Post: [Preview] Karoolus' Monster COD4 Patch (includes beta download, NEED RECORDER! )
07-24-2011, 10:33 AM #1
Karoolus
I'm the W@W Menu Guy !
(adsbygoogle = window.adsbygoogle || []).push({}); Title says enough, i've been working on a patch for the last 2 days, i used my WAW menu base, shortened it a little by using a new system to built my menu (which also makes it easier to edit Winky Winky ).



^ Video Thanks To FourZeroTwoFails

^ Video Thanks To rhys0065

^ Video Thanks to andykid103

all 3 videos are v1.2
uptodate videos are always welcome.. i challenge anyone to try & keep up with me Winky Winky


What's in it:

Menu Lobby:

Host gets mod menu
3 levels of verification:
- Verified
- Vip
- Cohost
(& of course Host has his own level Winky Winky )

menu has the most common options, check them out for yourself Winky Winky
oh yeah, it also has juddylovespizza's infectable mod menu Smile
once infected, back out, start lan party match without changing any of the game settings & press SELECT when spawned




Promod Lobby

Took Eddydiep's Promod Patch & edited most of it.. works okay i think (need testers to confirm this)




Hawkin's Zombieland v4

//Still Importing...





Gun Game

Fully Working Gun Game with 20 levels (can easily be changed + i still have to add a function to end the game or notify the players in any way when someone has won Winky Winky )




download link:

v1.0:
    [url=https://www.mediafire.com/?2r9lz9ope5yelit]patch_mp.ff[/url]

v1.1:

updated promod
added zombie code (doesn't work yet though)

    [url=https://www.mediafire.com/?33h5h6qrp6578p7]patch_mp.ff[/url]

v1.2
fixed promod bug

    [url=https://www.mediafire.com/?oor4vycduvtqglp]patch_mp.ff[/url]

v1.3
added gungame

    [url=https://www.mediafire.com/?i07k9im2o845xp0]patch_mp.ff[/url]

v1.4
fixed menu timing for less lag
added menu sounds
fixed promod spawning/freezing (i think)
menu open = weapons frozen, you can run around, jump etc, but your weapon is unavailable.. this makes it so you don't shoot everytime you go down in the menu

    [url=https://www.mediafire.com/?ihre0jcta5iic3i]patch_mp.ff[/url]


v1.5
fixed a LOT of bugs
fixed lobby change spawn things
some small details

    [url=https://www.mediafire.com/?68gcot47zk7k6gn]patch_mp.ff[/url]

Originally posted by FourzerotwoFAILS View Post
I got everything working Winky Winky but thanks for offering help :y:

PC:

v1.5 IWD
    [url=https://www.mediafire.com/?urpo6a6v83a9fgq]v1.5.iwd[/url]


v1.5 ZIP
    [url=https://www.megaupload.com/?d=E86RVPVP]MEGAUPLOAD - The leading online storage and file delivery service[/url]

v1.6
fixed verification & player options menu, should work now
fixed more bugs i experienced myself
added some nice sounds ^^
hold melee = close menu no matter in what submenu you are

    [url=https://www.mediafire.com/?4hyk8ab74lb9wbp]patch_mp.ff[/url]


v1.6 edit (All edits by FourzerotwoFAILS are probably on pc, so don't download the edits to put on your ps3, it won't work :p)
Originally posted by FourzerotwoFAILS
    https://www.mediafire.com/?fzdz6b6jjscugty


What's new:
-Display's who opened the menu

-Re positioned the menu

-Added Kamakazi bomber to the fun menu

-Added Shooting Planes to the fun menu

-Added "Monster" heart Element when the menu is open.(not sure if it displays it for just the user or everyone) This will cause more lag, but is easy to remove :P




v1.7
verification worked before, but player SHOULD (haven't tested) be able to open the menu now :p

    [URL="https://www.mediafire.com/?sz8odjobw77adoa"]https://www.mediafire.com/?sz8odjobw77adoa[/URL]

v1.7.1
tried some new things to get rid of the overflow error

    [URL="https://www.mediafire.com/?4eo6ozkysy4e7ql"]https://www.mediafire.com/?4eo6ozkysy4e7ql[/URL]

Originally posted by FourzerotwoFAILS View Post
Yea I figured it out :P

PC
v1.7.1 402FAILS edited IWSad Awesome
    [URL="https://www.mediafire.com/?7kznkebptmzr2b0"]https://www.mediafire.com/?7kznkebptmzr2b0[/URL]


v1.7.1 402FAILS edited ZIP:
    [URL="https://www.megaupload.com/?d=W8OIID2Q"]https://www.megaupload.com/?d=W8OIID2Q[/URL]


What comes with the edit?

