Changelog#
This is a list of Plutonium updates, and the changes they introduced. New updates install automatically when available when you start Plutonium.exe
r5316#
- T6
- Reduced occurance of the transit/gump freeze (only affects Intel Graphics, Nvidia and AMD does not have this issue)
r5314#
-
All Games
- Fixed 'Unable to load binary into memory' error when windows path contains special chars
-
T4
- Fixed version error when loading a savefile
- Cap g_useholdtime to 250 on SP
-
T5
- Fixed DOA scripthashes incorrectly showing 0s for zombie fastfiles
- Fixed version error when loading a savefile
- Cap g_useholdtime to 250 on SP
-
T6
- Fixed issues with loading FFs when windows path contains '!'
- Added a warning for legacy GSCs being loaded
- Fix CSC fullhash being incorrect
- Fixed zmmap when its in the commandline
- Added 'defer' command, waits for the game to be ready before exec'ing the given command
-
T4/T5/T6
- Added randomSystemExists gsc builtin function
- Added modStats dvar
- Full GSC/CSC hashes display in scripthashes command
- Fixed possible random 'server is for low/high ping' error
r5304#
-
All Games
- Reduced base ram usage
- Better error reporting for selecting wrong game folder
- Allow x86 DXVK 2.7.1 and x86 ReShade 6.7.3 (non-addon)
-
T4
- FF asset cleanup, new ingame FF
- Selecting no border option in menus will automatically set vid_xpos and vid_ypos to 0
- Plutonium menus apply to ingame menus
- Fixed a crash for custom maps using flamethrower and the map having no burnableCells
- Added fovscale, maxfps, streamer mode, busy wait, auto demo record, draw identifier, flash script hashes (SP), raw input, mouse accel, controller and fix mouse lag options in the menus
-
T5
- Fixed a possible bug when rejoining a DOA game that preventing random extra live drops to spawn
- FF asset cleanup
- Removed game_mod assets (iw_42.iwd and frontend_patch.ff), thanks Nukem and SE2Dev for game_mod's iwd and FF
- Recreated game_mod menus and assets into plutonium_ui.ff
- Fixed a crash for BG_AddAmmoClip when a mod gives too many weapons
- Fix an issue in SP where FOV could reset after a map restart
- Fixed Sys_Milliseconds overflowed spam for MP
- Fixed setignoredlinks and setallowedtraversals builtins
- Added FOV (SP), no border, allow download, fovscale, streamer mode, maxfps, busy wait, auto demo record, draw identifier, flash script hashes (SP), raw input, mouse accel, rumble, aim assist and fix mouse lag options to the menus
-
T6
- Only allow raw LUI in fs_game (modded)
- Add full LUI hash to scripthashes
- MP getplayerangles works for roll component
- Branded the version number text in the top right
- Moved all localizedstrings and LUI menus into FF (thanks Laupetin's OpenAssetTools)
- Removed the multiplayer/zombie and singleplayer options from the main menu
- Improved Theater lobby menu
- Fixed a crash for BG_AddAmmoClip when a mod gives too many weapons
- Fixed controller button prompts in edit game options menu
- Moved MP serverbrowser button to Public match menu
- Readded DirectX error messages
- Hide some menu options that should be hidden when you are not the party host
- Added raw input, mouse accel, fix mouse lag, allow download, busy wait, draw identifier and flash script hashes (ZM) options to the menus
- Fixed possible random crash at the start of a zombie game due to useweaponmodel CSC builtin
-
T4/T5/T6
- Killed screenshotJpeg command due to people getting Hunk error when pressing the bind
- Default com_busyWait and fix_mouse_lag to false to keep vanilla behaviour as default
- Flush logfile to disk when game crashes
- Add zombies_minplayers/sp_minplayers to menus when hosting a private lobby and in lan mode
- Add full CSC hash to scripthashes
- Identifier no longer draws while watching a demo
- Only allow raw CSC in fs_game (modded)
- Added localization for other languages (thanks Ziomix, FutureRave, Gencrack, JohnKramer and Flo203)
- Added registerRandomSystem, randomIntSystem, randomIntRangeSystem, randomFloatSystem, randomFloatRangeSystem GSC builtin functions
- Added getcallstack CSC and GSC functions
- Added replacebuiltinmethod, replacebuiltinfunction, invokebuiltin, builtinmethodexists and builtinfunctionexists GSC and CSC functions
- Added invokebuiltin GSC and CSC method
- Fixed debugbox callstack on CSC
- developer 2 will show debugbox on script errors
r5278#
-
T4
- Prevent stats_version being changed
- Fixed issues with files/folders with limited permissions for mods
- Added loading localized strings from raw
- GSC's typeof can defer entity type names
-
T5
- Prevent stats_version being changed
- Fixed Combat Training prestige skipping a prestige
- Demos now appear in the Recent Games menu
- Fixed issues with files/folders with limited permissions for mods and fileshare
- Added loading localized strings from raw
- gsc typeof can defer entity type names
-
T6
- com_maxfps is now default 200
- Fixed local stats not saving class sets
- Improved reliablity of stats saving
- Fixed issues with files/folders with limited permissions for mods and fileshare
- Fixed issue with flashscripthashes would say a script is source when it was actually compiled
- Added loading localized strings from raw
- gsc typeof can defer entity type names
r5266#
-
IW5
- Fixed killstreak exploit
-
T6
- Fixed loading custom gametypes from fileshare
r5260#
-
All Games
- Fix an issue where the Hunk would incorrectly think its out of memory upon starting the game.
-
T4
cg_maturedvar can no longer be changed while ingame in SPloadgame_continuecommand can no longer be used specifically within co-op non-dedicated Zombies matches
-
T5
- Newly created custom gametype variants are now saved locally, these are stored in the
%localappdata%\Plutonium\storage\t5\playersfolder - Player-created emblems are hidden when the
cl_enableStreamerModedvar is enabled cg_maturedvar can no longer be changed while ingame in SPloadgame_continuecommand can no longer be used specifically within co-op non-dedicated Zombies matches
- Newly created custom gametype variants are now saved locally, these are stored in the
-
T6
- Newly created custom gametype variants, theater-taken screenshots (screenshots also work in ZM), and emblems are now saved locally, these are stored in the
%localappdata%\Plutonium\storage\t6\playersfolder - Player-created emblems are hidden when the
cl_enableStreamerModedvar is enabled - Add
raw_inputdvar, requires game restart g_fix_sound_notify_ref_leakdvar is now enabled by defaultcl_fix_25day_blackscreendvar is now enabled by default in ZM (already was in MP)
- Newly created custom gametype variants, theater-taken screenshots (screenshots also work in ZM), and emblems are now saved locally, these are stored in the
-
T4/T5/T6
- Missing FastFiles will now show up within
flashScriptHashes - Weapon/attachment assets will now be dumped when the
dump_assetsdvar is enabled
- Missing FastFiles will now show up within
r5246 - Hotfix#
- T6
- Fix custom class validity check issue on dedicated servers when using DLC camos/scope reticles
r5244#
-
All Games
- Improve initial boot time
- Ensure AMD GPUs use their 'high performance' mode just like Nvidia GPUs already do
-
T4
cg_overheadIconSizedvar is no longer cheat protected in MPcg_overheadNamesFontdvar can no longer be changed due to it always crashing the game- GSC external variable allocation is now accurately accounted for in the debug displays
-
T5
- Improve clantag sanitization
cg_drawZmOverheadRankandcg_scoreboardForceArcadedvars in SPcg_overheadNamesFontdvar can no longer be changed due to it always crashing the game- GSC external variable allocation is now accurately accounted for in the debug displays
-
T6
- Fix
cg_sonarAttachmentFadeEnemiesdvar not working properly - Add
cg_overheadNamesTeamdvar, forces the overhead player names to use team colors in Zombies - Fix certains UI-related assets not reloading in the filesystem properly
- Improve clantag sanitization
- Add
classIsValidGSC method in MP - Custom classes are now verified in MP, this only applies to dedicated servers
- Add
cg_drawSounddoneRefCountdvar, used to debug the count of SL (StringList) references to the 'sounddone' string - Now display
.sabl/.sabshashes withinflashScriptHashesin ZM - Add detailed info and error console prints for
.ipakfiles - Add error prints for missing sound file references
- Fix
-
T4/T5/T6
- Add
fix_mouse_lagdvar, helps reduce hitches with aiming while using higher polling rates - More details are now printed out when a 'Hunk_UserAlloc' memory allocation error occurs
imgui.inihas been moved to the%localappdata%\Plutonium\storage\[game]folder- It is now possible to rebind the IMGUI hotkeys via
imgui.ini, a value of -1 disables a bind
- Add
r5214#
-
T4
- Fix undefined behavior related to mixer audio recording data, which fixes the
snd_restartcommand
- Fix undefined behavior related to mixer audio recording data, which fixes the
-
T5
- Fix undefined behavior related to mixer audio recording data
-
T6
- Security fixes
- Fix identifier hash regenerating after unpausing a within a solo ZM session
bg_burstFireInputFixdvar now fixes burst weapon fire queuing to mimic controller input functionality, this is enabled by default in MP only- Custom GSC scripts now execute their 'main()' function with the same timing as seen in T4 and T5
-
T4/T5/T6
- Improve overall GSC variable tracking with the
cg_drawScriptUsagedvar, it also now includes showing the current count of GSC threads
- Improve overall GSC variable tracking with the
r5202#
-
All Games
- LAN mode GUID is now based on the set username's hash value instead of just being random
-
IW5
- Fix vanilla issue when taking or swapping out a weapon containing an underbarrel attachment, it did not free the 'stored ammo' slot for the attached underbarrel weapon. As a result if done enough times, newly obtained weapons would not be able to carry storage ammo
- Fix the possibility of not receiving underbarrel attachment ammo when obtaining a weapon through the
givecommand debuginfo,debuginfo_scripting,debuginfo_zones, anddebuginfo_assetsdvars are available for use once again
-
T4
- Fix a possible crash when viewing a demo caused by FX-on-tag related issues
- Add
cg_drawEventUsagedvar (cheat protected) in SP, is used to debug why dropped inputs (game events) can occur - Add
g_fix_event_failsdvar (cheat protected) in SP, fixes the above-mentioned vanilla game event bug (eg. Wunderwaffe failing) cg_ufoandcg_noclipcommands now properly work during SP demo playback- SP demos can now to toggle into or out of thirdperson in by using the
weapnextand/orweapprevbind (use this withcg_noclip/cg_ufo) - Playing a demo in SP will no longer incorrectly zero certain dvars' current set values
- Fix random potential crash when starting a demo in SP
- Patch FastFiles are now checked to ensure they're the latest version
-
T5
- Fix the execution of when the
mapandloadmodcommands are executed on the same command line input - Add
cg_drawEventUsagedvar (cheat protected) in SP, is used to debug why dropped inputs (game events) can occur - Add
g_fix_event_failsdvar (cheat protected) in SP, fixes the above-mentioned vanilla game event bug (eg. Thundergun failing) cg_ufoandcg_noclipcommands now properly work during SP demo playback- SP demos can now to toggle into or out of thirdperson in by using the
weapnextand/orweapprevbind (use this withcg_noclip/cg_ufo) - Automatically execute
snd_restart_softcommand if paused for a long time in SP to prevent performance hitches - Fix process deadlocking when a 'G_Spawn: no free entities' error is thrown
- Fix the execution of when the
-
T6
- Add
zmmapcommand which will properly load into a desired Zombies map with a valid standard Zombies gametype session - Fix process deadlocking when a 'G_Spawn: no free entities' error is thrown
- Add
-
T4/T5/T6
- Security fixes
- Fix issue relating to the
r_vsyncandcom_fixBusyWaitdvars being enabled at the same time cg_drawIdentifiernow includes the dvarscg_matureandg_gameskillflashScriptHashescommand in SP/ZM now displays identifiers- The
flashScriptHashescommand's on-sreen output will now display within SP/ZM demos at the time it was executed while recording - Fix potential SP client command overflow while watching a demo or when paused
- Non-dedicated server sessions can now make use of RCON functionality
rcon_passworddvar can no longer be modified by the server, CSC, or menuscg_draw*dvars now all have proper labels at the end of their on-screen, in T4 and T5 these labels can be toggled via thecg_drawFPSLabelsdvar- Add
g_log_add,g_log_del,g_log_listcommands, these are used manage IP addresses to send the games.log to via UDP - Add
log_add,log_del,log_listcommands, they do the same thing for console.log - Add
typeof,getstructkeys,structset,structget, andstructremoveGSC builtin functions - Add
setfield,getfield, andgetfieldkeysGSC builtin methods - Output script-related information along with other game-specific misc. information, within
crashdump.txt - Fix possible crash when the game directory has strict read-write permissions
r5176#
-
IW5
- Fix client commands not showing up in developer console suggestions, meaning commands such as
noclip,god,setviewpos, and etc. - Add
givecommand, wrote from the ground up with more functionality than what was ever seen in a vanilla gamegive allammo- gives every weapon currently within the inventory full ammogive allattach (optional)<weapon_name>- gives every valid attachment (no combos) for the current or specified weapongive allcamo (optional)<weapon_name>- gives every camo on the current or specified weapongive allreticle (optional)<weapon_name>- gives every reticle variation on the current or specified weapon, must have a valid scope typegive ammo (optional)<amount>- gives full ammo to current weapon, otherwise it fills its mag(s) then the reserve ammo, based on the specified amountgive health (optional)<amount>- gives full health, otherwise it adds on top of current health based on the specified amount- Note: the player's inventory is only 15-wide, meaning it's only possible to carry upto 15 weapons and/or grenades
- Add
dropandtakecommands, these drop or take weapons from the player inventory,dropis useful for viewing the world models of the weapondrop <or> take <no_args>- drops/takes current held weapondrop <or> take <weapon_name>- drops/takes a specified weapon from within the player's inventorydrop <or> take all- drops/takes all of the weapons within the player's inventory
- Add
weaponVariantNameListcommand, lists all of the weapon names, attachment, and variant names
- Fix client commands not showing up in developer console suggestions, meaning commands such as
-
T4
- Security fixes
- Fix potential code execution timing issue relating the
loadmodcommand on dedicated servers - Prevent LAN profiles from overwriting online profiles
-
T5
- Security fixes
- Fix potential code execution timing issue relating the
loadmodcommand on dedicated servers - Fix bugs with buying the Quick Revive perk in SP, while playing alone in a dedicated server or private match
-
T6
- Security fixes
- Fix
aim_target_player_enabledfrom affecting aim assist in MP because its functionality is broken - Fix issue between the
sv_clientfpslimitandcom_maxfpsdvars
r5164 - Hotfix#
- T5
- Fix
loadgumpincorrectly executing when loading a savegame is performed in SP
- Fix
r5162#
-
T4
- Fix crash on SP dedicated servers, where if the first player is dead and then the game tries to create a savefile
- Fix mod downloading when connecting to a vanilla MP game server
- Remove PunkBuster prompt when joining vanilla servers
lagometeris now usable in local listen servers- Fix GSC-executed slowmotion functionality within dedicated servers
-
T5
- Fix GSC-executed slowmotion functionality within dedicated servers (fixes the stutter in final killcams)
- Implement the following missing game_mod custom SP perk functionality:
- specialty_fastmelee, specialty_fastsprintrecovery, specialty_fastoffhand, specialty_fastads, specialty_stockpile, and specialty_fastswitch
lagometeris now usable in local listen servers- Fix crash relating to Flamethrowers in SP and going down while using it
- Allow setting stats in SP while offline
-
T6
- Fix
