Soldier of Fortune II follows up where the original installment finished off. Boasting one of the finest arsenals of weapons and various different usages in-game such as the always enjoyable akimbo styles this game has quickly become a favourite among the more trigger happy out that. Another positive is that generally you are fighting humans adding to a more enjoyable gaming experience. With such a fine game base available, it was not long before various modification authors turned their skills to hacking and enhancing this game even further! The result? Well some insanely fun and furiously paced modifications which have somehow managed to make this game even more gory than it was previously.

Report abuse Goldrush 2.2 (update from 2.1 to 2.2)
Filename
goldrush22update.zip
Type
Patch
Uploader
GODh
Date
Oct 8th, 2005
Size
11.28mb (11,832,948 bytes)
Downloads
95 (1 today)
Mirrors
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Description

ADMINS/REFEREES: * new adm/ref command: autobalance This will disable (0) or enable (1) the autobalance of teams... needs a map_restart or a new map to take effect! An admin/referee can only disable/enable the autobalance with this command. The rest is done via configfile (default: autobalance.cfg). Changes there must be done by a sysop (via ftp?)... * new adm/ref command: anticamp This will disable (0) or enable (1) the anticampsystem... An admin/referee can only disable/enable the anticampsystem with this command. The rest is done via cvars. Other changes to the anticampsystem must be done by a sysop via rcon... * for admins and referees the 'checkab' command (check autobalance) now also shows when the next check will take place (in seconds)... * fixed the adm/ref swapteams command as it didnt work properly for gametype that use "normal" respawn like TDM, TCAH and TCTB * fixed a bug in the /adm strike command (no more tk-messages and no more receiving damage (if friendlyfire...


ADMINS/REFEREES:

* new adm/ref command: autobalance
This will disable (0) or enable (1) the autobalance of teams... needs a map_restart or a new map to take effect!
An admin/referee can only disable/enable the autobalance with this command. The rest is done via configfile (default: autobalance.cfg). Changes there must be done by a sysop (via ftp?)...

* new adm/ref command: anticamp
This will disable (0) or enable (1) the anticampsystem...
An admin/referee can only disable/enable the anticampsystem with this command. The rest is done via cvars. Other changes to the anticampsystem must be done by a sysop via rcon...

* for admins and referees the 'checkab' command (check autobalance) now also shows when the next check will take place (in seconds)...

* fixed the adm/ref swapteams command as it didnt work properly for gametype that use "normal" respawn like TDM, TCAH and TCTB

* fixed a bug in the /adm strike command (no more tk-messages and no more receiving damage (if friendlyfire was set to share or reflect) when admin punishes a teammate

* improved some stuff in the strip and surrender commands

* fixed some console messages where an hidden admin's name was still shown

* improved 'forceteam' command for admins/referees:
- no more switching to same team (in the old situation a player just respawned with full health <- IMO that is some kind of cheat)
- in teamgames spectators now can be auto-moved to the team that needs help most

* g_inactivity: admins and referees aren't kicked anymore: they are now moved to the spectators

* EXPERIMENTAL new admin command: invisible (/adm invisible). This makes an admin completely invisible (handy if you want to follow a suspected cheater, etc). Rentering the same command makes your visible again (toggle)...
The only exception is that ACTIVE admins can see the invisible admin via the "/players" command...
It already was a HUGE job to make this happen. I cant garantuee (yet) that it is bugfree... let us know when you find any bugs.

An invisible admin is basically an invisible spectator with adminrights. (Allmost) everything that a spectator can do can also be done by an invisible admin...

Things that an invisible admin can't do:

* suspend adminrights
* chat (as this will blow your cover)

For the rest there are hardly any restrictions, so please be careful with your binds and stuff ;)

PLAYERS:

* new players cvar: cg_drawFriendlyVoice [0 = disable, 1 = replace, 2 = overlap]
This only has effect in teamgames, with teamicons enabled! When one of your teammates does some kind of voicechat, you will see a new icon about a teamate's head.
When cg_drawFriendlyVoice is set to 1, the normal teamicon will temporary disappear, the voicechaticon will appear.
When cg_drawFriendlyVoice is set to 2, the normal teamicon will stay, the voicechaticon will be displayed over the teamicon.
The voicechaticon will stay for apx 2 seconds...

When the radar isnt disabled (serversided) then cg_drawFriendlyVoice 1 or 2 will also show a voicechaticon on the radar (when close enough)

Fragsounds (like the one for headshots), painsounds, etc are not considered as voicechats!

Players can not see their own voicechat-icons (so it works the same as teamicons)!

* new players command: say_adm
This will send a chattext to the player him/herself and all admins (so normal players wont see it). This way a player can tell something to the admin(s) in "private"!
Please note that admins can NOT use this command to talk back to the player! We have "/adm tell" for that!

* new players command: say_ref
This will send a chattext to the player him/herself and all referees/admins (so normal players wont see it). This way a player can tell something to the ref(s) and admin(s) in "private"!
Please note that admins and referees can NOT use this command to talk back to the player! We have "/adm tell" and "/ref tell" for that!

MAPS:

* map gold_marrakech (Marrakech Streets by Fix_1138) has been added. It supports all gametypes... and weapons (when playing with pickups)!

* map gold_finca has been updated (extra spawnarea for blue team and two extra routes)
NOTE: if you prefer the 2.1 version of gold_finca then please get yourself mp_finca2005 (same map)

* map gold_subfacility has been updated (fixed some lights, textures and a small bug)

GAMETYPES:

* added a new gametype: Knockout (KO)
KO is basically the VIP gametype but with a VIP in each team. Each team must try to bring their own VIP to their extractionpoint (to score 2 teampoints) *or* try to eliminate the enemy VIP (to score 1 teampoint).
KO uses CTF as a basegametype (so you can use all CTF maps to play KO)

* fixed a small bug in the VIP gametype

* fixed a bug in CAH/TCAH: players still could loose flag when receiving a bit hit (when g_knockbackdropweapon is activated)

THE REST:

* A lot more (text is limited)

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Goldrush 2.2 (update from 2.1 to 2.2)
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Soldier of Fortune II
Platforms
PC, Mac, XBOX
Developer
Raven Software
Publisher
Activision
Engine
id Tech 3
Contact
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Official Page
Ravensoft.com
Release Date
Released Apr 30, 2002
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MD5 Hash
f9e0c95609608274c61ca54057286cb2
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