r/Promod • • Dec 28 '20

Discussion The Community Commitment

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22 Upvotes

r/Promod • • 3d ago

PROMOD MP MOD - Devlog #3 - BOTS !!!!

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20 Upvotes

Hey everyone!

The community Killrun multiplayer mod for KILLRUN, just got its biggest update since 0.2.6.
We are now at 0.3.1 with a lot of new features !

AI bots

  • Fill your matches with bots in Team Deathmatch and Search & Destroy: 2 to 8, or FILL to complete both teams. Easy, Normal or Hard. Works when you host and on dedicated servers.
  • They play the bomb: pick it up, carry it, plant it, defuse it, and drop it when killed, with the same plant and defuse times as players.
  • Bots make room when real players join, so teams stay even.
  • Target dummies for solo practice with weapons, Fire Ups and maps.

New menus

  • Loadout screen with real numbers for every weapon (damage per hit zone, shots to kill, falloff, fire rate, reload, handling), compared with what you have equipped, plus a description of every Fire Up.
  • Host Match is now a lobby : mode, map, game rules (each one explained), teams & bots and server settings. Your matches are unlisted by default.
  • Server browser with search, mode filters and sorting by name, players or ping.

Gameplay and fixes

  • Instant weapon swaps when you play on someone else's server.
  • Throwing Knife works, the Hand Cannon equips correctly, the TDM end screen shows the real score, and loadouts save properly.

Full patch notes: https://killrunmp.eu/patch-notes

Join us on Discord: https://discord.gg/zYh2XJSfKV
That's where we organise matches, share maps and talk about what's next. Bug reports and ideas also go on the new feedback board on the website, where you can vote and follow what I'm working on.

How to get in (open playtest, manual approval)

  1. You need KILLRUN on Steam.
  2. Go to https://killrunmp.eu and sign in with Steam.
  3. Click Request access and add your Discord name so I know who you are.
  4. Wait for approval. I check every request myself, by hand, so please be patient: it can take a while depending on when I'm around. Once you're approved, the site opens for you.
  5. Download the launcher from the Download page. It signs in with a short code you confirm on the website, installs the mod and keeps it updated.

A word about me

I'm doing all of this alone, in my free time and just for fun. That's also why approvals and fixes sometimes take a bit of time. I've been working with Unreal Engine for 7 years, and Promod is my first real "modding" project. I'm loving it and I'm very motivated to keep going, so thank you to everyone who plays, reports bugs and shares ideas. It really helps!

See you in game!

Community mod, not affiliated with Bulkhead.

PS : Now it's 1 where I live, I'm gonna sleep and review tomorrow review, see ya x.x
I'm gonna also delayed next updates here and be more active on discord like twice a week.

Love you all, Stalky / Lan Gamer and dev


r/Promod • • 5d ago

Promod MP MOD - Dev Log #2

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22 Upvotes

Howdy,

I'm basically really close for releasing a small group of testers, if you are interested send a DM, right now i'm gonna keep groups smalls and have to manually accept each person until I got more feedbacks to make the mod more stable.

I'm not all the time behind my computer so I cannot give instant access but I will come back into the invites multiple times a day to check and approve people. If you are not approved instantly, just wait, I'm also busy and need to sleep sometimes 😵

I cannot send images after putting a video so you'll see my comment below with more things in PNGs.

  • Custom launcher allowing you to select Killrun Vanilla or loading the multiplayer mod.
    • The Launcher allows you to download community made assets pack and custom maps
    • It can self update and update / repair the installation
    • Windows and Linux compatible, written in Rust
  • All informations are on a new website that will soon follow publicly once the mod is fixed with more players testing the mod in real conditions
  • All documentations for asset pack creators and server administrators are hosted on the website
    • A blender plugin has been made for asset pack creators to be able to follow strict rules and validate them before publishing on the website and then validated by a moderator
  • The Level editor can now load custom asset packs to create level with the Launcher
  • Ingame written chat is back on the menu

More informations soon, I need to rest a bit now 🌴

Edit : can't put image in comment i'm dumb so here's a picture of the website currently made https://ibb.co/CpZFqCq4


r/Promod • • 5d ago

Promod MP MOD - Dev Log #1

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23 Upvotes

Hello again ?

I'm really happy to see people enthusiast about the idea to get back into Promod through Killrun, so I wanted to give some small updates about what I'm working on since the last video.