mapcommand crash that would occur when using the command while ingame ai_corpseCountdvar default value changed to 5 in ZM, this reflects expected vanilla config settings- Fix potential code execution timing issue when changing the
g_customTeamNamesdvar, this would occur if LUI was also processing team names aim_target_player_enableddvar functionality restored for use within ZM, more specifically for the Turned gamemode
- Fix
-
T4/T5/T6
- Security fixes
- Add
com_busyWaitdvar, potentially improves the baseline achievable FPS for any system, for example it's possible reach 2000 FPS (withcom_maxfps0) on T6 now (given a powerful enough system)- Note super high FPS can be really unstable for proper gameplay experiences, maybe play around with the previously added
bg_fixFramerateDependentPhysicsdvar, it may help to some extent com_busyWaitis enabled by default, which means it will by default make the game have better performance, disabling it will more closely mimic vanilla performance values
- Note super high FPS can be really unstable for proper gameplay experiences, maybe play around with the previously added
- Add
cg_drawDisconnectdvar, when disabled it will prevent 'connection interrupted' from showing on-screen, typically occurs with high FPS - Modify how
cg_drawIdentifierdvar scales its font size for lower resolutions, also the position of the text has been moved - Add
enableDvarChangedNotify,disableDvarChangedNotify, anddisableAllDvarChangedNotifyGSC functions- The 'enable' and 'disable' function both take a dvar string name for the argument
- While the dvar is 'enabled', the level notify
dvar_changedwill now keep track of the dvar changing - An example of its usage:
level waittill("dvar_changed", dvar, newValue, oldValue, beingRegistered, wasLatched)
- Fix potential code execution timing issue when executing
rconWhitelistAdd, this would occur if another RCON message was being processed r_filmUseTweaksdvar is no longer cheat-protected in SP/ZM
r5140#
-
T4
- Rework the client/server integration for Plutonium and vanilla Steam/CD interconnectivity
- It is now possible to log into a DW profile, which allows joining vanilla servers through the vanilla server list
- Add dedicated server flag
-old_protocol, this allows the server to also show up within the vanilla DW server list - Add
com_oldProtocoldvar, when set to '1', allows the client to host lobbies where vanilla players can join - The client will now automatically infer which demo version is being loaded, vanilla demo loading compatibility is now seamless
- Remove
clearoldgame,setoldgame,connectOld, anddemoOldcommands
- Improve on-screen demo 'RECORDING' text placement, the same text now also present in SP
- Fix hotjoin players spawning in improper locations on Verruckt
- Rework the client/server integration for Plutonium and vanilla Steam/CD interconnectivity
-
T5
- Fix Dead Ops Arcade not being able to hotjoin into private matches or dedicated servers
- Fix hotjoin players spawning in improper locations on Verruckt
- Fix vanilla crash in MP dedicated servers caused by a timing issue in threaded code
aim_automelee_enableddvar is no longer cheat-protected in SP- Improve on-screen demo 'RECORDING' text placement
-
T6
- Fix improper animations playing for the Riot Shield in MP
- Add
g_connectPathsdvar functionality - Add the ability to be able to load pathnodes from disk
- Vanilla pathnodes will be dumped to disk if
dump_assetsdvar is enabled - Fix ZM failing to load MP/SP maps due to a sound entry size issue
-
T4/T5/T6
- Add GSC/CSC function
debugbox, it divulges the current script stack frame information into an external window popup - Language-specific FastFile hashes are now properly tracked with
flashScriptHashescommand in SP/ZM - Add more information to
scripthashescommand - The
shortversiondvar now properly shows the current Plutonium revision - The following dvars are no longer cheat-protected:
gpad_button_deadzone,gpad_stick_pressed,gpad_stick_pressed_hysteresis,aim_accel_turnrate_enabled,aim_accel_turnrate_lerp,aim_input_graph_enabled,aim_input_graph_index, andaim_scale_view_axis
- Add GSC/CSC function
r5124#
-
T4
- Assigning binds with a controller now works as intended
- Add
setoldgamecommand, allows players between Plutonium and Steam/retail to join each other - Add
clearoldgamecommand, if previously enabled, it disables the compatibility layer between Plutonium and Steam/retail T4 - Add
connectOldcommand, executes thesetoldgamecommand, then connects to the Steam/retail server at the specified IP - Add
demoOldcommand, allows the loading of a Steam/retail T4 demo - Clan tags can now contain colors, this fixed an issue with duplicate 'qports'
- Fix voice chat in SP
- Dedicated servers will no longer execute
config(_mp).cfg - If
plutonium(_mp).cfgis in the old folder andconfig(_mp).cfghas been deleted,plutonium(_mp).cfgwill be utilized to populate the newconfig(_mp).cfgfile - Remove
com_userawudpdvar, it's now possible to just seamlessly join SP party matches with direct connections, including LAN too - Fix possible deadlock from occurring when executing
vid_restart - Fix likely deadlock when focusing back into the fullscreen mode game window
- Fix mod downloading for private matches when the mod is located within the
%LOCALAPPDATA%\Activision\CoDWaW\modsfolder - Missing rumbles no longer Com_Error's back to the menu
- Version string now includes 'LAN' when the game is in LAN mode
- Fix duplicate local leaderboard entries sometimes occurring when a 'Com_Error' occurs
- Add additional hash information regarding the complete game client within the
flashScriptHashescommand - Fix edge case where 'sv_cheats detection' was not in the correct state when reloading a savefile
- Plugins will now properly calculate and display their CRC32 hash in errors and console prints
- Add
cl_fix_25day_blackscreendvar, enabled by default cl_nodeltadvar is now cheat protected- All
aim_turnrate-related dvars are no longer cheat protected - Add Plutonium-specific debug menu, opened with the F12 key (this was already present in T6)
-
T5
- Assigning binds with a controller now works as intended
- Dedicated servers will no longer execute
config(_mp).cfg - Missing rumbles no longer Com_Error's back to the menu
- Version string now includes 'LAN' when the game is in LAN mode
- Fix duplicate local leaderboard entries sometimes occurring when a 'Com_Error' occurs
- Fix rare edge case where saving leaderboard data would crash the client on match-end
- Remove 'frontend_patch' FastFile hash from
flashScriptHashescommand since it's not a vanilla FastFile - Add additional hash information regarding the complete game client within the
flashScriptHashescommand - Fix edge case where 'sv_cheats detection' was not in the correct state when reloading a savefile
- Plugins will now properly calculate and display their CRC32 hash in errors and console prints
- Add
cl_fix_25day_blackscreendvar, disabled by default cl_nodeltadvar is now cheat protected- All
aim_turnrate-related dvars are no longer cheat protected - Add Plutonium-specific debug menu, opened with the F12 key (this was already present in T6)
-
T6
- Custom maps will now correctly load, unsigned FastFiles can now be loaded when a mod is loaded (
fs_gamedvar needs to be populated) - Version string now includes 'LAN' when the game is in LAN mode
- Fix duplicate local leaderboard entries sometimes occurring when a 'Com_Error' occurs
- Fix rare edge case where saving leaderboard data would crash the client on match-end
- Add additional hash information regarding the complete game client within the
flashScriptHashescommand - Remove vanilla
dvarAddConfigFlagcommand, it was never used and it was possible to abuse it - Plugins will now properly calculate and display their CRC32 hash in errors and console prints
- Add
cl_fix_25day_blackscreendvar, disabled by default - All
aim_turnrate-related dvars are no longer cheat protected
- Custom maps will now correctly load, unsigned FastFiles can now be loaded when a mod is loaded (
r5106 - T4 Refactor#
-
All Games
- Security fixes
-
T4
-
General
- Minidumps will now be generated for more types of crashes
- The player profile data has been moved to the
profilessub-directory - Fix non-English languages getting 'specialty_new_alt' missing image error
- Old plugin loading has been removed, use the new plugin system instead
-
Assets
- Add
ui_loadRawMenusandcom_loadRawStringtablesdvars - Add
com_loadRawStringtablesdvar, defaults to disabled - Add
dump_assetsdvar
- Add
-
Console
- Log dvars and script hashes when the server starts to can help with debugging/support
- Add
g_force_no_dummy_savedvar, allows external savefiles in zombies like in campaign difficultyEasy,difficultyMedium,difficultyHard,difficultyFu, andloadgamecommands are now unable to be used while in Zombies- Cheat protected
setPerkcommand in SP - Add
savecfgcommand - Add
g_console_logdvar to change the name/location of the console.log file - Add
g_console_log_countdvar, number of log files to keep - Add
g_console_log_rolling_archivaldvar, when enabled, the oldest archived log file will be overwritten when the definedg_console_log_countlimit is reached - Configs/binds are now mod-specific
- Rename commands
test_overflowtotestresetandoverflow_valuestoprintresets - Add
flashScriptHashescgprintentities,printanims,resetmax, andmeminfocommands - Add the following dvars:
cg_flashScriptHashes,cg_drawAnimInfo,cg_drawStringUsage,cg_drawChecksums,cg_drawIdentifier,cg_drawMemUsage, andcg_drawZombieTotal(cheat protected) - Improve
cg_drawEntityUsage,cg_drawReset, andcg_drawScriptUsagedvars - Improve
printentitiescommand
-
Dvars
- Prevent cheat protected dvars from saving to the config
setclientdvarcan no longer modify 'archived' dvars- Solo Play no longer default enables
sv_cheats(vanilla T4 would launch solo maps as adevmap) - Implement the
sv_cheatdetection system just like T5 and T6 have penetrationCountdvar maximum value increased to 127logfiledvar now defaults to enabled- Fix some instances of
sv_cheatsresetting when it's not supposed to - Cheat protected dvars properly reset when
sv_cheatsis turned off - Debug lines and debug strings require
sv_cheats(along withdeveloper) - The following SP dvars have had limit changes:
*
ai_corpseCountminimum value now 3 *con_gameMsgWindowXMsgTimeminimum value now 0.5 *player_strafeSpeedScaleandplayer_backSpeedScalemaximum value now 1.0 - The following SP dvars are now cheat protected:
*
sv_fps,cl_noprint,cg_hudDamageIconTime,g_speed,ai_meleeRange,ai_meleeWidth,ai_meleeHeight,factoryAftereffectOverride,zombie_taunt_freq,zombie_reachin_freq,scr_dog_run_distance,scr_dog_health_walk_multiplier,blurpain,magic_chest_movable,currentDifficulty, andall_players_are_connected
-
Gamepad
- Controllers now support rumble
- Gamepad can now properly navigate/interact in menus
- Snap aim assist now properly works with gamepads in SP
cl_allowAimAssistdvar renamed tocg_aimAssistEnabledto be consistent with T5 and T6- If
cg_aimAssistEnableddvar is disabled, it is now possible to use mouse and keyboard + controller input simultaneously
-
Gameplay
- ZM now has new working local (personal) leaderboards
- Add local_leaderboards, local_leaderboards_maxgames, local_leaderboards_mapname, and local_leaderboards_mapname_localized dvars
- Rename the
g_fix_tesla_bugdvar tog_fix_health_sets_maxin SPg_fix_tesla_bugdvar still exists, instead it's now used to make the Waffe's functionality mimic T5's
- Add
g_sp_fix_damage_overflowdvar in SP, fixes an issue with damage calculations due to bad engine code (this bug effect is different on console vs PC) - Add
g_remove_lean_headhitentdvar in SP, fixes when leaning, the player would receive double the damage (a vanilla bug introduced in CoD4 SP) - Add
g_fix_entity_leaksandg_print_entity_leaksdvars, fixes/debugs various leaks within the engine - Extend the 'reset time' in MP to be more in-line with T5 MP
- Fix a rare path finding bug where an infinite loop could occur (vanilla bug)
bulletrangedvar now applies client-side as well- Remove
g_fix_resetsdvar - Add
bg_fixFramerateDependentPhysicsdvar - Improve reliability of loading SP savegames (co-op saves)
- ZM now has new working local (personal) leaderboards
-
Bots
- Rename
botcommand tospawnbot - Rename
sv_randomBotNamesdvar tosv_randomizeBotNames - Update
bots.txtsupport for up to 7 character clantags - Add
botanglesGSC method, used for assigning a bot's viewangles - Bot 'action button' names were adjusted
- Add
isbot,addtestclient,botmeleeparams,botangles,botstop,botmovement, andbotactionfor SP bots - Remove
setPing,getPlayerName,getPing,debugBox,removeTestClient(just use kick),botWeapon(just useswitchtoweapon), and the stubhttpGet(did nothing) were removed
- Rename
-
GSC
- Improve
scriptUsageandstringUsagecommands, these now print more details - Add
memtreetracking - Add
scripthashescommand, it also displays fastfile hashes - Add
level_notify,level_set,level_keys,level_get, andlevel_removecheat protected commands - Add fileIO GSC functions:
fs_testfile,fs_fopen,fs_write,fs_writeline,fs_readline,fs_read,fs_fcloseall,fs_fclose,fs_length,fs_getseek,fs_seek,fs_remove, andfs_listfiles- All of these functions are sandboxed inside of the
scriptdatafolder scr_allowFileIodvar is defaulted to 'on', servers can disable this functionality by setting it to '0' (off)- Remove
filewriteandfilereadin favor of the above safer GSC functions
- All of these functions are sandboxed inside of the
- Improve how script errors are reported to the console, they used to be separated via channels
- Fix the GSC VM not freeing the current running stack upon a Com_Error (vanilla issue)
- Fix issue with
wait_network_framecompletely locking up ifsv_maxclientsdvar was set to less than 4 - Rework
notifyonplayercommandGSC method to be consistent with T5/T6- It now works with commands sent via the client's console, it can also take on multiple arguments
forward,back,moveright, andmoveleftnow works on controller
- Remove
sayallandsayteamlevel notifies, condensed into the 'say' level notify like on T5/T6, the 4th argument being the all/team toggle boolean - Remove the custom GSC preprocessor as it was experimental and buggy
- Remove
all_gsc_errors_non_terminaldvar, it serves no useful purpose now replacefuncsystem made to be consistent with T5/T6, these functions also work with CSC: *replacefunc,disabledetouronce,removedetour,getdetour,getfunction,getfunctionname- Add
getreportedmaxfpsGSC method, queries the client's current set value of thecom_maxfpsdvar - Add
setcheatstateGSC/CSC functions, example use is to allow mods to validate if host or client has tampered with any specific dvar(s) printconsolefunction renamed toprintfto be consistent with T5/T6- Fix cheat protected dvars being able to be set via CSC
- Add custom CSC support, via the \scripts folder, loading from within FastFiles works as well
- Improve
-
Voice
- Add server-side muting commands,
muteclient,unmuteclient,mute, andunmute- Server-muted clients will also be server-wide muted in text chat
- Clients muting another client in-game will also prevent their text chat from appearing
- Add server-side muting commands,
-
Network
- Reduce potential hitching with the dedicated server
- Physics objects will no longer be static (remain stationary) in SP dedicated servers
- Fix the LAN party system, you can now join any LAN lobby on your network
- Add
com_useRawUDPdvar - MP now utilizes the same mod downloading functionality as SP
- Fix an issue when reading a stat file which contained a space because of the mod's name
- Fix the
map_restartcommand in SP private matches - Remove
sv_reconnectClientsOnRotatework-around because the root issue was fixed - Fix
reconnectcommand functionality in SP - RCON functionality was rewritten and improved
rcon_rate_limitdvar now applies to a single host instead of everyone- Add
rcon_prints,rcon_localhost_bypass,rconWhitelistAdd,rconWhitelistRemovecommands
-
Demos
- Add SP demo recording support!
- Add
record,stoprecord, demo,cl_autodemorecord, andsv_autodemorecord` commands for SP
- Add
- Rename the serverside demo commands, they are now
serverrecord,serverstoprecord, andserverrecordstatus - Add
cl_pauseDemoandcl_jumpDemoTimedvars
- Add SP demo recording support!
