CoD 2 info!!!

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Koekie
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CoD 2 info!!!

Post by Koekie » September 27th, 2005, 3:39 pm

Minimum System Requirements:
- 3D Hardware Accelerator Card Required - 100% DirectX(R) 9.0c compatible 64 MB Hardware Accelerator video card and the latest drivers
- English version of Microsoft(R) Windows(R) 2000/XP
- Pentium(R) 4 1.4GHz or AMD Athlon(TM) XP 1700+
- 256 MB RAM (512 MB RAM recommended)
- DirectX(R) 9.0c (Not Included with Demo)
- 100% DirectX(R) 9.0c compatible 16-bit sound card and latest drivers.
- 100% Windows(R) 2000/XP compatible mouse, keyboard and latest drivers
- 700 MB of uncompressed free hard disk space (plus 800MB for Windows(R) 2000/XP swap file)

Important Note: *Some 3D accelerator cards with the chipset listed here may not be compatible with the 3D acceleration features utilized by the Call of Duty(R) 2 Demo. Please refer to your hardware manufacturer for 100% DirectX(R) 9.0c compatibility.

This product does not support Microsoft(R) Windows(R) 95/98/ME or NT.

SUPPORTED CHIPSETS:
- ATI(R) Radeon(R) 8500
- ATI(R) Radeon(R) 9000
- ATI(R) Radeon(R) 9200
- ATI(R) Radeon(R) 9500
- ATI(R) Radeon(R) 9600
- ATI(R) Radeon(R) 9700
- ATI(R) Radeon(R) 9800
- ATI(R) Radeon(R) X300
- ATI(R) Radeon(R) X550
- ATI(R) Radeon(R) X600
- ATI(R) Radeon(R) X700
- ATI(R) Radeon(R) X800
- ATI(R) Radeon(R) X850
- NVidia(R) Geforce(tm)2 Ultra
- All NVidia(R) Geforce(tm) 3/Ti Series
- All NVidia(R) Geforce(tm) 4/Ti Series
- All NVidia(R) Geforce(tm) FX Series
- All NVidia(R) Geforce(tm) 6 Series
- All NVidia(R) Geforce(tm) 7 series
Someone went through the pk3's and found the maplist:
SD

set sv_mapRotation "gametype sd map mp_breakout gametype sd map mp_brecourt gametype sd map mp_burgundy gametype sd map mp_carentan gametype sd map mp_dawnville gametype sd map mp_decoy gametype sd map mp_downtown gametype sd map mp_farmhouse gametype sd map mp_leningrad gametype sd map mp_matmata gametype sd map mp_railyard gametype sd map mp_toujane gametype sd map mp_trainstation"

TDM

set sv_mapRotation "gametype tdm map mp_breakout gametype tdm map mp_brecourt gametype tdm map mp_burgundy gametype tdm map mp_carentan gametype tdm map mp_dawnville gametype tdm map mp_decoy gametype tdm map mp_downtown gametype tdm map mp_farmhouse gametype tdm map mp_leningrad gametype tdm map mp_matmata gametype tdm map mp_railyard gametype tdm map mp_toujane gametype tdm map mp_trainstation"


HQ

set sv_mapRotation "gametype hq map mp_breakout gametype hq map mp_brecourt gametype hq map mp_burgundy gametype hq map mp_carentan gametype hq map mp_dawnville gametype hq map mp_decoy gametype hq map mp_downtown gametype hq map mp_farmhouse gametype hq map mp_leningrad gametype hq map mp_matmata gametype hq map mp_railyard gametype hq map mp_toujane gametype hq map mp_trainstation"

DM

set sv_mapRotation "gametype dm map mp_breakout gametype dm map mp_brecourt gametype dm map mp_burgundy gametype dm map mp_carentan gametype dm map mp_dawnville gametype dm map mp_decoy gametype dm map mp_downtown gametype dm map mp_farmhouse gametype dm map mp_leningrad gametype dm map mp_matmata gametype dm map mp_railyard gametype dm map mp_toujane gametype dm map mp_trainstation"

CTF

set sv_mapRotation "gametype ctf map mp_breakout gametype ctf map mp_brecourt gametype ctf map mp_burgundy gametype ctf map mp_carentan gametype ctf map mp_dawnville gametype ctf map mp_decoy gametype ctf map mp_downtown gametype ctf map mp_farmhouse gametype ctf map mp_leningrad gametype ctf map mp_matmata gametype ctf map mp_railyard gametype ctf map mp_toujane gametype ctf map mp_trainstation"


i know its the same rotation but u can see witch game play we will have !

5 game play CTF , DM , TDM , SD HQ
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<LT>YosemiteSam[NL]
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Post by <LT>YosemiteSam[NL] » September 27th, 2005, 3:42 pm

Very usefull koekie..thx alot 8)

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Post by Koekie » September 27th, 2005, 3:54 pm

you're welcome, thought I'd share ^^

btw. there is a mod that allows you to play the demo as axis
download it here

readme is included, got it from callofduty.nl so creds go to them :D
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Post by <LT>YosemiteSam[NL] » September 27th, 2005, 4:04 pm

Ok thx... :)

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Post by Drofder2004 » September 27th, 2005, 4:29 pm

Thats what Im doing now...

Heres some interesting new commands (there are hundreds, but heres a few I jotted down)

/meteors
^Dont know what it does

/cg_drawhealth 1
^Get your health bar back ;)

/cg_noclip /cg_ufo
^Same as normal but, they take you back to the spot you started at.

/jump_height
^Seems to be an option to make you jump higher, I think it is cheat protected (ill get back to ya on this one)

/noai
^Removes most AI (AI are not just the the characters that spawn, they are the ones that are assigned to jobs (eg, MG, Flak88, Running across the screen). It also allows you to kill your team (It may not have been this option, but Im sure after I turned this on i could kill my own team without a worry. It helped me get a bren).

/testgun
^Obviously a test feature but for now, its the same as cg_drawgun 0 ;)

I'm gonna get more info, but i'll post what I find as I find it ;)

(btw, that link does not work for me, axis).
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Post by Drofder2004 » September 27th, 2005, 4:31 pm

New find alerady ;D

A script for the rotating "model" viewer ;D

// Model viewer

bind kp_5 "toggle cg_thirdperson;vstr a0;vstr r40"
bind kp_uparrow "vstr closer"
bind kp_downarrow "vstr farther"
bind kp_leftarrow "vstr left"
bind kp_rightarrow "vstr right"

