PatmanSan Unlimited

eXtreme+ Modification for Call Of Duty 2 => eXtreme+ COD2 Release Information => Topic started by: PatmanSan on January 24, 2010, 08:05:13 am

Title: eXtreme+ 2.6 is Released
Post by: PatmanSan on January 24, 2010, 08:05:13 am
We are pleased to announce the release of COD2 eXtreme+ version 2.6

ADDITIONS:

Added: female model Diana (playercontrol.cfg).
Added: gunship (like the AC130 in X4) (wmdcontrol.cfg).
Added: gunship kills and deaths on statsboard.
Added: gunship status icon (see status icon control for ranksystem).
Added: mod is sv_fps friendly now. Supports sv_fps from 10 to 1000.
Added: if mbots and Diana enabled, 25% chance an mbot will be female model.
Added: variable to move map vote to right (like statsboard).
Added: crybaby punishment (eXtreme+ RCON player control).
Added: possibility to run ranksystem without WMD (ex_rank_wmdtype in ranksystem.cfg changed!).
Added: option to upgrade or downgrade WMD when rank changes.
Added: switch to enable or disable killtriggers (security.cfg).
Added: meatbot control in eXtreme+ RCON menu (instead of script control).
Added: command monitor "switch side" procedure also handles bots now.
Added: option to allow clan members to select team in autoassign mode 2.
Added: flag recover time to ihtf (scr_ihtf_flagrecovertime).
Added: possibility to have knife as secondary weapon on pistol-only class.
Added: option to turn off voiceover on CTF, CTFB and RBCTF flag events (gametypes.cfg).
Added: better callvote control, incl. menu blocking if disabled (serversettings.cfg).
Added: bleeding shock controlled by setting (healthcontrol.cfg).
Added: ability to save sniper zoom levels into server memory file.
Added: more cinematic intro control (play once, play on connect only, play always).
Added: flag captures and flag returns on statsboard.
Added: intermission time setting (serversettings.cfg).
Added: option to show/skip statsboard when using cmd monitor "set endmap" (monitoring.cfg).
Added: drop flag feature (holding MELEE and pressing USE) (gametypes.cfg).
Added: option to add radio spawnpoints (maps\mp\gametypes\_mapsetup_chq_hq.gsc for CHQ and HQ).
Added: eXtreme+ RCON can cache the PIN to avoid re-entry after map changes.
Added: weather effects (rain or snow) on stock and custom maps.
Added: option to hide objectives when in killcam mode.
Added: status icon for "in jail" (LIB).
Added: status icons control for ranksystem (ranksystem.cfg).
Added: flag position adjustment to fix hidden flag bug on linux.

CHANGED AREAS:

Changed: wmdcontrol.cfg cleanup; moved rank system related settings to ranksystem.cfg.
Changed: interface enhancements rcon menu.
Changed: general code and cfg cleanup; better weapon precache management.
Changed: add to favorites now visible after connecting (not only after spawning).
Changed: default setting for damage log lines is now OFF (serversettings.cfg).
Changed: removed code that blocked switching to spectators in esd, lms, lts, rbcnq, rbctf, sd.
Changed: auto-pickup of dropped weapon when drop is not allowed (sidearm or enemy weapon pickup).
Changed: default MaxAmmo restored for all weapon files. For 999 MaxAmmo, apply the maxammo mod.
Changed: possibility for pistol-only class with knife sidearm (not vice versa).
Changed: frag and smoke randomizer does not give a minimum of 1 anymore.
Changed: ranksystem demotion can now take away (some) nades and landmines (ranksystem.cfg).
Changed: improvements in mbot code.
Changed: replaced cl_stance command and menus bind, stand, crouch, prone, redirect by clientcmd.menu.
Changed: moved _landmines.gsc to extreme folder (now _ex_landmines.gsc).
Changed: moved _redirect.gsc to extreme folder (now _ex_redirect.gsc).
Changed: moved _switch_scopezoom.gsc to extreme folder (now _ex_longrange.gsc).
Changed: combined _ex_longrange.gsc and _ex_longrange_hitloc.gsc.
Changed: combined _ex_mbot.gsc and dumb bots code (maps\mp\gametype\_teams.gsc) in _ex_bots.gsc.
Changed: moved a couple of procedure calls from game type scripts to _ex_varcache and _ex_main.
Changed: removed bleed message HUD elements and localized strings (only iprintln/iprintlnbold now).
Changed: removed MW from sniper zoom levels, because they took LR settings anyway.
Changed: new memory system, combining all memory files into one (added _ex_memory.gsc).
Changed: enhanced command monitor "set endmap" (now displays scoreboard).
Changed: ex_endmusic_time obsolete. See intermission time in serversettings.cfg.
Changed: firstblood.str incorporated into obituary.str.
Changed: removed gweapon.str. Now works with usingAn() function and weapon.str.
Changed: HTF waypoint and objective management.
Changed: renamed maps\mp\gametypes\_mapsetup.gsc to _mapsetup_dom_ons.gsc (DOM and ONS).
Changed: renamed maps\mp\gametypes\_mapzones.gsc to _mapsetup_tkoth.gsc (TKOTH).
Changed: status icons control defaults to NOT show rank system icons on specific game types.
Changed: map and playarea dimensions are now in game[] vars (no recalc on round based games).
Changed: all wait statements now have their time value checked for FPS adjustment.