-
UI
- Add 'Mod loaded:' text which renders within certain menus while a mod is loaded
- Add
safearea_horizontalandsafearea_verticaldvars - Add proper 'Solo' (private match) button in SP menu
- Refactor some elements within the main menu
- Add a LAN server list menu in SP for joining the LAN games on your network
-
-
T5
- SP now has new working local (personal) leaderboards
- Add local_leaderboards, local_leaderboards_maxgames, local_leaderboards_mapname, and local_leaderboards_mapname_localized dvars
- The SP command
flashScriptHashestext now has proper word wrapping and the hash values now display at the beginning of the text block - Zombies round number now updates only when
between_round_overscript notify occurs, no longer every frame (which lowered performance) - Add
cl_pauseDemoandcl_jumpDemoTimedvars - Cheat protected dvars can now be modified while watching a client-side demo (not a server demo)
- Improve reliability of loading SP savegames (co-op saves)
- Fix scoreboard not updating during co-op campaign gameplay
- Add
dump_assetsdvar
- SP now has new working local (personal) leaderboards
-
T6
- ZM now has new working local (personal) leaderboards
- Add local_leaderboards, local_leaderboards_maxgames, local_leaderboards_mapname, and local_leaderboards_mapname_localized dvars
- The ZM command
flashScriptHashestext now has proper word wrapping and the hash values now display at the beginning of the text block - Add
dump_assetsdvar - Fix functionalty of
reconnectcommand
- ZM now has new working local (personal) leaderboards
r4906#
-
General
- Further improvements for when minidumps are generated
-
T5
- Add
use_localStatsdvar, allows base-game (non-mod) stats to be loaded locally instead of through backend services - Add
g_remove_lean_headhitentdvar in SP/ZM, fixes when leaning, the player would receive double the damage (a vanilla bug introduced in CoD4 SP) - Fix flickering perk HUD icons
languagedvar is no longer modifiable- Windowed Borderless will no longer 'spill' into other monitors slightly (vanilla issue)
- Add
-
T6
- Add
use_localStatsdvar, allows base-game (non-mod) stats to be loaded locally instead of through backend services - Mod stats will now save to the
playersdirectory instead of the mod's directory - Add
bg_allowJumpPlantingdvar, allows planting any 'plantable' weapon while moving through the air - Add
bg_forceMinePlantdvar, specifically allows for planting Claymores while moving through the air flashScriptHashesuses a font that will no longer be affected by the language in use (keeps font size more consistent)languagedvar is no longer modifiable
- Add
r4891#
-
General
- Minidumps will now be generated for more types of crashes
-
T5
- When loading a mod for the first time in SP/ZM, more appropriate graphical settings are now used to help prevent memory issues with large custom images
snd_restart_softis now executed more appropriately to help prevent out of memory issues- Restore the non-functioning (in MP only, already in SP) world-rendered debug information GSC methods and functions:
box,circle,debug_star,line,linelist, and,print3d- Note these GSC functions stated above, will only work with
sv_cheatsanddeveloperenabled
- Fix vanilla bug with GSC function
getaispeciesarray, the error detection within the function was broken - Add
bg_leanAmountdvar, servers can be use this to fix the viewport's lean amount not matching the 3rd person character animations (a value of 15 is close) - Add
cg_drawViewAnglesdvar player_viewLockEntdvar is now cheat protected
-
T6
- Custom binds can now chain actions together
- Configs/binds are now mod-specific
- Mapents being automatically dumped now works as it should
- Add error print to the console to alert when xassets and scripts are missing
- Relocate materials, mods can now load more materials
- A reason is now logged in the console to show why a server was shutdown
- Custom CSC scripts now execute their 'init' function more in-line with GSC's timing (right before the OnFinalize callback)
- Scriptmover animtrees and animrate which are used in ZM, are now supported in MP
- 'Animrate' can now be set above a rate of 1.0 in ZM
- Max scriptmover animtrees count has been increased from 16 to 32
- When scriptmover animtrees are desyncronized from the client to sever occur, debug prints will now alert of this
- Completely reimplement and add new world-rendered debug information GSC methods and functions:
box,boxoriented(new),circle,cylinder(new),debug_star,drawhitbox(new),line,linelist, and,print3d
- Add new dvars for bot debug-related info:
bot_DebugDamage,bot_DebugPaths, and,bot_DebugThreat- Note these dvars and GSC functions stated above, will only work with
sv_cheatsanddeveloperenabled
- Note these dvars and GSC functions stated above, will only work with
- Fix vanilla bug with GSC function
getaispeciesarray, the error detection within the function was broken ufo/noclipspeed is no longer incorrectly tied to frame rate- Add
killandsetviewposcommands - Add
bg_leanAmountdvar, servers can be use this to fix the viewport's lean amount not matching the 3rd person character animations (a value of 15 is close) - Add
cg_drawViewAnglesdvar player_viewLockEntdvar is now cheat protected- Add debug info dvars:
fx_profile,fx_priority_debug,fx_occlusion_query_profile, andcg_dumpAnims
r4875#
-
T5
-
General
- Security fixes
- Add RAM usage information via the
cg_drawMemUsagedvar and thememinfocommand - Prevent cheat protected dvars from saving to the config
blurpaindvar is now cheat protectedloadzonecommand now triggers 'cheat state' when it is executed- 'userinfo' dvars can now be updated mid-game
- Add a boolean
isTeamChatto level 'say' notify speed_throwbutton for bots, also change thethrowbutton along withadsbutton- Add
setcheatstateGSC/CSC functions, example use is to allow mods to validate if host or client has tampered with any specific dvar(s) - Add
getreportedmaxfpsGSC method, queries the client's current set value of thecom_maxfpsdvar - Fix
level_removecommand - Add missing flamethrower rumble
- Further general improvements to 'sv_cheats detection'
fast_restartcommand can now properly reset 'cheat state' if the compiled scripts are detected to be vanilla again- Add opt-in
bg_fixFramerateDependentPhysicsdvar, fixes oddities with player movement at 200+ FPS
-
Singleplayer/Zombies
- Rename dvar
g_fix_tesla_bugtog_fix_health_sets_max, for a more accurate name magic_chest_movabledvar is now cheat protected- Default value for the
cg_debugInfoCornerOffsetdvar has been updated to '0 16' developer_scriptdvar is no longer cheat protected, but will trigger 'cheat state' once enabledbots.txtcan now apply clantags just like in multiplayer- Add
g_force_no_dummy_savedvar (cheat protected), enable to allow external savefile saving/loading - Improve 'sv_cheats detection' with savefile creation, savefiles will no longer be permanently marked as 'cheated' if it's created during a 'non-cheat state'
- 'cheat state' is triggered if a client's
com_maxfpsdvar is set above 250 - Fix demos not terminating properly if savefile loading was executed during the recording session
- Add
getmins,getmaxs,getabsmins, andgetabsmaxsGSC methods - Print configstrings to console when they overflow (MP already had this functionality)
- Rename dvar
-
Multiplayer
- Properly validate classes to prevent 'cheated' setups
- Fix stats error in Search and Destroy
- Allow
cg_fovdvar to be modifiable via scripts - Fix bots not joining team via the
spawnbotcommand - Add
sv_allowThirdPersondvar
-
-
T6
- Allow loading SP maps in MP (requires a mod to fix the map_ents and scripts)
- Allow zm_nuked in MP and mp_nuketown_2020 on ZM to attempt to load in the engine
- Add RAM usage information via the
cg_drawMemUsagedvar and thememinfocommand - Prevent cheat protected dvars from saving to the config
blurpainandmagic_chest_movabledvars are now cheat protected ZMdeveloper_scriptdvar is no longer cheat protected, but will trigger 'cheat state' once enabledcg_debugInfoCornerOffsetdvar now properly saves to the config- Print configstrings to console when they overflow
loadzonecommand now triggers 'cheat state' when it is executed- 'userinfo' dvars can now be updated mid-game
- Add a boolean
isTeamChatto level 'say' notify speed_throwbutton for bots, also change thethrowbutton along withadsbutton- Add
setcheatstateGSC function, example use is to allow mods to validate if host client has tampered with any specific dvar(s) - Add
setcheatstateGSC/CSC functions, example use is to allow mods to validate if host or client has tampered with any specific dvar(s) - Fix
mapcommand when executed from the command line - Fix stat backup issues when
fs_gamebeing set in the command line - Further improvements to 'sv_cheats detection'
fast_restartcommand can now properly reset 'cheat state' if the compiled scripts are detected to be vanilla again- Fix
allowmeleeandallowleanGSC functions not working - Allow the unused (mod-only)
specialty_fastadsperk to affect sniper-class weapons' ADS speed - Add option for unlimited penetration on bullet weapons by setting
customBool0to 1 in a custom weapon file - Add option to fix max charge shot bullet counter by setting
boltActionto 0 in weapon file - Fix spread being centered incorrectly for even-shot-count weapons, when horizontal spread weapon perk is set (Blundergat-style spread)
- Remove charge up sounds being played from within engine in ZM (already done via the
chargeshotweaponsoundnotifyCSC callback) - Fix always setting dual wield clip ammo to clip size when calling
setweaponammoclipfunction - Fix sonar view on Storm PSR
- Fix
bg_fallDamageMinHeightandbg_fallDamageMaxHeightdvars not working - Add
bg_fallDamageScaledvar, when disabled, fall damage does not scale with max health - Add
r_skinnedCacheScaledvar, allows increasing the skinned vertex cache to prevent skinned vertex cache overflow, which causes models to disappear - Fix
setEntityContainerFadeWhenTargetednot working on LUI waypoints that do not usesetEntityContainerClamp - Fix
settargetentityGSC function not working - These below vanilla gameplay patches are disabled by default, everything is an opt-in feature:
- Add
turret_SentryForceManualTargetdvar, forces sentry turrets to only use manual target defined bysettargetentityfunction - Add
bg_chargeShotPreventChargingWhileNotReadydvar, prevents charging while not ready - Add
bg_chargeShotAllowChargingWithoutRepressdvar, allows charging without having to repress if started pressing before charging was ready - Add
bg_chargeShotEmptyFiredvar, allows empty fire sound and weapon switch on charge shot weapons - Add
bg_ladder_pitchmovedvar, when disabled, makes move direction on ladder not based on player view pitch (like on console) - Add
bg_jetgun_prevent_spin_while_not_readydvar, prevents Jet Gun spin up while not ready - Add
bg_jetgun_fix_spindvar, fixes Jet Gun client side spin being inaccurate - Add
bg_jetgun_disable_z_thrustdvar, disables Jet Gun changing player z-velocity - Add
bg_minigun_prevent_spin_while_not_readydvar, prevents Minigun spin up while not ready - Add
bg_minigun_disable_ads_spindvar, disables Minigun spin up by pressing aim button - Add
sv_rateBoostingForcedvar (cheat protected), forces tick rate to increase from 10Hz to 20Hz (sv_rateBoostingEnableddvar must be enabled) - Add
player_allowActivateWhileSwitchingWeaponsdvar, allows player to activate triggers while switching weapons - Add
player_sprintFixdvar, fixes sprint not being counted when sprinting, then jumping, then sprinting again - Add
bg_burstFireInputFixdvar, fixes burst fire shooting when pressing aim button while fire button is already pressed - Add
cg_sonarAttachmentHideEnemiesdvar, hides enemies in the sonar attachment - Add
cg_sonarAttachmentFadeEnemiesdvar, fades out the enemies when they move in the sonar attachment - Add
cg_sonarAttachmentFullscreenThermaldvar, when disabled, uses green color on friendlies and red color on enemies for fullscreen sonar attachment - Add
cg_sonarAttachmentFullscreenSightCheckdvar, checks line of sight for fullscreen sonar attachment - Add
waypointTimeFadeLUIFixdvar, fixes fade when targeted time on LUI waypoints - Add
waypointOffscreenPadLUIFixdvar, fixes offscreen padding on LUI waypoints - Add
perk_weapSpreadAdsdvar, fixes ZM Deadshot perk not properly scaling shotgun pellet spread while in ADS - Add
bg_fixFramerateDependentPhysicsdvar, fixes oddities with player movement at 200+ FPS
- Add
r4855#
-
T5
-
General
- Fix
weapon_load_orderdvar, there was a memory leak with loading the files from raw - Fix right-aligned messages with icon-having HUD prints from being incorrectly offset
- Add
com_loadRawStringtablesdvar, defaults to disabled - Add FastFile hash information to the outputs of
scriptUsageandflashScriptHashes - Really long printouts to the in-game console will no longer crash the game
- Improve the displayed
sv_cheatsdetection with certain files being loaded from raw - Fix memory leak with parsing map entity assets
- Fix custom CSC loading (csc files inside of the 'scripts/' folder)
- Add
meminfocommand, prints the current hunk memory usage split into high and low into the console - Add
cg_drawMemUsagedvar, displays the current combined hunk memory on-screen - 'Hunk_AllocAlign failed on 8 bytes' memory leak (caused by weapon switching) is now also fixed using the
g_fix_entity_leaksdvar
- Fix
-
Singleplayer/Zombies
- Can now properly start a private solo match from within the lobby
onlinegamedvar can no longer be modified with the console- Fix
map_restartfor private solo matches - Can no longer join private solo in-progress online matches
- Improve the usage of the
sp_minplayersdvar - Fix dedicated server thread leak with the Mystery Boxes
- Fix invisible player models on Moon when joining mid-game
- Mulekick perk is now always enabled during non-solo online matches
- Allow mature content (blood and such) to be turned off when in an online game (
cg_maturedvar is no longer forced on) player_backSpeedScaleandplayer_strafeSpeedScaledvars no longer unintentionally reset- Limit scripts being able to set certain dvars through
setsaveddvar - Fix error when selecting 'zombies' and then loading a mod
- UI elements have been adjusted in the following ways:
- Add server browser button
- Remove multiplayer button
- Add a 'Graphic Content' button in the options menu
- Fix how 'cod5_factory' displays in the server browser
-
Multiplayer
- Fix out of memory error related to FastFiles (fixes certain mods having issues loading)
-
-
T6
- Stability improvements with having more than 8 audio devices in use by the operating system
- Fix the Quick Revive perk on Nuketown in dedicated servers
- Fix HUD for quest items in dedicated servers displaying as if it was a solo game
- Add a 'Graphic Content' button in the options menu
- Improve the usage of the
zombies_minplayersdvar - Add
com_loadRawStringtablesdvar, defaults to disabled - Add FastFile hash information to the outputs of
scriptUsageandflashScriptHashes - Really long printouts to the in-game console will no longer crash the game
- Improve the displayed
sv_cheatsdetection with certain files being loaded from raw - Fix memory leak with parsing map entity assets
- Add
meminfocommand, prints the current hunk memory usage split into high and low into the console - Add
cg_drawMemUsage, displays the current combined hunk memory on-screen - 'Hunk_AllocAlign failed on 8 bytes' memory leak (caused by weapon switching) is now also fixed using the
g_fix_entity_leaksdvar
r4837#
-
T5
-
General
- Fix loading stringtables from raw specifically
- Add 'usermaps' map downloading
- Add
ui_loadRawMenusdvar, default value is off (cheat protected) - Broadcast when a player is banned in-game by the anti-cheat
- If
cg_aimAssistEnableddvar is disabled, it is now possible to use mouse and keyboard + controller input simultaneously - Add
cl_autodemorecorddvar to automatically record client-side demos - Fix client-side recorded demos having an error caused by controller rumble
- Can archive all dvars again with
seta(except sv_cheats and cheat protected dvars) - Add
g_print_entity_leaksdvar, prints warnings to the console log when an entity has a certain leak occur (for better debugging) - Add
cg_drawIdentifierdvar, when toggled on, it displays specific session information on-screen to help prevent 'record splicing' in Zombies- Said information is the following, listed in order as it's seen on the screen, from left to right:
- Current Unix time
- Randomly generated value on-game-process-start
- Randomly generated value on-map-load
- UUID, generated every map-load/restart
- Client revision number
- User ID
- Session ID's generation time in Unix time
- Said information is the following, listed in order as it's seen on the screen, from left to right:
-
Singleplayer/Zombies
- Client now verifies with the server's set
fs_gamewhen connecting - Add
Aim AssistandRoundcolumns to the server browser - Server browser no longer flickers
- Add dedicated server demo commands:
sv_autodemorecord,serverrecord,serverstoprecord, andserverrecordstatus - Prevent
