Decided on doing Infected for the Mod Tools to help me start getting situated with the scripting scene a lot better. Here's a few videos of the progress of Infected.
So far it functions nearly identical to previous games except I'm throwing in my own edits to the mode.
Specialist Streak:
3 kills Random Perk 1
6 kills Random Perk 2
9 kills Random Perk 3
15 kills Get all Perks
25 kills DNI Hack
Loadout:
Survivor
Random Primary Weapon
Random Secondary excluding melee weapons (but the default knife and hands), lock-on launchers
Just a simple mod for you guys, makes everything stupidly annoying/hard
Spoiler: click to open...
Changes Global: Jumping now causes you to slowdown like in MP. HUD has now been disabled. Round changes are now shorter. Repairing boards doesn't yield any points. Zombies have a super low chance of being walkers, mostly running and sprinters now.
Health: Zombies start w/ more health, which will make ZM have more health overtime. Zombies health increase more through rounds.
Perks: Perks are now on limited time once they're done you have to repurchase that perk.. Juggernog only protects up to 3 hits now. PHD Flopper only has half of its range.
Powerups: Timer-based powers up are cut in half. Only two power-ups per round.
1000th post FTW Hey everyone I'm releasing my version of the mod tools that I've been lazy in updating and testing. It's functional 100% and have had testers using each iteration of it and it's working according to them (and my testing as well).
Images
Spoiler: click to open...
Videos
Spoiler: click to open...
Fixed linker_pc
Changes
Spoiler: click to open...
CoD WaW Mod Tools - Pwn Edition V1.1 - Beta 5 Updated: 04/30/2016 Changes: UI Using Metro Form rather than Windows Form. Small changes to UI placement. Replaced Converter button for Weapon Editor (BETA). [Can still access converter through Asset Manager.] Compile FF contains a "Show FF Type" where it'll display all non-mp CSV's for SP and mp CSV's for MP (starting with). Compile FF contains an Asset Counter so you can see what's being included in your FF. FF Assets Count shows if your asset count is good - bad, green being good and red being reached your limit/warning. Features Compile FF (Level) now shows an asset count for whatever is inside it. "Copy Map Images to Mod" copies whatever CUSTOM asset you have created (image must not exist in WaW main IWD's, they're scanned on application startup) and copies it to your mods images folder (copies to Mod Specific Map). Edit CSV opens the currently selected FF in the FF list in whatever default program it's set to. Create Map now has a "Zombies" option, it uses the placements from MrHankey91's Script Placer. Save Console Log button saves to bin directory a copy of the current console log. Tweaks Mod Builder tab now contains an "Open Mod" button to easily access your mods folder. Mod Builder now has a "Reload Mod" (basically it just reloads the mod, updating the IWD File List and the mod.csv) Run Game tab now contains useful Dvars, removes old/bad ones and gives a better description for each one. Compile BSP Options' option "Sample Scale" now works, Block Size is deprecated as the function doesn't work due to cod2map parameter being disabled. Programs 7za was updated from 7zip's website. New program "WeaponEditor" for people who are lazy to edit weapon files through Asset Manager the tool is still a work-in-progress but it works just fine, descriptions might be a little wonky as they're read from a custom deffiles. Asset Manager is now using BO1's version. Asset Viewer's level was updated to use one with a light and a skybox. linker_pc is now BO1 version. Updated zlib compression to latest version. Fixed 32-bit linker_pc memory limitation. (Nukem)
Credits
Spoiler: click to open...
DidUknowiPwn Elfenlied Icedream master131 momo5502 Nukem SE2Dev Treyarch PC Team Treyarch
Just recently got custom GSC functions to work and am looking for "requests".
NOTE: It'll be extremely unlikely if you want huge complicated functions. Such as a function for getting key presses (maybe, still looking into it).
WARNING: I might not be able to add anything in related to paramertized functions or pretty much anything until I find all instances of Scr_AddXXX and GetNumParams functions.
Edit: GetNumParams was identified and added. BIG issues are that Scr_Add are "usercall" which means the secondary compiler WaW went through shit on the function and I have to write a wrapper to get it to work.
Ever wondered how much memory you had left in your map before it all went to shit started crashing?
Type meminfo into console to see a detailed usage if your mods memory.
World at War has a default memory allocation of 0x12C00000 which, in decimal, is 314572800 bytes (314.5728 MB). If you surpass this limit you'd get a memory allocation error ("Memory allocation failed. %d bytes, %d align").
Basically physical memory in World at War is taken up when a new asset is loaded. These assets are only loaded from FastFiles which is why meminfo only prints out the usage in FastFiles (apart from the default ones that are loaded by exe, $init).
Example output: NOTE: The usages will obviously be different based on the mod and a side-note about the free physical, T4M increases the limit. Stock World at War will have 111MB less to use than what T4M offers.
Welp after a month or two I decided to release T4M in its current state. Mainly because all three developers will be getting back to school soon and not to mention we all have our own projects; so, lack of time is the main reason I'm releasing it in its current state. Now about this "mod" what it does is load itself into World at War through DirectX (d3d9.dll) and does some fun stuff to do the game. This mod is to be used both by creators and users since if let's say a mod were to be released and it were to exceed a certain limit, the user needs the mod to be installed or they'll always hit that limit. You need to own World at War on Steam or if you have the CD version w/ LanFixed exe that'll work too. If you own WaW but through CD you will not be able to use this mod unless you get the LanFixed exe which is located in Notes #5 in the post. Features:
Increased asset limits to T5 standard or higher (FX = 600, Image = 4096, Loaded Sound = 2400, Material = 4096, Stringtable = 80, Weapon = 320*, XModel = 1500 [r41])
Memory limit has been increased from 314572800 bytes to 343932928 bytes (425721856 bytes in r42 and afterwards)
Windowed - No Border mode (use console commands below)
FoV dvars unlocked (cg_fov, cg_fovMin, cg_fovScale)
DVar's display what type they are in console.
