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Published by GODh 18 years ago , last updated 5 years ago
The year has started good! After more than 1.5 years after the Goldrush 1.3 release the Goldrush team has released version 2.0... You can get it [url=http://soldieroffortune2.filefront.com/file/Goldrush_20_Final;35582]here[/url]. Some info: [quote]Goldrush 2.0, releasedate: january 1st, 2005 Goldrush is a multiplayer mod for Soldier of Fortune 2... To play it you must have: * the Gold patch installed * a pc with a minimum of 256MB of ram (com_hunkMegs 128 is the minimum) Goldrush focuses on gameplay, but it also has a nice admin/refereesystem and many useful features. It will be hard to name them all, but these features are probably the most important ones: * realistic speed: add weights to weapons, items, gametype-items, health/armor and certain movements. Examples: - players running a knife are usually faster than someone running around with a m60 - players who carry a gametype-item (flag, briefcase or bomb) are usually slower - wounded players are slower than healthy players - ever saw someone running as fast backwards as they run forward? * extra gore: more realistic blood, easier dismemberment, flying bodyparts, some cool effects * 20 gametypes: we added 14 gametypes; so, together with the 6 standard gametype we have a total of 20 great gametypes * 16 great community maps that deserve to be played * 2 new RMG terrains: an updated version of Booda's Australia, and Egypt (in Goldrush RMG maps support ALL gametypes) * a great admin/referee system to give trustworthy players some extra powers without the need to give away your rconpassword * medals and stats * a serversided 3rd person mode (2 modes) * mapvotingsystem at the end of the map; this way the players are the ones who decide what map is played next * tokens and soundtokens (can be combined) for use in the chat * improved bots * 2 new types of friendly fire: - shared : both players receive 50% of the damage - reflect: the attacker receives 100% of the damage * tons of options to enable/disable things that cant be done in SOF2, like: - radar - teamicons - leaning - backpacks - goggles - armor - strafejumps (2 types) - enemy crosshair (great when you disable teamicons) - radarhud (allows you to see the direction of gametype-items, but only when they aren't carried by a player) - pickup dropped weapons for extra ammo or extra guns (this *can* have an effect on backpack-behaviour as well) - dead players can drop small medikits (this *can* have an effect on backpack-behaviour as well) - infrared scopes for MSG90A1 and/or SIG551 - use of multible weaponfiles (but one at a time) - and a lot more! * some other useful options: - bad word filter - alert messages that give info on gametime, roundtime and the number of players in your team - roundbased gametypes now can swap teams every xxx rounds (useful to balance maps) - most gametypes have their own cvars that affect the way the gametype is played - compass (clientsided) - shoot the weapon out of your enemies hands (notice that they can do the same to you :D) - and a lot more! * an autoscreenshot function for players to make awesome screenshots of your headshots and explosive kills * players can setup their own headshot text * many things more! Want to make the game more realistic? Or faster? Or a combination of both? Just make it happen... We hope you gonna like Goldrush 2.0 as much as we do :) GODh, Goldrush headdeveloper ----- NOTE: Please read the documents in the docs folder. They contain some important info (and credits) of things you should know before playing/setting up a server! ----- Found bugs? Suggestions? General chat? Visit us at our forums: http://forums.jolt.co.uk/forumdisplay.php?s=&forumid=130[/quote] [quote]Goldrush also has also some options for players, which we try to explain here: HUD: seta cg_drawTeamCount "1" // Shows the number of players under the scores seta cg_drawVersion "1" // Shows the Goldrush version under the weaponinfo seta cg_drawSpeed "1" // Shows info about the player's speed seta cg_drawClock "1" // Draws a nice clock on your screen seta cg_drawGameTime "1" // Shows the time that the game is running seta cg_alwaysShowKills "1" // Shows the names of your victims after you