sp_minplayersdvar reverting back to 0 - Improve
party_joinInProgressAlloweddvar functionality in LAN - Can now properly pause in private solo lobbies
- The 'sound leak fix' is now enabled reglardless of whatever the
g_fix_entity_leaksdvar is set to - Fix some dvars resetting to bad values when
sv_cheatswas set back to false - Revised some dvars' tolerances:
ai_meleeWidthandai_meleeHeightare now cheat protectedai_corpseCountnow has a minimum value of 3, removed the cheat protection (fixes the saved value resetting)cg_hudDamageIconTimenow has a minimum value of 500cl_dtpHoldTimenow has a minimum value of 200con_gameMsgWindowXMsgTimenow has a minimum value of 0.5
- Improve
flashScriptHashescommand for GSC files with multiple hashes across different maps
- Client now verifies with the server's set
-
Multiplayer
- Fix not being able to prestige or complete contracts
- Ensure the developer console is always enabled (ignores the vanilla
monkeytoydvar) - Fix 'server-not-ready' dedicated server notification not properly working for clients
-
-
T6
- Fix loading stringtables from raw specifically
- Add
dvardumpcommand, it prints every dvar + its current value to the console log for easier debugging - Add 'usermaps' map downloading
- This is for future-proofing if/when a tool is capable of creating custom maps
- Fix some server dvars not replicating to the client
sv_patch_dsr50server-host-choice-based dvar patch now works when enabled
- The in-game developer console now takes the safearea dvars into account with its sizing
ai_corpseCountdvar is now cheat protected- Fix some dvars resetting to bad values when
sv_cheatswas set back to false in Zombies - Can archive all dvars again with
seta(except sv_cheats and cheat protected dvars) - Add
g_print_entity_leaksdvar, prints warnings to the console log when an entity has a certain leak occur (for better debugging) - Improve Zombies
flashScriptHashescommand for GSC files with multiple hashes across different maps - Add
cg_drawIdentifierdvar, when toggled on, it displays specific session information on-screen to help prevent 'record splicing' in Zombies- Said information is the following, listed in order as it's seen on the screen, from left to right:
- Current Unix time
- Randomly generated value on-game-process-start
- Randomly generated value on-map-load
- UUID, generated every map-load/restart
- Client revision number
- User ID
- Session ID's generation time in Unix time
- Said information is the following, listed in order as it's seen on the screen, from left to right:
r4822#
-
T5
- Outdated dedicated servers will no longer be listed in the server browser
- Fix
execcommand not properly executing modified config files - Fix 'no/bad challenge' issue when a player has a 16-character long name
- Fix various issues when FOV is changed
- Fix for the LAN multiplayer dedicated server qport issue
- Add drawing of an on-screen asterisk (*) when
sv_cheatsis enabled (it's only shown within specific menus)- This also applies to when mods are loaded, shows when the scoreboard is open
- Now cheat-protected dvars only reset when
sv_cheatsset from 'enabled' to 'disabled' - Increase the weapon asset pool size in MP
- Reduce font size for the SP
flashScriptHashescommand - The server IP is now disabled when
cl_enableStreamerModeis enabled - Add extra code check when aim assist is disabled in SP (snap-aim related)
- Disable melee lunge in SP when
cg_aimAssistEnabledis disabled and gamepad is enabled (mimics vanilla PC gamepad behavior now) - Fix 'systeminfo' dvars mistakenly replicating in SP
- Fix cheat dvars being reset twice when playing solo in SP
- Fix
cg_fovdvar from also modifying thecg_fov_defaultdvar in SP - Cheat protected all of the difficulty,
setperk, and all 'save' commands for SP - Cheat protected SP dvars:
sv_fps,ai_corpseCount,cl_noprint,cg_hudDamageIconTime,developer_script,g_speed,cl_dtpHoldTime,ai_meleeRange,theaterAftereffectOverride,factoryAftereffectOverride,zombie_unlock_all,zombie_taunt_freq,zombie_reachin_freq,scr_dog_run_distance,scr_dog_health_walk_multiplier,currentDifficulty, andcon_gameMsgWindow%dMsgTime - Fix CSC not being able to modify
sm_sunSampleSizeNear,r_lightTweakSunDirection, andr_lightTweakSunColordvars - Implement various Zombies hotjoin-related GSC fixes
- All maps
- Fix water movement with players
- Fix minigun HUD
- Fix score HUD
- Fix character voices
- Nacht der Untoten
- Fix not revceiving the proper Last Stand weapon (the akimbo grenade pistols)
- Shangri-La
- Fix monkeys not throwing grenades
- Call of the Dead
- Fix freezing in the water
- Fix getting hit by electrified zombie
- Fix not being able to take the zipline
- Fix Easter Egg lever
- Moon
- Fix throwing grenades in low gravity
- Fix grenades blowing up glass
- Fix low gravity for players
- Fix not being able to pick up the gasmask equipment
- "Five"
- Fix not properly bleeding out
- Fix random box screen
- Ascension
- Fix black and white vision
- Fix random box screen
- Kino der Toten
- Fix the stage curtains visually showing the wrong state
- Fix random box light
- All maps
-
T6
- Add drawing of an on-screen asterisk (*) when
sv_cheatsis enabled (it's only shown within specific menus) - Now cheat-protected dvars only reset when
sv_cheatsset from 'enabled' to 'disabled' - Cheat protected
setperkcommand in ZM - Cheat protected ZM dvars:
ai_corpseCount,developer_script,g_speed,zombie_unlock_all,zombie_taunt_freq,zombie_reachin_freq,scr_dog_run_distance,scr_dog_health_walk_multiplier,currentDifficulty, andcon_gameMsgWindow%dMsgTime - Fix CSC not being able to modify the
cg_enableHelicopterNoCullLodOutdvar
- Add drawing of an on-screen asterisk (*) when
r4811 - T5 Refactor#
-
All Games
- Fix client memory leaks (improved stability)
- gsc-tool updated to 1.4.8
-
T4
- Security fixes
-
T5
-
General
- Security fixes
- Further vanilla memory leaks/stability fixes
- Improve gamepad navigation within menus
- Add check for which official DLC is installed
- Patch FastFiles are now checked to ensure they're the latest version
- Add
snd_restart_softcommand, provides a 'fix' the audio in-game
-
Gameplay
- Controllers now support rumble
gpad_rumbledvar can be used to disable rumble with controllers
- Snap aim assist now properly works with gamepads in Zombies
- Fix Hardened Pro perk in MP, use the
g_fix_damageKickReductionPerkdvar to toggle vanilla behavior - Spectators in SP can now see other players` perks and other HUD Elements
- Spectating in MP properly re-spectates the player if said player dies, then respawns after sometime, instead of switching to another player
- Add bot (test client) support to SP (just like T4)
raw_inputdvar is now defaulted tooff- These below vanilla gameplay patches are disabled by default, everything is an opt-in feature:
- Add
g_sp_fix_damage_overflowdvar, fixes an issue with damage calculations due to bad engine code (this bug effect is different on console vs PC) - Add
perk_weapRateEnhanceddvar to SP, enables Double Tap 2.0 - Add
g_fix_tesla_bugdvar to SP, fixes an issue where in GSC if.healthis set,.maxhealthgets set as well - Add
aim_automelee_lunge_only_forwarddvar to SP, only lunge forward with the knife if you are moving forward - Add
g_fix_viewkick_dupedvar to SP, fixes an issue where viewkick is doubled - Add
sv_allowFriendlyThrowbackdvar to SP, prevent throwing friendly grenades - Add
cg_hudGrenadeIconShowFriendlydvar to SP, prevent friendly grenades showing on the hud - Add
g_patchRocketJumpsdvar, enables vertical knockback when firing a rocket projectile - Add
bullet_penetration_affected_by_teamdvar, when disabled, when shooting through your teammates' bodies, your bullet damage will not be reduced - Add
g_fixBulletDamageDupedvar, fixes and issue where if two clients are intersecting, a bullet would deal dupilcate damage - Add
g_fix_entity_leaksdvar, fixes various engine related leaks with entities - Add
g_playerCollisionEjectSpeeddvar, how fast a player gets pushed back from another player - Add
g_playerCollisiondvar, allows to set desired type of collision players have with each other - Add
g_playerEjectiondvar, toggle player ejection
- Add
- Controllers now support rumble
-
Dvars
- Add many missing dvar descriptions
- Fix
player_sustainAmmodvar not working outside of running a mod cg_fovcan no longer be set through CSC or be reset from some other source- Prevent
com_maxfpsfrom being reset setclientdvarcan no longer modify 'archived' dvars- Prevent server-side dvars from being modified by client
- 'serverinfo' dvars are now sent to the client
- Ensure certain dvars reset when
sv_cheatschanges or joining a match - Fix
sv_cheatsbeing enabled by default within Zombies (vanilla issue) - Fix cheat protected dvars being able to be set via CSC
- Add
sp_minplayersdvar, change the minimum amount of players required to start a match of Zombies
-
Console
- Add various prints such as 'gamedate', 'uptime', and more when game starts
- Fix prints with no newlines, ensure there is a newline
- Reduce A LOT of spam within the console
- Debug printing of client commands on overflow
- Improve printing of entities when 'g_spawn' occurs
- Log files are stored in the T5 Storage
mainfolder, iffs_gameis set, then they're put into the respective mod's folder - Add
g_console_logdvar to change the name/location of the console.log file - Add
g_console_log_countdvar, number of log files to keep - Add
g_console_log_rolling_archivaldvar, when enabled, the oldest archived log file will be overwritten when the definedg_console_log_countlimit is reached - Loading new mods will inherit their configuration file from the vanilla config settings
configstringscommand improvedsavecfg,uptime,resetmax,testreset,printresets,printanims,printentities,spawnbot,scripthashescommands addedcgprintentities,level_get,level_notify,level_set,level_remove,level_keyscheat protected commands added
-
Modding and Debugging
- game_mod mods/custom maps are now fully supported in Zombies/SP!
- Major shoutout to game_mod/linker_mod for allowing these special mods to exist in the first place!
- game_mod/linker_mod GitHub releases
- Fix script errors where the 'VA' error reason would be overwritten, thus telling useless information
- Fix campaign's save files being in the wrong directory with a mod loaded
- Add
weapon_load_orderdvar, allows raw/IWD-loaded weapon assets to take precedence over the FastFile-loaded ones - Add loading of stringtables, mapents, and rawfiles through raw/IWD
- Add .menu loading through raw/IWD
- Mods can use
ui_mp/mod.txt(ui/mod.txtfor SP andui(_mp)/mod_ingame.txtfor custom ingame menus) - These MenuLists can override already defined MenuDefs
- Mods can use
- Add scriptmenu loaded through raw/IWD
- Improve GSC debugging when developer is off (instead of @ it will show function and filename)
- Improve the displaying of certain GSC errors to the console (instead of just going into a log file)
- Improve
scriptUsageandstringUsagecommands, they now print many more details - Add
cg_drawResetdvar, displays reset times and values to the screen - Add
cg_drawAnimInfodvar, displays animation allocation information to the screen - Add
cg_drawScriptUsagedvar functionality, displays GSC variable allocation information to the screen - Add
cg_drawEntityUsagedvar, displays entity amounts to the screen (g_spawn) - Add
cg_drawStringUsagedvar, displays memtree amounts to the screen (MT) - Add
cg_drawChecksumsdvar, displays GSC checksum information to the screen - Add
cg_drawZombieTotaldvar (cheat protected), displays how many zombies remain in the round - Add
cg_flashScriptHashesdvar to SP, displays all of the GSC CRC hashes to the screen at the start of the game - Add
flashScriptHashescommand to SP - Add
loadmodtoken for use within thesv_maprotationdvar - Add
loadmodcommand, quickly load a mod of your choosing from anywhere while not in-game
- game_mod mods/custom maps are now fully supported in Zombies/SP!
-
GSC
- Add fileIO GSC functions:
fs_testfile,fs_fopen,fs_write,fs_writeline,fs_readline,fs_read,fs_fcloseall,fs_fclose,fs_length,fs_getseek,fs_seek,fs_remove, andfs_listfiles- All of these functions are sandboxed inside of the
scriptdatafolder scr_allowFileIodvar is defaulted to 'on', servers can disable this functionality by setting it to '0' (off)
- All of these functions are sandboxed inside of the
- Improve
notifyonplayercommandmethod-commands now work- More buttons now work such as:
+scores,weapnext,stance,+forward,+back,+moveright,+moveleft - Also custom commands executed from the console, even multi-argument-based custom commands
- Add
sprint_beginandsprint_endSP GSC notifies - Add
replacefuncfor CSC, works for function pointers and engine entry pointers - Add
disabledetouronce,removedetour,getdetour,getfunctionandgetfunctionnameto GSC and CSC - Add
getlinkednodes,getnodenumber,getnodebynumber,setallowedtraversals,setignoredlinksandgeneratepathto GSC - Add
scr_kill_infinite_loopsdvar debughudelemsGSC functionality restored- GSC asserts are no longer fatal
- Add
printfto CSC - Add
ishostto SP GSC printmimics original behavior now, useprintfinsteadlogstringbuilt-in now works- Custom CSC loading only works within FastFiles, unless in LAN mode is launched (prevents possible script abuses)
- Custom scripts located in the
scriptsfolder now work no matter what they're stored in, FastFile, IWD, or raw folder - Fix wait_network_frame possible locking forever for bad network conditions
- Rework/add bot GSC functions
- SP added
isbot,addtestclient,botmeleeparams,botremoteangles,botangles,botstop,botmovement, andbotaction - MP added
botmantleoverride,botclearoverride,botmeleeparamsoverride,botweaponoverride,botremoteanglesoverride,botmovementoverride,botaimoverride, andbotbuttonoverride(everything else was removed and consolidated into these built-ins)
- SP added
- Add
sv_randomizeBotNamesandsv_replaceBots - Script errors only show in the console, now they will never cause the game to end or show a popup
- Fix a crash relating to hudelems when they run out
- Fix a crash relating to dupilcate functions and
developerbeing off - Fix the GSC VM not freeing the current running stack upon a Com_Error (vanilla issue)
- Add fileIO GSC functions:
-
Voice
- Add server-side muting commands,
muteclient,unmuteclient,mute, andunmute- Server-muted clients will also be server-wide muted in text chat
- Clients muting another client in-game will also prevent their text chat from appearing
- Add server-side muting commands,
-
Network
- Add mod downloading in SP
- Add
g_passworddvar for SP (use for joining passworded servers) - RCON functionality was rewritten and improved
- Add
rcon_prints,rcon_localhost_bypass, andcon_displayRconOutputdvars - Fix dedicated servers which are not running a map, not telling the connecting client the server is 'not ready'
- Fix issue where everyone in the server with the same IP gets disconnected when one person using said same IP disconnects
- Fix
sv_puredvar not behaving properly when disabled, also now it is enabled by default on servers g_allowvotedvar is now functioning again for servers to use- Fix snapshot corruption
- Improve dedicated server loading times
- Fix changing maps on SP dedicated servers
- Water and mud effects now work on dedicated servers
- Sounds and VOX now properly play on dedicated servers
Mulekicknow works on dedicated servers- Fix the session error for SP dedicated servers
- Fix for dedicated servers that encounter a 'Com_Error' issue, they will now automatically load the next map in rotation
- Fix IP and port binding for dedicated servers
- Fix various SP dedicated server related issues, such as the 'dual wield crash' or 'no ammo', but not limited to those
sv_maxclientsis now the only dvar required for setting max clients on dedicated servers- Fix MP dedicated server crash with
killservercommand - Serverlist for MP servers now filters out bots in the player counts
- LAN mode (offline mode) fixed and working for SP and MP
- The direct
connectcommand now works both for SP and MP
-
Demos
- Add experimental demo support for SP (you may experience issues)
- Use the
recordanddemocommands
- Use the
- Demos always record in MP when players are connected to the server (
demo_playcommand) - Remove the black fade at the start from playing demos
- Can now create clips in theater mode
- Can play demos which ended abruptly in theater mode
- Add experimental demo support for SP (you may experience issues)
-
Stats
- Fix
resetstatscommand in MP - Add mod-specific stats
- Add clientside stats, the client will send to the server their stats, rather than looking on a centeralized backend for them
- Ranking up and stats saving now works in mods
- Fix stats saving consistency
- Fix
-
Known Breaking Changes
- The T5SP dedicated server setup no longer uses -sv_config, use +exec instead
- T6
- Fix 'off-by-one' error with custom FX assets
- Fix the aim assist column in the server browser
- Fix comments within stringtables
- Add
cl_allowDownloaddvar, choose to disable to mod downloading - Fix the GSC VM not freeing the current running stack upon a Com_Error (vanilla issue)
