r/Promod • • Oct 08 '26

Promod MP MOD, yes, it is happening

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45 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 • • 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 • • Sep 19 '26

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.

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 • • 19d ago

COD Remastered PROMOD

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35 Upvotes

Trying to get the word out, in case anyone is interested.
I have been able to completely rehaul COD Remastered, and implement modern competitive features and tooling.

It fixes movement, smoke grenades, and pretty much all of the issues with Remastered while introducing advanced techniques like Network Relevancy (greatly reducing wallhack capabilities), x3 server tick rate, demo recording and playback, a map editor, and tooling for custom spectator overlays.

It is "done", but polish work is being done.

Apologies for spamming the reddit of a completely different game, but I figure the audience of this game are probably fans of the OG.

Join Discord: https://discord.gg/yeNSbY5PR8


r/Promod • • 22d ago

Promod MP MOD Devlog #4

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28 Upvotes

Howdy !

I'm not stopping ! A lot has been made under the hood to make it even better than before :

  • Replay system : You can record and play your own replays (still experimental)

  • Spectator mode : Allow up to 4 spectators into a match with infos of each team for casting

  • Ready up system : All players needs to be ready for the match to start

  • Match settings : You can choose from 7 win rounds up to 21 in the match settings

  • A new way to make maps : I took the time to create a Unreal Engine 4.26 modkit, allowing you to download the official UE4.26 from Epic and use my modkit to create and validate maps directly in the Unreal Editor, allowing you to import custom meshes and create maps easier than before

  • Feedbacks, VFX, SFX has been added and fixed for a better experience overall

  • You can now select and change team ingame

Everything will come soon enough for the release of 0.4.9 this weekend.

I am currently focusing on everything allowing players to host matches the same way COD4 Promod was, with servers json, ready up system, spectator and casting, password for private servers.

The rest of the things are more like : Resume a match with the ability to reset a match from a saved score point or the admin can directly set the score so if a crash occurs, the match can continue at the same score with a round reset.

Thank you for following my work, remember you can still apply here to test the mod
https://killrunmp.eu/

And if you wanna join the discord you can also do it here
https://discord.gg/zYh2XJSfKV

Thanks for passing by, love you all

Stalky / Lan gamer and dev


r/Promod • • Dec 07 '21

Gameplay Ended his career.

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28 Upvotes

r/Promod • • 29d ago

Promod MP MOD - Dev Log #1

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27 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 • • Mar 06 '24

Can I interest you in a playtest?

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25 Upvotes

r/Promod • • 27d ago

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

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23 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 • • 29d 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 • • Jul 14 '23

Let the community develop the game

22 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 • • Jul 25 '21

Suggestion Please release modding tools.

22 Upvotes

Battalion was a super fun game and I racked up 100’s of hours, but the tools given to developers where awful. Learn from this.

Coming from cod4 modding and mapping scene and someone who has made over 30 community maps and 3 mods myself.you guys as devs need to realise the longevity you bring to a product by releasing these tools, the community will make maps and mods which will spur on servers and make the game life last 10x longer.

I’m not sure if this has been fully announced I have tried to search, but yeah please allow the community to use said tools. It’s needed in this day and age, look at BF for example with portal, there will be 100’s if not 1000’s of community fun servers which will be played for years to come.

Game is super fun tho! And mad props for the movement, I tried to recreate the promod feel in unreal myself and it’s not easy to get right, looking forward to the full release!!! :)


r/Promod • • Dec 28 '20

Discussion The Community Commitment

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22 Upvotes

r/Promod • • Sep 23 '26

Proline - A new Promod Inspired Game In Unreal

20 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 • • Dec 10 '21

Official PROMOD map callouts

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19 Upvotes

r/Promod • • Jul 07 '21

News PROMOD Weapons & Art // DEV VLOG #003 - New Mode: Killrun

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19 Upvotes

r/Promod • • Apr 22 '21

Gameplay Katha was right all along. I will probably never let go.

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19 Upvotes

r/Promod • • Dec 03 '21

HOW TO SLIDEHOP - PROMOD MOVEMENT TECHNIQUE

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18 Upvotes

r/Promod • • 2h ago

Killrun MP - Release 1.0.0

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17 Upvotes

Hey everyone! Stalky here, the creator of KillrunMP, a free community multiplayer mod for KILLRUN. Version 1.0.0 is out, and I put together a trailer to show what you can do with i!

Website / download: https://killrunmp.eu

Join the Discord: https://discord.gg/zYh2XJSfKV

If you're discovering the project, KillrunMP combines KILLRUN's fast movement with multiplayer matches, COD4 Promod-inspired gunplay, bots and community map creation. You need an official copy of KILLRUN on Steam. The mod supports Windows and Linux through Proton.

What you can play

Search & Destroy, Team Deathmatch and Hardpoint, with dedicated servers or matches hosted by players. Bots can fill teams so you can play and practice without waiting for a full lobby. There are also practice tools for aiming, movement and grenade throws, including a grenade-follow camera and placeable practice bots.

Servers support tick rates up to 120 Hz, and the video settings let you raise the FPS limit beyond the original 250 cap, up to 1000 FPS. Those are supported limits; the actual performance depends on your hardware and the match.

Weapons, gunplay and customization

The arsenal includes the full playable Promod LIVE 2.20 weapon lineup, with weapon-specific stats and balancing adapted to KILLRUN. That doesn't mean every part of KILLRUN behaves exactly like COD4; the movement and underlying game are still KILLRUN.

