Tag Archive: cod2


A lot of people are complaining about teams using hacked ePAM on CoD2 servers. I think the following method will help you filter the servers before you start playing on them.

When on the server, bring down the big console and type in the following two commands: \sv_iwdNames and \sv_iwds

The first command will list the files currently used, you should find z_srv_epam102 among the first ones. The second command will list some kind of checksum for each file, in the same order the first command gave you the file names, so you can match them up.

You need to find the checksum number for ePAM, which for version 1.02 should be 669768107.

If you see a different number there, then the file has been modified.

You should probably take a screenshot of it along with a screenshot of \pb_plist and from the scoreboard in order to see the server IP and the players too, so there can be no doubt of foul play.
It might also be a good idea from competition organisers to specify which mods/maps are allowed on a server (with what checksum), so cheaters can’t find loopholes, like putting their malicious code in a different mod file.

You can download v1.02 from here:

ePAM102 Final

ePAM 1.02 final

I finished the 1.02 version of ePAM, don’t think anything was changed since the beta except for some HUD tweaking.

Changelog from the readme:

– Changes since 1.01

  • Added “Call time-out” to the Quick Chat menu so now any player can call time-outs. To see this change the mod has to be downloaded by the player
  • Players can still call time-outs without downloading the mod with “\openscriptmenu call timeout”
  • Time-out usage can be seen while in time-out
  • Added halftime auto-resume
  • Changed some on-screen messages from global to local to avoid spamming the screen with them
  • Fixed the round ending bug
  • Removed pam_timeout command
  • Removed scoreboard from the time-out screen due to game limitations

You can download the mod from here: ePAM102 Final

Hope ESL doesn’t steal it and put it up on their ladders as PAMD like they did with 1.01. I would’ve gladly helped them out if they had just asked, but no. At least the guy in charge was kind enough to acknowledge that they failed to give credits. I’m still waiting for them to correct this, wonder if it will ever happen.

Update:

You probably want to read this too to detect fake mods.

ePAM 1.02 in the works

At the end of May, I started working on a new version of the CoD2 Competitive mod. To what end is still a valid question, as I don’t think many people were using the timeout feature I implemented in the previous version, but to be fair it wasn’t really user friendly.

ePAM 1.02 will break the traditional server-side only model CoD2 and PAM had since the beginning, but hopefully for the better. The new version will give everyone the ability to call timeouts via the ingame quickmenu, but this requires the player to download the mod.
I got a few mails requesting that I make the mod like in CoD4, where people could use the quickchat menu to call a timeout, but I said that would make the mod client-side and could potentially break the game. Luckily when searching for a way to prevent the game ending bug (which is also fixed in 1.02), I’ve also found a way to make the timeout calling more user friendly and more like in CoD4.

The mod is still in beta testing, you can download it here: ePAM102b

Currently it only works with CB mods (playing official matches with this can get you in trouble). You can also call a timeout by typing “\openscriptmenu asd timeout” in the console (with this method you don’t even need to download the mod), or by binding it to a key. Please post any bugs in the comments. The final version will of course come with proper documentation, in the meanwhile you may ask questions here.

*Update*: if you haven’t noticed, the final version is available.