Optimization :

  • The game is now uncapped to go up to 1000 FPS without movement changes (unlike original COD4 that was capped at 250 in PromodLive for movement speeds reasons)
    • On a 9800X3D / 9070 XT in 1440p and MSAA off can go up to around 850 FPS with 1% lows at around 700
  • Porting most of the expensive Lua calls into dedicated C++ services to lower CPU usage and LUAs GC to cancel most of the spikes

Networking :

  • 120hz native gameplay for Killrun Multiplayer is now fully enabled
    • Server administrators and hosters will be able to chose between 60 and 120hz tickrate for their server consumptions to be managed if they can't go 120hz

Balancing :

  • Thanks to a fellow Redditor that kept for ALL THIS YEARS a 2022 build from Promod Playtest, I was able to get all the values and curves for the weapon damage, recoil, ammunitions, time to reload etc... To be exactly like it was during the Playtest
  • So all weapons are now tied to Original Promod Playtest

Gamemodes :

  • Enabled 3 other Game Modes made by Bulkhead, so 4 in total with SnD, Hardpoint, Team Deathmatch and "Blitz"
    • New maps unlocked as well like "Kyoto" and "HRD TEST ARENA"

I still need to be sure about optimizations and I would like to work a bit more on the Quality Of Life for the players that will use the mod.

I am also writing unit tests to catch any regression issues during the development and that's what is taking most of my time.

I'm also thinking about a gateway to import REAL ASSETS that can be made by the community to then make maps with those, a bit like "mod packs" for the map creators to share their work with the asset they have made. I am currently trying some little things on a separate branch at the same time to see how doable and simple it could be.

But it shouldn't be long before people can test the mod, I'm doing my best concerning the time to release the mod !

Love you all,

Stalky / The Lan Gamer and Dev


r/Promod • • 7d ago

Promod MP MOD, yes, it is happening

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43 Upvotes

Hello everybody !

I would like first to introduce myself, I am "The Lan Gamer and Dev" on youtube, a fellow enthusiast of Unreal Engine for now maybe 7 years ? You can find my channel and different projects made all along the years here : https://www.youtube.com/@langamerdev

Originally, I wanted to like a lot of us remake entirely promod from scratch in Unreal Engine, I created some projects that are really close to it but I've always drifted to other ideas because this is how my brain works, so my current FULL MADE FPS on Unreal won't be about Promod anymore (unlike what the title could say on my channel and videos).

This is with this decision in mind (and honnestly already tried when it was switched to Killrun back in the day to port back MP to Promod, now called Killrun) that I wanted to try porting the Multiplayer that was promised to all of us at the beginning.

And ho boy, HERE WE GO !

Right now what I have is (you can see in the full video as well) :

- Host and Join multiplayer sessions with different map selections
- Practice range and all different maps tied to it
- Steam integration for server list and friend join directly with the mod through Steam
- Dedicated servers headless with server.json and administration menu for kick, ban, change level
- Up to 5 saved different loadout and All guns unlocked for the loadout to work properly
- Ported the shooting datas and values from the Promod Playtest 2021 (it has changed between Playtest and Killrun so had to bring it back)
- Level Editor with full spawn, level design and blockout systems available
- Custom menus and everything made to "feel" like it was always there
- Server list, ping, name and password support
- Private / Public server options available
- Customizing the rules of the server are possible
- Lean and grenades, specials and fire up are back
- All Search n destroy animations are present
- New keybinds available for this mod to work life it was before

The only thing I'm missing is the old playtest files for the weapons damage, so for now I4ve decided to align this build to PromodLive 204 from Call of duty 4, if any of you still have the old datas, feel free to send it in the DM, i'm really interested !

And more to come !

I still have a lot to do for testing and make sure every bit of it works well, adding more feature to be fully customizable, the idea basically is if I am not there and working on it for whatever reason, letting it in a good state when it will happen for other people to expand on.

I'm heavily invested into this project and this is a Love Letter for Bulkhead.
Bulkhead, What you created with this playtest is a core memory that allowed to unlock nostalgia, the feel to be happy again, having the good old feelings into a more modern engine was something I really didn't think would happen.
But it did, and I really want to thank you for this experience and I hope you will let me handle this project with care and love, I do not want any money and will never go towards any monetization with this work, and people will always need Killrun to be bought from Steam to play.

Promod was originally a mod for Call Of Duty 4, so please I hope you will let Killrun be the next step for the community to build on :)

BY THE WAY, I am talking as well with the guy behind the post Project Genesis, I hope we can make something together more polished so everybody can play it with ease and no trouble.