FIXED AREAS:

Fixed: obituary missing BAZOOKATK_MSG_1 (was duplicate BAZOOKA_MSG_1).
Fixed: obituary "using a brick" message on WMD team kills.
Fixed: default setting for ex_hqpoints_playerneut and ex_hqpoints_playercap in cfg wrong (2).
Fixed: default setting for rank system related vars from wmdcontrol.cfg.
Fixed: preset rank max in _ex_security was 12 instead of 8.
Fixed: mbots respect nade settings now.
Fixed: mbots weapon g43_sniper_bot had adsOverlayShader set to "70%"
Fixed: wrong message when changing mbot speed ("skill" instead of "speed").
Fixed: invalid soundalias for bleed sounds "generic_pain" (mode 1).
Fixed: pain and death sounds not always playing (randomInt base 0 instead of base 1).
Fixed: ammo hud always red, indicating low ammo (related to MaxAmmo setting; see maxammo mod).
Fixed: weapon class enabled without sidearm: secondary to primary swap gave full ammo.
Fixed: ex_bleedmsg mode 2 and 3 were mixed up.
Fixed: got rid of some localized string errors.
Fixed: blood-on-screen errors when pop helmet enabled and blood on screen disabled.
Fixed: mbot mode will stay ON in developer mode on unsupported maps.

RELEASE NOTES:

Do not copy over scripts or configuration files from older versions!

If you want to enable the following features, you MUST download the OPTIONAL MODIFICATIONS too:
- Camouflage Uniforms (playercontrol.cfg)
- Blood (Gore)
- Female model Diana (playercontrol.cfg)
- Gunship (wmdcontrol.cfg)
- Jukebox (jukebox.cfg)
- Long Range Rifles (weaponcontrol.cfg)
- Map Vote Thumbnails (mapcontrol.cfg)
- MeatBots (serversetting.cfg)
- Modern weapons (weaponcontrol.cfg)

Do not turn on these features unless you have the required optional modifications downloaded, integrated and uploaded to the fs_game folder on your server. If you fail to do so, the features will not work properly and (most likely) crash your server!
Instructions on how to enable the optional mods are included in the archive.

If you put more than 64 maps on the server (use the map rotation stacker feature for that), the map name will not display right. It will display the long name, like mp_gob_rats, instead of Gob Rats. There is an arena file limit in the game that we have no control over. The server will work though.

The cinematic intro is a last minute addition which has not been tested thoroughly. If you experience startup, lockup or timing problems (client side), please disable this feature in miscfeatures.cfg, and try again.

Some of the modern weapons models are still misaligned. Nothing we can do about it.

Hope you all enjoy it!


DOWNLOAD LINKS:

-- MAIN Setup
MIRROR #1 (USA)
eXtreme+ v2.6 ADVANCED SERVER SETUP: HERE (http://patmansan.duckdns.org/smf/files/extremev26-setup.zip)

MIRROR #2 (USA)
eXtreme+ v2.6 ADVANCED SERVER SETUP: HERE (http://8.17.250.10/extreme/downloads/extreme+2.6/extremev26-setup.zip)

MIRROR #3 (USA) Provided by www.jimmycorps.com
eXtreme+ v2.6 ADVANCED SERVER SETUP: HERE (http://www.etdcyrenne.escapedturkey.net/COD/COD2/extremev26-setup.zip)

MIRROR #4 (Europe, Sweden)
eXtreme+ v2.6 ADVANCED SERVER SETUP: HERE (http://download.clan-ssl.se/extreme/X2_v2.6/extremev26-setup.zip)

MIRROR #5 (USA) Provided by NoBS-Evilgenius
eXtreme+ v2.6 ADVANCED SERVER SETUP: HERE (http://www.fragvidz.com/extreme/extremev26-setup.zip)

MIRROR #6 (Europe, Netherlands) Provided by PhoeniX from the =|SF|= Clan!
eXtreme+ v2.6 ADVANCED SERVER SETUP: HERE (http://specialforces-clan.eu/uploads/files/cod2/eXtreme/v2.6/extremev26-setup.zip)


-- OPTIONAL
MIRROR #1 (USA)
eXtreme+ v2.6 OPTIONAL MODIFICATIONS: HERE (http://patmansan.duckdns.org/smf/files/extremev26-optional.zip)

MIRROR #2 (USA)
eXtreme+ v2.6 OPTIONAL MODIFICATIONS: HERE (http://8.17.250.10/extreme/downloads/extreme+2.6/extremev26-optional.zip)

MIRROR #3 (USA) Provided by www.jimmycorps.com
eXtreme+ v2.6 ADVANCED SERVER SETUP: HERE (http://www.etdcyrenne.escapedturkey.net/COD/COD2/extremev26-optional.zip)

