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Call of Duty retail v1.5 patch
| Posted by jonchappell on Aug 21st 05 07:00 PM


CALL OF DUTY(tm) 1.5 PATCH README
Last Updated: 2004-12-09

INTRODUCTION & IMPORTANT NOTES

This document details numerous additions, fixes, and changes to Call of
Duty(tm) in the 1.5 patch.

IMPORTANT NOTE: Use of the in-game console is not supported by Activision(r).
Please do not contact Activision(r) Customer Support with issues that arise
from using console commands in-game.

It is strongly recommended that you disable any anti-virus software before
installing.


NOTES FOR MOD USERS:
- It is recommended that any user modifications that have been installed to the
Call of Duty(tm) directory be removed before installing this patch. These
modifications are not supported by Activision(r) and may not be compatible with
some of the new features that are included.
- Call of Duty(tm) does not support mods that have spaces in the mod's folder
name. Be sure that the folder that contains your mod does not have spaces;
otherwise users will not be able to download the files. For example, a mod in
a folder called "My Mod" would be invalid, whereas "MyMod" or "My_Mod" would
work.

IMPORTANT NOTE: Upon installing the 1.5 patch, you may be prompted to re-enter
your CD key. Please be sure to have your Call of Duty(tm) CD key handy.

INVALID INSTALLATION MESSAGE: If you get a "Setup did not detect a valid Call
of Duty(tm) CD Key" error message when installing the 1.5 patch, you can try
one of two things to address this issue:
1. Exit out of the patch setup and load up Call of Duty(tm) Multiplayer. In
the Multiplayer Options screen, re-enter your Call of Duty(tm) CD key, exit the
program, and then apply the patch again.
2. If you get the error again, exit out of the 1.5 patch installer.
Completely uninstall Call of Duty(tm), reinstall the game, and then apply the
patch.

Either one of these solutions should correct the problem.


NEW FEATURES

Added one new Multiplayer map. This map supports all current game types:

mp_tigertown

Tigertown is a small farm town located in Normandy, France which has been
partially destroyed by a heavy artillery attack. The environment is designed
for "Search and Destroy" as the American Airborne forces push their way up the
town's hillside to knock out the flak88 and Tiger tank heavily guarded by the
German Waffen SS. The Allied forces need to attack strategically and gain
ground quickly so as to distract the Axis from properly defending their
positions. Precision flanking from both sides is a key factor when taking over
and controlling the town.

Players in HQ, RE, SD, TDM, and BEL games can now call timeouts. To call a
timeout, use \matchtimeout in the console. To end a timeout in progress, use
\matchtimein. These commands are bindable. (Note to mod-makers: in order to
allow your players to call timeouts, the players have to belong to a team.ex:
Allies/Axis.)

All time measurements are in milliseconds.

Related server cvars:
1. g_timeoutsAllowed - The number of timeouts allowed per side.
2. g_timeoutLength - The length of each timeout.
3. g_timeoutRecovery - The length of the preparation period which occurs after
a time-in is called, or after a timeout expires. This recovery period is used
to alert all players that play is about to begin.
4. g_timeoutBank - The total amount of time a team can spend in timeout.
Related client cvars:
1. ui_timeoutsAllowed - Contains the value of the server's g_timeoutsAllowed
cvar.
2. ui_timeoutLength - Contains the value of the server's g_timeoutLength cvar.
3. ui_timeoutRecovery - Contains the value of the server's g_timeoutRecovery
cvar.
4. ui_timeoutBank - Contains the value of the server's g_timeoutBank cvar.

Added HTTP redirection for Servers running Mods or custom maps. To enable
redirection on the server, set sv_wwwDownload to 1. Set sv_wwwBaseURL to the
base directory where the files are stored. For example, if the server had a
file named 'myfile' meant to be stored locally at \Call of Duty\Main,
sv_wwwBaseURL should be set to "http://samplewebpage1.com/". The file should be
stored at http://samplewebpage1.com/Main/myfile. To prevent clients from taking
up a slot on the server while downloading, set sv_wwwDlDisconnected to 1. This
will free up a slot for the duration of the download and the client will
attempt to autoconnect when the download is complete. Set cl_wwwDownload to 1
to enable redirection downloading on the client.


MULTIPLAYER ENHANCEMENTS

Client console lock- Servers can now opt to disable a client's access to the
console by setting sv_disableClientConsole to 1. Mod creators should reference
the "Decimal Type Field" information under Scripting and Mods support.

Added g_deadChat - This server setting gives admins the ability to allow dead
players to chat with live players. Set this cvar to 1 to enable dead
chatting.