set a0 "cg_thirdpersonangle 0;set left vstr a10;set right vstr a350"
set a10 "cg_thirdpersonangle 10;set left vstr a20;set right vstr a0"
set a20 "cg_thirdpersonangle 20;set left vstr a30;set right vstr a10"
set a30 "cg_thirdpersonangle 30;set left vstr a40;set right vstr a20"
set a40 "cg_thirdpersonangle 40;set left vstr a50;set right vstr a30"
set a50 "cg_thirdpersonangle 50;set left vstr a60;set right vstr a40"
set a60 "cg_thirdpersonangle 60;set left vstr a70;set right vstr a50"
set a70 "cg_thirdpersonangle 70;set left vstr a80;set right vstr a60"
set a80 "cg_thirdpersonangle 80;set left vstr a90;set right vstr a70"
set a90 "cg_thirdpersonangle 90;set left vstr a100;set right vstr a80"
set a100 "cg_thirdpersonangle 100;set left vstr a110;set right vstr a90"
set a110 "cg_thirdpersonangle 110;set left vstr a120;set right vstr a100"
set a120 "cg_thirdpersonangle 120;set left vstr a130;set right vstr a110"
set a130 "cg_thirdpersonangle 130;set left vstr a140;set right vstr a120"
set a140 "cg_thirdpersonangle 140;set left vstr a150;set right vstr a130"
set a150 "cg_thirdpersonangle 150;set left vstr a160;set right vstr a140"
set a160 "cg_thirdpersonangle 160;set left vstr a170;set right vstr a150"
set a170 "cg_thirdpersonangle 170;set left vstr a180;set right vstr a160"
set a180 "cg_thirdpersonangle 180;set left vstr a190;set right vstr a170"
set a190 "cg_thirdpersonangle 190;set left vstr a200;set right vstr a180"
set a200 "cg_thirdpersonangle 200;set left vstr a210;set right vstr a190"
set a210 "cg_thirdpersonangle 210;set left vstr a220;set right vstr a200"
set a220 "cg_thirdpersonangle 220;set left vstr a230;set right vstr a210"
set a230 "cg_thirdpersonangle 230;set left vstr a240;set right vstr a220"
set a240 "cg_thirdpersonangle 240;set left vstr a250;set right vstr a230"
set a250 "cg_thirdpersonangle 250;set left vstr a260;set right vstr a240"
set a260 "cg_thirdpersonangle 260;set left vstr a270;set right vstr a250"
set a270 "cg_thirdpersonangle 270;set left vstr a280;set right vstr a260"
set a280 "cg_thirdpersonangle 280;set left vstr a290;set right vstr a270"
set a290 "cg_thirdpersonangle 290;set left vstr a300;set right vstr a280"
set a300 "cg_thirdpersonangle 300;set left vstr a310;set right vstr a290"
set a310 "cg_thirdpersonangle 310;set left vstr a320;set right vstr a300"
set a320 "cg_thirdpersonangle 320;set left vstr a330;set right vstr a310"
set a330 "cg_thirdpersonangle 330;set left vstr a340;set right vstr a320"
set a340 "cg_thirdpersonangle 340;set left vstr a350;set right vstr a330"
set a350 "cg_thirdpersonangle 350;set left vstr a0;set right vstr a340"
set r5 "cg_thirdpersonrange 5;set farther vstr r10;set closer vstr r500"
set r10 "cg_thirdpersonrange 10;set farther vstr r20;set closer vstr r5"
set r20 "cg_thirdpersonrange 20;set farther vstr r30;set closer vstr r10"
set r30 "cg_thirdpersonrange 30;set farther vstr r40;set closer vstr r20"
set r40 "cg_thirdpersonrange 40;set farther vstr r50;set closer vstr r30"
set r50 "cg_thirdpersonrange 50;set farther vstr r60;set closer vstr r40"
set r60 "cg_thirdpersonrange 60;set farther vstr r70;set closer vstr r50"
set r70 "cg_thirdpersonrange 70;set farther vstr r80;set closer vstr r60"
set r80 "cg_thirdpersonrange 80;set farther vstr r90;set closer vstr r70"
set r90 "cg_thirdpersonrange 90;set farther vstr r100;set closer vstr r80"
set r100 "cg_thirdpersonrange 100;set farther vstr r120;set closer vstr r90"
set r120 "cg_thirdpersonrange 120;set farther vstr r140;set closer vstr r100"
set r140 "cg_thirdpersonrange 140;set farther vstr r160;set closer vstr r120"
set r160 "cg_thirdpersonrange 160;set farther vstr r180;set closer vstr r140"
set r180 "cg_thirdpersonrange 180;set farther vstr r200;set closer vstr r160"
set r200 "cg_thirdpersonrange 200;set farther vstr r220;set closer vstr r180"
set r220 "cg_thirdpersonrange 220;set farther vstr r240;set closer vstr r200"
set r240 "cg_thirdpersonrange 240;set farther vstr r260;set closer vstr r220"
set r260 "cg_thirdpersonrange 260;set farther vstr r280;set closer vstr r240"
set r280 "cg_thirdpersonrange 280;set farther vstr r300;set closer vstr r260"
set r300 "cg_thirdpersonrange 300;set farther vstr r350;set closer vstr r280"
set r350 "cg_thirdpersonrange 350;set farther vstr r400;set closer vstr r300"
set r400 "cg_thirdpersonrange 400;set farther vstr r500;set closer vstr r350"
set r500 "cg_thirdpersonrange 500;set farther vstr r5;set closer vstr r400"
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Drofder2004
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Post by Drofder2004 » September 27th, 2005, 4:34 pm

Sorry about these triple posts but info just keeps coming in :P
this is the developers config, a few interesting commands here.

