a list of fixes and tweaks we have reworked and added a few functions in Promod. You can for example see improved Promod modes with a added kniferound function and a opportunity to mix them to your needs. The ability to killspec have also been integrated, together with an updated Strat mode and a improved Shoutcaster function.
* Download it here »


CHANGES

* Game code optimizations which reduce the size of mod over 50% compared to V2.04

* Killspec mode. Commits suicide, releases current class spot and does not respawn the player before a class is selected again. Can be activated through quickmessage menu: B-4-4 or by console command openscriptmenu quickpromod killspec

* Moved game timer closer to the edge of the screen for shoutcasters

* Improved server integrity checks

* Defaulted “promod_mode” to strat when starting a new server from main menu

* Knife round. For match modes adds an extra round and ready-up mode, in public games it will be the first round of map. It can be toggled via knife keyword in promod_mode (for example match_mr10_knife) or dvar “promod_kniferound” in public games. Scorebot announces knife round via knife_round keyword

* Ready-up mode is more responsive

* Improved promod_mode, for use see below

* Increased dropped weapon disappearing time to 3 minutes

* Promod Commands and Promod Graphics menus can be accessed via openscriptmenu quickpromod controls / graphics respectively

* Added tactical timeouts for lan mode. It is possible to take unlimited amount of timeouts for unlimited time

* Improved strat mode

* Fixed public server weapons glitch

* Forced fs_game for match modes. If you don’t know how to change fs_game setting, please contact your Game Server Provider

* Removed red enemy dots from large map

* Included with package: PunkBuster MD5Tool checks for main/iw_##.iwd files. This needs to be set up manually, see below

* Added echo command, which will display text only to yourself in game message box. Usage: openscriptmenu echo text_I_want_to_display – note that underscores are replaced with spaces. Works also with colors. However stacking two openscriptmenu commands to one bind will not work

* Shoutcasters can now choose who to follow using binds and even toggle players by their current class

Plus many other visual, non-gameplay related improvements.
FAQ

Q: What about the hardcore, and support for all gametypes, how do I use them?
A: For a complete list of “promod_modes”, see below.

Q: Can the rulesets be customized to fit my needs?
A: Promod has always been about an unified ruleset. Therefore they only thing you can change in the regular match-modes is mr-rating (SD and SAB only).

Q: I want to run my own custom promod-server with skins etc, how?
A: In order to run your own custom promod-server you’ll need to change the fs_game to anything besides “mods/promodlive210″ as well as not using match-modes. You will now be able to modify the Promod IWDs and add additional iwd-files.

Q: Can I use this mod as a movie mod?
A: Yes, you can! Commands (which are important for movie-making) are only forced on the clients once connected (with one exception, see below). Demos needs to be loaded using devmap before starting a demo (“devmap mp_crash;disconnect”). If you only having black screen, change “r_contrast” to “1″ as well as “r_brightness” to “0″.

Q: How do I get the scorebot running?
A: See below how to enable scorebot.

Q: Class related binds, how do they work?
A: See below for a list of commands.

Q: My question is not answered here.
A: Easiest way to contact us is via mail or join #codpromod @ QuakeNet.
PROMOD MODES

The promod_mode dvar follows a specific syntax. However the game accepts the bits between underscores (_) in any order.

match: standard match mode, conflicts with knockout mode. Round limit = mr#*2
knockout: knockout match mode, conflicts with standard match mode. Score limit = mr#+1
mr#: maxrounds – see above for use. Default is 10. Works only in Search & Destroy and Sabotage.
lan: lan mode – g_antilag 0, punkbuster messages turned off. Conflicts with pb mode.
hc: hardcore mode (disables some HUD elements and reduces health level to 30).
knife: knife round – adds a knife round and an extra ready-up mode to Search & Destroy matches.
1v1/2v2: used for 1v1 and 2v2 matches, disables Demolitions and Sniper classes.
pb: disables punkbuster warnings for online modes. Conflicts with lan mode.

For example “promod_mode match_mr10_knife_pb” will enable knife round and disable punkbuster warnings in standard maxrounds 10 mode.