MIRROR #4 (Europe, Sweden)
eXtreme+ v2.6 OPTIONAL MODIFICATIONS: HERE (http://download.clan-ssl.se/extreme/X2_v2.6/extremev26-optional.zip)

MIRROR #5 (USA) Provided by NoBS-Evilgenius
eXtreme+ v2.6 OPTIONAL MODIFICATIONS: HERE (http://www.fragvidz.com/extreme/extremev26-optional.zip)

MIRROR #6 (Europe, Netherlands) Provided by PhoeniX from the =|SF|= Clan!
eXtreme+ v2.6 OPTIONAL MODIFICATIONS: HERE (http://specialforces-clan.eu/uploads/files/cod2/eXtreme/v2.6/extremev26-optional.zip)


-- FIXPACK
The fixpack is updated whenever necessary. To prevent various versions across download mirrors, we only provide a single source for the fixpack.

eXtreme+ v2.6 FIXPACK: HERE (http://patmansan.duckdns.org/smf/files/extremev26-fixpack.zip)

You can find more info about the fixes included in this fixpack HERE (http://www.mycallofduty.com/modules.php?name=Forums&file=viewtopic&t=4932)
Title: Re: eXtreme+ 2.6 is Released
Post by: MissVonTripp on January 24, 2010, 08:11:51 am
A lot of fun with this MOD.

Thanks Pat for all the hard work you have put in this incredible MOD .

Missy
Title: Re: eXtreme+ 2.6 is Released
Post by: 4peterjan4 on January 24, 2010, 12:05:54 pm
Heey  :D ,

Thats great news :).

Going to setup it on my server right now hhee  :wink:
Title: Re: eXtreme+ 2.6 is Released
Post by: Joker{eXtreme} on January 24, 2010, 01:32:48 pm
Additional Mirrors added :)
Title: Re: eXtreme+ 2.6 is Released
Post by: Jaxn on January 24, 2010, 07:18:47 pm
Today is the first time I've seen this version of the mod. (Never got around to getting on your demo server).  After just 20 minutes of playin with a test server full of bots I was smiling from ear to ear  :D .  You guys are truly keeping this game alive. It's awsome!!!!

A personal thank you for your hard work,
Jackson
Title: Re: eXtreme+ 2.6 is Released
Post by: IAF_Lostcom on January 25, 2010, 01:03:04 pm
Sweeeeeeeeeeeeeeeeeeeeeeeeeeeet,


From the IAF clan, a BIG THANK YOU for this release and all the hard work you guys do for us.

I will start setting this up today!

But what can I do to say thanks? Wait... where is that donation button. I know the donation could never really pay for all your hard work but I think it shows a bit of appreciation at least.

I know not everyone can do this but please donate when you can, every little bit counts!


John
IAF Lostcom
www.IAOFF.com
Title: Re: eXtreme+ 2.6 is Released
Post by: Lothegard on January 25, 2010, 01:39:38 pm
Europe, Swedish mirror added
Title: Re: eXtreme+ 2.6 is Released
Post by: Cyruz on January 25, 2010, 03:16:23 pm
Wooo hooo  :D
Title: Re: eXtreme+ 2.6 is Released
Post by: wolfie on January 25, 2010, 07:03:18 pm
great work guys  :D  had to get my thinking cap out forgot all the run arounds to get the mod and game workin :lol:  but got it goin runnin great 8)

wolfie
Title: Re: eXtreme+ 2.6 is Released
Post by: NoBS-Evilgenius on January 25, 2010, 10:50:38 pm
heres another mirror for ya :P

http://www.fragvidz.com/extreme/extremev26-setup.zip

and  

http://www.fragvidz.com/extreme/extremev26-optional.zip

fast download btw


thanks for the mod guys
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on January 26, 2010, 07:36:11 am
Fixpack info added
Title: Re: eXtreme+ 2.6 is Released
Post by: Smithsonian on January 26, 2010, 10:38:43 am
Pat, thank u for your dedication to this and all the times I have bugged u for info.
Title: Re: eXtreme+ 2.6 is Released
Post by: 4peterjan4 on January 27, 2010, 05:08:53 pm
Hi  :) ,

I also have dutch mirrors for you guys  8) .

MAIN SETUP

http://specialforces-clan.eu/uploads/files/cod2/eXtreme/v2.6/extremev26-setup.zip

OPTIONAL MODS

http://specialforces-clan.eu/uploads/files/cod2/eXtreme/v2.6/extremev26-optional.zip


Greetings PhoeniX from the =|SF|= Clan!
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on January 27, 2010, 05:36:30 pm
Thanks. I will add them asap.

I removed the link to the fixpack in your post. We want a single source for the fixpack, because the fixpack will get updated if necessary, and we don't want outdated versions on mirrors.
Title: Re: eXtreme+ 2.6 is Released
Post by: vladimire on February 19, 2010, 07:55:28 am
Hi guys!

I really like your extreme mod so I want to run it on my CoD2 server.  First of all I want to say that I am preety noob with hosting server but I know something.