fragged them (like in DM) seta cg_drawCompass "1" // Draws a nice compass around the radar SPECIAL EFFECTS: seta cg_waterwake "1" // Shows a waterwake around players that are in the water INFRARED SCOPES: seta cg_infraredSIG551 "1" // If a server allows infrared scope you can use these cvars seta cg_infraredMSG90A1 "1" // to turn the infrared scope on/off EXTRA GORE: seta cg_extraGore "1" // If a server allows extra gore, you can minimize those effect by setting this to "0" CROSSHAIRS: seta cg_crosshairRGBA "1,1,1,1" // default crosshair, default color = white seta cg_crosshairFriendRGBA "0,1,0,1" // default crosshair for teammates, default color = green seta cg_crosshairEnemyRGBA "1,0,0,1" // default crosshair for enemies (server must allow that), default color = red CUSTOM HEADSHOTTEXT: seta cg_headShotText "^7*^3HEADSHOT^7*" // The custom text that will be displayed on the center of the screen when you make a headshot AUTO SCREENSHOTS: // for headshots seta cg_autoSsHeadshots "1" // 0 = disable, 1 = enable, 2 = enable but without hud (this also cleans your consolemessages!!) seta cg_autoSsHeadshotsTimer "250" // Time in miliseconds that the game has to wait before screenshot is made; minimum = 100, maximum = 1000 // for explosive kills seta cg_autoSsExplosives "2" // 0 = disable, 1 = enable, 2 = enable but without hud (this also cleans your consolemessages!!) seta cg_autoSsExplosivesTimer "250" // Time in miliseconds that the game has to wait before screenshot is made; minimum = 100, maximum = 1000 RADARHUD: seta cg_drawRadarHud "2" // If the server allows this, you can set the type of radarhud (you can see the direction of the gametype-items but only when they aren't carried by a player) seta cg_drawRadarHudScale "0.600000" // Set the size of the radarhud seta cg_drawRadarHudAlpha "0.5" // Set the alpha value of the rardarhud (values: 0.0 - 1.0)[/quote] [quote]Goldrush has a total of 20 gametypes (that's including the 6 standard gametypes that came with SOF2 itself). We will try to explain them here: ----- CAH/TCAH: (Team) Capture and Hold CAH and TCAH are basically DM and TDM but with a flag. Try to grab the flag and hold it as long as possible to score extra (team) points. Extra gametype cvars: seta gt_cahMaxRun "50" // CAH : Maximum points that a player can get in 1 run (default = 50, 0 = unlimited) seta gt_tcahMaxRun "50" // TCAH: Maximum points that a player can get in 1 run (default = 50, 0 = unlimited) ----- CTB/TCTB: (Team) Conquer The Bunker CTB and TCTB are basically DM and TDM but with a special place call "the bunker". The 1st player who enters the bunker activates a trigger and (s)he/the team must try to hold it as long as possible to score extra (team) points. ----- CCTF: Classic CTF Classic CTF is the classic version of CTF. It can be played with pickups (like in SOF1) but also with outfits (g_pickupsDisabled "1"). Defenders can recover their flag, after the enemy dropped it, by touching it. A capture can only be made when your own flag is on its spot... Extra gametype cvars: seta gt_cctfDisableFlagSound "0" // 0 = carried flag makes buzzing sound, 1 = no sound seta gt_cctfFlagSoundDelay "4" // # of seconds between sounds (when not disabled) ----- ESCAPE: Escape Escape are 2 gametypes in one: Infiltration and a reversed version of Infiltration (Escape) where the red team must grab the briefcase and bring it to the extraction point. Extra gametype cvars: seta gt_escapeFirstModeToPlay "0" // 0 = infiltration, 1 = escape seta gt_escapeMaxRounds "3" // autoswaps teams every 3 rounds (*) seta gt_escapeAllowDefendingTeamToSteal "0" // 0 = disable, 1 = enable (briefcase will beep hard -> ALARM) seta gt_escapeAllowCaseBeeps "1" // 0 = disable (but not for ALARM!), 1 = enable, beeps every few seconds softly (but still the enemy might hear it ;)) (*) In Escape the autoswapping of teams works a bit different than most other roundbased gametypes. In Escape 1 round = 1 round infiltrate + 1 round escape on same side of the map! ----- GOLD: Goldrush Goldrush is a rounbased variant of CTF but with only 1 flag (somewhere in the center of the map). No respawn for the players (dead players need to wait till next round). Both teams will try to capture the flag to win the round... Extra gametype cvars: seta gt_goldMaxRounds "3" // autoswaps teams every 3 rounds seta gt_goldCaptureInEnemyBase "1" // 0 = own base, 1 = enemy base seta gt_goldTeamScoreCapture "2" // sets the teampoints when there is a capture seta gt_goldTeamScoreElimination "1" // sets the teampoints when there is a team-elimination ----- INFINITE: Infinite Infiltration Infinite Infitration is the same as Infiltration but with player respawn (intervals can be set seperately)... Extra gametype cvars: seta gt_infiniteMaxRounds "3" // autoswaps teams every 3 rounds seta gt_infiniteAllowCaseBeeps "0" // 0 = disable, 1 = enable (briefcase will beep every few seconds) seta gt_infiniteAllowCaseRecovery "0" // 0 = disable, 1 = enable (defending team can recover dropped briefcase by touching it -> harder for attacking team) seta gt_infiniteRespawnIntervalAttack "5" // respawn interval for attacking team seta gt_infiniteRespawnIntervalDefence "10" // respawn interval for defending team (defending is often easier than attacking) ----- LASTMAN: Last man Standing A free-for-all (FFA) version of Elimination. The last player alive scores 5 extra points... ----- OCCTF: One Cap CTF One Cap CTF is a roundbased variant of CTF. Speed matters as the 1st team that is able to capture the enemy flag wins the round. Extra gametype cvars: seta gt_occtfAllowFlagRecovery "1" // 0 = disable, 1 = defenders can recover their flag, after being dropped by the enemy, by touching seta gt_occtfTeamScoreDraw "0" // sets the teampoints when the round ends in a draw (no capture) seta gt_occtfTeamScoreFlagCapture "1" // sets the teampoints when there is a capture seta gt_occtfMaxRounds "3" // autoswaps teams every 3 rounds seta gt_occtfClassicRules "0" // 0 = no (similar to CTF), 1 = Flag only can be capped when own flag is on its spot! ----- SABO: Sabotage In Sabotage bot the red and blue team receive a bomb. The goal is to blow up the enemy base, within the roundtimelimit. The team that does that 1st wins the round... Extra gametype cvars: seta gt_saboMaxRounds "3" // autoswaps every 3 rounds seta gt_saboTeamScoreBombExploded "3" // sets the teampoints for the 1st team that sucessfully blows up the enemy base seta gt_saboTeamScoreBombDefused "1" // sets the teampoints for defusing the enmy bomb seta gt_saboTeamScoreElimination "1" // sets the teampoints for eliminating the other team ----- VIP: VIP VIP is basically a reversed version of Infiltration. At the start of every round a player from the red team will become the VIP (happens randomly). The VIP can be recognized by a briefcase on his/her back (the briefcase can NOT be dropped; only be death or a succesful escape). The red team must escort the VIP to the extractionpoint. The red team wins the round when the VIP is able to escape (drops briefcase at extractionpoint). The blue team wins when they eliminiate the VIP... Extra gametype cvars: seta gt_vipMaxRounds "3" // autoswaps teams every 3 rounds seta gt_vipAllowCaseBeeps "0" // 0 = disabled, 1 = briefcase will beep every few sends ----- WAVE: Wave CTF Wave CTF is basically Infiltration but then with flags. One flag will be the "briefcase", the other one is the "extractionpoint". The difference between Wave CTF and Infiltration is that: * There is a player-respawn (with different intervals for both the attacking and defending team) * Objectives change during play Extra gametype cvars: seta gt_waveFirstTeamToAttack "0" // 0 = red team, 1 = blue team seta gt_waveMaxRounds "3" // autoswaps teams every 3 rounds (*) seta gt_waveTeamScoreAttack "1" // teampoints given for a succesful capture seta gt_waveTeamScoreDefence "1" // teampoints given for a succesful defence seta gt_waveAllowFlagRecovery "1" // 0 = disable, 1 = allows flagrecovery seta gt_waveRespawnIntervalAttack "5" // respawn interval for attacking team seta gt_waveRespawnIntervalDefence "10" // respawn interval for defending team (defending is often easier than attacking) (*) In Wave CTF the autoswapping of teams works a bit different than most other roundbased gametypes. In Wave CTF 1 round = 1 round attacking + 1 round defending on same side of the map! ----- Btw, when gt_xxxMaxRounds is set to 0 there will be no teamswaps (xxx = shortname of gametype)[/quote] Happy new year from the Goldrush team :love:
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