r4542#
-
All Games
- gsc-tool updated to 1.4.7
-
IW5
- Security update
-
T4
- Fix snapshot corruption
-
T6
- Added botremoteanglesoverride
- Improved botclearoverride, botweaponoverride, botaimoverride and botbuttonoverride gsc builtins
- Improved notifyonplayercommand; custom commands sends extra args to vm
- Fixed issue of sv_cheats being reset not resetting all cheat protected dvars
- Added enthandles debugging
- Fixed extended console crashing client if too much data is printed to it
r4526#
- T6
- Fixed ZM stats saving
- Fix lockups for some people with outdated drivers
r4524#
- T6
- Fix crashes relating to certain overlays
- Added
flashScriptHashescommand - Fixed dedicated server port issues some people were getting
- Fixed issue with rcon commands containing quotes and spaces
- Fixed issue with dedicated servers and missing dlc
- Improved cg_flashScriptHashes to display the hashes longer and display on fast_restart
r4520#
- T6
- Fix crash on startup on certain system configurations
r4516 - T6 Refactor#
-
All Games
- Fixed memory leaks with dedicated servers (improved stability)
-
IW5
- Security fixes
- Fix mod.ff loading
- Fix issues with player mantle collision checks while collision is disabled
- Fix collision with moving platforms while player collision is disabled (getting pushed off)
- Fix bounces in general, they're now more accurately compliant with COD4's required conditions
- Fix
doubleandall-anglesbounce functionality - Add
sv_terrainEdgeBouncesdvar
-
T6
-
General
- Security fixes
- Fix several deadlock issues and random crashes
- Fix crash with testclients and map_restarting + Com_Error
- Fix gump-related (Transit) 'Material Limit Error' after map rotating a bunch of times
- Fix random rare behavior with loading maps and missing faction related to scripts and assets
- Vastly improved map loading times
- Fix certain short names defaulting to
Unknown Soldier - Fix LUI-related crash due to issue with MOTD data being loaded out-of-order
- Fix memory leaks related to strings (improved stability)
- Fix crash with ZM dedicated server demos containing testclients
- Fix issue with modded stats overwritting other modded stats
- Fix bots not receiving their custom names
- Fix infinite loop with
smoothpathon MP (VERY RARE and LONG uptimes) - DLC maps no longer show up in the map selection menu if they are not installed
- Fix the custom in-game cursor
-
Modding and Debugging
- LUI errors will now try to resolve compiled script file's filenames and function names
luiChecksumcommand, prints the checksum of the LUI scripts- Add mod name display within the in-game scoreboard
- Fix memory leak with GSC loading (improved stability)
printGSC built-in no longer adds the newline char (like in previous games)printfGSC built-in skips theg_no_script_spamdvar check- Add
setallowedtraversalsandsetignoredlinksGSC functions generatepathparameters changed; now takes optional 'bestEffort' value, it will try to generate the path even if the geometry blocks the initial nodesnotifyonplayercommandGSC built-in improved to work with-commands as well asforward,back,moveright,moveleft,weapnextstanceandscores, and the button arg is no longer case sensitive- Add fileIO GSC functions:
fs_testfile,fs_fopen,fs_write,fs_writeline,fs_readline,fs_read,fs_fcloseall,fs_fclose,fs_length,fs_getseek,fs_seek,fs_remove, andfs_listfiles- All of these functions are sandboxed inside of the
scriptdatafolder scr_allowFileIodvar is defaulted to 'on', servers can disable this functionality by setting it to '0' (off)
- All of these functions are sandboxed inside of the
- Add GSC VM debugging commands (cheat protected):
level_notify,level_set,level_keys,level_remove, andlevel_get - Add
stringUsagecommand to display the memory tree limits scriptUsagecommand now displays GSC checksums- Add
sv_replaceBotsdvar - All bot-related GSC functions reworked, the
*clearfunctions have been removed and condensed into existing built-ins - Fix crash relating to custom mod-added FX assets reaching internal limits almost immediately
- Add
loadmodtoken for use within thesv_maprotationdvar - Add
loadmodcommand, quickly load a mod of your choosing from anywhere while not in-game - Fix animstatedef causing undefined behavior in MP
- Better 'bad clientfield' handling
- Add
printclientfieldsandprintclientfieldallocationscommands for clientfield debugging - Fix 'doDamage' crash due to a bad distance calculation
- Fix crash with spawnsystem influencers
- Add
setclientdvarsGSC builtin - Plugin-registered GSC built-ins can now be debugged properly
-
Voice
sv_voicedvar reverted to a boolean- Voice Chat server settings adhere to the value from
everyoneHearsEveryonegts setting - Voice Chat works in private match again (alongside dedicated servers)
- Add server-side muting commands,
muteclient,unmuteclient,mute, andunmute- Server-muted clients will also be server-wide muted in text chat
- Clients muting another client in-game will also prevent their text chat from appearing
-
Network
- RCON functionality was rewritten to adhere to T5's implementation
rcon_localhost_bypassdvar, default true, makes all incoming localhost rcon traffic bypass rate limits and whitelist checks- In-game
rconcommand added, has sub-commandslogout,login, andhost(while not in-game, direct rcon requests to this addr) rcon_printsdvar added to print dvar activity to the console- Fix gametype settings not being sent to the connecting client during a direct connection (fixes multi-team issue on dedicated servers)
- Fix dedicated servers which are not running a map, not telling the connecting client the server is 'not ready'
- Fix crashes caused by
party_maxplayersdvar desync - Fix issue where everyone in the server with the same IP gets disconnected when one person using said same IP disconnects
- Connecting players are assigned a team for scoreboard purposes, they were invisible previously
- Playercards and Emblems work on dedicated servers once again
- Fix
mapcommand in private match having bad/missing UI elements - Fix 'Server disconnected' issue in private match, it was caused by a stored buffered message from a previous session
- Add fs_game (mod) checking in private match
- Vastly improved the 'connecting to online services' time
- Fix getting kicked from your own game with the 'Lost connection to the Black Ops 2 servers' error
- Add
unbancommand which removes the related entry fromban.txt map_rotatefunctionality was rewritten to adhere to T5's implementation- Fix for dedicated servers that encounter a 'Com_Error' issue, they will now automatically load the next map in rotation
zombies_minplayersdvar now works in private matches- Improve joining friends/joining in-progress
- Fix displaying the incorrect gametype on while in the loadscreen
- Fix direct connect not working with private match (ONLY IN LAN MODE)
- Fix snapshot corruption from occurring in rare cases with high timescale
-
Files
- The game now creates a log file by default
- Log files and other various files moved to
mainfolder (or within a mod's fs_game directory) - Raw files moved to
rawfolder - Add
console_*.logsupport, requireslog filedvar to be set like in older games - Add
g_console_logdvar to change the name/location of the console.log file - Add
g_console_log_countdvar, number of log files to keep - Add
g_console_log_rolling_archivaldvar, when enabled, the oldest archived log file will be overwritten when the definedg_console_log_countlimit is reached - Script hashes are dumped to log file at upon map startup
-
Console
- Add ability for custom key bindings + command combinations within said binds (ex:
bind l "attack;say lol") - Add printing notification of 'unknown command' in console output
uptimecommand now displayssv_timeandcom_frametime- Add
savecfgcommand, this dumps all registered dvars to a .cfg file - Add command-line parsing for setting/executing dvars and commands
sv_maxclientsis now the only dvar required for setting max clients on dedicated servers- Removed
sv_configflag, instead use+exec <cfg> - Add
execgtscommand, acts likeexec, but also searches inside of thegamesettingsfolder - Clients can now make changes to 'CONFIG' flagged dvars
penetrationCount,timescale, andbulletrangedvars' domain limits are now uncapped- Dvar information printing to console (such as printing a dvar's domain)
- Add various new console printing information which was previously non-existent
- Add a console print of 'pending client commands' for when client commands overflow
- Commands from the external console are now forwarded to the server, instead of just from the in-game console
r_fullscreendvar now defaults to0for new game installations- Add
scripthashescommand, prints all names/locations of the scripts with their hashes - Add
printentitiesandcgprintentitiescommands, prints information about entities - Add
printanimscommand, prints anim limits - Add
printresetscommand, prints engine limit information about their 'reset' occurrence times - Add
testresetcommand to test a 'reset error' - Add
resetmaxcommand to reset the 'max-reached' values while profiling various engine limits, useful for error tracking - Add
displayFriendscommand, displays information related to your friends list
- Add ability for custom key bindings + command combinations within said binds (ex:
-
Gameplay
- Fix controller aim assist snapping not working in ZM with and without the Deadshot perk
- Add
cg_debugInfoCornerOffset,cg_drawReset,cg_drawAnimInfo,cg_drawEntityUsage,cg_drawScriptUsage,cg_drawStringUsageandcg_drawChecksumsdvars, displays information on the screen. - Add
cg_flashScriptHashesfor ZM, flashes modified GSC hashes to the screen, high-round validity verification for running GSC - Add
cg_drawZombieTotaldvar (cheat protected), draws the number of zombies left to spawn in the current round - Add
g_zm_fix_damage_overflowdvar, toggle fixing the vanilla 'unkillable zombies in traps' bug - Add
g_playerCollisionandg_playerEjectiondvars - Add
bullet_penetration_affected_by_teamandg_fixBulletDamageDupedvars - Add
g_patchRocketJumpsdvar - Improve
ufoandnoclipfunctionality - Add
cg_holdToSprintdvar - Fix 'Testclient 0' not being able to target players
- Add
g_fix_entity_leaksdvar, this fixes various vanilla-game related memory leaks, by default it's enabled, HOWEVER, in private match sessions of ZM it's disabled (if enabled this would allow for ZM records to be broken) - Properly use the official
TU17 FFOTD, only noteworthy change is in Origins, there was a script change which pushes players off the treads of the tank - Fix
player_sprintSpeedMultiplierdvar to properly work within dedicated servers
-
Demos
- Demos from previous versions are no longer compatible due to the various changes
- Demo list will now filter out demos which do not match the current game's fs_game (mod)
- Fix demos having a fade-in effect and a loadscreen at the beginning
- The
demo.datafile is now file-typed/formatted using the.jsonformat - Fix playing demos that didn't end properly, which used to result in a crash
- Fix demo clip creation
- Fix the recording of a
fast_restartwithin a ZM demo causing a crash - Fix
demo_fileSizeLimitname being clobbered - Fix the demo list omitting entries
-
Known Breaking Changes
t6rfolder functionality has been removed- Old plugin loading has been removed, use the new plugin system instead
- The old weapon restriction system has been removed, use recipes instead
- The old zombie Sharpshooter and Gun Game engine-based gametypes have been removed, use GSC instead
sv_confighas been removed, use+exec- ALL dvars set in the command-line MUST precede with
+set, example:+set net_port 28960 - ALL commands set in the command-line MUST precede with
+, example:+map_rotate execno longer looks ingamesettingsfolder, useexecgtsinstead- Dvar printing changed to be exactly like in the older titles (iw4madmin parser)
games_*.loglocation moved tomain(or fs_game folder if set) (iw4madmin parser)statuscommand was improved (iw4madmin parser)sv_maxclientsdvar is only required to change max clients, DO NOT TOUCHparty_maxplayersORcom_maxclientsdedicated_*.cfgwill no longer be automatically executed ifsv_configdoesn't existmap_rotateormap_restartwill no longer be automatically executed if invalid/empty- Raid or Transit will no longer be automatically started if
map_rotateis invalid
- Raid or Transit will no longer be automatically started if
sv_voicedvar setting '2' doesn't exist anymore, use the match flagssetmatchtalkflagGSC built-in or gts settingscg_ufo_scalerscales movement speed ofnoclipandufodifferently, it now scales how it originally should have- GSC
generatepathparameters are changed, last two args moved to new GSC built-ins;setallowedtraversalsandsetignoredlinks, and last arg is the 'best effort' distance - All bot-related GSC functions have been refactored, please refer to the modding documentation for said changes
r4035#
-
All Games
- New plugin SDK
- Add
sv_disableChatdvar (turns off text chat for everyone)
-
IW5
- Security fixes
- Add .str files loading from raw. These files can be loaded when placed in the
localizedstringsfolder - Fix
com_restartgame freeze when connecting to a server with mods - Fix bug that caused mods to be loaded twice by the game
- Fix demo files saving in the wrong folder
-
T4
- Security fixes
-
T6
- Fix fastfile custom script loading
- Fix game bug that caused the game to freeze when wrong "path" nodes were defined for the actors
- Fix csc addon fx list
- Add
con_displayRconOutputdvar - Fix bug with voice chat
r3963#
-
IW5
- Add
listassetpoolcommand - Update
bots.txtsupport for up to 7 character clantags
- Add
-
T4
- Add
SetVelocityGSC function to MP
- Add
-
T5
- Update
bots.txtsupport for up to 7 character clantags
- Update
-
T6
- Security fixes
- Add recipe (dsr) support to dedis and custom games
- Add
cmdexecGSC function to support executing console commands - Add zbarrier and animstatedef support for MP
- Add
snd_debugdvar to print sound alias info and warnings to the console - Add
snd_debug_alias_filterdvar to filter which sound aliases are allowed to play - Add
printsoundaliascommand to print sound alias info to the console - Improve GSC script runtime error reporting
- Fix
isflymodeandisinmovemodeGSC functions - Fix overriding all game sounds from custom SABL/SABS files
r3903#
-
IW5
- Fix issue with Outpost and Downturn
- Fix crash when bots.txt contained very long names
-
T5
- Fix rcon connectivity issues
- Fix issue with
rcon_rate_limitdvar
-
T6
- Security fixes
- Fix issue with
rcon_rate_limitdvar - Fix
sv_allowDofdvar flags - Fix issue with mods containing a high amount of images
- Fix issue regarding client-side script runtime errors
r3869#
-
IW5
- Add line and column info to script runtime errors when
developerdvar is set to 1 or 2 - Fix usermaps download issue on map rotation
- Fix crash when setting invalid card title or title info data
- Add line and column info to script runtime errors when
-
T5
- Fix crash when running the
rconWhitelistAddcommand
- Fix crash when running the
-
T6
- Fix status response from rcon
- Fix animtree error
- Add line and column info to script runtime errors when
developerdvar is set to 1 or 2 - Add
sayandtellGSC methods
r3855#
-
IW5
- Fix
reconnectcommand. The reconnect command will now function like on older CoDs. It will reconnect the player to the last visited server from the main menu - Add
rcon_timeoutdvar. Limits the amount of rcon packets the server will process from an IP every milliseconds - Add
rconWhitelistAddcommand. If set, only the IPs in this list will be able to send RCon commands - Enable lagometer. Can be switched on via
drawlagometerdvar - Demos will now save to
mods/<mod name>/demosif fs_game is set - Add
mp_quickMessagecommand. Should bind it to a key like n withbind n "mp_quickMessage"to access quick message menu in-game - Add botmeleeparams gsc method
- Fix
-
T4
- Fix game lockup when monitor changes
- Add botmeleeparams gsc method
- Fix compatibility with some custom maps
-
T5
- MP
- Add botmeleeparams gsc method
- Weapon swaps in gsc affect bot's weapon override (botweaponoverride)
- Fix crash with test clients on berlin wall when changing rounds
- MP
-
T6
- Mod support
- Security fixes
- Add fast download
- Fix voice chat
- Fix rare crashes in GSC assembler
- Fix
cg_drawlagometerso it can be toggled - Add botmeleeparams and botclearmeleeparams gsc methods
- Add command line argument parsing for +set, +exec and fix exec
- Add
rcon_timeoutdvar. Limits the amount of rcon packets the server will process from an IP every milliseconds - Add
rconWhitelistAddcommand. If set, only the IPs in this list will be able to send RCon commands - Archive dvar (dvars that are saved to player config) can't be set from GSC anymore using setclientdvar function
- Fix joining bad clanname exploit bad challenge error
- Add ban.txt support (ban and banuser cmd)
- Weapon swaps in gsc affect bot's weapon override (botweaponoverride)
r3755#
-
T4
- Fix
plugin_pathflag - Add
g_log_consoledvar - Rename old console log files with
.001,.002, etc.