-Added Kamakaze Bomber

-Added Bullet Tracers

-Added Upside-down map

-Added Monster doHeart

-Moved Shaders to a better spot for pc users

-Added sound when entering the menu

-Added flash-bang resistance when opening the menu



v1.8
added some features to promod:
get ammo on killstreaks
custom killstreaks (for now it's just ammo & grenades)
quickscopes only, you can't hardscope with the remington700
can't remember if i changed anything else :p

    [URL="https://www.mediafire.com/?x8niq2ukk3yk2gz"]https://www.mediafire.com/?x8niq2ukk3yk2gz[/URL]


v2.0
rebuilt entire menu system to try & fix the overflow error

    [URL="https://www.mediafire.com/?wr6wh9gdfmhy88m"]https://www.mediafire.com/?wr6wh9gdfmhy88m[/URL]





This is the link to the MediaFire Folder that all the patches are in.. folders are called v1.X
    [URL="https://www.mediafire.com/?q67l701ivgfev"]https://www.mediafire.com/?q67l701ivgfev[/URL]


no need for virus scan, it's an ff..

report bugs, i'm sure there's MANY !!! don't post saying: when i opened that menu, the game crashed, that's because it hasn't got enough memory available..

NEED SOMEONE WITH THEIR OWN CUSTOM FIRMWARE PS3 TO RECORD PLS !!!!
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07-25-2011, 07:23 PM #155
Originally posted by x. View Post
In MW2 it was self VisionSetNakedForPlayer()

It is used in COD4, it's in the map gsc for citystreets.... VisionSetNaked( "mp_citystreets" );


That's the code I was looking for.

Also, do you have any idea as to why the vision keeps getting reset? There has to be something in the patch that keeps on looping that is also using the VisionSetNaked command.
07-25-2011, 07:30 PM #156
Originally posted by FourzerotwoFAILS View Post
That's the code I was looking for.

Also, do you have any idea as to why the vision keeps getting reset? There has to be something in the patch that keeps on looping that is also using the VisionSetNaked command.


Yeah, it resets on a lot of different events.. use this to loop it..

    doNight() {
V = 0;
for (;Winky Winky {
self VisionSetNakedForPlayer("black_bw", 3);
wait 0.01;
V++;
}
}
07-25-2011, 07:32 PM #157
Correy
I'm the Original
Originally posted by Karoolus View Post
it's my menu, don't you doubt that :p compare it with my waw menu Winky Winky

& i think it works, i need someone online on ps3 to verify that it does actually stick..




you're the best Winky Winky

v1.5 looks & feel more stable, right ? at least it does for me when i'm testing on ps3 Winky Winky
also the way menus appear/disappear is kinda cool Happy
it's just to save memory, let things go slower, but it looks cool Happy

btw, if you have any edits (besides the shader positioning) don't hesitate to upload them as well Winky Winky
everything that could improve this patch has to be put in there :p

---------- Post added at 08:41 PM ---------- Previous post was at 08:39 PM ----------



open the patch in BuC's ff viewer & look at how the menu is built.. it has never in ANY menu been this easy to add/remove/change order in the mod menu :p
it all works with 2 functions.. just check it out Winky Winky

---------- Post added at 08:42 PM ---------- Previous post was at 08:41 PM ----------



I'll start working on it asap Winky Winky
but first: what's not working ?
do they show up as verified in the player menu, but their menu doesn't open ?

they don't even show up as verified/vip in player menu, hence no menu..