I made folder "mods" in my root server  picture (http://img153.imageshack.us/img153/8230/modsj.jpg)

In that folder(mods) I uploaded whole folder "extremev26-setup" (http://img696.imageshack.us/img696/6250/extremesetup.jpg)  and I made another folder "extreme" (http://img191.imageshack.us/img191/8814/extremefolder.jpg) where I have been uploaded all "optional files".

In my Game Panel I type mode : mods/extreme

When I try to connect to my server I got message (http://screenshot.xfire.com/s/92332087-4.jpg) :

""Max ammo mismatch for "panzershreck" ammo : "panzershreck_mp" set it to 4 but "panzershreck_allies" already set it to 10"

I was trying everything but i couldn`t find where the problem is.

Can you tell me what to do/how to setup my server to work on extreme+ v2.6?

thanks in advance!
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on February 19, 2010, 08:04:14 pm
Basic instruction are in the Quick Setup Guide PDF.

If this is your first dedicated server setup, start simple by activating the mod without changing or adding anything. Just make an fs_game folder, and FTP the contents of extremev26-setup.zip into this folder. Change the command line through your server's control panel (examples are in PDF), and restart the server. If it works, start changing settings or adding optional mods. Step by step.
Title: Re: eXtreme+ 2.6 is Released
Post by: vladimire on February 20, 2010, 06:10:35 am
Yes, this is my first dedicated server and I would like to run it on extreme mode :)

Before a week I lease 2 servers, one for Cod2 and the other for CoD4. CoD4 server is already setup to run on extreme mod and it was preety easy but I stuck on CoD2 setup...
 
I was looking in basic instructions before I started to uploading extreme mod but I was little confused about some things like:
-Do I need to make folder "mods"(like in cod4) and after that I can upload whole folder with any type of mod setup in it?     or
-I can simply made in game root, folder named e.g. "extreme" and iupload all setup files in it?

sry I know that these are noob Q but I would like to hear answer from you who really know how does it work.  Many people aren`t so friendly and kind to help beginers-noobs.

Can you snap few snap shots of your CoD2 root server-extreme mod files, just to have image for better understanding? That could be really helpfull You can post it here or you can send me that in pm...

Thanks for the help PatmanSan!  I really appreciate  that   :)
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on February 20, 2010, 01:40:40 pm
No you don't need a mods folder. Just make a new folder next to (not in) the folder called "main". We will call the new folder our mod folder, because it simply holds the mod. Some may call it the fs_game folder. I used "x26" as the mod folder in this example:

| main
| pb
| x26

After installing the mod, the mod folder should hold the entire contents of the extremev26-setup.zip, except the Quick Setup Guide PDF.

| x26
| | character
| | extreme
| | maps
| | mptype
| | scriptdata
| | e26.iwd
| | maprotation.cfg
| | server.cfg

Stop the server, go into you commandline editor, and make sure it has the following on it:

+set fs_game x26 +set dedicated 2 +set sv_punkbuster 1 +exec server.cfg +map_rotate

Restart the server, and try to connect to it.
Title: Re: eXtreme+ 2.6 is Released
Post by: vladimire on February 23, 2010, 10:40:03 am
First of all I want to thank you for your help!

My root  have some more files/folders... >>picture/snap (http://img195.imageshack.us/img195/6235/sshot1ei.jpg)<<
Is that possible cause of my problem with extreme mod?

I rename my "mods" folder to "x26"(like you) and content is same as yours.

i have done almost everything like you said. only the last step I didn`t because I dont know what is / where is "commandline editor",(I am so shamed because of that)  so I didn`t done that part?!  Can you explain me how to do that?

sry I know that is a noob Q.  
*******************************************************************************************************************************************************************************
There is one more "problem"... I couldn`t setup extreme mod so I wanted to change mod on "default" epam mod. I have changed mod to epam.
Now, when I change mod on extreme mod and try to connect on server I got message:
"Error
Download failure while getting
"http://www.your_website.com/base_folder/x26/e26.iwd"

I think that issue is connected with downloading from my server - I don`t have "redirect" server for fast downloading mods and maps because I bought lite-cheap server without that option...Am I right or wrong and how to fix that?

thanks in advance, best regards m8!
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on February 25, 2010, 04:51:18 pm
The folder picture/snap has no effect on the server, so don't worry about it.
Somehow the mod seems to be running, because you are forced to download e26.iwd.
You can disable the http download redirect by editing server.cfg and restarting the server:

seta sv_wwwDownload "0"

If you want me to have a look, you can PM me the login details for FTP and the game server provider's dashboard.
Title: Re: eXtreme+ 2.6 is Released
Post by: JD_8 on February 26, 2010, 02:09:26 pm
I have a couple of questions regarding settings for 2.6.

First I'm trying to set the Close Kill Protection to minimize those darn round the corner suprise kills. In the playercontrol.cfg there is a setting for what action to take when someone tries to kill someone below the set limit. I have it set to give a warning and let the victim see info. (opton 2)  However instead of this behavior what we see is that the attacker dies instantly and there is no message for the victim. Is this a fault in the code or am I missing something here?