- Fix
-
T6
- Fix high DPI issue for overhead names
- Prevent microphone volume from changing on startup
- Execute custom bindings on controller
- Show a call stack for GSC script errors
- Fix
com_errorlockup issue - Print
com_errorsto console - Fix
givecommand uptimecommand prints upon game initialization- Branding changes
- Add
listscriptdetourscommand - Improve
replacefunc, works with function pointers and engine-called functions - Add
disabledetouronce,removedetour,getdetour,getfunction,getfunctionnameGSC funcs - Add
scr_max_loop_timeandscr_kill_infinite_loopsdvars, print script infinite loops and kill them - Add hitch warning prints
replacefuncsclear onfast_restart- Fix lockup with console and database
- Fix
wait_network_framelockup - Team changing adheres to gts setting
- MP dedis
- Fix spectator exploit (move in prematch)
- Fix maxallocation exploit
- Fix grenade teamchange exploit
- Add
scr_teambalance(for team balancing)
- ZM dedis
- Fix player spawnpoints
- Dedi games are always coop (Quick Revive, door/wall buy prices, afterlives, Tombstone)
- Fix inert zombies spawning on Tranzit
- Add a timeout to
onallplayersready(fixes waiting forever for all players to be connected) - Fix being able to jump over zombies on certain maps
r3705#
- T6
- Security fixes
r3701#
-
T4
- Add
bulletRangeandg_randomSeeddvars
- Add
-
T6
- Security fixes
- Update GSC compiler
r3665#
- IW5
- Fix CAC menu regression
r3663#
-
IW5
- Add support for overriding string table
- Restore default bot behavior
-
T4
- Fixed flickering HUD elements
-
T6
- Security fixes
r3641#
-
Launcher
- Add support for Steam verification
-
IW5
- Fix bug with the
statuscommand on clients - Fix bug with the
saycommand on dedis - Fix
toupperGSC function
- Fix bug with the
-
T4
- Add dumping of localized assets
-
T5
- Fix map rotation on SP dedis
- Fix
demo_playcommand - Add
demo_currentDemodvar
r3613#
-
IW5
- Revert GSC compiler changes
-
T4
- Fix issue where rcon status was being formatted with invalid data
-
T6
- Revert GSC compiler changes
r3605#
-
IW5
- GSC compiler update: more descriptive errors are displayed when there is a compilation error
muteclientconsole command can be used on dedicated servers to prevent players from using both text and voice chatunmuteclientconsole command can be used on dedicated servers to lift the mute restriction on a player- The client will display an error message if an unknown command is entered in the console
-
T4
- Important stability and security update
- Add codecallback_actorspawned GSC callback
- Add g_playerEjection and g_playerCollisionEjectSpeed dvars on SP
- Add g_t5_pathing dvar
- Add getmins, getmaxs, getabsmins, getabsmaxs GSC functions on SP
- String table asset pool increased to allow for 80 string tables
-
T6
- GSC compiler update: support for preprocessor directives
- Serverlist will no longer crash if a server is selected before the list is fully loaded
r3553#
-
IW5
- Add sv_replacebots dvar
- Fix error when using Bot Warfare mod on round-based game modes
- Fix bots aim
-
T4
- Fix replaceFunc calls in main(), can replaceFunc createstruct() GSC function
- Fix bots aim on SP
- Add
generatepath(<start vec3>, <goal vec3>, <team string>, <allowed_traversals array of strings>)GSC function. Returns an array of path nodes - Add
getnodebynumber(<nodenum int>)GSC function. Returns a path node - Add
<scr pathnode> getnodenumber()GSC method. Returns an integer - Add
<scr pathnode> getlinkednodes()GSC method. Returns an array of path nodes
-
T5
- Add bot GSC methods
-
T6
- Add bot GSC methods
r3519#
- All Games
- Networking fixes
r3514#
-
All Games
- Security and stability fixes
-
IW5
- Add ability to shuffle killstreaks with the gamepad
- Add ability to select the target location for laptop based killstreaks with the gamepad
- Fix Bouncing
sv_enableBounces - Add
sv_allanglesBounces, allows player to bounce from any angle - Fixed MOAB lag due to script errors
- Fix Game Summary crash on private match
- Add support to mute players from text chat (
muteclient numandunmuteclient num) - Add clantag support to bots.txt. Separate the name and clantag with a comma (name,tag)
- Add new GSC compiler. It supports preprocessor directives.
-
T4
- Add
sv_sayname - Add kick reason on zombies/co-op
- Add
-
T5
- Fix rcon on SP
- Add say & tell on SP
- Add noclip/ufo
- Add
g_passwordon SP - Add
sv_sayname - Fix a issue with 3 char names showing up a number
- Fix client crash when client was kicked from a dedicated server
- Add clantag support to bots.txt. Separate the name and clantag with a comma (name,tag)
-
T6
- Fix issue where long usernames were causing challenge verification to fail
- Fix g_deadChat dvar
- Add dead players chat
- Add
player_sustainammo - Add
player_sprintunlimited - Allow the ablity to have custom bot names from bots.txt
- Allow the ablity to blank sv_sayname
- Add clantag support to bots.txt. Separate the name and clantag with a comma (name,tag)
- Add new GSC compiler. It supports preprocessor directives.
r3417#
-
All Games
- Security fixes
-
T5
- Fixed mod downloading on MP
-
T6
- Fixed a bug where the game tried to load GSC when it shouldn't
r3412#
-
IW5
- Fixed mouse sensitivity regression
- Fixed gamepad melee bug
-
T4
- Stability fix for some custom maps
r3408#
-
Launcher
- Game dependent redistributables are now automatically installed (DirectX, VC++ redists)
-
All Games
- Fixed KBM players being able to abuse controller aim assist
- Fixed a username spoofing exploit
-
T5
- Config files save correctly again
- Bots are no longer counted as players by IW4MAdmin
player_sustainAmmohas been restored- Prepending
/in front of chat messages hides them while retaining GSC notify
-
IW5
- Theatre recordings/demos have been fixed and save to disk again
player_unlimitedSprinthas been restored
-
T6
- Dedicated servers now correctly report script compile errors
- The new GSC compiler has been added & developer/developer_script are now supported
r3327#
-
T4
- Controller deadzone console command no longer cheat protected
-
IW5
- FastDL feature fixed after bug introduced in r3321
r3321#
-
T4
- Plugin loading
- Performance improvements
- SP gsc actor callbacks fixed and reenabled
- Replacefunc works with functions called by the engine
- Fixed gsc animation desyncing (Any GSC that uses animations and animtrees NEED to be synced between client and server, AND loaded in the same order!)
- Fixed terminal script errors, instead of freezing or crashing, it'll sys_error or com_error (g_spawn, exceeded variable errors, etc)
- Fixed child variable allocation script location logging in
scriptUsagecmd - SP fixed a crash when loading a save with different scripts
- devlogs will log to logfile, even when developer is 0
- SP fixed
Server is fullerror - SP proper
g_passwordsupport, clients must set theirpasswordto the server'sg_password(like in MP) - Fixed mod_download menu from not closing when joining a server
- Fixed opening friends list when clicking serverlist in-game menu
- SP
sv_reconnectClientsOnRotatedvar, fixes a crash where some custom maps crashes the client when map_rotating - Fixed clients being stuck in connecting forever until they disconnect
- GetFunction no longer is case sensitive
- FS_ReadFile com_error fix for realism mod
- Improved loading times for dedis
- T4SP improved custom map dedi support with custom spawning logic (cheesecube unlimited and octogonal should work)
- Added
all_gsc_errors_non_terminaldvar - Improved serverlist inlcuding showing round number, aimassist, gametype, and map names
- sv_cheats and cheat dvars are cleaned up upon disconnecting
- Clients can no longer adjust replicated dvars
- Enabled aim_lockon for controller's aimassist
- Added
sv_allowAimAssistandcl_allowAimAssistdvars - General security and stability fixes
-
T5
- Fixed SP crash related to weapons on custom maps
- Changed script runtime errors to no longer fatal error
- Added game log support in SP
- Fixed fs_buildospath log
-
IW5
- Add support for double bounce
sv_enablebounces 2Link - Increased zone memory size to support larger custom maps
- Fixed crash for clients when server would send invalid weapon index
- Add support to load user map arena files from relative directory
- Fixed offline LAN support
- Fixed internal file system path rework
- Add support for double bounce
-
T6
- Used correct dvars for aim assist
- Fixed offline LAN support
r3266#
- T5
- Private matches with more than 2 Players now work
- Dedicated Servers for T5 Zombies can now rotate between multiple maps
- Respawning now works correctly when the map restarts on T5 Zombies
- Fixed bug that caused Servers to freeze after an RCON Command was sent
r3259#
-
T5
- Sensitivity no longer resets on multiplayer
- You can now zoom in on the overlay menu using ctrl + mouse wheel
- Jump Pads on Moon no longer kill you
- Increased material asset pool on zombies, more custom zombies maps should now work
- Fixed the game crashing when pressing F12
- Added support for ultrawide resolutions
- Team Scores show up again on multiplayer
- You can now scroll up in the external console
-
All Games - Dedicated Servers
- RCON Issues have been resolved
- The external console window should now work properly under wine
r3208#
- T5
- Improved backend connection reliability
r3207#
- T5
- Fixed stat saving in multiplayer
- Added mod support to zombies
- Mod directory is now
%localappdata%\Plutonium\storage\t5\mods - Further improvements to connection issues with zombie servers
- Removed ranked match, wager match and main menu buttons from the multiplayer menu
- Added
unlockallcommand to multiplayer
r3192#
- T5
- Fixed issues that prevented people from connecting to zombies servers
cg_fovno longer resets in multiplayer
r3174#
- T5
- Plutonium T5 Client released
r3042#
- T6
- Lobbies are now supported for private match, and the game now uses the original game networking code so more people should be able to host private matches. For more information, please see this documentation page
r2905#
- T6
- Added Streamer Mode which hides IP Addresses from the screen.

- Added Streamer Mode which hides IP Addresses from the screen.
- T4
- Added Streamer Mode which hides IP Addresses from the screen.
r2794#
-
IW5
- Voice Chat Added!
- Client Dvars
cl_voice- Enable/Disable Voice Chat (You can also change this in the options)
- Server Dvars
sv_voice 1- Global Voice Chat (Everyone can hear everyone) [Default]sv_voice 2- Team Voice Chat Onlysv_voicequality- Voice Quality (0-9) [Default is 3, which is the original console quality. 9 is the best quality and 0 is the worst.]
- Note: In order to mute players, open the pause menu and select Mute Players
- Client Dvars
- Fixed bug where sounds wouldn't load from usermaps.
- Voice Chat Added!
-
T6
- Voice Chat Added!
- Client Dvars
cl_voice- Enable/Disable Voice Chat (You can also change this in the options)
- Server Dvars
sv_voice 1- Global Voice Chat (Everyone can hear everyone) [Default]sv_voice 2- Team Voice Chat Onlysv_voicequality- Voice Quality (0-9) [Default is 3, which is the original console quality. 9 is the best quality and 0 is the worst.]
- Note: In order to mute players, open the scoreboard, use your mouse wheel/dpad to highlight their name and press Enter/A.
- Client Dvars
- Voice Chat Added!
r2748#
-
General
- Mod downloading now adds file checksums, missing files / mismatching files will now be redownloaded.
- The download speed label update time has been adjusted to 1 second.
-
IW5
- Added support for usermaps, makes downloading maps easier!
- Added "reconnect" command, this command will reconnect you to the current server.
- Fixed the cancel button for mod downloading
-
T4
- The close button of the mod downloading popup will now cancel mod downloading
-
T6
- Added the option to load demos in codcaster mode
r2702#
-
T4
- Increased file size limited
-
IW5
- Fixes mod downloading
- Allows users to host custom maps
r2693 - T4 SP refactor#
-
General:
- Bootstrapper now registers as high performance app in Windows 10. (No more manually setting up Pluto to run on your dGPU on notebooks! Works for AMD and Nvidia)
- Added improvements to the profiler.
- Fixed mod downloading, large mods do work now. (max. 400MB per file)
-
IW5:
- Console.log is fixed.
-
T4:
- Added T4 SP (Coop + ZM) rcon support.
- Mod downloading progress now also shows progress per file.
- Made regular reset time consistent with console version.
- Fixed joining games in progress.
- Singleplayer users can now reconnect to server after a mod is loaded on it.
- Changes default video mode to windowed.
- Added dvar
bullet_penetration_affected_by_team(default true) to control whether a teammate's bodies can affect your bullet penetration. - Added dvar
g_fixBulletDamageDupe(default false) fixes an Issue where players that are clipped inside each other receive duplicate bullet damage. - Added dvar
cg_hudGrenadeIconShowFriendly(default true). - Added command
g_fix_resetsto SP makes reset timers for ZM 21 days. - Added dvar
perk_weapRateEnhanced(default false) switches between Double Tap 1.0 (false) and 2.0 (true). - Added dvar
sv_allowFriendlyThrowback(default true) to SP to allow friendly grenades to be thrown again. - Added commands
uptime,timeandservertimeto get the current uptime of the game, local time and server time. - Added
replacefunc,disabledetour(disables a replacefunc),enabledetour,disabledetouronce,isdedicated. - Fixed SEH table (prevents com_error messages from crashing the game).
- Fixed a crash with loading usermaps.
- Fixed loading ffs from legacy localappdata folder.
- Fixed
missionfailedandsavegamefor ZM dedicated servers. - Fixed Coop game mode.
- Fixed water height on dedicated servers
- Improved ZM scoreboard by showing more information at once.
- Limit FPS on menus as it broke vid_restart
- Added dvar
scr_kill_infinite_loops(default true). - Added
getguidandlogprintto the GSC functions initandmainGSC Loading- Added Loading GSC from folders:
scripts/<mp|sp>/<mapname>and<gametype>. notifyonplayercommandlogstringrestored- script preprocessor
#define <key> <value>,#undefine <key>#definekeys will replace all token instances of<key>with<value>
#if,#else,#endif- check if a
<key>exists from a#define - also there is
#if isSyscallDefined <builtin name> - all
#if's can be negated with '!', for example#if !isSyscallDefined foo
- check if a
- gsc notify for "say", "sayall" and "sayteam" when someone text chats (
level waittill("say", message, player, was_hidden);) - a player can send a hidden text chat message with a '/'
ishostGSC Method- improved
scriptusagecommand to show number of variables and threads - Fixed
cg_drawscriptusagefor MP getfunctionandgetfunctionnameprintConsoleGSC call- Fixed a crash when custom GSC has compiler error
statsetworks withdeveloper_script- Fixed crash when
newscorehudelemcan't create a new HUD element
-
T6:
- Show actual player counts on LUI menu
- Added dvar
cg_weaponCycleDelayto control the delay in milliseconds after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast. - Added dvar
perk_weapRateEnhanced(default true) switches between Double Tap 1.0 (false) and 2.0 (true). - Added dvar
sv_patch_dsr50(default false) to set the pre-patch DSR 50 stats per server. - Added dvar
sv_patch_zm_weapons(default true) to restore pre DLC1 patch recoil behavior of the following ZM weapons:- MTAR (tar21_zm)
- Type 25 (type95_zm)
- M8A1 (xm8_zm)
- AN-94 (an94_zm)
- HAMR (hamr_zm)
- RPD (rpd_zm)
- PDW-57 (pdw57_zm)
- KAP-40 (kard_zm)
- Added dvar
sv_fix_zm_weapons(default false) to fix the SMR's ADS spread, 870 MCS's penetration damage and allow sprinting with Galvaknuckles (weapon)- The SMR has the same spread when ADS as hip firing
- The Remington 870 MCS has no penetration damage so it almost always just hits 1 zombie
- Fixed multiple issues with the sound system on dedicated servers, this applies to both MP + ZM and should fix the callouts in MP and voice lines in ZM.
- Whitelisted the 'sl' command from being rate limited.
- Have
soundexists(GSC function) use the new prebuilt sound alias table solution instead.
- Fix overlapping sounds that play with playsoundwithnotify on zm dedis
- Fix paralyzer floating, zombie slowdown and ice staff zombe slowdown on zm dedis
- Fix zm bots on dedi (no external plugin required to get the bots to aim at stuff via gsc)
- Fix voiceovers on zm dedis
- Ranked on dedis ZM, perma perks, bank, stats, etc all now save for clients.
- Added isdedicated gsc func
- Fixed crossbow and killstreak challange tracking on mp dedis
- Disabled possible host migration on private matches
- Zombies dedicated server tick rate increased from 10hz to 20hz to be in line with Steam custom games.
r2485#
- IW5:
- Improve curses console
- Various bug fixes
- Improved performance
r2462#
-
IW5:
- Even more performance fixes!
