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UGX Mod v1.1 Devlog 8/6/2014

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Created 10 years ago
by treminaor
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If Java had true garbage collection, most programs would delete themselves upon execution.
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This post has been copied from the private Exclusive Donor's Section to the public Announcements section. Donors saw this post on 8/6/2014. I will continue to copy these Devblogs to the Announcements section as they become old enough that the donor exclusivity was long enough.

Here's the list of changes since the last devlog:

  • Added LSAT to the mod.
  • Added Dual FMG9's and Dual 1887's to the mod. Working on adding Dual M1911's from BO1.
  • Swapped CoD4 Skorpion model with MW3 one.
  • Added finalized Playable Area triggers to test map.
  • Fixed a bug where special grenades (gersch, QED, etc) did not work after a game restart.
  • Fixed a bug where equipping the axe was causing special grenades to be hidden on your HUD.
  • Fixed an issue where the Gravity Boom would stop working mid-game.
  • Fixed a coop-related game crash that could occur after gamemode selection.
  • Fixed an issue where grenades were awarded to players in last stand.
  • Fixed some issues with the Hacker Device and added notetrack sounds from BO1.
  • Fixed some zombie pathing issues on the test map.
  • Added third-person muzzleflash to all guns (it was missing from the new weapon system I did a while ago, found a way to add it back).
  • Fixed "Server Command Overflow" which sometimes crashed the game when clicking "Restart Game" from the Pause Menu.
  • Lowered the damage height of the Electric and Gas traps so that you could jump over them without getting hurt when placed on a hillside/slope.
  • Fixed a bug where you could get the same gun you were already holding from the Random Box, which could cause you to lose a weapon slot if taken.
  • Fixed some gun sounds that were too quiet (AA12, etc)
  • Fixed an issue where throwing grenades would cause the Hell's Retriever charging circles to appear when it was in your inventory.
  • Fixed a bug where Elemental Weapons played a muzzleflash after reloading them.
  • Fixed a bug where ADSing elemental weapons could crash the game.
  • Fixed the playerAnimType of all elemental weapons so that they do not make your character do a grenade throwing animation.
  • Fixed the texture on the Ballista scope so that it has the white circle on it.
  • Fixed the L96A1 scope so that it has a reflection
  • Fixed a bug where you couldn't make purchases while holding the Axe.
  • Made many improvements to stateTimers + other weaponFile settings.
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  • Added third-person muzzleflash to all guns (it was missing from the new weapon system I did a while ago, found
which is this "new weapon system" and its benefits? o.o
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which is this "new weapon system" and its benefits? o.o
Well I have 134 weapons even though the limit is 128, and am only using 322 fx total for the whole game + mod + Reqiuem map.
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Well I have 134 weapons even though the limit is 128, and am only using 322 fx total for the whole game + mod + Reqiuem map.
How in the WORLD did you surpass the weapon slot limit successfully, if I may ask? :o :)
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Dat feel when anims "fall from sky" ;)
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How in the WORLD did you surpass the weapon slot limit successfully, if I may ask? :o :)

I think it has to do with putting two weapons in one weapon file or something

If I'm not mistaken, I believe offthewall managed to do something like that as well
Last Edit: September 13, 2014, 06:30:53 am by CyberMan1011
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I think it has to do with putting two weapons in one weapon file or something

If I'm not mistaken, I believe offthewall managed to do something like that as well (I seem to be mentioning him a lot lol)
no its not related to that. ive had it this way for quite a while. not going to give out any details, will let people figure it out after official release or make a tutorial or whatever.
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no its not related to that. ive had it this way for quite a while. not going to give out any details, will let people figure it out after official release or make a tutorial or whatever.
i have a idea how he did this
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How do you see how much fx you have???
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How do you see how much fx you have???
http://ugx-mods.com/forum/index.php?topic=2756

Be sure to read the "How do I use it" part of the page to know which files to load.
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How in the WORLD did you surpass the weapon slot limit successfully, if I may ask? :o :)
ive sused it out not at all that complicated common sence thats all im saying
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http://ugx-mods.com/forum/index.php?topic=2756

Be sure to read the "How do I use it" part of the page to know which files to load.

Thanks, helped a lot! You never fail to impress :)
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Thanks, helped a lot! You never fail to impress :)
:)

Another common question people ask is "Why am I hitting the 400fx error when I only have 3XX FX in the Asset Counter?"

The reason I did not originally display the "of max 400" or "of max <whatever>" after the counts in the original version of the UGX Asset Manager is because unless you have assetlist CSVs that account for every FX included into the engine (which we don't), you can only get a close to real estimate, not the real one. I don't know how many FX you can go up to before you hit the 400 limit but it would be easy to find out and update the program to show the actual number - I just don't have the time right now. I think the limit is somewhere in the 370-385 range.

 
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