My second question has to do with the Forced-Auto Assign feature. What I would like to achieve is that clan members (defined in clantag1) should be able to pick a team and non-clan players should be auto-assigned.  Is there a way to do this without forcing clan members onto a particular team?
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on February 26, 2010, 02:37:48 pm
I will test Close Kill Protection later, and let you know if there is something wrong with it.

The Auto-assign mode you want, is activated by setting this in playercontrol.cfg:

set ex_autoassign "2"
set ex_autoassign_clanbridge "0"

Non-clan players will be assigned a predefined team, set by ex_autoassign_clanteam, like:

set ex_autoassign_clanteam "axis"
Title: Re: eXtreme+ 2.6 is Released
Post by: JD_8 on February 26, 2010, 02:55:29 pm
Quote from: "PatmanSan";p="32616"
I will test Close Kill Protection later, and let you know if there is something wrong with it.

The Auto-assign mode you want, is activated by setting this in playercontrol.cfg:

set ex_autoassign "2"
set ex_autoassign_clanbridge "0"

Non-clan players will be assigned a predefined team, set by ex_autoassign_clanteam, like:

set ex_autoassign_clanteam "axis"

That's how I had it setup and what we were seeing is that our clan members were allowed to pick a team but when they join they get a message that they were forced to a specific team which was the team defined in ex_autoassign_clanteam. Non-clan members were being treated correctly and only were able to auto-assign but clan members were being forced onto one team. Also members with tags predefined in clantag1 had an active auto-assign option when joining but if clicked that option just takes them to spectate.
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on February 27, 2010, 12:13:27 am
Auto-assign bug confirmed and fixed. Will check out Close Kills tomorrow, and post some fixes to test.
Title: Re: eXtreme+ 2.6 is Released
Post by: JD_8 on February 27, 2010, 07:47:08 pm
I have a couple more questions.

When a player exits the gunship and parachutes down the mod says they are running and they lose their weapon. Is this normal behavior?  If so wouldn't that make the anti-run penalties kick in after three times in the gunship?

We are using the Long range sniper rifle and have put in the extra file that fixes the exploding bullets. It was working perfectly except a few players wanted the damage adjusted up a bit. I went in and adjusted a few of the hit locations up just a tad and now the bullets explode on impact again. How do I correct this or do I need to put default damages back in?
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on February 27, 2010, 08:02:55 pm
Anti-run punishment when parachuting down is not normal. I will have a look.

Long range rifles and gunship are not fully compatible. This is a snippet from the support thread:

"All gunship weapons are projectile based. The default projectile impact effects (from bazooka/panzerschreck) had to be disabled, so I could make specific effects for each gunship weapon. I think the readme.txt that comes with the optional gunship mod includes instructions to disable the bazooka and pazerschreck. This makes me wonder... will the long range rifles shoot nukes too? I'll have to check later..."

It has been confirmed. When a player is in the gunship, all projectiles - including the ones from the LR rifles - will inherit the impact effects of the gunship weapons. Nothing I can do about that, because the gunship's projectile monitor picks up profectile in flight, and cannot link them to a weapon or player. It has to assume they come from the gunship.
If noone is in the gunship, the LR rifles will return to their normal impact effects.
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on February 27, 2010, 08:14:46 pm
Close kill protection is working properly. You have to keep in mind that this feature was not designed for bullet spraying weapons. Every single hit will trigger punishment. Hit 1: short shellshock, hit 2: long shellshock, hit 3: death. Shooting someone at close range with a SMG or MG will result in sudden death for the attacker, because it's not that hard to get three hits out of dozens of bullets.
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on February 27, 2010, 08:49:19 pm
Fix 16 and 17 added to fixpack. See page 3 of the 2.6 Support Thread (link below)

Please report other issues in the sticky support thread: Support: eXtreme v2.6 (including fixpack) (http://www.mycallofduty.com/modules.php?name=Forums&file=viewtopic&p=32646#32646)
Title: Re: eXtreme+ 2.6 is Released
Post by: jacksparrowclan on March 02, 2010, 05:03:36 pm
The eXtreme Crew do NOT support cracked servers/games, post edited by Lothegard
Title: Re: eXtreme+ 2.6 is Released
Post by: mitra on April 27, 2010, 08:53:27 am
I have a server and applied the v2.6 mod extreme but when my friends are going to go tell them that's not to download because it is not the proper directory?! help
also says that it is good web site!
how should I do? in which folder and which web site that I put in the config? :(  :roll:  :!:  :!:
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on April 27, 2010, 10:37:53 am
I assume you are talking about a download redirect. This stuff in server.cfg:

// Client Download Settings
// See included Quick Setup Guide for instructions.
set sv_allowdownload "1"
seta sv_wwwDownload "1"
seta sv_wwwBaseURL "http://www.your_website.com/base_folder"
seta sv_wwwDlDisconnected "1"

What did you put there? Please post that section.
Basic instructions on how to set up your download redirect are also in the Quick Setup Guide PDF.
Title: Re: eXtreme+ 2.6 is Released
Post by: Philkin on July 14, 2010, 03:28:42 pm
Blown away by this Mod...as always. Patman hats off to you Sir and to the eXtreme crew. Running v2.6 at DeD....it's such a fun mod, always great to grab a game or two after a long day at work. Cab I ask one simple question (I hope?)