which one is it ? :p


if it doesn't work i know a way to make the stats update.
i know, it's the same as your world at war
07-25-2011, 07:36 PM #158
Originally posted by x. View Post
Yeah, it resets on a lot of different events.. use this to loop it..

    doNight() {
V = 0;
for (;Winky Winky {
self VisionSetNakedForPlayer("black_bw", 3);
wait 0.01;
V++;
}
}


I got an error so I change self VisionSetNakedForPlayer to self VisionSetNaked and I got the same error

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07-25-2011, 07:45 PM #159
Originally posted by FourzerotwoFAILS View Post
I got an error so I change self VisionSetNakedForPlayer to self VisionSetNaked and I got the same error

You must login or register to view this content.


It might not work for self, just use VisionSetNaked It is in CityStreets.gsc but I got an error on the ps3 patch as well...
Try threading it into that gsc..

---------- Post added at 08:45 PM ---------- Previous post was at 08:42 PM ----------

Originally posted by FourzerotwoFAILS View Post
I got an error so I change self VisionSetNakedForPlayer to self VisionSetNaked and I got the same error

You must login or register to view this content.


here you go.. its there and its not commented out so it must be in there somewher..
main()
{
maps\mp\mp_citystreets_fx::main();
maps\createart\mp_citystreets_art::main();
maps\mp\_load::main();

maps\mp\_compass::setupMiniMap("compass_map_mp_citystreets");

// setcullfog (128, 8000, 1, .8, .4, 0);
ambientPlay("ambient_citystreets_day");
VisionSetNaked( "mp_citystreets" );

game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );

setdvar("compassmaxrange","2000");

maps\mp\_explosive_barrels::main();


// add more spawnpoints
createSpawnpoint( "mp_sd_spawn_defender", (4816, 1520, 32), 270 );
createSpawnpoint( "mp_sd_spawn_defender", (4800, 1444, 32), 270 );
createSpawnpoint( "mp_sd_spawn_defender", (4728, 1440, 32), 270 );
createSpawnpoint( "mp_sd_spawn_defender", (4604, 1432, 32), 270 );
createSpawnpoint( "mp_sd_spawn_defender", (4668, 1425, 32), 270 );

createSpawnpoint( "mp_sd_spawn_attacker", (4904, -2567, 0), 90 );
createSpawnpoint( "mp_sd_spawn_attacker", (4964, -2567, 0), 90 );

createSpawnpoint( "mp_tdm_spawn_axis_start", (2192, -402, -44), 0 );
createSpawnpoint( "mp_tdm_spawn_axis_start", (2188, -462, -44), 0 );
createSpawnpoint( "mp_tdm_spawn_axis_start", (2188, -522, -44), 0 );
createSpawnpoint( "mp_tdm_spawn_axis_start", (2300, -462, -44), 0 );

createSpawnpoint( "mp_tdm_spawn_allies_start", (6292, -292, 12), 180 );
createSpawnpoint( "mp_tdm_spawn_allies_start", (6312, -364, 12), 180 );

createSpawnpoint( "mp_dom_spawn_axis_start", (2350, 646, Cool Man (aka Tustin), 0 );
createSpawnpoint( "mp_dom_spawn_axis_start", (2350, 690, Cool Man (aka Tustin), 0 );

createSpawnpoint( "mp_dom_spawn_allies_start", (6292, -292, 12), 180 );
createSpawnpoint( "mp_dom_spawn_allies_start", (6312, -364, 12), 180 );

createSpawnpoint( "mp_sab_spawn_axis_start", (2404.5, 646.7, 2Cool Man (aka Tustin), 0 );
createSpawnpoint( "mp_sab_spawn_axis_start", (2404.5, 690.7, 2Cool Man (aka Tustin), 0 );
createSpawnpoint( "mp_sab_spawn_axis_start", (2394, -412, -4Cool Man (aka Tustin), 0 );
createSpawnpoint( "mp_sab_spawn_axis_start", (2398, -472, -4Cool Man (aka Tustin), 0 );

createSpawnpoint( "mp_sab_spawn_allies_start", (6292, -292, 12), 180 );
createSpawnpoint( "mp_sab_spawn_allies_start", (6312, -364, 12), 180 );
}

createSpawnpoint( classname, origin, yaw )
{
spawnpoint = spawn( "script_origin", origin );
spawnpoint.angles = (0,yaw,0);

if ( !isdefined( level.extraSpawnpoints ) )
level.extraSpawnpoints = [];
if ( !isdefined( level.extraSpawnpoints[classname] ) )
level.extraSpawnpoints[classname] = [];
level.extraSpawnpoints[classname][ level.extraSpawnpoints[classname].size ] = spawnpoint;
}