External Console has been unlocked along with in-game console to be never disabled.
External Console has a bool dvar r_externalconsole con_external (r43+) for it to show or not show. (r42)
Added listassetpool and forgot a bunch of other stuff, mainly WIP stuff.
Added entity count in cg_drawfps 2
Added listassetcounts (r45+)
Game Fixes:
Console spam has been suppressed.
Solo scoreboard has been enabled (r39).
Notetrack in CSC will now work on all notes, not only for the ones that start with "tesla_" (r40).
An extra fastfile named "mod_ex" will be loaded if a mod is loaded and exists in that mod, it has priority over all others (so it overrides mod). (r42)
Developers:
DidUknowiPwn
momo5502
SE2Dev
TheApadayo
Contributions:
HitmanVere
Ray1235
ProGamerzFTW
Installation: Drag the downloaded DLL from the RAR into your World at War root directory. Images:
Hidden Text
Notes:
No Border: Enter this into console to enable no border -> r_fullscreen 0;vid_xpos 0;vid_ypos 0;r_noborder 1;vid_restart
Revision 45 of the DLL
Weapon limit has been confirmed to work, along with every other asset limitation.
Mods created that do pass asset limits will require users to have T4M as well.
Only Steam or "LanFixed" versions of the game will work with the mod, NOT CD. If you have the CD version this is the LanFixed version of the game, run this exe instead of CoDWaW.exe (or you can replace your call) http://bit.ly/1nqdKEF
Bugs
Vertex Corruption: http://i.imgur.com/h4Ug4Mb.jpg || TEMPORARY FIX: Set all Texture/Specular/Normal Map Resolution to anything but your current settings. All THREE options SHOULD NOT BE the same as your current settings. Lower your texture settings one-by-one until it's working fine. The issue is the game is using too much VRAM than the allocated amount (1024MB capped) and I won't be able to fix it.
Steam vs CD can't connect to lobbies: This is beyond my capabilities and will not be fixed.
Place the download from below in your World at War [ROOT] folder
If you still can't figure out here's another video....
Changelog: 1.0.0 - Release 1.0.1 - Added catch to dictionary adding, report bugs to me. 1.0.2 - Fixed app failing when duplicate keys were found, now deletes original and overrides with new. Also added support for grenades. 1.1.0 - Massive rewrite now supports folders, ignores bad weapons instead of quitting, and debug messages if needed.
Simple item for you guys tonight I made a menu macro to put perks through menu and not spawn by GSC. (To save such little resources that's needed ;-;)
Matches (pretty much) identically to the script version, the Y coordinate may or may not be off
Notes: To add more than 4 perks into the UI you'll need to modify two things; one is a for loop in the GSC provided and the other is the macro call in menu.
GSC -> Function setPerkDvars() -> for loop -> replace 4 with the amount of perks you want to use. UI -> HUD_PERK macro -> macro call (336 for start) -> add HUD_PERK(NUMBER); as many times needed to the number of perks in your map.
Since people have been hitting asset limits a lot more lately I decided to team up with a few friends to create a mod to World at War similar to alterIWnet/FourDeltaOne's IW4M.
Only difference is that this mod will only increase asset pool limits and maybe add some small stuff for general modding. It'll work on both retail and Steam games so that's also a plus.
The downside is that you have to use a modified exe, mainly due to all of us using the Steam as our base we've had to do some stuff to the exe. Nothing "bad" just remove some protection that caused the game to not load. Everything else should be is handled by a DLL (d3d9.dll).
Finished Features:
Increased asset limits for a few assets.
Added a DVAR for removing border while in windowed mode (r_noborder)
cg_fov dvar has been unlocked and limited to 90;cg_fovscale has been unlocked
External console is now enabled
Disabled some text that would spam console i.e. g_numFriends is now, nulling invite info, updating profile info...
Console is always enabled; maps/mods will not be able to disable them anymore.
Memory limit was increased.
Planned Features:
Increase a few asset limits (fx, localizedstrings, loaded_sound, weapons) Completed
Possible Features:
Implement new script functions such as a notifyOnButtonPressed or something of the sort.
Implement no border while in windowed mode. Completed.
This tutorial will cover the basic fundamentals of a trigger. How to set it up in script and in radiant. [All the scripts will be found below.]
Scripting Tutorial (When placed in Radiant)
Calling the trigger and setting up the function
We'll now make it start a function on our triggers specifically.
Next we'll do some coding and run the trigger as well as giving it proper checks.
This is the general template that you should be using when it comes to triggers that revolve around player interaction. Video Tutorial: Coming tomorrow, check back then for a better in-depth tutorial with my 1337 voice. Scripts Base GSC Generic Trigger Template
Last Updated: 06/24/2015 V1.0.0 - Release V1.0.1 - Removed Scr_* bad functions with proper variants, a function or two cases changed. V1.0.2 - Missing space on TableLookUpiString and TakeAllWeapons V2 - Now includes all defined MP/SP functions for WaW. Notes: This includes both Multiplayer AND Singleplayer functions, one might not exist in the other (such as StalingradSpawn exists in SP; but, not in MP). Check the PasteBin functionlist above to see which ones exist in which exe you're developing for.
_zombiemode.gsc replace with add this function anywhere
Notes: This is called from a callback as an entity not a level (so that's why self works as a player). You can handle anything related to mode in here, just do not add a loop OR call a function that can get stuck in a loop without threading it.