When starting a round or when in game and going to main menu you have the option to look at the Server settings;

You see this;

(http://i197.photobucket.com/albums/aa294/Philkin/eXtreme.jpg)

Where can I edit the 'MENU_EXTREME_MOD_SETTINGS' & the 'MENU_EXTREME_SERVER_SETTINGS' so they can show, for example -|DeD|- Extreme Mod Settings etc etc. I've looked and looked and can't find the required file to edit anywhere. Appreciate your time to answer this and put an old guy out of his misery. All else is sorted....this is the last thing ;)

Thanks again in advance and an applause for such great work in keeping CoD2 going strong!
Title: Re: eXtreme+ 2.6 is Released
Post by: Gixxer on July 14, 2010, 03:37:07 pm
seems to me your string files have gotten messed up somehow, as these display correctly "out of the box" replace the string files with originals and see of the problem goes away.
Title: Re: eXtreme+ 2.6 is Released
Post by: Philkin on July 14, 2010, 06:22:16 pm
Hi Gixxer,

Default files worked a charm...then checked them against one another and found the problem in the menu.str file. All sorted now, thanks for the quick reply.  :D  :wink:
Title: Re: eXtreme+ 2.6 is Released
Post by: Tartalo on August 16, 2010, 02:51:32 pm
Hi all,

First of all, thanks for your great work!
We managed to translate the CoD2 extreme+ 2.6 mod into spanish. It has been done adding LANG_SPANISH lines to the localizedstrings .str files, so it won't bother English version.

We are not professional translators, so maybe latin-american users find our translation little strange (we used European Spanish).

It has been tested in our test-home-server and works fine.
We hope this translation to be used in a normal server next week.

Anyone interested? We attach localizedstrings folder

Best regards
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on August 16, 2010, 06:51:28 pm
Thanks for sharing!
Title: Re: eXtreme+ 2.6 is Released
Post by: Klemzy on September 14, 2010, 06:57:59 am
Server succesfully running eXtreme 2.6 mode including Gunship, Diana and new maps. Server IP: 89.212.101.95:28963
Thanks Patsman for all your help
Title: Re: eXtreme+ 2.6 is Released
Post by: willbe on January 23, 2011, 05:39:19 pm
Hi there,

we have running etreme 2.6 with gunship and Diana 30 slots and extreme 2.6 with gunship, Diana & Modern Weapons :D 20 slots both since last august. There are from 20 to 30 players online at play hours :D


People love this mod and we are waiting for the next version.

The reason to reply on this post is to ask you if you know why we get this error in the console_mp.log at least 20 times every day.   :?

The values 70710.7, -70710.7, 0 are not constant.


******* script runtime error *******
pair 'undefined' and '(70710.7, -70710.7, 0)' has unmatching types 'undefined' and 'vector': (file 'extreme/_ex_main.gsc', line 2395)
   endOrigin = startOrigin + forward;
                           *
started from:
(file 'extreme/_ex_main.gsc', line 2390)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

[spoil]
We have only modified the config files and the strings with the translation from tartalo uploaded on this forum.

I get this error on both servers.

This is the afected procedure in the message and the lines 2390 and 2395 in bold and underline:

rangeFinder()
{
   self endon("disconnect");
   self endon("death");
   self endon("ex_dead");

   while(isAlive(self))
   {
      wait( [[level.ex_fpstime]](0.5) );

      while(isAlive(self) && self.ex_binocuse || (self playerads() && extreme\_ex_weapons::isWeaponType(self getcurrentweapon(),"sniper")))
      {
         wait( [[level.ex_fpstime]](0.2) );

         startOrigin = self.ex_eyemarker.origin;
         forward = anglesToForward(self getplayerangles());
         forward = [[level.ex_vectorscale]](forward, 100000);
         endOrigin = startOrigin + forward;

         rangedist = undefined;
         trace = bulletTrace(startOrigin, endOrigin, true, self);
         range = int(distance(startOrigin, trace["position"]));

         if(level.ex_rfrange == 1) rangedist = int(range * 0.02778); // Range in Yards
            else rangedist = int(range * 0.0254);   // Range in Metres

         if(!isDefined(self.ex_rangehud))
         {
            self.ex_rangehud = newClientHudElem(self);
            self.ex_rangehud.archived = false;
            self.ex_rangehud.horzAlign = "fullscreen";
            self.ex_rangehud.vertAlign = "fullscreen";
            self.ex_rangehud.alignx = "center";
            self.ex_rangehud.aligny = "middle";
            self.ex_rangehud.x = 320;
            self.ex_rangehud.y = 360;
            self.ex_rangehud.alpha =0.8;
            self.ex_rangehud.fontScale = 1;
         }

         if(level.ex_rfrange == 1)
         {
            self.ex_rangehud.label = &"MISC_RANGE";
            self.ex_rangehud setvalue(rangedist);
         }
         else
         {
            self.ex_rangehud.label = &"MISC_RANGE2";
            self.ex_rangehud setvalue(rangedist);
         }
      }

      if(isDefined(self.ex_rangehud)) self.ex_rangehud destroy();
   }
}
[/spoil]
Title: Re: eXtreme+ 2.6 is Released
Post by: willbe on January 23, 2011, 05:45:14 pm
This error, is usually followed from this errors on the log