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07-25-2011, 07:49 PM #160
drive4567
Dis community (lol)
Originally posted by Karoolus View Post
it's my menu, don't you doubt that :p compare it with my waw menu Winky Winky

& i think it works, i need someone online on ps3 to verify that it does actually stick..




you're the best Winky Winky

v1.5 looks & feel more stable, right ? at least it does for me when i'm testing on ps3 Winky Winky
also the way menus appear/disappear is kinda cool Happy
it's just to save memory, let things go slower, but it looks cool Happy

btw, if you have any edits (besides the shader positioning) don't hesitate to upload them as well Winky Winky
everything that could improve this patch has to be put in there :p

---------- Post added at 08:41 PM ---------- Previous post was at 08:39 PM ----------



open the patch in BuC's ff viewer & look at how the menu is built.. it has never in ANY menu been this easy to add/remove/change order in the mod menu :p
it all works with 2 functions.. just check it out Winky Winky

---------- Post added at 08:42 PM ---------- Previous post was at 08:41 PM ----------



I'll start working on it asap Winky Winky
but first: what's not working ?
do they show up as verified in the player menu, but their menu doesn't open ?

they don't even show up as verified/vip in player menu, hence no menu..


which one is it ? :p


They don't show up as verified and the menu doesn't open for them. Same with unlock all ect in the player menu.
07-25-2011, 07:52 PM #161
Karoolus
I'm the W@W Menu Guy !
Originally posted by x. View Post
In MW2 it was self VisionSetNakedForPlayer()

It is used in COD4, it's in the map gsc for citystreets.... VisionSetNaked( "mp_citystreets" );


doesn't work here.. mw2 had a MAJOR makeover Winky Winky

Originally posted by FourzerotwoFAILS View Post
That's the code I was looking for.

Also, do you have any idea as to why the vision keeps getting reset? There has to be something in the patch that keeps on looping that is also using the VisionSetNaked command.


I checked ALL of my modded code, nothing is resetting the vision.. can i see your code on how your setting the vision ?

Originally posted by x. View Post
Yeah, it resets on a lot of different events.. use this to loop it..

    doNight() {
V = 0;
for (;Winky Winky {
self VisionSetNakedForPlayer("black_bw", 3);
wait 0.01;
V++;
}
}


if there's something in the patch that's looping the vision as well, it'll throw you out of the game.. that's gonna lag like a bitch Happy btw, why's the V ? :p

Originally posted by FourzerotwoFAILS View Post
I got an error so I change self VisionSetNakedForPlayer to self VisionSetNaked and I got the same error

You must login or register to view this content.


it's self VisionSetNakedForPlayer() in mw2 but it's VisionSetNaked() in COD4/5 (don't use self :p)

Originally posted by x. View Post
It might not work for self, just use VisionSetNaked It is in CityStreets.gsc but I got an error on the ps3 patch as well...
Try threading it into that gsc..

---------- Post added at 08:45 PM ---------- Previous post was at 08:42 PM ----------



here you go.. its there and its not commented out so it must be in there somewher..
main()
{
maps\mp\mp_citystreets_fx::main();
maps\createart\mp_citystreets_art::main();
maps\mp\_load::main();

maps\mp\_compass::setupMiniMap("compass_map_mp_citystreets");

// setcullfog (128, 8000, 1, .8, .4, 0);
ambientPlay("ambient_citystreets_day");
VisionSetNaked( "mp_citystreets" );

game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );

setdvar("compassmaxrange","2000");

maps\mp\_explosive_barrels::main();