- Mouse input is fixed! mouse input should no longer stutter or hitch.
- Added the devmap command back.
- Map/devmap commands can now be executed from any menu.
-
T6:
- Fixed high FOV issues where the screen would turn around
- Ability to make ADS sensitivity the same as regular sensitivity!
- Fixed rank mode! You can now unlock everything by playing without having to use the unlockall command!
- Fixed unlockall! Unlockall now truly unlocks everything in the game.
r2385#
-
IW5:
- New Maps: Nuketown, Skidrow, and Favela.
- Performance fixes, so you should get higher FPS.
- Slowmotion should now work on dedicated servers.
- Various improvements and fixes to GSC scripting.
- Improved server stability
-
T6:
- Player Cards now save!
- Improved server stability
r2234#
-
IW5:
- Update to Highrise to fix shadows and explosive barrels.
- Fixed a crash when attempting to join a server that is running a mod.
- Fixed an issue where the server will respectate clients who are freelooking.
-
T6:
- New Theater Mode menu which allows you to play demos with ease. Note that demos recorded on any version prior to this will not have any information to go along with the demo, but will still be playable.
- Remove color codes from windows console output (mainly for Dedicated Servers).
- Added the ability to change the team names with
g_customTeamNames(Example:set g_customTeamNames "allies,plutonium.pw|axis,forum.plutonium.pw"). - Added the ability to bind custom commands to keys. (
bind k ufo) - Added level "say" notify for when a player says something in chat. (
level waittill( "say", message, player );) - Hide chat message if it starts with a slash (useful for hiding commands with third-party administration tools).
r2190#
-
IW5:
- Aim Assist added. Click this link to learn how to make sure it's enabled for you in game. Server owners can disable this for their servers if they want to. It is on by default.
- Made improvements to Highrise, note that the map is still in beta. Red explosive barrels do not work and shadows look pixelated, turn off shadows in game options if this bothers you. This map was previously restricted to certain server hosts as killstreaks would crash the map, this is now lifted and anyone can host the map. This map will auto download as part of the update when you start Plutonium.exe - it is also playable in private match.
sv_allowThirdPersonSpectatoradded, which allows clients to spectate players in thirdperson.- Controller deadzone configuration via dvar (
gpad_stick_deadzone_min,gpad_stick_deadzone_max) - use this to help with stick drift. - Fixes controlling killstreaks like predator missile with a mouse while a controller is plugged in. This would stop the player controlling killstreaks with a controller in the past.
- Errors now print to log file.
-
T6:
- When in CODCaster free look (not spectating a specific player) the overhead names use team colors rather than everyone showing up as an enemy.
- Controller deadzone configuration via dvar (
gpad_stick_deadzone_min,gpad_stick_deadzone_max) - use this to help with stick drift. - Typing dvars in console and hitting enter will now output their value like other cods.
r2158#
- T6:
- Fixed an issue on ZM that caused door prices and easter egg steps to not be correct for solo games
r2155#
- T6:
- Servers/Private Matches ZM
- Fixed UI incompatible error.
- Added dvar
demo_currentDemoto display the current demo. - Fixed more than 4 players to show their points.
- Having more than 2 player teams with players on them will no longer result in a LUI error(scoreboard issue).
- Scoreboard now supports displaying a score if the server sets a scorelimit like MP.
- Scoreboard now supports displaying round limit if the server sets a roundlimit like MP.
- Turned will no longer attempt to set the team count lower than the
gts "teamCount". - Change Team option is available like MP. Requires
gts teamCountto be greater than 1 andgts allowInGameTeamChange 1.
- Private Matches ZM
- Start match button always works regardless of gamemode or number of players in the lobby.
- Cutscenes restored but only play in private matches and if dvar
zombies_minplayersis 1.
- Private Matches MP/ZM Only
- Party privacy popup now sets dvars
sv_maxclients,com_maxclients,party_maxplayers, andparty_maxplayers_privatematchto properly limit the max clients allowed.
- Party privacy popup now sets dvars
- Servers/Private Matches MP
- Codcaster is now available in all FFA gametypes.
- Menus ZM
- Renamed "custom games" button to "Play".
- Removed "Solo Play" button.
- Renamed Public Match to "Server Browser", which opens the server browser.
- Added dvar selector "Min Players" to set the minimum expected players.
- Added dvar selector "Enable Cheats" that turns on "sv_cheats" dvar.
- Added descriptions for actionslot buttons that better represent what they do in ZM.
- Menus MP/ZM
- Removed unused buttons from the menus.
- Added 200 fps option to max fps setting.
- FOV can be set up to 120 with the slider.
- Removed voice chat tab in its entirety, as a result of this, your microphone won't change it's volume when playing Plutonium anymore.
- Removed Singleplayer/Multiplayer/Zombies swap buttons from mainmenu.
- Added dvar selector for
cg_fov_scale. Values can be anywhere from 0.5 to 2.0, increments in 0.05 intervals, and default is 1.0. - Normal FOV slider dynamically updates the fov when used in game.
- Menus MP
- Added unlockall button. Has confirmation prompt.
- Added resetstats button. Has confirmation prompt.
- Renamed "Public Match" button to "Ranked".
- Added Server Browser button accessible from the main and party lobbies.
- Removed CODtv and livestream buttons.
- Servers/Private Matches ZM
r2109#
-
IW5:
- Fixed IW5 crashing for servers
- Updated bots
- Fixed hosting with Wine
-
T6:
- Force 'aim_lockon_enabled' to 1
r2107 - Aim Assist is here#
-
IW5:
- General improvements to stability.
- Fixed a bug that caused GSC scripts to leak memory on map rotation.
- Allowed players to move through each other rather than being able to block one another.
- Fixed Theater mode, this should be working normally again now.
- The server will kick you to the main menu rather than crash your game if the GSC VM causes a crash.
- Fixed a bug with spectator, when the player you a spectating dies and respawns, you will still be spectating them.
- Added custom script specific folder loading. This means you can place a script in a gamemode folder and it will only load on that gamemode, for example.
- Added
g_antilagdvar - this can be set on or off to enable / disable lag compensation. - Fixed the exploit using of a shotgun and extended mag with pellets.
- Scripts can now notify when you change to spectator.
-
T6:
- Aim Assist added for Zombies and Multiplayer.
- General improvements to stability.
- The Zombies HUD will now work correctly for 4+ players.
- Various low risk exploit's we spotted have been patched.
- GSC Script execution order has been changed to match the same as IW5. This should mean making mods for both games follows a similiar process of execution.
- The t6r from the start of our client is now removed, everything will now use %localappdata%/storage/t6/
cg_fovScalewill no longer keep resetting after closing Plutonium.
r2016#
- IW5:
- Added
g_playerCollisionDvar, this enables/disables Collision between players - Added
g_playerEjectionDvar, this enables/disables "bouncing back" when colliding with other players - Added
replaceFuncGSC Function, this allows "hooking" GSC Functions without recompiling the entire file - Added chat
sayandtellcommands to dedicated servers
- Added
r1953#
-
T4:
- Fix bots switchToWeapon() GSC not working
- Fix Quick Revive not working as intended while playing solo
-
IW5:
- General GSC improvements
- Shipping updated _class.gsc with fixes to prevent exploits with custom classes
- Fix for GSC unloading on soft restarts (e.g. new round)
- Fix wrong mapname / gametype bug on loadscreen
- Fix IW5 crashing on first ever boot (When steam_api.dll is in game folder)
- Fix S&D freezing
-
T6:
- Fix demos crash and custom script assets
- Fix client crash when gsc files had uppercase letters in their file name
- Fix overwriting specific game scripts on T6ZM
r1824 - MW3 & BO2 GSC Modding update#
-
IW5:
- Full GSC support is included! You can now load both custom scripts and replace any game script. Chaiscript is now REMOVED! Old Chaiscript scripts will no longer work, we suggest porting the script over to GSC. Check out the modding section of the documentation for a guide on how to load GSC Mods in IW5. If you technical assistance with your mods post in the MW3 Modding Support & Discussion section on our forums.
-
T6:
- You can now load completely custom scripts without having to replace _clientids.gsc but you still need to compile it.
r1790#
-
T4:
- Structural fixes - Our developers have been working to reverse engineer the data structures that the game uses, we use this to reduce the chances of bugs or crashes.
- Fixed bots being stuck in
CS_ZOMBIEstate when kicked from a server. They should no longer stick around when you run the status command. - Bots can now use GSC
setspawnweaponandswitchToWeaponproperly.
-
T6:
- Killfeed fix - a change we introduced caused the killfeed to appear broken, this has been patched to return it back to normal.
iprintln()fix - same as above, this now fixed.- GSC errors no longer kill the entire game and instead return you to the main menu, this should make things easier for the mod developers to debug their mods.
sv_sayNamedvar introduced, server owners can use this in their config files to change the Console: name to a name of their choice. IEConsole: IW4MADMIN is now running!could be changed toCLANNAME: IW4MADMIN is now running!
r1728 - Hotfix#
-
IW5:
- Fixed a bug that caused mp_rust and mp_highrise to crash.
-
T4:
- Fixed a bug that caused sound to stop and guns / doors / scripts to break when the final player slot was filled and then left. This should increase T4SP (Zombies / CO-OP) stability on the base game maps.
- UPnP now supported on both T4SP and T4MP.
- Fixed a typo in our default server configs for Zombies, Shi No Numa would not load as the map name was incorrect. It should be nazi_zombie_sumpf NOT nazi_zombie_swamp. Please correct this yourself or grab a fresh copy of the configs from GitHub.
If you want to host a session, ensure that UPnP is marked as Enabled in the Network tab. If the UPnP status is disabled, you will need to manually forward your ports in order for other people to be able to join. Common issues with UPnP:
Your network is set to Public: Change your network to Private in your Windows settings. UPnP is disabled on your router: Enable UPnP on your router to make this feature work. Your router does not support UPnP: Either port forward the game port manually or buy a better router.
r1715 - Plutonium T4 Release#
-
IW5:
- Intervention sounds fixed.
- Added more attachments for the Intervention.
- Base-game weapon fixes.
- Added rocket jump support.
- Added experimental GSC support! Watch this space for future development! Smart bots might be possible with enough time!
- Updated ultrawide patch, aspectratio is automatically adjusted based on screen resolution
-
T4:
- First release of T4! - Submit your gameplay clips using the #PlutoniumT4 hashtag on Twitter!
- Dedicated servers for Multiplayer and Zombies / CO-OP. Use F10 and HOME keys to make the menu appear and disappear. There may be a shortage of servers on release, this should fix itself as more people begin hosting them.
sp_minplayersdvar implemented for SP dedis, allows a server owner to configure the minimum amount of players before a zombies/co-op mission starts. If this is set to 2, the game won't start until 2 players join and if a 3rd player joins they will fall in a void until the map restarts. Just use the map_restart command to restart the level. For Zombies, you will sit on the loadscreen until the minimuim amount of players has been reached.- Implemented
modStatsdvar. This lets server owners decide if their mod should use normal stats or it's own custom stats. - Unlocked
cg_fovdvar. No more max FOV of 80. - Added
g_patchRocketJumpsto enable/disable rocket jumps. - Allow
connectcommand to be used while already connected to a server. - Fixed base-game exploits.
- Added discord rich presence. (Games invites, joining etc via Discord)
- PunkBuster removed, Plutonium's Anticheat added.
- Zombies / Co-Op map / mod downloading - no more making sure you have the map downloaded, just click to join a server and the game will download the required files, just like in Multiplayer.
cg_fovscaleandcg_fovminhas been unlocked and you can now enter these console commands at any time.- Removed profile system which causes new players on Steam to be unable to play online due a glitch. Plutonium doesn't need this, we use our own.
- We've incorporated many features from the T4M mod which many players liked to use, let us know if anything is missing and we can see if we can add it.
- Game controller binds automatically execute when the game starts, saving you having to manually enter the console command.
unlockallcommand can be used to skip the grind and be max rank and max prestige with everything unlocked.- The game will now check
AppData\Local\Plutonium\storage\t4\modsfor any game mods, it will also check the normal location too for backwards compatibility with auto installing mods. - Added menu option to allow 16x AA, the default max is 4x.
- Added zombies workaround - players who connect later than other players will not spawn until the start of the next round, this avoids them spawning into a wall or other objects.
- Implemented ultrawide patch, aspectratio is automatically adjusted based on screen resolution
-
T6:
- Fix for user command overflow some users were getting.
- Implemented sv_cheats feature bounty.
- Implemented dedicated server demos. Theatre mode is on it's way to being fully functional.
- Implement "old" config file system, config files are no longer encrypted.
- Added
setClientDvarfunction for GSC scripts. - Implemented ultrawide patch, aspectratio is automatically adjusted based on screen resolution.
cg_fovMin/cg_fovScaleunprotected.
r1205 - g_randomSeed#
- IW5 & T6:
g_randomSeedis now a server dvar. Servers can set this to 1 or 0. It is set to 1 (On) by default. It can be set in your server config file along with other dvars.
g_randomSeed causes the server to set a random seed when calculating bullet spread randomness.
When this is enabled, nobody is able to fully accurately calculate bullet spread, which is what Silent Aim hackers use.
Basically: When on, if a hacker is using silent aim, it renders their aimbot either useless or highly ineffective at longer distances. It has no effect when Aiming Down Sight but any hacker using that when ADS'ing will be very noticeable for server admins to ban. Although the effect is less harmful to hackers at closer ranges, doing this increases the chances of somebody spotting the hacker far quicker and server admins can ban them from their servers.
The main focus for this is to help Trickshotters, whilst we are working on more improvements, this should atleast stop those boat bangers who suddenly got so good. Or atleast make it painfully obvious if somebody is trying to use an aimbot. Hackers are especially harmful to the trickshotting community. Hacking makes it too easy to fake clips. Who suddenly got very good?? If the server has g_randomSeed set to 1 and the boat bang was without ADS, you can rest assured, it was probably legit. Server owners can ofcourse set this to 0 and the randomization for the bulletspread will be predictable as is normal in the base game. However silent aim hacks will be fully accurate.
We did testing with this to ensure it wasn't noticeable and it's certainly not and the gains far outweigh the losses. To clarify - if you are not using any hacks, this update will not no affect on you - the bullet randomization always happens and is always there, this change will only make it so the randomization isn't predictable. Which humans couldn't do anyway. Hence it has no effect on you if you do not hack.
We hope this shows we are listening and we obviously cannot discuss much in terms of combating hackers but we hope it's a step in the right direction. It won't fix the problem, you can never stop them all, but it is another tool to make it harder for them.
r1177#
-
IW5:
- Fix slow motion in killcams - they should now be smooth. Trickshotters everywhere will be so happy. This was a bug bounty set by a community member.
-
T6:
- Fixed sv_mapRotation for zombies - servers will now follow a map rotation correctly without kicking out players out at the end of the game. This was a feature bounty - more details can be found here.
- Fixed multiple bugs that caused instability on zombie servers.
- Fixed various client crashes.
r1166#
-
IW5:
- Kick commands now run on the game thread, fixing possible issues when running custom scripts.
-
T6:
- Fixed a bug that caused the game to crash when searching for servers in the server browser.
r1163#
-
IW5:
- Fix demos not saving correctly - when you check Theater mode now, each match should be recorded correctly.
- Fix various server memory related issues that caused instability.
- Patched truck collision on Rust to avoid people glitching themselves into the truck.
- Fix some party related crash when playing a private match.
- Fixed call vote button. (sometimes appeared behind the friends button on the escape menu)
- Fixed DSR parsing, DSRs are now always parsed when connecting to a dedi and also reset properly when connecting to a new match. This means private match custom settings no longer linger after leaving the match.
- Fixed proficiencies for the Intervention - this was accidentally set to SMG instead of Sniper. You shouldn't be able to add Range proficiency to a god damn sniper rifle.
-
T6:
- Fixed
fast_restartcommand for Zombies - server owners can now send thefast_restartcommand via console to quickly restart the map.
- Fixed
r1137 - Christmas Update#
-
IW5:
- Added the Intervention. You can now select the Intervention from the Create a Class menu. This includes full camo support as well as weapon attachments and proficiency. Due to how IW5 handles lighting, gold will not look very good on most maps, we suggest using a custom camo. Check the bottom of this thread for some screenshots and a video of some example custom camos.