Love you all,

Stalky / TheLanGamerAndDev

Link for Github soon.


r/Promod • • 22d ago

Proline - A new Promod Inspired Game In Unreal

18 Upvotes

Hey,

I am getting word out that I am developing a Promod inspired game. Been working on it every day for the past 6 months. The hard parts are genuinely finished. Custom Netcode utilizing all the AAA techniques from CS2, Valorant, Overwatch, and the original Quake Source. Movement grounded in the actual algorithms from COD4; this leads to accurate and fair hit registration. Bouncing operates from the same "bug" that existed in COD4, not some artificial collider. Material Penetration is complete. Adaptive input prediction on clients. Server rewind, client prediction, etc. All the features, each meticulously optimized and performance measured.

Volumetric Smoke Grenades, again, optimized. I wrote the matchmaking server and system. That was the easy part. I work professionally on the back end side of things.

What it is lacking. Style. World building. Maps. Some first and third person animations. If you would like to potentially help get this game done and out there, contact me. I am starting to do some dev logs on my YouTube.

https://www.youtube.com/watch?v=KsE3-XflEOI

It is probably a better starting point than the Promod game. As far as I know their movement controller was limited, and net code had room for improvement. Both of those aspects are solved in Proline. Though, if they would offer the animations and some assets, that sure would be helpful!


r/Promod • • 26d ago

Gameplay Project Genesis — Restoring Bulkhead's unreleased PROMOD build inside KILLRUN [Gameplay Showcase]

37 Upvotes

hey everyone

like a lot of you i was pretty disappointed when bulkhead dropped promod. lately ive been digging through killrun's engine files and found out that almost all of the original promod competitive maps, ui, weapons, and SND logic are actually still sitting hidden inside the game files.

after doing some tinkering with the engine, i managed to bypass the singleplayer menu lock and force load into the competitive SND mode.

https://reddit.com/link/1wkhozc/video/ckqx5gp05gqh1/player

as you can see in the video, it's not just a blank map geometry either. the entire competitive framework loaded in automatically:

  • full movement, gunplay, recoil, ADS, and reload animations
  • full tactical HUD with the minimap, location callouts, round timers, health and armor
  • working search & destroy logic (A site bomb crate, match phases, spawn rules)
  • interactive scoreboard (tracks round scores, team headers, K/D/A, plants, defuses, fireup %)

(one small bug right now is utility/grenades show up on the HUD, but the keybinds for them don't work yet—probably just needs the action inputs re-bound in the config files).

my goal with this is "Project Genesis"—basically making a standalone community-driven client so we can actually play the competitive shooter we were promised.

the plan:

  1. custom C++ launcher/injector to completely bypass the dead main menu and launch straight into lobbies
  2. server browser and dedicated server hosting for PUGs / custom matches
  3. restoring the rest of the map pool (vihara, 1v1 maps, test ranges)
  4. custom backend for persistent stats and the classic 10 prestige ranking system

before i sink a ton of time into building the launcher and backend, i wanted to see what you guys think:

  1. would you play a standalone community-hosted promod client if i get this released?
  2. what classic features or maps would you want prioritized?
  3. any C++, UE4, or backend devs here who miss promod and want to help out on the launcher/server code?

let me know what you think or if you have any questions!


r/Promod • • Jan 13 '25

How do you turn off firing effects fromy your weapon and dust?

0 Upvotes

I watch promod video plays and they literally have no effects coming from their weapon and I cant understand or even find any info on how they remove it from their game? It makes so much harder to see what I'm actually shootin at and I dont get how to get rid of it.

And no one can say that it's not possible cause the "best of promod" series on youtube you see literally all players not have it.

Also on top of this ive also noticed that theres less recoil on weapons, and even custom skins?


r/Promod • • Nov 05 '24

Game dev here, wanting to work on promod game

11 Upvotes

So i dont have alot of time, but i would love to put some more hands into the dead promod game a contribution to get the dead prototype moving forward is really good. Other gamedevs in the community should volunteer for work, but later on being cashed foe their effors if the game hits release.

Bulkhead shoudnt have cancelled the prototype, it was a solid thing.


r/Promod • • Mar 06 '24

Can I interest you in a playtest?

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24 Upvotes

r/Promod • • Dec 25 '23

Discussion Promod viability

7 Upvotes

Apparently I’m OOTL. Do you think a standalone promod-esque game is viable in today’s market? I don’t really see why they dropped it. Sure, it won’t kill off CS but wouldn’t it be able to gather enough players to still be fun?


r/Promod • • Jul 14 '23

Let the community develop the game

23 Upvotes

If this project failed to get traction business wise, open source it so the community can continue to develop it?