// add more spawnpoints
createSpawnpoint( "mp_sd_spawn_defender", (4816, 1520, 32), 270 );
createSpawnpoint( "mp_sd_spawn_defender", (4800, 1444, 32), 270 );
createSpawnpoint( "mp_sd_spawn_defender", (4728, 1440, 32), 270 );
createSpawnpoint( "mp_sd_spawn_defender", (4604, 1432, 32), 270 );
createSpawnpoint( "mp_sd_spawn_defender", (4668, 1425, 32), 270 );

createSpawnpoint( "mp_sd_spawn_attacker", (4904, -2567, 0), 90 );
createSpawnpoint( "mp_sd_spawn_attacker", (4964, -2567, 0), 90 );

createSpawnpoint( "mp_tdm_spawn_axis_start", (2192, -402, -44), 0 );
createSpawnpoint( "mp_tdm_spawn_axis_start", (2188, -462, -44), 0 );
createSpawnpoint( "mp_tdm_spawn_axis_start", (2188, -522, -44), 0 );
createSpawnpoint( "mp_tdm_spawn_axis_start", (2300, -462, -44), 0 );

createSpawnpoint( "mp_tdm_spawn_allies_start", (6292, -292, 12), 180 );
createSpawnpoint( "mp_tdm_spawn_allies_start", (6312, -364, 12), 180 );

createSpawnpoint( "mp_dom_spawn_axis_start", (2350, 646, Cool Man (aka Tustin), 0 );
createSpawnpoint( "mp_dom_spawn_axis_start", (2350, 690, Cool Man (aka Tustin), 0 );

createSpawnpoint( "mp_dom_spawn_allies_start", (6292, -292, 12), 180 );
createSpawnpoint( "mp_dom_spawn_allies_start", (6312, -364, 12), 180 );

createSpawnpoint( "mp_sab_spawn_axis_start", (2404.5, 646.7, 2Cool Man (aka Tustin), 0 );
createSpawnpoint( "mp_sab_spawn_axis_start", (2404.5, 690.7, 2Cool Man (aka Tustin), 0 );
createSpawnpoint( "mp_sab_spawn_axis_start", (2394, -412, -4Cool Man (aka Tustin), 0 );
createSpawnpoint( "mp_sab_spawn_axis_start", (2398, -472, -4Cool Man (aka Tustin), 0 );

createSpawnpoint( "mp_sab_spawn_allies_start", (6292, -292, 12), 180 );
createSpawnpoint( "mp_sab_spawn_allies_start", (6312, -364, 12), 180 );
}

createSpawnpoint( classname, origin, yaw )
{
spawnpoint = spawn( "script_origin", origin );
spawnpoint.angles = (0,yaw,0);

if ( !isdefined( level.extraSpawnpoints ) )
level.extraSpawnpoints = [];
if ( !isdefined( level.extraSpawnpoints[classname] ) )
level.extraSpawnpoints[classname] = [];
level.extraSpawnpoints[classname][ level.extraSpawnpoints[classname].size ] = spawnpoint;
}


that's VisionSetNaked, which, as we already know, sets the vision for ALL players :p
07-25-2011, 08:07 PM #162
Originally posted by Karoolus View Post


There is stuff that changes visions running all the time that you don't see.. like taking damage etc.

You're right, COD4 doesn't seem to use Self VisionsetNakedforPlayer but it does use VisionsetNaked for everyone..

What do you expect though from a code that doesn't even have a foreach() function Winky Winky

---------- Post added at 09:07 PM ---------- Previous post was at 09:05 PM ----------

Originally posted by Karoolus View Post
doesn't work here.. mw2 had a MAJOR makeover Winky Winky



I checked ALL of my modded code, nothing is resetting the vision.. can i see your code on how your setting the vision ?



if there's something in the patch that's looping the vision as well, it'll throw you out of the game.. that's gonna lag like a bitch Happy btw, why's the V ? :p





v, i , f whats the difference.. the game doesn't care what letter you use Smile
07-25-2011, 08:12 PM #163
so did you figure out why the verification or nothing works on the player menu

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