- Added preview version of Highrise. This is a compromise between waiting and playing, due to the buggy state of the map we have decided to only allow Contributors to host Highrise on dedicated servers. If you are not a contributor and still want to host the map, you would need to make a custom game. Everybody can play the map on any server that can host it. The map currently has broken shadows and missing objects / objects randomly disappearing. (The crane can scare the hell out of you now) As we fix the map we will push further updates so you will be able to see the progress as we make it. Once the map is finished we will let everybody host it.
- Fixed performance and input issues on Windows 10. Windows 10 users may have noticed that MW3 has a cap to FPS that can't seem to be moved, this is caused by some inefficient methods being used by the game to support Windows 7. Due to not supporting Windows 7 anyway, we have optimized this for Windows 10 which has improved game performance for most of our testers and some have also reported feeling like the game is more responsive to mouse input. You may see more GPU or CPU usage when playing Plutonium IW5 now as these are not bottlenecked by the game anymore.
- Main menu FPS unlocked. The main menu and other menu's will no longer cap FPS allowing them to feel smoother than ever.
-
T6:
- Added
sv_allowDofto allow servers to prevent people using Depth of Field exploits. This will be useful for competitive server hosters who want to ensure DoF exploits cannot be used. Options are 1 to allow DoF and 0 to force DoF off when playing on your server. - Fixed a crash with T6 zombies that caused some players game to quit to desktop.
- Added
-
General:
- General bugfixes across all games, launcher, backend and forum.
- Fixed steam presence. Steam now tracks your game hours again & Plutonium is visible to your friends on Steam again. A Steam update broke this.
- Fixed RCON issues with IW5/T6 that caused server crashing or instability.
r1065#
-
IW5:
- UPnP support has been released, you should now be able to join your friends without any hassle! (Disclaimer: UPnP is not enabled on every router.).
- Controller fixes. (Including a bug fix that makes picking up weapons require y the player to hold the use button).
-
T6:
- Updated the friendslist, joining now works properly (double click your friend from the F10 menu to join).
- UPnP support has been released, you should now be able to join your friends without any hassle! (Disclaimer: UPnP is not enabled on every router.).
- General stability improvements.
- Various tournament fixes.
If you want to host a session, ensure that UPnP is marked as Enabled in the Network tab. If the UPnP status is disabled, you will need to manually forward your ports in order for other people to be able to join. Common issues with UPnP:
Your network is set to Public: Change your network to Private in your Windows settings. UPnP is disabled on your router: Enable UPnP on your router to make this feature work. Your router does not support UPnP: Either port forward the game port manually or buy a better router.
r920#
- T6:
- Added
zombies_minplayers, this dvar allows server hosters to set a minimum amount of players before the game starts. - Friendslist. You can now join your friends from the F10 menu.
- Setting the max amount of players for dedicated servers now works again.
- General stability fixes.
- Added
r877#
-
T6:
- Fixed ranked mode on dedicated servers, this now allows players actual ranks to display in-game. This also means that you get XP for scorestreaks, assists etc instead of just kills.
- Fixed tickrate on dedicated servers, it used to be set to 10Hz due to a bug, it is now set to 20Hz like on Steam.
- Plutonium Branding added to the top right of the screen, this might be changed in the future.
- Fixed custom games start button.
-
Launcher:
- The updater tool the launcher uses now features an UI.
r827#
- IW5:
- General stability improvements.
- UltraWide screen improvements.
If using native ultrawide monitors , change r_customAspectRatio to 2.3333 (21/9 or 3.55556 if 32:9).
Otherwise use this Calculator and calculate a 21:9 or 32:9 resolution that fits into your monitors resolution.
- set
r_aspectRatiotocustom (4). - set
r_customAspectRatioaccordingly (2.3333). - set
r_customModeto the res you calculated (eg.1386x594). - Ensure you're using windowed mode.
- T6:
- The serverlist has been updated to allow more functionality.
- The serverlist also now scales with your resolution.
- You can now sort by players, apply filters, see what round a zombie server is on etc.
- You can also search for specific servers.
Why not swap to the old serverlist? The old serverlist used alot of resources on older CPU models which reduced frame rates. Since we have remade the entire BO2 Client, the old menu system will not work as it refuses to load and rather than spend another 4 months delaying the update because of this, we decided to use ImGUI which should allow us to keep the CPU usage lower and still provide a serverlist.
r803#
-
IW5:
- Servers use less CPU resources now, this was due to a bug that wasn't spotted related to server heartbeats.
- Steam integration works again.
-
T6:
- IWI images can now be loaded from
%localappdata%\Plutonium\storage\t6\images(for custom camos). Check out the guide in the modding section on how to do it. - Stability improvements.
- Added steam integration & steam overlay.
- Fixed an issue where the game would not work on other languages than English.
- Fixed a crash related to the in-game console.
- IWI images can now be loaded from
r791#
-
General:
- Piry.exe is no longer used, The Plutonium Launcher (Plutonium.exe) is used instead.
- Plutonium.exe will be used to authenticate your forum user account and launch the game.
- AntiCheat has been enabled. (This is the same anticheat as IW5, as always it won't catch everything but should help.)
- Various crashes and exploits have been fixed.
- Unlock All is now done by opening the console and typing
unlockall. You do not need to restart. - Discord Rich Presence has been added.
- You now start the game with the Plutonium Launcher (plutonium.exe) which auto checks for updates when it starts, getting you up to date. Do not use
t6rmp.exeort6rzm.exe!
-
T6:
- ServerList is now opened by pressing F10 or Home.
r742 - Native Controller Support#
- IW5:
- Plutonium IW5 has been updated to include Native Controller Support, meaning Xbox 360 and Xbox One controllers should be plug and play, this includes menus for configuratioa and the correct button icons for both Xbox and Playstation.
Please note the controller will not work for menu navigation or killstreaks and has no aim assist. PlayStation controllers will need to use DS4Windows, however input delay should still be reduced!
Known Issues:
- Picking up a weapon is done when X or Square is pressed, this is because the PC version of the game doesn't support the controller button hold function. The same is true for scoreboard.
- Killstreaks cannot be used, this is because ActionSlot 4 is the only killstreak slot which is the same between PC and Console.
We will attempt to get workarounds for these in future updates but cannot say that we will ever 100% fix them.
r687#
- IW5:
- Splashes fixed (Multi kill, Triplekill, captured objective text on the side).
- Issue with user avatars fixed.
- Hardcore mode can now change killcam & spectator options in DSR.
- Change team / change class is now blocked on game modes where it is not allowed (same applies for DSR settings).
- rcon output buffer relocated to allow bigger responses (fixes status command being truncated).
r619 - The Aiming Update#
-
General:
- Backend Improvements - Improvements made to our backend to improve reliability of the serverlist and other backend elements.
-
IW5:
- Aim Down Sight Sensitivity - We've reworked how cg_fov and cg_fovScale behave. Steam MW3 works by slowing down your sensitivity when aiming down sights, pretty standard for 2012 but in 2020 it's hard to adjust back too when playing modern games. Plutonium IW5 now bases this on your FOVScale.
- Mouse input reworked - That annoying mouse acceleration feeling some players report should be sorted now. This was caused by how the base game handles mouse inputs, again, the effects of an aging game.
- Forum Avatar Card Icons Fix - Players were reporting seeing their own forum avatar instead of other people's, this has been corrected.
- Server Plugin Improvements - These now show a windows error code if they fail to load and VirtualProtect must now be called if you wish to edit the memory of the dedicated server.
- Dedicated Servers - More fixes to aid in stability of dedicated servers and avoid them crashing.
- Bounces - Bounces are now off by default to avoid out of map abuse caused by unaware server owners.
- Menu Blur - A blur has been added to the menu background when opening certain menus, such as Create a Class. This should make it easier to see what options you have selected. Players reported that they struggled to see certain options.
Examples:
cg_fov 90andcg_fovScale 1= 90 FOV total. This will result in only your hipfire FOV changing. Sensitivity is different when zooming in because of lower FOV.cg_fov 40andcg_fovScale 2.25= 90 FOV total. Your Aim Down Sights FOV (allowing you more situational awareness at the cost of less detail down sight) looks the same as hipfire FOV. Sensitivity is now the same when hipfiring and when Aiming Down Sights because the FOV is the same.cg_fov 70andcg_fovScale 1.3= 90 FOV total. Aiming Down Sights is slightly zoomed in compared to hipfire. Sensitivity is faster than in regular MW3 because of your total FOV.
To workout the FOV when using FOVScale, you need to take your cg_fov and multiply it by your FOVScale. For example if you'd like a standard FOV of 80 (like I use) it would be cg_fov 65 and cg_fovScale 1.32.
We've tested this system with our testers and a few known trickshotters and streamers and they all agree it feels better, hence we are pushing this in this update. If you don't want to use this system, simply keep your cg_fovScale at 1. You may find you need to experiment with values to find some that you find comfortable.
r600#
-
General:
- Forum upvotes - Posts can now be upvoted by clicking the thumbs up icon in the bottom right, this can be used to show appreciation for a post.
-
IW5:
- Streamer Mode -
cl_enableStreamerMode 1in the console to activate it. This hides the server name and IP address on the scoreboard, disables Discord rich presence and disables forum avatar cardicons. - Forum Avatar CardIcons - Contributors can set their cardicon to FNG and it will show their forum avatar in game. Avatars must follow forum rules or action will be taken, including game bans. Have a look at our forum rules if you're unsure, there is a "use forum avatar" button on the callsign menu in-game which will set your cardicon to FNG. We plan to let everyone use this feature from the 01/06/2020 (dd/mm/yyyy) and use this month to ensure it cannot be abused. Transparency is supported.
- Discord Rich Presence - now supports joining a game directly through Discord and inviting via discord.
- AK74-u menu fixes - users reported some menu bugs which we have fixed.
- Dedicated Server Crash fix - More stability patches for dedicated servers.
cg_fovlimits extended - The minimum is now 40 and the maximum is 200. This used to be 65 - 180. This is intended to be used withcg_fovScale. Good luck using 40 or 200 FOV without usingcg_fovScaletoo.- mp_test - Basically a port of iw4_credits from MW2, used by the developers to test map porting. Only mentioned here to avoid people wondering what it is. Technically servers can include it in their map rotation too, but why would you want to do that?
- Streamer Mode -
-
Launcher:
- Launcher Protocol handler - The Plutonium launcher now supports the
plutonium://protocol.plutonium://play/iw5mpfor example.
- Launcher Protocol handler - The Plutonium launcher now supports the
r554#
-
IW5:
- Out of memory fixes for servers. Increasing their stability.
- Rust has been ported from MW2. It is almost a near perfect port. Gone are the bugs from our 2017 release. All game modes are working except Drop Zone which requires some GSC editing which isn't worth our time. A mod could bring this back however.
- AK-74u has been ported and ready to use. This features fully working camos and attachment support + proficiency and leveling. If you want to make your AK-74u max weapon rank right away then enter these 2 commands in your console.
setPlayerData weaponRank iw5_ak74u 30setPlayerData weaponXP iw5_ak74u 179600
- Clantags are now displayed in chat with colour removed. Clan tag colours remain on the scoreboard.
- Create a Class now locks guns if you are not the correct level, previously everything was unlocked from level 4.
- In-game console reworked with autocomplete support.
cg_drawFPSdoes not reset every time you launch the game anymore.- We've added an ingame friends list - this can be accessed from the main menu or when in a match. You can see what server your friends are playing and double click to join them. More features to this are expected in future updates. To add friends check this guide.
- Discord Rich Presence. Discord will now show what game you are playing, which server you are in and some info about that server.
waypointIconWidth/waypointIconHeightnow saves to config. These are used to determine how big the objective markers are. Some people like them way smaller.- Scoreboard now shows the correct hostname, this is now taken from the hostname that is set when registering a server key.
-
Launcher:
- Some slight Launcher UI changes.
r496#
-
General:
- The backend will now force a 2nd instance of the game to error if it tries to join a game whilst you are already in a game.
-
IW5:
sl_noTrickshothas been added, open the console and type sl_noTrickshot 1 to remove any servers from the serverlist that have trickshot in their name. This should help players with a normal playstyle find the games they want quicker. Typesl_noTrickshot 0to swap this back to default and see all servers.com_maxfpsnow sets your max FPS correctly without making you teleport.- Start button for private match has been fixed.
- Bot command has been added, this can be used in private match by typing
botinto the console to spawn a bot. Entering the command again will spawn another bot. These bots simply walk in circles and shoot. cg_fovScalehas been unlocked.- Server name now appears on the scoreboard so you can quickly check what server you are in.
- UltraWide support has been added, so all you boys with curved monitors can enjoy the game! set
r_aspectRatioto 4 (custom) and then changer_customAspectRatioto the value corresponding to your screen. This value should be set to2.33for 21:9 screens (21 / 9 = 2.33). Runvid_restartafterwards to apply these changes. - Theater should be fixed now and correctly recording games.
- Main menu fixes have been put in place to make it more stable and easier to access certain buttons.
- Game rules now reset before joining another match. No more infection game rules overflowing into normal matches.
- Custom cardtitle background's have been fixed, you're not forced to use FNG background if you use a custom cardtitle anymore.
- Steam now shows you as playing Plutonium IW5.
- New exploit found and patched by Snake, this exploit is in the original MW3 base game and would allow you to crash another players game.
- Names now show as green or red, and not multicoloured. This was causing confusion and led to deaths due to thinking somebody was friendly.
- If you attempt to join a server with a DLC map you don't have, rather than a hard crash you will now be booted to the main menu and given an error message.
- Hovering your mouse over a map name will show a preview of the map.
-
Launcher:
- Launcher now lets you change game directory again..
r499#
- IW5:
- Extra patching of the exploit mentioned in the last update.
- Bans reversed that triggered overnight due to exploit abuse.
If you get the "checking for saved credentials" bug then please browse to %localappdata%\plutonium and delete config.json.
r363#
- IW5:
cg_fovScaleis now unlocked & saved to config. We had a good few requests for this.- The bootstrapper can only run the game once now, this was found to be triggering anticheat bans when people opened the game twice. (Quite how or why they did that we will never know).
- Process no longer runs in high priority. if you want it to run in high priority, you can add -high-priority to the command line. This caused mouse problems for some players so this has been swapped, this was a MW3 base game problem. If you still have problems, ensure your polling rate is under 125Hz.
- The game no longer touches input devices (microphones). this might fix the issue where people with microphone-related software on their machine cannot launch the game. Some people reported static noises, this is caused by the MW3 base game, it would max their input volume when launched and some people had the option "listen to this device" enabled.
- Rcon bug found that caused server instability, this has been patched and confirmed as working by various server owners.
On this page
- r5316
- r5314
- r5304
- r5278
- r5266
- r5260
- r5246 - Hotfix
- r5244
- r5214
- r5202
- r5176
- r5164 - Hotfix
- r5162
- r5140
- r5124
- r5106 - T4 Refactor
- r4906
- r4891
- r4875
- r4855
- r4837
- r4822
- r4811 - T5 Refactor
- r4542
- r4526
- r4524
- r4520
- r4516 - T6 Refactor
- r4035
- r3963
- r3903
- r3869
- r3855
- r3755
- r3705
- r3701
- r3665
- r3663
- r3641
- r3613
- r3605
- r3553
- r3519
- r3514
- r3417
- r3412
- r3408
- r3327
- r3321
- r3266
- r3259
- r3208
- r3207
- r3192
- r3174
- r3042
- r2905
- r2794
- r2748
- r2702
- r2693 - T4 SP refactor
- r2485
- r2462
- r2385
- r2234
- r2190
- r2158
- r2155
- r2109
- r2107 - Aim Assist is here
- r2016
- r1953
- r1824 - MW3 & BO2 GSC Modding update
- r1790
- r1728 - Hotfix
- r1715 - Plutonium T4 Release
- r1205 - g_randomSeed
- r1177
- r1166
- r1163
- r1137 - Christmas Update
- r1065
- r920
- r877
- r827
- r803
- r791
- r742 - Native Controller Support
- r687
- r619 - The Aiming Update
- r600
- r554
- r496
- r499
- r363