// Standard dev config file
bind b "god"
bind g "give all"
bind x "give health"
bind i "toggle g_entinfo 3 2 1 0"
bind l "toggle ai_shownearestnode 0 999"
bind k "ai allies delete"
bind n "noclip"
bind o "toggle r_measureOverdraw"
bind p "toggle r_showtris"
bind t "toggle timescale 100 1"
bind m "map_restart"
bind F12 "cg_drawMaterial 1;con_minicon 1;fs_debug 0; mapname;viewpos;wait 2;screenshotJPEG;cg_drawMaterial 0;con_minicon 0; fs_debug 2"
seta cg_instantaction "0"
seta logfile "2"
set r_displayrefresh 85
set r_swapinterval 1
set r_finish 1
set minicon "1"
bind y "toggle timescale 1 .1"

set ai_badPathSpam 1
bind / "toggle ai_showFriendlyChains 1 2 0"
bind = "toggle cl_paused 0 2"
bind j "toggle r_showtricounts"
bind u "toggle cg_drawmaterial"
bind f8 "cg_drawMaterial 1;con_minicon 1;g_entinfo 2;fs_debug 0; mapname;viewpos;wait 6;screenshotJPEG;con_minicon 0; fs_debug 2; g_entinfo 0; cg_drawMaterial 0"

bind [ "weapnext"
bind ] "weapprev"

bind \ "toggle r_fullbright 1 0"
bind - "ai all delete"

bind f1 "devgui"
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Post by Grom » September 27th, 2005, 4:46 pm

Nice finds Drofder. Btw, anyone knows how to put devmap on and use commands like /noclip, /god etc?

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Post by Koekie » September 27th, 2005, 4:49 pm

damn someone stole my topic ;O
j/k nice work drofder!
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Post by Drofder2004 » September 27th, 2005, 4:58 pm

I found these in the precached text sections (references)
WTF are they for... :P

REFERENCE OBJ_BEARS
LANG_ENGLISH "Shoot the two teddy bears."

REFERENCE OBJ_SHOOT
LANG_ENGLISH "Shoot the bottles and plates."

REFERENCE OBJ_TEST
LANG_ENGLISH "Shoot as many helmets as you can in 15 seconds."

REFERENCE OBJ_MELEE
LANG_ENGLISH "Melee Attack the mannequin with your weapon."

REFERENCE OBJ_POTATO1
LANG_ENGLISH "Throw potatoes at the marked targets. [&&1 remaining]"

REFERENCE OBJ_POTATO2
LANG_ENGLISH "Throw potatoes at the marked targets."

REFERENCE GRAB_POTATO
LANG_ENGLISH "Approach the open crates to pick up a potato."

REFERENCE THROW_POTATO
LANG_ENGLISH "Press [[{+frag}]] to throw a potato \ninto the areas marked by the arrows."

These were in a file called "moscow". I imagine this is going to be a training level, we will see soon ;D
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Post by Drofder2004 » September 27th, 2005, 4:58 pm

Gromgutten wrote:Nice finds Drofder. Btw, anyone knows how to put devmap on and use commands like /noclip, /god etc?
its something to do with the "monkeytoy" command. Find somewhere that does the normal cod cheats and copy it for cod2. it may just work ;D
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Post by Koekie » September 27th, 2005, 10:04 pm

MPUI.STR
REFERENCE DEATHMATCH
LANG_ENGLISH "Deathmatch"

REFERENCE TEAM_DEATHMATCH
LANG_ENGLISH "Team Deathmatch"

REFERENCE CAPTURE_THE_FLAG
LANG_ENGLISH "Capture the Flag"

REFERENCE HEADQUARTERS
LANG_ENGLISH "Headquarters"

REFERENCE SEARCH_AND_DESTROY
LANG_ENGLISH "Search and Destroy"

REFERENCE SQUADWARFARE???
LANG_ENGLISH "Squad Warfare"
new unknown gametype?
Last edited by Koekie on September 28th, 2005, 1:45 pm, edited 1 time in total.
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Post by <LT>YosemiteSam[NL] » September 28th, 2005, 12:18 am

I tried the devmap command and it started the demo again so i guess it works. Als /cg_timescale works in demo's.

The only annoying thing I stumbled upon is that when you use the noclip command (with noclip you can fly upwards with ufo you can't btw) it leaves a beg red box on the spot you used thecommand and you van still be hit (when they hit the box that is).

I also tried the notarget and god cheats but they don't seem to work, not even after devmap or sv_cheats 1 ?

Responding to that jump height command ; It seems to do nothing ... jumps are just as high.

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Post by MuRpHy* » September 28th, 2005, 12:55 am

shit nice work guys :) Thanks koekie and drofder :P You guys are my heros :lol:
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hehe

Post by Pwn-Rikku » September 28th, 2005, 5:32 pm

very good u 2 nice work i will buy cod2 definatly:)
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