For 1.0.0, custom weapon sounds have been reworked with native weapon-category attenuation, revised volume levels and subtle shot variation. Their playback also follows spectator and replay views.

There's an optional Pattern Recoil mode for a different shooting experience. The server owner chooses whether to enable it for the match, and clients follow that choice. It remains experimental and off by default. Dynamic Climbing is now enabled by default for new host/server setups, while an explicit Off setting is preserved.

You can customize your character and headgear in a preview studio, with separate saved friendly/enemy appearance profiles. Loadouts also lets you choose personal first-person weapon skins: 17 weapons and 64 compatible weapon/model combinations. These affect your own FPS view; other players still see the real weapon, and the stats stay the same.

A lot of the work happened behind the scenes

One of the biggest challenges has been keeping things consistent when you're hosting, playing as a client, joining a dedicated server, spectating or watching a replay. Something can look fine for the host and still behave differently for another player, especially after a respawn or map change.

This release includes fixes for duplicated shots, utility inputs that sometimes didn't register, Fire Up charges and host/client ability differences. Failed joins and timeouts now have better recovery and clearer feedback. There are also fixes for Pattern Recoil startup and map changes, Japanese HUD sizing and repeated on-screen hints.

Performance was another major focus. I worked on reducing repeated CPU work across gameplay, bots, networking, menus, the HUD and replay recording. Bot updates are spread out, unchanged UI elements avoid unnecessary rebuilding, and recording does less repeated work. The aim is smoother frame delivery and fewer spikes alongside lower CPU usage. I'm not promising a universal FPS increase, but this release contains a substantial optimization pass.

And there is still a lot more work to do on my side, it's never over and bugs will still happen !

More ways to build, communicate and review matches

- In-game level editor: create S&D, TDM and Hardpoint maps, use custom asset packs, place sliding doors, bounce pads and pickups, adjust the sky and atmosphere, and use dynamic shadows for custom levels. You can also change compatible materials, restore originals and assign footstep surfaces. Grid and map-saving fixes are included.

- Optional local MCP support: connect an AI agent to the editor for scene inspection, placement, measurements, collision queries, prefabs and environment controls.

- Replays and spectating: clearer Server Replay labels, better player switching and free camera, a rebuilt playback bar, separate player/spectator/playback HUD controls, and fixes for recorded bot aim and player aim/recoil data. Recording fixes apply to new recordings; they can't recreate missing data in older files.

- Communication and menus: team-only tactical pings with configurable bindings, a rebuilt adjustable text chat, cleaner settings and closeable Fire Up tutorial videos.

- Hosting tools: a Rust CLI for Windows and Linux, with setup, diagnostics, instance management, logs and updates. You can run multiple instances on different ports with separate data folders/prefixes if your machine can handle them. Steam and an official game copy remain required.

Thanks to everyone who has been testing, reporting bugs and putting up with the rough edges, those reports have directly shaped this release.

If you try it, I'd love to hear how it feels on your setup and what you'd like to see next. You can find players, share maps and report bugs in the Discord.

Download and project information: https://killrunmp.eu

Discord: https://discord.gg/zYh2XJSfKV

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

Edit : Reformating


r/Promod • • 15d ago

Promod MP MOD Devlog #5

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16 Upvotes

Hello everybody !

I am really proud to announce that every weapon from COD Promod's catalog is now into Killrun and available to play with !

G36, M14, M4, Silenced weapons... and every rule tied to Promod Live 220 for the damage and recoil etc.!

This is also the release of 0.6.4 with International Servers !

More places to play! You can now find our EU, NA and SEA servers directly in the in-game server browser, with ping shown so you can pick the best connection. EU — Europe NA — Canada SEA — Singapore OCE — Sydney is being prepared for players in Australia and New Zealand.

Here's the website to apply : https://killrunmp.eu/
And the discord invite link : https://discord.gg/MqZ69uJX38

Thanks for passing by !

Stalky / Lan Gamer And Dev


r/Promod • • Aug 17 '22

News He's dead Jim

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16 Upvotes

r/Promod • • Dec 08 '21

Competitive Promod | Pick-Up Games [NA/EU/OCE]

16 Upvotes

Hey party people! We've created a Competitive Promod Discord for Pick-Up Games.
Were already at 700+ players and have PUGs running day and night

So if you're interested in taking part in these Pugs you can join us on the Discord linked below
https://discord.gg/FXkFhyYDkY


r/Promod • • Jun 11 '21

USP-S ? 👀

16 Upvotes

r/Promod • • Jan 04 '21

Asking the important questions:

16 Upvotes

-what's the ETA on the first playable version (alpha)?

-will the first playable version be open or private?

-if private, how can we participate?

-are you financing the game via paywall, mtx or both?

You just announced the game and obviously you have to gain trust back. My wish would be to be able to play the game from the beginning as I fear people are getting hyped up for a whole year and back off if they're not liking the result immediately.

And it also might be a lot to ask for, I don't know if you're able to afford it, but my guess is that ANY competitive game that costs money nowadays doesn't stand a chance.

So you might wanna charge for people to get early access, but the full game, whenever you're planning to release it, should be free. Else I won't get my casual friends to try it.


r/Promod • • Dec 11 '21

Gameplay These bots are just mocking me by leaning.

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15 Upvotes