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CoD4 Mod : OpenWarfare Project Version 0.0.1    
Saturday, May 24 2008 @ 09:12 PM CEST

Call of Duty 4 Mod + Mapping

CoD4 Mod : OpenWarfare Project Version 0.0.1




Features:
- Ranked with custom classes (sorry Admins running Linux servers, I don't have a Linux server to test the mod so I really have no idea how this mod will behave on Linux servers but I know there's a problem with ranking that should be fixed on the next COD4 patch).
- Spawn protection based on time. It gets automatically disabled if the protected player fires a gun, uses the knife, or throws any type of grenade.
- Spawn protection hit icon, a player shooting a protected player receives a hit icon feedback indicating that such player is being spawn protected.
- Option to disable hit icons from direct hits, through walls, or both.
- Option to disable the Juggernaut feedback icon.
- Option to move progress bars (capturing/destroying HQs, planting bombs, etc) to the bottom of the screen so it's not in the middle.
- Option to adjust fall damage height.
- Option to force auto assign so players can't pick a certain team.



- New health regeneration method that it's more progressive based on time.
- Option to disable the pain sounds.
- Option to set the health amount.
- Option to enable blood splatters when taking damage.
- Option to enable headshot blood splatter feedback.
- Option to enable knife blood splatter feedback.
- Option to enable anti bunny-hopping (I'm really proud of this implementation).
- Option to set the speed of the players based on what weapon they carry.
- Option to decrease the speed of the player by 12.5% if the player is using the Overkill perk.
- Option to disable the KILL icon and icons on the minimaps for the bomb carrier in Sabotage.
- Option to disable the flashing of the icons in Headquarters.
- Option to disable the flashing of the icons and the announcer in Domination when losing a flag.

More features in READ MORE


Support Forum : http://openwarfare.no-ip.org

CoD 4 Mod OpenWarfare Project Version 0.0.1 link :

http://www.mariannedemooy.com/geeklog/html/staticpages/index.php/Call-of-Duty-4-Mod-Download



More Features :

- Option to disable hardpoints (UAV, Airstrike, Heli)
- Option to remove hardpoints upon death (if you get a hardpoint before you die you won't have that hardpoint when you spawn next time)
- Option to cycle hardpoints without dying. Let's say you set to have hardpoint like in stock, if you don't die to will get the following hardpoints at the following kill streaks 3=UAV, 5=Airstrike, 7=Heli, 10=UAV, 12=Airstrike, 14=Heli, 17=UAV, etc.
- Option to change the number of kill streaks to get a hardpoint.
- Option to change the life spam of the UAV.
- Option to disable the announcer telling the enemy the UAV is going online.
- Option to set an interval (in seconds) between airstrikes for the same team. For example, set this to 90 and each team will only be allowed to use airstrikes every 90 seconds.
- Option to disable the announcer telling the enemy an airstrike is coming.
- Option to disable airstrike kills count toward the kill streak (thanks to Number7 for the idea!).
- Option to set an interval (in seconds) between helicopters for the same team. For example, set this to 90 and each team will only be allowed to use helicopters every 90 seconds.
- Option to disable the announcer telling the enemy a helicopter is coming.
- Option to disable helicopter kills count toward the kill streak (thanks to Number7 for the idea!).
- Option to setup messages that rotate in the server (no limitation of number of messages).
- Option to setup banner messages on the bottom of the screen that rotate in the server (no limitation of number of banners).
- Option to disable any perk. If a player spawns using a custom class that uses a restricted perk the perk will be removed from the player at that point.
- Option to check for frag grenades for Martyrdom. A player using the Martyrdom perk needs to have at least one frag grenade left in their inventory for Martyrdom to work at the time of their death.
- Options to control which options under voting should be enabled/disabled.
- Some custom maps have been added to the standard voting menus until I develop a new map voting system. Please be careful with this as it might crash your server if a map that you don't have in your server wins the vote.

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The idea of the OpenWarfare Project was born on May 7th while driving home from work.

I wanted to create a mod with features that I have been waiting forever to be implemented in other mods but I didn't want this to just be another mod. I wanted to make it different where the development doesn't really depend on the spare time of a single person. I happen to personally believe in the power of open source code and this was the perfect opportunity. Creating a mod where people not only can suggest new ideas or features but where they can also help implementing them if they are willing to do so. By the time I got home I had the idea, I had the name: OpenWarfare but had no idea where to start.

After a couple of weeks working with this mod I started to feel really proud of what I was able to accomplish during a short period of time. The first couple of days were hard but everything started to make sense after long hours reading lines and lines of source code included in the ModTools. I was ready to give up on a couple of occasions but I decided to keep going forward and today I'm glad I did.

I know that by having a policy of open source code some other modders might use the source code from this mod for their own projects and I have no problem with it. If they want to give credit to this project which is the correct thing to do I will really appreciate it but it they decide otherwise I will not send the mod police after them as I have really no intention in wasting time on that. All the source code in this mod has been written from scratch and nothing has been taken from existing mods. The main reason to do this project is also to learn and I'm sure there's not a lot of learning by doing copy and paste. Also it will be irresponsible to use some other person's source code and then release it to the public as "open source", right?

For the first release I have tried to implement some functionality found in some other mods as a means to catch up with them (I have to support some "standard" features if I pretend people to make the transition to this mod) but I have also implemented some new cool features that haven't been done in other mods (that I know of) so far.

Before listing all the features included I would like to send a big THANK YOU to my clan mates at FLOT (http://flotserver.net) who were a really big help and put up with the early releases of the mod. You guys rock!

by t3chn0r




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