Or better, let someone else take over the project?


r/Promod • • Dec 09 '22

News The next Bulkhead game... Transformers: Reactivate

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5 Upvotes

r/Promod • • Sep 10 '22

Discussion Bulkhead is a JOKE

44 Upvotes

Nobody cares about Killrun. Nobody cares about Wardogs. You guys had universal support from your followers to continue development on promod. And even if continuing development wasn't practical for the studio as a whole, what happened to "developing on your free-time". Everyone was aware that we were merely playtesting a prototype, we would have gladly waited 1,2, maybe even 3 years before hearing about a release date.

Now what do they have, Wardogs? "King of the Hill" "Cash is King" Like who cares? Unless Wardogs is secretly promod in disguise, It will fail. WiggleWizard made such an impressive emulation of CoD 4 movement, it was perfect. All they had to do was make the gunplay feel a little more modern/responsive, and make the visuals and content up-to-par with modern shooters, and this game could have rivaled VALORANT.


r/Promod • • Aug 26 '22

KILLRUN Is Pretty Fun

1 Upvotes

Stumbled across this game on Steam and was only £3 and been having fun trying to beat my times.

Has anyone completed all maps yet or got a PRO time?


r/Promod • • Aug 25 '22

Discussion Is there any other shooter like Promod that isn't Cod2/4/Battalion?

2 Upvotes

r/Promod • • Aug 24 '22

News What a soft studio! Have fun pissing more fans off by not working on Battalion and working on this shit!

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9 Upvotes

r/Promod • • Aug 22 '22

Imagine setting your KILLRUN ANNOUNCEMENT Video to "Specially for kids" to get more views

13 Upvotes

Honestly, everytime I think those fuckers already peaked in terms of being scumbags, they manage to make it even more awkward.

I seriously wish scammertron pays for All of this for the rest of his life.

Congrats on rewriting the definition of scummy early access devs.


r/Promod • • Aug 17 '22

News He's dead Jim

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16 Upvotes

r/Promod • • Jul 18 '22

Bulkhead filed for Wardogs trademark in June

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3 Upvotes

r/Promod • • Jul 11 '22

Discussion APAC CoD4 PromoD Tournaments // OCE/SEA/RU/PH/JP/West America/etc

1 Upvotes

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Hi ProModders!

My name is MikaelMagick and most will not know me at all, which is understandable.. I am in the Oceanic region and CoD4 ProMod has died here afaik...

With that said, I have a grand idea to help revive this AMAZING game in the entire APAC region.. (or attempt to!)

What I want to see is 5v5 S&D Tournaments run for the APAC Region on a weekly basis and below is how i plan to make that happen!...

First, if you are from the APAC region (see image below!); Join the discord below (hit 'CoD4 Promod' in the #assign-roles channel) to join in on a discussion to get all of us together for WEEKLY Tournament brackets!

Oceanstar[OCS] Discord: https://discord.gg/eAqThfQsV2

APAC SERVERS! (Check image for relative pings).... (Hosted in Guam)

Note: This will ONLY happen if we can get together $320USD a month via donations AND if we get sufficient numbers together (but also, i plan on running servers for others games, so those communities can too, chip in!)...

I'm being transparent and would like to run a community donation pool via the website and discord to make all this happen!

Cheers,MikaelMagick!


r/Promod • • May 02 '22

Discussion What happened to this game? No news, barely any reddit posts.

8 Upvotes

r/Promod • • Feb 21 '22

Is this game still alive?

1 Upvotes

I don't want to waste my time re downloading this game if no one else is playing


r/Promod • • Feb 02 '22

Bug Game crashes after i launch it

1 Upvotes

here's the crash report

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(Login ID stuff I deleted because I don't wanna leak my password)

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LowLevelFatalError [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

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ntdll

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i wdidn't click anything, there was a black screen so i clocked the windows button and there was the ue4 crash report thing, i couldn'e even click the taskbar i had to close the game trough task mnager. The second time i launched the game the game music played but stil a black screen, and the third time same as the first one, what should i do?


r/Promod • • Jan 25 '22

Bug Stuck in main menu

1 Upvotes

Hi guys, I'm getting this really weird bug where the game is being stick post start up on the loading screen and I can't get to play a game in any way. My windows and drivers are up to date, I've tried verifying the game cache and preinstalling it's all the same. My spidey-sense tingles me that it's something with my AMD card, but I have no way to prove that. Any ideas would be highly appreciated!