******* script runtime error *******
pair 'undefined' and '(-0.00437114, 100000, 0)' has unmatching types 'undefined' and 'vector': (file 'extreme/_ex_main.gsc', line 2395)
   endOrigin = startOrigin + forward;
                           *
started from:
(file 'extreme/_ex_main.gsc', line 2390)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

******* script runtime error *******
type undefined is not a vector: (file 'extreme/_ex_main.gsc', line 2398)
   trace = bulletTrace(startOrigin, endOrigin, true, self);
                       *
started from:
(file 'extreme/_ex_main.gsc', line 2390)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

******* script runtime error *******
undefined is not an array, string, or vector: (file 'extreme/_ex_main.gsc', line 2399)
   range = int(distance(startOrigin, trace["position"]));
                                     *
started from:
(file 'extreme/_ex_main.gsc', line 2390)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

******* script runtime error *******
type undefined is not a vector: (file 'extreme/_ex_main.gsc', line 2399)
   range = int(distance(startOrigin, trace["position"]));
                        *
started from:
(file 'extreme/_ex_main.gsc', line 2390)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************
etc.
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on January 23, 2011, 11:31:56 pm
Install the fixpack!
Title: Re: eXtreme+ 2.6 is Released
Post by: willbe on January 25, 2011, 08:11:29 pm
Thanks you very much Pat!

I thought i had the last version looking at the first post edition date. Surely this will fix some things more than the posted issue  

The patch is only for the server and it is not needed to apply on the client side, is that right?

Thanks very much for your support!
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on January 26, 2011, 01:47:06 am
Yes. It's completely server side only
Title: Re: eXtreme+ 2.6 is Released
Post by: willbe on January 26, 2011, 04:34:05 pm
Hi again,

i've patched the modern extreme server after stopped it. However, the script errors persist like before.

Something more that i can check?

Thanks you very much!

******* script runtime error *******
pair 'undefined' and '(-0.00437114, 100000, 0)' has unmatching types 'undefined' and 'vector': (file 'extreme/_ex_main.gsc', line 2396)
   endOrigin = startOrigin + forward;
                           *
started from:
(file 'extreme/_ex_main.gsc', line 2391)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************
[spoil]
******* script runtime error *******
type undefined is not a vector: (file 'extreme/_ex_main.gsc', line 2399)
   trace = bulletTrace(startOrigin, endOrigin, true, self);
                       *
started from:
(file 'extreme/_ex_main.gsc', line 2391)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

******* script runtime error *******
undefined is not an array, string, or vector: (file 'extreme/_ex_main.gsc', line 2400)
   range = int(distance(startOrigin, trace["position"]));
                                     *
started from:
(file 'extreme/_ex_main.gsc', line 2391)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

******* script runtime error *******
type undefined is not a vector: (file 'extreme/_ex_main.gsc', line 2400)
   range = int(distance(startOrigin, trace["position"]));
                        *
started from:
(file 'extreme/_ex_main.gsc', line 2391)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

******* script runtime error *******
cannot cast undefined to int: (file 'extreme/_ex_main.gsc', line 2400)
   range = int(distance(startOrigin, trace["position"]));
                       *
started from:
(file 'extreme/_ex_main.gsc', line 2391)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

******* script runtime error *******
pair 'undefined' and '0.0254' has unmatching types 'undefined' and 'float': (file 'extreme/_ex_main.gsc', line 2403)
    else rangedist = int(range * 0.0254); // Range in Metres
                               *
started from:
(file 'extreme/_ex_main.gsc', line 2391)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

******* script runtime error *******
cannot cast undefined to int: (file 'extreme/_ex_main.gsc', line 2403)
    else rangedist = int(range * 0.0254); // Range in Metres
                               *
started from:
(file 'extreme/_ex_main.gsc', line 2391)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************

******* script runtime error *******
type undefined is not a float: (file 'extreme/_ex_main.gsc', line 2427)
    self.ex_rangehud setvalue(rangedist);
                              *
started from:
(file 'extreme/_ex_main.gsc', line 2391)
   wait( [[level.ex_fpstime]](0.2) );
   *
************************************[/spoil]
Title: Re: eXtreme+ 2.6 is Released
Post by: willbe on January 27, 2011, 09:30:38 pm
The disco is large enought to fly with a gunhip!

(http://video.xfire.com/386eac-4.jpg) (http://www.xfire.com/video/386eac/)

 :twisted:
Title: Re: eXtreme+ 2.6 is Released
Post by: PatmanSan on January 28, 2011, 05:23:47 am
I thought I had the range finder bug in the fixpack. I will add it.
You know how to disable the gunship on that map, right?

set ex_gunship_<mapname> "0"

where <mapname> is the name of the map you would put in the rotation string.
Title: Re: eXtreme+ 2.6 is Released
Post by: willbe on January 28, 2011, 10:27:14 am
Hi Pat!!

