(r42)ĭrag the downloaded DLL from the RAR into your World at War root directory.
Cod waw zombies map decaptitator mod#
An extra fastfile named "mod_ex" will be loaded if a mod is loaded and exists in that mod, it has priority over all others (so it overrides mod).Notetrack in CSC will now work on all notes, not only for the ones that start with "tesla_" (r40).Solo scoreboard has been enabled (r39).Added listassetpool and forgot a bunch of other stuff, mainly WIP stuff.External Console has a bool dvar r_externalconsole con_external (r43+) for it to show or not show.External Console has been unlocked along with in-game console to be never disabled.DVar's display what type they are in console.FoV dvars unlocked (cg_fov, cg_fovMin, cg_fovScale).Windowed - No Border mode (use console commands below).Memory limit has been increased from 314572800 bytes to 343932928 bytes (425721856 bytes in r42 and afterwards).Increased asset limits to T5 standard or higher (FX = 600, Image = 4096, Loaded Sound = 2400, Material = 4096, Stringtable = 80, Weapon = 320*, XModel = 1500 ).
If you own WaW but through CD you will not be able to use this mod unless you get the LanFixed exe which is located in Notes #5 in the post. You need to own World at War on Steam or if you have the CD version w/ LanFixed exe that'll work too. This mod is to be used both by creators and users since if let's say a mod were to be released and it were to exceed a certain limit, the user needs the mod to be installed or they'll always hit that limit.
Now about this "mod" what it does is load itself into World at War through DirectX (d3d9.dll) and does some fun stuff to do the game. Mainly because all three developers will be getting back to school soon and not to mention we all have our own projects so, lack of time is the main reason I'm releasing it in its current state. Welp after a month or two I decided to release T4M in its current state.