Added extra vote options - Players can now vote to change the killcam, draw
friendly icons, and friendly fire settings. (These do not use new cvars,
rather they give players the chance to change existing ones: scr_killcam,
scr_drawfriend, and scr_friendlyfire.)

Voting cvars for all vote options - Allows server admins to decide which voting
options their clients have access to. Set the cvar to 1 if you want to permit
players' votes on that option. New Cvars: g_allowVoteKick, g_allowVoteMap,
g_allowVoteMapRestart, g_allowVoteMapRotate, g_allowVoteTempBanUser,
g_allowVoteTypeMap, g_allowVoteDrawFriend, g_allowVoteFriendlyFire, and
g_allowVoteKillCam.

TDM scoring- Added an option to have killing teammates or committing suicide
during a TDM game reduce the team's score as well as the individual's. This
option is controlled by a cvar (scr_teamscorepenalty) and defaults to 0, which
is the original scoring method.

Private clients - The server browser now accurately displays the total number
of clients on a server-regardless of whether some of them are private clients.
The number of open private client slots is never displayed. Instead, when a
private client slot is filled, the perceived max clients value will increase.

Improved portal seams throughout the game.

Corrected an exploit that caused some servers to shut down unexpectedly.

Corrected an issue where screenshots sometimes appeared black on ATI(r)
Radeon(tm) 9800 cards

The games_mp.log file now records and formats all information properly in games
longer than 999 minutes.

The command "updatescreen" no longer turns off the ambient sound

scr_friendlyfire, scr_killcam, and scr_drawfriend are now read only cvars and
need to be setup in a config file prior to running a server. These cvars can be
changed in-game by using the voting system provided voting is enabled.


SCRIPTING AND MOD SUPPORT

IMPORTANT NOTE: Several features of the 1.5 Call of Duty(tm) patch are intended
for makers of end-user mods or to allow compatibility with certain mod
features. Most of the items listed below will only function properly with
scripting support from a mod.

New Server-Side Mod functionality - Server admins now have a way to flag pak
files as being "Server-Side only" and clients will never attempt to download
those pak files, regardless of client or server autodownload settings. To
enable this feature, place the following text anywhere in the name of the pak
file: "_svr_" (without the quotes). For instance, myservermod.pk3 would become
myservermod_svr_.pk3. This allows a server admin to leave downloading on at all
times without clients attempting to download the mod and will be especially
helpful for modded servers that run custom maps.

Added Squad chat - Players can now be assigned to squads from script. In
script, set the "self.sessionsquad" variable to one of the squad values:
"free", "squad_alpha" or "squad_bravo". The default setting is "free". There
is a new console command, which allows players to send a message to only their
squad mates. In the console, type "say_squad <message>". If the player is in
a squad, his message will be sent to each of his squadmates. If he is not in a
squad, the message will be sent to each of his teammates. Finally, if he is
not on a team, it will be sent to everyone. To bind this functionality to a
key, use "\bind [key] "messagesquad"".

Increased max cvar limit for MP: MAX_CVARS = 2048

Added Script command for player speed (The "maxspeed" script command sets a
player's speed before stance modifiers. If this feature is not used, the game
functions as normal.
Ex: self maxspeed(250)

Decimal Type Fields added - Menus can now be tweaked (to compensate for the
loss of console access when using sv_disableclientconsole). Print float values
by using ITEM_TYPE_DECIMALFIELD in the menu files. Pair up the decimal field
with the cvar/itemdef you wish to set and make sure that, within the decimal
field's itemdef, there is a cvarfloat defining the field's permitted numerical
range.

Added Autodemo - The autodemo capability consists of two script commands:
autodemostart and autodemostop. These commands should be placed in the
<gametype>.gsc and the syntax of the command is this: player autodemostart();.
To enable the autodemo capability on the server, set g_autodemo to 1. To force
a client to accept the autodemo command, set cg_autodemo to 1. Autodemos must
be enabled on the server in order for the client's setting to matter-if
g_autodemo is set to 0, clients will not receive the command.

Added Autoscreenshot - The autoscreenshot capability relies on a script
command: autoscreenshot. This command should be placed in the <gametype>.gsc
and the syntax of the command is this: player autoscreenshot();. To enable the
autoscreenshot capability on the server, set g_autoscreenshot to 1. To force a
client to accept the autoscreenshot command, set cg_autoscreenshot to 1.
Autoscreenshots must be enabled on the server in order for the client's setting
to matter-if g_autoscreenshot is set to 0, clients will not receive the
command.

Added a new demo fast forward command - "jumptodemoend".

Added 'getstance()' - A script command which returns which stance a player is
in: stance = self getstance(); Returned values will be "stand", "crouch", or
"prone."

 
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