It's not a bug/problem post. Only a funny video of this mod :D

Yeah, thanks very much, i know and use this <map_name> <gametype> <players_size> parameters thanks to your Quick Setup guide into the mod pack and it is very much usefull!

In this case, is a special map for us, it is configured to play only pistols (my loved Desert Eagle) in TDM and only Bash in DM, dependig what was voted. But the gunship is funny to see when we play this map. it's only a crazy map, played not more than one or tw times at day on this server.


Tanks a lot for your work on this game!
Title: Re: eXtreme+ 2.6 is Released
Post by: willbe on January 29, 2011, 11:55:19 pm
Quote from: "PatmanSan";p="36942"
I thought I had the range finder bug in the fixpack. I will add it.

it works! not more script erros on my logs.

Thanks a lot!
Title: Re: eXtreme+ 2.6 is Released
Post by: MManson on January 31, 2011, 06:18:47 pm
Whats up?!?
Firstly, congratulations for this mod! Since I started to play COD2 I play servers with extreme, it's amazing!!!
In our servers we have a big problem with lag... and we would like to know how works the antilag? what does it do exactly?
The question is not about the mod, i think, but nobody knows to answer me...
Thx and congratulations again :D
Title: Re: eXtreme+ 2.6 is Released
Post by: ReaKtor on February 03, 2011, 08:22:00 pm
Antilag was supposed to be a way of compensating for the different pings of players. A way of giving high ping players more equal timing to compete with low ping players basically by delaying the packets to the low ping players.

It does not work. It is broken. Turn it off.

set g_antilag = "0"
Title: Re: eXtreme+ 2.6 is Released
Post by: MManson on February 04, 2011, 03:21:32 pm
Ok, thanks :)
Title: Re: eXtreme+ 2.6 is Released
Post by: willbe on February 04, 2011, 05:23:09 pm
Hi there again!

anybody knows how to prevent this error?


PunkBuster Server: [From #1 (VALID) ^5F^7ru^6ti^7ta] My dx C:\WINDOWS\system32\d3d9.dll size=1689088 md5=AE5DD931EFAB3687BA4DF0671F4CE078
      dvar set cl_paused 0
      dvar set loc_language 0
      dvar set loc_forceEnglish 0
      dvar set com_errorTitle Error
      dvar set com_errorMessage G_GetPlayerViewOrigin: Couldn't find [tag_player] on turret

********************

ERROR: G_GetPlayerViewOrigin: Couldn't find [tag_player] on turret



********************


The console was up and manageable, but all players lost his connection to server.

[spoil]
----- Server Shutdown -----
==== ShutdownGame ====
0:^5F^7ru^6ti^7ta EXE_DISCONNECTED
1:S.^1Alvi EXE_DISCONNECTED
2:^^00HaRDsTyLe^^22 <3 EXE_DISCONNECTED
3:^5(^3BoW^5)^1ZOYBER! EXE_DISCONNECTED
4:pichulin EXE_DISCONNECTED
5:^1INCA^3Quik EXE_DISCONNECTED
6:anwel c44tr3r0 HDI EXE_DISCONNECTED
7:^1[Lekua17]^4Iorosh EXE_DISCONNECTED
8:^213 e^9n^2t^9o^3^2l ^1c^3o^1c^ EXE_DISCONNECTED
10:gato acostao EXE_DISCONNECTED
11:Mpo EXE_DISCONNECTED
12:^3CAT^1|^3B^1!^3llyTh^1e^3Kid EXE_DISCONNECTED
13:^^33|Q3|^^44 VAROPEREZ EXE_DISCONNECTED
14:^1Stu^3rmo^1vik EXE_DISCONNECTED
15:*^4*^3* ^7CA^4NA^3RIO^7*^4*^3* EXE_DISCONNECTED
16:Titan$ RauksMG EXE_DISCONNECTED
17:[^3P^7]^9epe^7[^3L^7]^9u^^0! EXE_DISCONNECTED
18:Cubanet EXE_DISCONNECTED
19:Charly EXE_DISCONNECTED
20:^11^7K1M3R4 EXE_DISCONNECTED
21:Javi EXE_DISCONNECTED
22:^^11L^^33ai^^88S EXE_DISCONNECTED
23:Ic^1h^5ua^1k^7in EXE_DISCONNECTED
24:zis  zas EXE_DISCONNECTED
25:Titan$ DaViD EXE_DISCONNECTED
26:^1BfnX|WIN^3DF^1IRE EXE_DISCONNEC[/spoil]


Thanks very much!
Title: Re: eXtreme+ 2.6 is Released
Post by: GagyRSF on February 22, 2011, 08:15:18 am
hi everibody, i'm new in this staff but i like this mode,and just want to ask someone of you to help me, and tell me how can i instal this mode???

i have read the instructions but it's to complicated, and its hard for understand...there is too much explenations...can someone explain me in one or two steps or screanshots how and where to copy all that folders and files??? Thank you so much!