There are also some other modes:

comp_public
comp_public_hc
custom_public
strat
SCOREBOT

To enable scorebot, add this line to your server-config:

seta promod_enable_scorebot “1″
FORCED COMMANDS

All these dvars are forced by Promod (automatically), make sure they stay untouched/within range to avoid being punished!

dynent_active 0
rate 25000
cg_nopredict 0
sm_enable 0
r_dlightLimit 0
r_lodscalerigid 1
r_lodscaleskinned 1
r_filmtweakInvert 0
r_zfeather 1
cg_viewzsmoothingmin 1
cg_viewzsmoothingmax 16
cg_viewzsmoothingtime 0.1
cg_huddamageiconheight 64
cg_huddamageiconwidth 128
developer 0

com_maxfps 40 – 250
cl_maxpackets 60 – 100
compassplayerwidth EQUAL TO compassplayerheight
compassfriendlywidth EQUAL TO compassfriendlyheight
CLASS BINDS

You can bind them via the in-game menu. (Controls – Multiplayer ControlsÖ)
Alternatively you can manually bind them in the console/config.

bind [KEY] [COMMAND]

openscriptmenu quickpromod silencer //toggles silencer on/off on the primary weapon
openscriptmenu quickpromod grenade //toggles between flash/smoke-grenade
openscriptmenu quickpromod assault
openscriptmenu quickpromod specops
openscriptmenu quickpromod demolitions
openscriptmenu quickpromod sniper
SHOUTCASTER BINDS

You can bind them via the Shoutcaster main-menu.
Alternatively you can manually bind them in the console/config.

bind [KEY] [COMMAND]

openscriptmenu shoutcast_setup number
openscriptmenu shoutcast_setup assault
openscriptmenu shoutcast_setup specops
openscriptmenu shoutcast_setup demolitions
openscriptmenu shoutcast_setup sniper

Number being 1-10, it’s very easy to understand which player corresponds the correct number.
1-5 symbolizes players on Attacking side from top to down looking at the shoutcaster-bars.
6-10 same goes here, players on Defending side.

Putting the class instead of a number will cycle through players using that class.
CUSTOM MAPS

In case Promod is throwing an error while playing on custom maps, make sure the IWD-files inside “usermaps/mapname” folder have the same map name in them.
For example map “mp_dahman_b3″ contains a file called “mp_dahman_b3.iwd” and therefore it is not marked as a violation.
NOTES FOR SERVER-ADMINS AND SERVER-HOSTING COMPANIES

The dvar fs_game “mods/promodlive210″ is forced for match-servers and do not rename any files or modify contents of them.

We recommend using the iwd.cfg which you can put in the pb-folder, it contains checksums for the stock iwd-files for preventing custom skins and such and can be loaded by typing “rcon pb_sv_load iwd.cfg”.

However custom servers with skins etc. must use something else than “mods/promodlive210″ for example “mods/promodlive210_custom”, it’s not restricted and you are free to modify files as well.

On another note of security, the IWD-file “z_custom_ruleset.iwd” is now running integrity checks if server is running match-mode which means you have to decide whether the server should run “promod_mode custom_public” or not.

If you later want to run match-modes you will have to use the original unmodified “z_custom_ruleset.iwd” supplied in this package. Sorry for any inconvenience caused.

ROLadder the first competitive Red Orchestra 2 website has been launched.

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Today the first dedicated Red Orchestra 2: Heroes of Stalingrad competitive website has been announced

ROLadder is a competitive website focussing solely on the game Red Orchestra 2: Heroes of Stalingrad. Together with this focus on a single game, comes the tailor made fit for the Leages and Ladders for competitive play. Not only the sites and rules are optimized and continuously adapted for this game, an actual team similar to a mod team is present with engine coders and mappers to fully adapt the game for competitive gaming. This helps with the creation of a bug and exploit free environment, that has proven to be crucial for successful and enjoyable competitive gaming.

ROLadder got a history of nearly 7 years in running competitive gaming for Red Orchestra, with it comes a lot of experiences with handling the issues that come with a ladder. In order to make sure we have learnt lessons from the difficulties and issues of the past a complete overhaul was made in the overall site and team structure, which includes many new faces and different specializations that aid in the task of competitive gaming.

ROLadder wants people to spend less time organizing and more time playing, something that has been taken into account with the design of thie new competitive website. By offering a wide variety in competitions we can offer something for all needs be it old or new players to the Red Orchestra franchise.

On the way to the launch of this new home for competitive players for Red Orchestra 2: Heroes of Stalingrad, we would like to keep people up to date with new features, screen shots and much more when the site goes live, so keep an eye on http://hos.roladder.net

Gameserverland takes over Europe

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Gameserverland is very excited to announce that we now have game servers in The Netherlands, United Kingdom, Germany and Romania.

Page 9 of 20

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