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Zombie Colossus
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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Has permission to post map review topics in the Custom Map Reviews section of the forum. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Box Mappers Elite |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Tested on Windows 7. As soon as i attempting to compile a zombie map, i instantly got a "failed to execute" error:
Besides that, the UI is a bit of a cluttered mess. IMO, all the asset counting stuff should be moved to its own tab, not shoved in the compile map tab. Compile speeds are extremely fast(Finally!) but the mixed text color bug still remains. All of the text fields can also be typed in(intentional?) and i'd like see a separate between the different compile options and run map options.
Edit: And descriptions of what each launch option actually does would also be very nice.
Edit 2: ai_shownodes launch option doesn't always work(only got it work work once out of like 6 map loads). I also suggest including other node related debug dvars.
1) Check if you actually have the executables as compiling here is fine and I never touched compile runtimes. Could be a bug not sure need a bit more info/testing.
2) UI seems okay to me and some others but I'll listen to any suggestions on it.
3) Color text I'll take a look at it again.
5) They are separate?
6) Updated the current dvar descriptions a little bit.
7) Something related to WaW not me , if you have suggestions for dvar's let me know.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
Oil Rig Beta Access |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |