UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Map Releases => Topic started by: treminaor on October 16, 2015, 06:59:53 am

Title: [Manager] UGX Requiem v1.1
Post by: treminaor on October 16, 2015, 06:59:53 am
(http://ugx-mods.com/beta/images/donor_page_thumb.png)

UGX Requiem Official Release v1.1

This map can be downloaded from the UGX Map Manager.

 
This map features UGX Mod v1.1! For a full list of features, click here.
It's finally here! UGX Requiem is the latest map from the UGX-Mods team - featuring UGX Mod v1.1.

Screenshots:
(http://i.imgur.com/Rm0y8PB.png)
(http://i.imgur.com/bUga9jN.png)
(http://i.imgur.com/thhnhtt.png)

www.youtube.com/watch?v=yhYsN2RNTBM (http://www.youtube.com/watch?v=yhYsN2RNTBM#)
 
Requiem v1.1 to v1.2 Changelog:
Code Snippet
Plaintext
- VERSION 1.2 TAKEN DOWN DUE TO CRASHES, WILL BE BACK UP SOON.
- Added a UGX Mod setting to reduce or completely disable weapon bobbing.
- Fixed black texture on headless hazmat zombies caused in Requiem v1.1.
- Further reduced console spam for T4M users (however there's still viewmodel anim spam, not sure how to fix it)

Requiem v1.0 to v1.1 Changelog:
Code Snippet
Plaintext
- COOP button is fixed for offline LAN users.
- Fixed the option to turn off Xbox Controller Support when you don't have a controller plugged in. Press ESC on the main menu of UGX Requiem to do this.
- Missing Hell's Retriever textures fixed.
- Reduced console spam for T4M users (however there's still viewmodel anim spam, not sure how to fix it)

Map Features:
  • Winnable Ending - You won't be buying your way out of this one! Fight your way to the finish to earn some awesome rewards and tools to lead into a high-round game or just a couple rounds of fun!
  • Buildables Table - Build the parts for the power switch and one other item later in the map! Keep track of what parts you have by pressing TAB (solo) or ESC/Pause (coop).
  • Insane Objective - Prepare for one of the most fun objective sets you'll ever experience in Custom Zombies! Some say it rivals Treyarch in creativity and fun!
  • Awesome Side Quest - No map is complete without a worthwhile side quest! See if you can find it! The reward is worthwhile.
  • Lots of Perks - Requiem features every single perk ever made in official Call of Duty Zombies except for Electric Cherry and Vulture Aid. We believe that EC is overpowered and unneeded, and VA is just a useless terrible perk.
  • Melee Weapon - Hack and Slash your way through the zombie apocalypse! Make sure you beat your friends at finding it!
  • A Freaking See-Saw - Take a short-cut to escape the zombies! Screw over your friends by leaving them behind! The fastest way to end a friendship.
  • Dynamic Weather - The rain will transition from storm to drizzle randomly while you play - there's also thunder and lightning. When you walk into buildings the sound of the rain will change to an indoor tone.

UGX Mod v1.1 Features:
Click to view v1.1 New Features List
  • Weapons:
  • Pistols: M9 Beretta, Desert Eagle, .44 Magnum, Glock 18, M1911 Dual Wield (Yes, there is Mustang and Sally)
  • Shotguns: Winchester 1200, M1014 Benelli, AA-12, Model 1887 Dual Wield, Blundergat
  • Submachine Guns: AK-74u, P90, Skorpion, M1927, PP19, Honey Badger, FMG9 Dual Wield
  • Assault Rifles: AK-12, M14, HK416, AUG, XM8, FAL
  • Sniper Rifles: Dragunov, L96A1, Cheytac Intervention, Ballista
  • Light Machine Guns: RPD, M249, M60, Stoner-63, LSAT
  • Special/Grenades: Hell's Retriever & Redeemer, Hacker Device, Gersch Device, Q.E.D., Bear Traps, Semtex Grenade, Bouncing  Betties, Electrip Wire, Gas and Match Trap, Concussion Grenades
  • Wonder Weapons: Scavenger, Ray Gun Mark II, Thundergun, Freezegun, Explosive Crossbow + all pink-camo weapons which have special UGX features such as the Gravity Boom, VR-96A1, Mine Placer v2.0, Target Acquired, and more!
  • Perks - Second Chance QR, Double Tap 2.0, Juggernog, Sleight of Hand, Stamin-Up, PHD Flopper, Mule-Kick, Deadshot Daiquiri, Who's Who, Tombstone, Sharing is Caring
  • Dive-to-Prone - We have fully working BO1 Dive-To-Prone animations for all weapon classes (except LMGs) with the correct key combination of Shift + Ctrl or C. Diving off of a high enough surface will cause a Flopper explosion if you have PHD.
  • Traps Machine - Buy 3 types of Playable Sentry Turrets (Bullet, Flame, Grenade), buy upgrades for your existing Sentry Turrets, buy equipment (Electrip Wire, Gas and Match Trap, Bear Traps, Bouncing Betties, Gersch Devices (Requiem Only)
  • Elemental Machine - Pack-a-punch your weapons a second time with the new Elemental Machine! There are 6 different possible elemental types in the mod: Acid, Explosive, Electric, Fire, Ice, and Wind. PaP'd guns which have a BLUE camo color can be upgraded a second time with the Elemental Machine. PaP'd guns which have a PINK camo color already have special abilities and cannot be upgraded a second time.
  • 6 Gamemodes:
  • Classic Mode: Classic zombies experience! Completely stock gameplay which includes the Firesale powerup.
  • Arcademode: Classic zombies experience with UGX Powerups (Terminator, Invisibility, etc) and a Brutus bossround included!
  • Gungame: Compete against your friends or the clock to see how fast you can progress through a list of weapons!
  • Sharpshooter: Compete against your friends or the clock to see how many points you can earn as you progress through a random list of weapons! Earn powerups by not getting hit by zombies!
  • Bounty Hunter: Compete against your friends or the clock to see how many targeted/marked zombies you can eliminate before your friends!
  • King of the Hill: (Coop Only, not yet available) Compete against one or more of your friends to see who can maintain control of the hill while fighting off hoards of zombies and enemy players!
  • CHAOS Mode: Compete against your friends or the clock to see how many millions of points you can earn before the time runs out! - Based on the popular MW3 DLC gamemode.
  • Redesigned Host Menu - Now called the Gamemode Selection Screen, the host menu has been completely redesigned with an improved UI and more options, as well as tooltips explaining what each setting does.
  • Additional Competitive Gamemode Settings - You can now disable Degradation in Gungame, delete all the buyable doors/debris on the map for Chaos Mode, Gungame, and Sharpshooter, plus more!
  • Customizable Weapons List - You can now customize what weapons you are given in Gungame and Sharpshooter!
  • Mutators - There are 16 ways to mutate your zombies experience! A homage to the skulls in Halo, mutators allow you to turn on various fun events for your session such as Zombie Birthday Party, Fireworks, and more. Only 5 mutators are unlocked for the beta so that the surprise isn't spoiled. You will need to unlock the mutators for each map by completing certain UGX Mod challenges (not available in beta).
  • Pandora's Box - A complete re-imaging of the class Mystery Box designed to look like a coffin! You can now let other players buy your weapon from the box at a discounted price!
  • Weapon Boxes - No more wall chalks! We've designed a new way to buy your guns! Mappers who want to still use traditional weapon chalks can still do so.
  • Invite Friends without being Host - Now you can invite any of your friends to the current game lobby without being the host!
  • Respawn to Teammates - Annoyed with being put back at spawn when you die? Now you will respawn close to your teammates!
  • Boss Zombie - The Boss Zombie from UGX Mod v1.0.3 makes a return in v1.1! Now he looks like Brutus from Mob of the Dead but he still uses our special custom attacks such as screaming and barfing! You will only find him in Arcademode.
  • Persistent User Settings - Tired of setting your FOV (and ADS FOV) every time you load the game? Annoyed when a map has the console disabled and you can't change your FOV? Looking for a way to turn off Hitmarkers? You will find all of these settings in the UGX Mod Settings sectinon of the Options Menu in any UGX Mod v1.1-enabled map. The settings you change here will be SAVED to your profile and loaded into any other UGX Mod v1.1-enabled map you play!
  • Togglable Hitmarkers - UGX Mod v1.1 has hitmakers - if you don't like to hear the sound, you can mute them. If you don't want to see them at all, you can disable them. Your setting will be saved for all v1.1 maps.
  • Full Xbox 360/Gamepad Support - Are you a console gamer who prefers to play customs with a controller? Well now you can have an even better experience - You can navigate all menus in UGX Mod with your controller's DPad! You will automatically be switched to mouse control when visiting any unsupported menus or menus which would be inefficient to navigate with a controller. Ingame, the DPad will be used to display your current equipment instead of a row on the bottom of the screen.
  • Solo Scoreboard - You can now view your score in Singleplayer by holding the TAB key or Back button (controllers).
  • Weapon Bobbing - Your weapons will now bob left and right as you walk, mimicking the feel of BO1/2.
  • Footstep Noises - The footstep noises were missing in UGX Mod v1.0.3, now they have been added.
  • Remastered BO2 Perk Icons - Some of the icons in BO2 were lower resolution than the rest for some reason - I recreated those by hand in Photoshop to match the quality of the other perk icons in the mod.

Click to view v1.0.3 to v1.1 Bugfix List
  • v1.0.3 to v1.1 Bugfix - Fixed Juggernaut to be 5 hits before death.
  • v1.0.3 to v1.1 Bugfix - Changed the death penalty in Gungame to be less severe to your score.
  • v1.0.3 to v1.1 Bugfix - Lowered the frequency of Degredation drops in Gungame.
  • v1.0.3 to v1.1 Bugfix - Added a new weighting algorithm which balances the chance of high-desire weapons appearing in the Random Box as frequently.
  • v1.0.3 to v1.1 Bugfix - Removed collision from HELLFIRE'd burning zombies.
  • v1.0.3 to v1.1 Bugfix - Made Painkiller timer proportional to round number. (Example: By round 20 you will get an extra 7 seconds of painkiller, for a total of 12)
  • v1.0.3 to v1.1 Bugfix - Compression and optimization of all files resulted in a major file size decrease for UGX Mod v1,1 - even though a TON of new assets have been added, the size of the mod has only increased by 130mb. Any maps released with UGX Mod v1.1 will be allowed a larger filesize limit to accommodate for the added size of the mod.
  • v1.0.3 to v1.1 Bugfix - Fixed practically unreadable font used for player names in 3rd person.
  • v1.0.3 to v1.1 Bugfix - Fixed bug where random box would refuse to swap out your M9 pistol for a new primary weapon.
  • v1.0.3 to v1.1 Bugfix - Fixed weird-looking viewhands texture.
  • v1.0.3 to v1.1 Bugfix - Fixed low damage and effectiveness of Mine Placer gun - renamed to Mine Placer 2.0.
  • v1.0.3 to v1.1 Bugfix - VR0A3 solider damage now scales higher according to zombie health/round number
  • v1.0.3 to v1.1 Bugfix - Separated ammo between regular and PaP versions of a gun to prevent ammo sharing.
  • + many more subtle improvements, fixes, and features!



Map Credits:
Mapping (First-half of map + all script implementations): treminaor
Mapping (Everything else): xJimmy33
Scripting: treminaor
Q.A. Testing: MrSlagovich, DeathBringerZen, tomikaze, treminaor, SajeOne
Objective Ideas/Planning: tomikaze (mastermind & evil genius), MrSlagovich, treminaor
 
Mod Credits:
Scripting: treminaor
Custom Modeling & Animations: SajeOne
Weapon Porting (models, anims, sounds, weaponfile stats): SajeOne & lukkie1998
Model & Anim Porting Programs: Tom_BMX
Various Ported Models and Anims Also Provided By: RamboBadass, JBird632, other people who requested to remain anonymous.
Q.A. Testing: MrSlagovich, DeathBringerZen, tomikaze, treminaor, SajeOne
Title: Re: [Manager] UGX Requiem v1.0
Post by: Koan on October 16, 2015, 07:01:45 am
WOO! Great job to all involved, fantastic map all around. Congratulations on the final release.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Zombiejelly on October 16, 2015, 07:08:27 am
nice job
Title: Re: [Manager] UGX Requiem v1.0
Post by: RadimaX on October 16, 2015, 07:12:14 am
nice, downloading :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Naminator999 on October 16, 2015, 07:18:56 am
If you would like to know more about the Mutators that are available in UGX Mod v1.1 you can check out my Showcase video.

!UGX-Mod v1.1 Mutator Showcase - UGX Requiem - Call of Duty Custom Zombies (1080p 60fps) (http://www.youtube.com/watch?v=M84djOgAWm0#)
Title: Re: [Manager] UGX Requiem v1.0
Post by: JiffyNoodles on October 16, 2015, 07:20:12 am
Although I've said it once before, I shall say it again.
Congratulations to the Entire Team at UGX who made this map possible, so much work was put into this, and it has paid off
Congratulations once again
With regards,
JiffyNoodles
Title: Re: [Manager] UGX Requiem v1.0
Post by: e0894ed4 on October 16, 2015, 07:41:22 am
Thanks I will be downloading.
Title: Re: [Manager] UGX Requiem v1.0
Post by: RadimaX on October 16, 2015, 07:41:53 am
I hope its the codwaw servers being sketchy since COOP dont work this very moment lol whats going on
Title: Re: [Manager] UGX Requiem v1.0
Post by: tylerandmoroll on October 16, 2015, 07:42:47 am
This is the reason World at War is still an amazing game even after 7 years.  Well done UGX team. This is quite impressive. Can't wait for the UGX 1.1 Standalone!
Title: Re: [Manager] UGX Requiem v1.0
Post by: RadimaX on October 16, 2015, 08:16:53 am
lol even blackops 1 and 2 servers was down seems working now thank god :P
Title: Re: [Manager] UGX Requiem v1.0
Post by: Wolf_Silver on October 16, 2015, 08:53:09 am
Thanks for the final release! i will download it!!
Title: Re: [Manager] UGX Requiem v1.0
Post by: sampoltex on October 16, 2015, 09:06:53 am
yes! there's finally something new in the UGX mod  ::)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Delta on October 16, 2015, 09:14:50 am
Wohoooooooo \p/
Title: Awsome
Post by: joost0174 on October 16, 2015, 09:16:59 am
This map is so cool, i must say it is a small map but stil the best i have ever seen. I played it 2 times, and i cant find the detonator and the bag :(  , i searched for 45 minutes
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 16, 2015, 09:55:06 am
Looking forward to playing it!

Double Post Merge: October 16, 2015, 10:50:20 am
Um... I dunno about regular mode cuz I didn't play that yet, but Gun Game is buggy as hell.
Title: Re: [Manager] UGX Requiem v1.0
Post by: timelordalex on October 16, 2015, 12:04:03 pm
Can beta users upgrade to this from the launcher?
Title: Re: [Manager] UGX Requiem v1.0
Post by: HitmanVere on October 16, 2015, 12:20:24 pm
Congrats on the release, UGX Team. Was fun testing all revisions and hopefully most bugs are fixed from them :)
Btw, no credits for me? ;)
Title: Re: [Manager] UGX Requiem v1.0
Post by: timelordalex on October 16, 2015, 12:24:32 pm
Congrats on the release, UGX Team. Was fun testing all revisions and hopefully most bugs are fixed from them :)
Btw, no credits for me? ;)

Everyone who was a donor helped test the map, do you really think he was going to list everyone? 'Thank you to all donors who helped test the map' would do.
Title: Re: [Manager] UGX Requiem v1.0
Post by: HitmanVere on October 16, 2015, 12:33:04 pm
Everyone who was a donor helped test the map, do you really think he was going to list everyone? 'Thank you to all donors who helped test the map' would do.

I helped through Jira with some and did Hells Retriever textures :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: DeathBringerZen on October 16, 2015, 12:36:40 pm
Um... I dunno about regular mode cuz I didn't play that yet, but Gun Game is buggy as hell.

Can you be more specific with your 'buggy as hell' description, because tons of people have been playing Gun Game regularly includng myself and the only issues reported have been addressed already.
Title: Re: [Manager] UGX Requiem v1.0
Post by: animallover on October 16, 2015, 12:46:25 pm
Was great testing this map before public release.. and im proud to say I can finally play this with my friends tonight! Great work team  8)
Title: Re: [Manager] UGX Requiem v1.0
Post by: InFInIX on October 16, 2015, 01:40:30 pm
Um... I dunno about regular mode cuz I didn't play that yet, but Gun Game is buggy as hell.
what do  you have for bugs? UGX can't fix anything if they don't know that
also in betea i didn't had ANY bugs in gungame
Title: Re: [Manager] UGX Requiem v1.0
Post by: KDXDARK on October 16, 2015, 01:47:59 pm
Congrats!!!
[/b]

Off-topic: wtf is going on with the map manager i am getting like 700-800kb of download speed, that is crazy with the shit of internet that i have :D
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 02:11:32 pm
Can beta users upgrade to this from the launcher?
No, it has a different folder name anyway. This one is ugx_requiem and the Launcher beta version is ugx_requiem_beta.

Um... I dunno about regular mode cuz I didn't play that yet, but Gun Game is buggy as hell.
Uh, no it's not actually...
Title: Re: [Manager] UGX Requiem v1.0
Post by: DeletedUser on October 16, 2015, 02:13:30 pm
I liked it a lot to test this mod...
Congrats at all UGX Staff, well done! :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: KDXDARK on October 16, 2015, 02:26:36 pm
i wanna report a "bug" the hell retriever dont have textures, is all white. Or maybe isnt a bug?
Title: Re: [Manager] UGX Requiem v1.0
Post by: JBird632 on October 16, 2015, 02:44:37 pm
i wanna report a "bug" the hell retriever dont have textures, is all white. Or maybe isnt a bug?
That's likely just your waw didn't load it. Sometimes waw just decides not to load a texture.
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 02:44:43 pm
i wanna report a "bug" the hell retriever dont have textures, is all white. Or maybe isnt a bug?
We made a change to the textures last minute but they should be working...
Title: Re: [Manager] UGX Requiem v1.0
Post by: DidUknowiPwn on October 16, 2015, 03:18:32 pm
(http://i.imgur.com/lcP61On.jpg)
I still can't figure out how to "start"

Got it in the ending.

Edit:
(http://i.imgur.com/iLgyLkr.png)
Can we stop the console spamming <3
Title: Re: [Manager] UGX Requiem v1.0
Post by: lionek98PL on October 16, 2015, 03:19:30 pm
I M HAPPY
Title: Re: [Manager] UGX Requiem v1.0
Post by: LegitimateRage on October 16, 2015, 04:04:07 pm
FINALLY! The long anticipated wait is over :D So excited to play this, the hints and teasers I've seen have gotten me so excited. Fantastic job guys!
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 04:10:09 pm
Edit:
(http://i.imgur.com/iLgyLkr.png)
Can we stop the console spamming <3
I can't stop something that I dont even see on my machine. You really think I could have developed the whole mod if the console was spamming shit all the time? Lol it would drive me insane.
Title: Re: [Manager] UGX Requiem v1.0
Post by: HitmanVere on October 16, 2015, 04:14:50 pm
I really dont suggest running T4M with this map:

(http://i.imgur.com/rZMLCsG.jpg)

Without T4M map runs fine, but with T4M, all console spam kills FPS atleast for me :P
Title: Re: [Manager] UGX Requiem v1.0
Post by: DidUknowiPwn on October 16, 2015, 04:19:06 pm
I really dont suggest running T4M with this map:

(http://i.imgur.com/rZMLCsG.jpg)

Without T4M map runs fine, but with T4M, all console spam kills FPS atleast for me :P
Disable external console and see if that helps.
Title: Re: [Manager] UGX Requiem v1.0
Post by: HitmanVere on October 16, 2015, 04:27:47 pm
Disable external console and see if that helps.

Will try that later. But now I see what Dark meant:
(http://i.imgur.com/iFCPb8I.jpg)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Spaceman99 on October 16, 2015, 04:37:32 pm
coop button don't work for me:(
Title: Re: [Manager] UGX Requiem v1.0
Post by: DidUknowiPwn on October 16, 2015, 04:42:49 pm
I can't stop something that I dont even see on my machine. You really think I could have developed the whole mod if the console was spamming shit all the time? Lol it would drive me insane.
Those zombies are missing the tag "tag_eye" which is used in a variety of functions.

(Obvious response was obvious. Can't tell you where it's failing from but yeah.)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Edwardzx on October 16, 2015, 05:17:05 pm
Looks awesome, will be downloading it definitely.  :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Spaceman99 on October 16, 2015, 05:31:39 pm
why i can't play the cooperative mode?
Title: Re: [Manager] UGX Requiem v1.0
Post by: MrDunlop4 on October 16, 2015, 05:35:40 pm
Its time to download something :P
Title: Re: [Manager] UGX Requiem v1.0
Post by: ProRevenge on October 16, 2015, 06:21:13 pm
Had a go on this, lots of exciting and unique features :D

Great to see 1.1 finally able to be played by everyone, it really brings a lot to the table, I cannot image the time spent on scripting all these amazing features
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 16, 2015, 06:39:49 pm
Can you be more specific with your 'buggy as hell' description, because tons of people have been playing Gun Game regularly includng myself and the only issues reported have been addressed already.

Okay, I actually figured out the problem. I was trying to record with Nvidia ShadowPlay, but the program's somehow messing up my GPU. Right now, I've turned it off and therefore can't record, but at least I know it's not an issue on your end!
Title: Re: [Manager] UGX Requiem v1.0
Post by: dadadodo on October 16, 2015, 07:02:47 pm
can't go to muliplayer but anyway nice map bro
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 07:17:49 pm
can't go to muliplayer but anyway nice map bro
(http://i.imgur.com/FZjaZq3.png)
(http://i.imgur.com/IomGWoD.png)
(http://i.imgur.com/OKmKgog.png)

If you don't see the button it's because you aren't logged into the online service. I forgot to remove the checks since LAN mode is now a thing again.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Spaceman99 on October 16, 2015, 07:32:04 pm
(http://i.imgur.com/FZjaZq3.png)
(http://i.imgur.com/IomGWoD.png)
(http://i.imgur.com/OKmKgog.png)

If you don't see the button it's because you aren't logged into the online service. I forgot to remove the checks since LAN mode is now a thing again.
please remove them because i can't play online with waw ath the moment but only lan
Title: Re: [Manager] UGX Requiem v1.0
Post by: MZslayer11 on October 16, 2015, 07:34:22 pm
I think I am more excited for this than I am for shadows of evil lol. Can't wait to try it out.
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 07:35:57 pm
please remove them because i can't play online with waw ath the moment but only lan
lol I will don't worry, there will be an update soon. fixing some other bugs people have reported too.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Gabrielle on October 16, 2015, 07:41:16 pm
I have a problem. I used to play UGX Requiem BETA before with controller. Now I started up the UGX Requiem mod (not the BETA) and the layout is like I'm using a XBOX controller, but when I try to do anything, it doesn't work. So basically I am stuck on the screen and have to alt tab out to close the game. But I can't play.

If I can, I'd like to get some assistance :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 07:47:52 pm
I have a problem. I used to play UGX Requiem BETA before with controller. Now I started up the UGX Requiem mod (not the BETA) and the layout is like I'm using a XBOX controller, but when I try to do anything, it doesn't work. So basically I am stuck on the screen and have to alt tab out to close the game. But I can't play.

If I can, I'd like to get some assistance :)
Try closing the game and deleting this file:
Code Snippet
Plaintext
C:\Users\%username%\AppData\Local\Activision\CoDWaW\players\profiles\USERNAME\config.cfg
Title: Re: [Manager] UGX Requiem v1.0
Post by: ped078 on October 16, 2015, 07:49:19 pm
Insane map, I was a donor just to get this map ages ago. Great work team :) .

However, Had jugg and went redscreen after 1 hit, died on the second hit...anyone else get this?

Thanks for the map.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Gabrielle on October 16, 2015, 07:54:28 pm
Try closing the game and deleting this file:
Code Snippet
Plaintext
C:\Users\%username%\AppData\Local\Activision\CoDWaW\players\profiles\USERNAME\config.cfg

Thanks, that did help!
Title: Re: [Manager] UGX Requiem v1.0
Post by: alex-125 on October 16, 2015, 07:57:01 pm
Try closing the game and deleting this file:
Code Snippet
Plaintext
C:\Users\Andy King\AppData\Local\Activision\CoDWaW\players\profiles\USERNAME\config.cfg

Why deleting the whole file lel ? Just open it ctrl+f and search for "xbox" or "ugx" and you'll find it on "Yes" just change to "No" , I said that cause i just had the same problem,seems like the xbox controller don't work on the public release ?

Edit : And because he will have to reset his settings
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 07:58:12 pm
Why deleting the whole file lel ? Just open it ctrl+f and search for "xbox" or "ugx" and you'll find it on "Yes" just change to "No" , I said that cause i just had the same problem,seems like the xbox controller don't work on the public release ?
Yeah obviously I could have said that but the chances of someone messing up specific instructions like that are a lot higher, plus its more for me to type. I know how to clear my own settings :P
Title: Re: [Manager] UGX Requiem v1.0
Post by: daedra descent on October 16, 2015, 07:58:25 pm
lol I will don't worry, there will be an update soon. fixing some other bugs people have reported too.

Could you possibly add an option to stop or reduce the weapon walk/run bob?

Thanks.   :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 08:09:54 pm
Could you possibly add an option to stop or reduce the weapon walk/run bob?

Thanks.   :)
Go to weapon_bobbing() in ugx_elemental.gsc.

Add this:
Code Snippet
Plaintext
weapon_bobbing()
{
     if(true) return;

I may add a setting later.
Title: Re: [Manager] UGX Requiem v1.0
Post by: DeadpoolsBFF on October 16, 2015, 08:39:07 pm
Seems awesome and I've been looking forward to it but from the start there are a LOT of problems. I see stuff like this http://i.imgur.com/zIkXkHG.jpg (http://i.imgur.com/zIkXkHG.jpg)
http://i.imgur.com/cVbElFy.jpg (http://i.imgur.com/cVbElFy.jpg) http://i.imgur.com/K2KEcBJ.jpg (http://i.imgur.com/K2KEcBJ.jpg) and then I crash to desktop. Reinstall?
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 16, 2015, 08:40:04 pm
My capture program Nvidia ShadowPlay won't accept this mod for some reason. It also refuses to accept Kino the Rebirth or any heavily modified mod, but it still accepts mostly Der Riese style maps like Perk-A-Cola Inc and Hexagon Tower. I don't know how or why, but this issue is preventing me from recording proper gameplay. Here's what it looks like playing UGX Requiem with ShadowPlay on: https://youtu.be/PaQxrzO0EdI

If anybody has tips on how to fix this, please let me know!
Title: Re: [Manager] UGX Requiem v1.0
Post by: Ramiabdh on October 16, 2015, 08:47:35 pm
Is this a dream or what?

Requiem released.
Contest maps approaching release
Oil rig approaching release
Bo3 approaching release too.

This has gotta be a complete joke.

Congrats on requiem you guys, it's sad that the contest maps won't use ugx mod 1.1.
And soon rip ugx map manager...
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 08:48:45 pm
Seems awesome and I've been looking forward to it but from the start there are a LOT of problems. I see stuff like this http://i.imgur.com/zIkXkHG.jpg (http://i.imgur.com/zIkXkHG.jpg)
http://i.imgur.com/cVbElFy.jpg (http://i.imgur.com/cVbElFy.jpg) http://i.imgur.com/K2KEcBJ.jpg (http://i.imgur.com/K2KEcBJ.jpg) and then I crash to desktop. Reinstall?
Change your specular maps setting, i have no fucking clue why some people have this problem. 99% of people don't.
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 08:49:27 pm
My capture program Nvidia ShadowPlay won't accept this mod for some reason. It also refuses to accept Kino the Rebirth or any heavily modified mod, but it still accepts mostly Der Riese style maps like Perk-A-Cola Inc and Hexagon Tower. I don't know how or why, but this issue is preventing me from recording proper gameplay. Here's what it looks like playing UGX Requiem with ShadowPlay on: https://youtu.be/PaQxrzO0EdI

If anybody has tips on how to fix this, please let me know!
Sounds like a problem with the game becoming unstable, I suggest using a different capture program like Dxtory or Fraps.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 16, 2015, 08:51:44 pm
Sounds like a problem with the game becoming unstable, I suggest using a different capture program like Dxtory or Fraps.

For some reason, when I use Fraps, I get a bunch of short clips each about 1 min long instead of one long video. Do you know how to fix that?
Title: Re: [Manager] UGX Requiem v1.0
Post by: daedra descent on October 16, 2015, 08:53:18 pm
Still haven't gotten a chance to play the map properly, but i have noticed that there is a lot of console spamming going on and i believe its absolutely destroying my FPS(getting bellow 60 average).

This is whats being spammed in the console for me:

(https://i.gyazo.com/8a2f6358f714e845ef30cd686c67c31b.jpg)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 16, 2015, 08:56:50 pm
For some reason, when I use Fraps, I get a bunch of short clips each about 1 min long instead of one long video. Do you know how to fix that?
get the "real" version instead of the "trial" version

theres also settings you can change
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 16, 2015, 08:59:30 pm
Still haven't gotten a chance to play the map properly, but i have noticed that there is a lot of console spamming going on and i believe its absolutely destroying my FPS(getting bellow 60 average).

This is whats being spammed in the console for me:

(https://i.gyazo.com/8a2f6358f714e845ef30cd686c67c31b.jpg)
Your UGX user settings are either non existant or corrupt, visit the UGX Mod Settings menu from the main menu.
Title: Re: [Manager] UGX Requiem v1.0
Post by: ssg3Goku on October 16, 2015, 09:12:47 pm
Great looking map, played only for about 20min, but from what ive played best Mod ive ever played, although i cant wait for Chroma to release his 2 maps hes working on.
Title: Re: [Manager] UGX Requiem v1.0
Post by: smasher248 on October 16, 2015, 09:13:16 pm
Congratulations on the release trem :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: DeadpoolsBFF on October 16, 2015, 09:29:11 pm
Change your specular maps setting, i have no fucking clue why some people have this problem. 99% of people don't.

Turning off specular maps before starting the match worked. Thanks a lot and good job on this map guys it's something else http://ugx-mods.com/forum/Smileys/alive/shocked.gif (http://ugx-mods.com/forum/Smileys/alive/shocked.gif)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Tylerjoshpeyton on October 17, 2015, 12:06:39 am
HOW DO U TAKE THE XBOX REMOTE OFF. HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! >:( >:( >:( >:( >:(
Title: Re: [Manager] UGX Requiem v1.0
Post by: novadex on October 17, 2015, 01:37:34 am
Thanks UGX great fun map/mod and loads of cool setting!
Is the hell's redeemer suppose to have the white handle? I remember different on some of the YouTube vids Ive seen of the beta, I could be wrong about that in the videos, just wondering.

HOW DO U TAKE THE XBOX REMOTE OFF. HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! >:( >:( >:( >:( >:(

Read the UGX menu in game, it says how to shut it off :o
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 01:50:48 am
Thanks UGX great fun map/mod and loads of cool setting!
Is the hell's redeemer suppose to have the white handle? I remember different on some of the YouTube vids Ive seen of the beta, I could be wrong about that in the videos, just wondering.

Read the UGX menu in game, it says how to shut it off :o
whats a "read"?

 :D :D
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 17, 2015, 02:18:17 am
HOW DO U TAKE THE XBOX REMOTE OFF. HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! >:( >:( >:( >:( >:(
Read the rest of this thread, its already been mentioned.
Title: Re: [Manager] UGX Requiem v1.0
Post by: DeletedUser on October 17, 2015, 02:22:27 am
The final release looks good  8)
Title: Re: [Manager] UGX Requiem v1.0
Post by: eliudjb on October 17, 2015, 02:32:41 am
Congratulations Team!

off topic question, What if people want to repalce actual weapons for better ones on their own maps, like on 1.04? By the way, don't like the idea that challenges still need to complete on each map, that really suck. Whatever. :-\

Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 02:45:12 am
Congratulations Team!

off topic question, What if people want to repalce actual weapons for better ones on their own maps, like on 1.04? By the way, don't like the idea that challenges still need to complete on each map, that really suck. Whatever. :-\
your right, that is off topic ;)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Wild_LD on October 17, 2015, 03:32:02 am
It says I need the map manager to download this....when I go to get it it says I cant view the link because I need to register or login..however I am logged in...    When I click either of the links it just brings me to the home page?
Title: Re: [Manager] UGX Requiem v1.0
Post by: Dazza on October 17, 2015, 04:06:14 am
I have downloaded the map and can play solo. But when I try to join a co op it says I need mods/ugx_requiem. I'm pretty sure they're the same version so I don't know whats going on.
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 17, 2015, 05:59:16 am
It says I need the map manager to download this....when I go to get it it says I cant view the link because I need to register or login..however I am logged in...    When I click either of the links it just brings me to the home page?
Clear your browser cache.

FYI there will be an update very soon to fix the Hell's Retriever texture, the COOP button issue, and the console spam lag. Everything is ready except the texture fix, waiting on lukkie since that's his department now.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Alvega on October 17, 2015, 06:37:04 am
Amazing map, congratulations.

Couldn't find a way to open the "mysterious force" door. Any hint?
Title: Re: [Manager] UGX Requiem v1.0
Post by: ped078 on October 17, 2015, 06:57:06 am
You talking about near spawn? you need the axe to break it down if so, look around , it is there.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Alvega on October 17, 2015, 07:20:46 am
You talking about near spawn? you need the axe to break it down if so, look around , it is there.

No, i mean the one after that, on the Honey Badger area.
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 17, 2015, 07:24:10 am
Amazing map, congratulations.

Couldn't find a way to open the "mysterious force" door. Any hint?
It's part of the objectives. There's instructions near Jugg at the angel statue.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Scobalula on October 17, 2015, 08:31:35 am
Very well done to you guys, honestly this map is amazing, and so is UGX Mod, so many game modes to play in, and not forgetting all the mutators, heck I found UGX Mod 1.1 so enjoyable I kept playing on a test map in gun game. xDDD

A big well done though, honestly just by looking at the features list you can tell how much has been put into the map and mod, recommend everyone give it a go. :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Andy Whelan on October 17, 2015, 08:35:28 am
This is one of the many reasons why WaW modding will last for ages. The hard work and time put in this map and mod really brings new cards to the table.

 Congratulations on final release, and congratulations to the entire UGX Mods Team and community members of making WaW worth modding.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 17, 2015, 09:01:30 am
No, i mean the one after that, on the Honey Badger area.

Turn the power on, open the Jugg "room" (more like a small field) and follow the fireball's instructions. From there, you should know what to do.
Title: Re: [Manager] UGX Requiem v1.0
Post by: ped078 on October 17, 2015, 10:35:17 am
Is jugg working ok for everyone else? I downed after 2 hits even with jugg.
Title: Re: [Manager] UGX Requiem v1.0
Post by: animallover on October 17, 2015, 10:36:27 am
Is jugg working ok for everyone else? I downed after 2 hits even with jugg.

Its been working fine for me  ::)
Title: Re: [Manager] UGX Requiem v1.0
Post by: timelordalex on October 17, 2015, 10:38:42 am
Congratulations Team!

off topic question, What if people want to repalce actual weapons for better ones on their own maps, like on 1.04? By the way, don't like the idea that challenges still need to complete on each map, that really suck. Whatever. :-\

what do you mean by the challenges?
Title: Re: [Manager] UGX Requiem v1.0
Post by: Spaceman99 on October 17, 2015, 11:03:49 am
Sounds like a problem with the game becoming unstable, I suggest using a different capture program like Dxtory or Fraps.
that type of problemsis cause of rootkits
don't know maybe it is a problem of the map
Title: Re: [Manager] UGX Requiem v1.0
Post by: MikeVLC on October 17, 2015, 11:42:49 am
I play with a ps3 controller and I need two apps to make that pc detects controller. I selected in the ugx mod an option for compatibility xbox controller or something similar because I get stuck a couple of times making dolphin dive, after to select this option playabilty of controller improved, but after to play some games when I try to play again, mod doesnt detect mouse, keyboard or ps3 controller.
I can do nothing now with the mod, I tried to deleted the mod from the folder and redownload but probably the mod saved the config in a place that is not the mod folder, sorry but I dont know the place where mod saved the config and I cant play, probably is very easy but really I dont know.
Where can I delete the config of the mod and set by default?
Title: Re: [Manager] UGX Requiem v1.0
Post by: Ramiabdh on October 17, 2015, 12:57:28 pm
I play with a ps3 controller and I need two apps to make that pc detects controller. I selected in the ugx mod an option for compatibility xbox controller or something similar because I get stuck a couple of times making dolphin dive, after to select this option playabilty of controller improved, but after to play some games when I try to play again, mod doesnt detect mouse, keyboard or ps3 controller.
I can do nothing now with the mod, I tried to deleted the mod from the folder and redownload but probably the mod saved the config in a place that is not the mod folder, sorry but I dont know the place where mod saved the config and I cant play, probably is very easy but really I dont know.
Where can I delete the config of the mod and set by default?

Something similar happened to me before. I went to this :

C:\Users\<Your Name>\AppData\Local\Activision\CoDWaW\players\profiles\<Your Name>\mods

Delete ugx requiem, this could solve your problem.
Title: Re: [Manager] UGX Requiem v1.0
Post by: alex-125 on October 17, 2015, 12:58:00 pm
I play with a ps3 controller and I need two apps to make that pc detects controller. I selected in the ugx mod an option for compatibility xbox controller or something similar because I get stuck a couple of times making dolphin dive, after to select this option playabilty of controller improved, but after to play some games when I try to play again, mod doesnt detect mouse, keyboard or ps3 controller.
I can do nothing now with the mod, I tried to deleted the mod from the folder and redownload but probably the mod saved the config in a place that is not the mod folder, sorry but I dont know the place where mod saved the config and I cant play, probably is very easy but really I dont know.
Where can I delete the config of the mod and set by default?


Here
 
Code Snippet
Plaintext
C:\Users\%username%\AppData\Local\Activision\CoDWaW\players\profiles\USERNAME\config.cfg

Edit : It's not for the mod just to be able to play again
You coul open it search for "xbox" and set to no
Title: Re: [Manager] UGX Requiem v1.0
Post by: lionek98PL on October 17, 2015, 03:01:23 pm
https://www.youtube.com/watch?v=bvSGXevMx3I (https://www.youtube.com/watch?v=bvSGXevMx3I)
https://www.youtube.com/watch?v=MOcRWGyw738 (https://www.youtube.com/watch?v=MOcRWGyw738)
Title: Re: [Manager] UGX Requiem v1.0
Post by: wilsonowen21 on October 17, 2015, 03:23:56 pm
I'm glad i made the donation to get this map and I really appreciate the work that UGX puts in to keep this community alive. Although many people are becoming mad about how the oil rig beta requires a donation I think that the map devs should really get something in return for all the work they put in, especially since its only a minimum of $5 and activations map packs usually cost $20.  :D
Title: Re: [Manager] UGX Requiem v1.0
Post by: MikeVLC on October 17, 2015, 03:57:42 pm


Here
 
Code Snippet
Plaintext
C:\Users\%username%\AppData\Local\Activision\CoDWaW\players\profiles\USERNAME\config.cfg

Edit : It's not for the mod just to be able to play again
You coul open it search for "xbox" and set to no
I tried both, that said Ramiabdh and alex and it didnt work.
Same problem
Title: Re: [Manager] UGX Requiem v1.0
Post by: lainetheboss2 on October 17, 2015, 05:11:04 pm
I accidentally turned on the xbox remote and I cant use it or play please help   :(
Title: Re: [Manager] UGX Requiem v1.0
Post by: davidcf on October 17, 2015, 06:18:27 pm
hello why i cant play cooperative with my friend?
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 17, 2015, 06:42:27 pm
I accidentally turned on the xbox remote and I cant use it or play please help   :(
Press 0 on your keyboard on the main menu of UGX Requiem to disable controller input.
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 17, 2015, 06:42:48 pm
hello why i cant play cooperative with my friend?
This will be fixed soon.
Title: Re: [Manager] UGX Requiem v1.0
Post by: dadadodo on October 17, 2015, 07:00:31 pm
my controller doesn't work and i pressed 0 but it also doesn't work
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 17, 2015, 07:11:41 pm
my controller doesn't work and i pressed 0 but it also doesn't work
then delete your config file, which is already discussed earlier in this thread.
Title: Re: [Manager] UGX Requiem v1.0
Post by: dadadodo on October 17, 2015, 07:21:49 pm
then delete your config file, which is already discussed earlier in this thread.
thank you for your help
Title: Re: [Manager] UGX Requiem v1.0
Post by: alex-125 on October 17, 2015, 07:29:49 pm
This was my longest game ever ! Great work on the map ! It was worth the wait ! I recommend this map .

(http://i.imgur.com/5RJiYY3.jpg?1)

Note: I didn't know that who's who had a limit lol :P.
Title: Re: [Manager] UGX Requiem v1.0
Post by: radical_rom on October 17, 2015, 07:54:11 pm
v1.0.3 to v1.1 Bugfix - Fixed Juggernaut to be 5 hits before death.

Sir I would love to agree that you did in fact fix this, but unfortunately I did not experience this updated patch.   I downloaded this map to experience they HYPE that was behind it.  I streamed it for about 30 min, and right when I was starting to commend it for being  a good map I get 1/2 hit by a zombie and down.  I figured it was a fluke so I rebought jug, 5 downs of the exact same style.  Unfortunately with everything this map did cool, it was negated to a garbage map in my opinion in the fact that you can't port jug correctly.  Please fix, like actually fix it not just put it in  the notes.  Thanks
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 17, 2015, 07:59:35 pm
This was my longest game ever ! Great work on the map ! It was worth the wait ! I recommend this map .

Note: I didn't know that who's who had a limit lol :P.

Nice! I'm still trying to figure out what to do with the Gersch devices. Do I just kill a bunch of zombies near the angel statues with those?
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 08:02:53 pm
v1.0.3 to v1.1 Bugfix - Fixed Juggernaut to be 5 hits before death.

Sir I would love to agree that you did in fact fix this, but unfortunately I did not experience this updated patch.   I downloaded this map to experience they HYPE that was behind it.  I streamed it for about 30 min, and right when I was starting to commend it for being  a good map I get 1/2 hit by a zombie and down.  I figured it was a fluke so I rebought jug, 5 downs of the exact same style.  Unfortunately with everything this map did cool, it was negated to a garbage map in my opinion in the fact that you can't port jug correctly.  Please fix, like actually fix it not just put it in  the notes.  Thanks
hmm... some people have such a way with words

Other 2 years of work? Forget it, coz jugg broke...

Id try a slightly less demeaning tone in future, one bug doesnt make a map "garbage", had you restarted, the problem probably wouldnt have occured the second time. Dont know if you remember, but all treyarch maps with a DG2 were "jugg bugged" ;)
Title: Re: [Manager] UGX Requiem v1.0
Post by: alex-125 on October 17, 2015, 08:03:28 pm
Nice! I'm still trying to figure out what to do with the Gersch devices. Do I just kill a bunch of zombies near the angel statues with those?

You don't need the Gersh devices for the angel statues .Gravity bomb=Pap weapon :P
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 17, 2015, 08:06:27 pm
v1.0.3 to v1.1 Bugfix - Fixed Juggernaut to be 5 hits before death.

Sir I would love to agree that you did in fact fix this, but unfortunately I did not experience this updated patch.   I downloaded this map to experience they HYPE that was behind it.  I streamed it for about 30 min, and right when I was starting to commend it for being  a good map I get 1/2 hit by a zombie and down.  I figured it was a fluke so I rebought jug, 5 downs of the exact same style.  Unfortunately with everything this map did cool, it was negated to a garbage map in my opinion in the fact that you can't port jug correctly.  Please fix, like actually fix it not just put it in  the notes.  Thanks

I dunno, but if you call a map garbage just because Jugg is broken... does that mean you suck at zombies? I mean, this map has two distinct "rooms" (more like small fields) where you can probably train without Jugg.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 08:08:59 pm
I dunno, but if you call a map garbage just because Jugg is broken... does that mean you suck at zombies? I mean, this map has two distinct "rooms" (more like small fields) where you can probably train without Jugg.
I get the frustration as wouldnt be just "no jugg", he apparently went to one hit down, little different

but there was still no need to be a complete ass-hat about it  :D
Title: Re: [Manager] UGX Requiem v1.0
Post by: radical_rom on October 17, 2015, 08:11:23 pm
oh I quit playing custom maps.  Well I was boycottying it from the beginning because I would've had to pay for it, and as I said to the people I was playing with, "I would pay for it, donate only, not just to play".  They were only jug bugged when you got hit with the DG2, noone on my team had a DG2, I could atleast count on being able to take more than 2 hits.  It wasn't lag either, since I was host.  I can't recommend this map, I shouldn't have used the word garbage.  I will advise everyone I know to NOT play this map due to broken jug.  All I was asking was to actually fix the jug problem not just put it in the patch notes.  That's all I want, other than that the map is fun, a little to big for my taste but fun enough.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 08:13:08 pm
oh I quit playing custom maps.  Well I was boycottying it from the beginning because I would've had to pay for it, and as I said to the people I was playing with, "I would pay for it, donate only, not just to play".  They were only jug bugged when you got hit with the DG2, noone on my team had a DG2, I could atleast count on being able to take more than 2 hits.  It wasn't lag either, since I was host.  I can't recommend this map, I shouldn't have used the word garbage.  I will advise everyone I know to NOT play this map due to broken jug.  All I was asking was to actually fix the jug problem not just put it in the patch notes.  That's all I want, other than that the map is fun, a little to big for my taste but fun enough.
ah, so your gonna continue being a ass hat and completely misunderstand the point - and clearly didnt understand the old DG2 bug...

let me repeat - dont come into the maps "own topic" to tell people you recommend "not to play the map coz its garbage"

now good day sir, youve had your fun
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 17, 2015, 08:15:41 pm
You don't need the Gersh devices for the angel statues .Gravity bomb=Pap weapon :P

Aww whaaatt???? But that's so misleading! Gersch device = black hole grenade = gravity bomb :P Okay, I'll try to find that gun that when PaP'd is Gravity Bomb. Hmph!
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 08:17:33 pm
Aww whaaatt???? But that's so misleading! Gersch device = black hole grenade = gravity bomb :P Okay, I'll try to find that gun that when PaP'd is Gravity Bomb. Hmph!

Clue is the name ( i didnt get this at first, but you will see what i mean by that, go pap some guns ;) )

Gersch devices are not "gravity bombs" nor do they do anything with "gravity", they "suck things in" like a black hole ;)
Title: Re: [Manager] UGX Requiem v1.0
Post by: radical_rom on October 17, 2015, 08:19:00 pm
ah, so your gonna continue being a ass hat and completely misunderstand the point

let me repeat - dont come into the maps "own topic" to tell people you recommend "not to play the map"

now good day sir, youve had your fun

Ok thanks, it's an open forum where I can not recommend a map if I don't like it.  Are you trying to censor an internet forum?  Stop being a smug asshat (as you so graciously put it).  I'm a nobody in the community, why would you worry what I have to say?  Well this has been fun, and an enlightening experience with the new custom zombie community. 
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 17, 2015, 08:19:18 pm
Clue is the name

Gersch devices are not "gravity bombs" nor do they do anything with "gravity", they "suck things in" like a black hole ;)

Real life black holes suck things in because of their immense gravity. Just sayin'. So I assumed so with Gersch devices.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 08:30:55 pm
Ok thanks, it's an open forum where I can not recommend a map if I don't like it.  Are you trying to censor an internet forum?  Stop being a smug asshat (as you so graciously put it).  I'm a nobody in the community, why would you worry what I have to say?  Well this has been fun, and an enlightening experience with the new custom zombie community.
lol "censor the internet?"

and "new" community? Lol

Your just being a dick about it mate, and on the topic of the map, is not the place for this. If you find a bug, report it to the creator, dont slander the map on its own topic and recommend EVERYONE not to play it coz of your "one" bad experience

Now do one, I wont approve any more of your bull crap comments
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 08:40:29 pm
Real life black holes suck things in because of their immense gravity. Just sayin'. So I assumed so with Gersch devices.
lol good point,

but anyway, its not them  :D
Title: Re: [Manager] UGX Requiem v1.0
Post by: Morgan2233 on October 17, 2015, 08:50:09 pm
I have several probolems to report. If you die in the eletric water its always 1 hit even with jugg and if you go down you lose grenades and special equiptment.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 08:53:11 pm
I have several probolems to report. If you die in the eletric water its always 1 hit even with jugg and if you go down you lose grenades and special equiptment.
see at least this guy did it nicely  :D :D

Its definitely the water that caused it for you yea?
Title: Re: [Manager] UGX Requiem v1.0
Post by: alex-125 on October 17, 2015, 08:54:21 pm
I have several probolems to report. If you die in the eletric water its always 1 hit even with jugg and if you go down you lose grenades and special equiptment.


Even with no jugg you could escape from the electric water .

Edit:Other thing if you meant with a zombie lol :D
Title: Re: [Manager] UGX Requiem v1.0
Post by: xxstrikeholo on October 17, 2015, 09:03:08 pm
Loved playing the beta for this map, glad to see it finally released!  :D ;D :D :D :D :D :D :D :D
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 09:33:27 pm

Even with no jugg you could escape from the electric water .

Edit:Other thing if you meant with a zombie lol :D
lol I think its the "permenent after effect" they are referring to, not just getting back out of the water ;)
Title: Re: [Manager] UGX Requiem v1.0
Post by: alex-125 on October 17, 2015, 09:45:25 pm
lol I think its the "permenent after effect" they are referring to, not just getting back out of the water ;)

Oh ok lol.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Ramiabdh on October 17, 2015, 09:50:35 pm
Is it me only, or some people are getting low fps here?
Title: Re: [Manager] UGX Requiem v1.0
Post by: alex-125 on October 17, 2015, 09:59:27 pm
Is it me only, or some people are getting low fps here?

It's only for the people who got a computer that can't manage such a big map.
Title: Re: [Manager] UGX Requiem v1.0
Post by: timelordalex on October 17, 2015, 10:20:34 pm
Is it me only, or some people are getting low fps here?

nope not just you.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Cold_banana on October 17, 2015, 10:34:23 pm
Will all maps released for the upcoming contest include ugx 1.1?
Title: Re: [Manager] UGX Requiem v1.0
Post by: Frrrozn on October 17, 2015, 10:43:38 pm
Very fun map and with great replay ability. I won't go off on the map here and instead show off one game me and 2 others played. We did the main objective by round 22. This can be done for sure below 20.

http://imgur.com/PTqbVl9 (http://imgur.com/PTqbVl9)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Andy Whelan on October 17, 2015, 10:56:43 pm
Will all maps released for the upcoming contest include ugx 1.1?

No they won't :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: timelordalex on October 17, 2015, 11:00:17 pm
No they won't :(

I'll change your reply slightly.
Title: Re: [Manager] UGX Requiem v1.0
Post by: SoulTaker on October 17, 2015, 11:01:29 pm
Hey Trem sorry if this was mentioned already, but is it impossible to play lan with this? Only reason why I ask is because my friend comes over and we play it with lan since his computer is terrible?
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 17, 2015, 11:24:34 pm
Hey Trem sorry if this was mentioned already, but is it impossible to play lan with this? Only reason why I ask is because my friend comes over and we play it with lan since his computer is terrible?
as he said earlier, he forgot to take the online check out, will be updated in the future, will also fix the retriever textures
Title: Re: [Manager] UGX Requiem v1.0
Post by: novadex on October 18, 2015, 12:00:05 am
so iam guessing there's only one axe in this map?

did a coop and b4 we could password the lobby we got one of those "laggy noobs" who said "ya I've played this b4 many times, its not too hard" :( after he got the axe and was reved like 12 times he rage quite just after I got the haxer device and  before I opened the code doors...........grrrr >:(..we search more but nothing for another axe and so we quit while looking at the computer/control room once through the code doors, but behind the wood barrier.

needles to say that friend request was canceled lol
 
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 18, 2015, 12:05:53 am
so iam guessing there's only one axe in this map?

did a coop and b4 we could password the lobby we got one of those "laggy noobs" who said "ya I've played this b4 many times, its not too hard" :( after he got the axe and was reved like 12 times he rage quite just after I got the haxer device and  before I opened the code doors...........grrrr >:(..we search more but nothing for another axe and so we quit while looking at the computer/control room once through the code doors, but behind the wood barrier.

needles to say that friend request was canceled lol
I believe your right, just one axe, could prob add a disconnect check for that, but those are generally unstable. Something to consider tho ;)
Title: Re: [Manager] UGX Requiem v1.0
Post by: Alvega on October 18, 2015, 01:30:17 am
After getting the Hell's Retrievers and open up the Pack a Punch, i'm stuck. Got to round 25 with a friend but can't figure out how to continue. We saw the statues had a white beam of light over them but then it's gone. The fire ball doesn't give any clue anymore. How do i open the door that says "A mysterious force..."? Do i need a Gravity bomb to shoot the statues? We only get trash from the box. I'm lost.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 18, 2015, 01:54:23 am
After getting the Hell's Retrievers and open up the Pack a Punch, i'm stuck. Got to round 25 with a friend but can't figure out how to continue. We saw the statues had a white beam of light over them but then it's gone. The fire ball doesn't give any clue anymore. How do i open the door that says "A mysterious force..."? Do i need a Gravity bomb to shoot the statues? We only get trash from the box. I'm lost.
your warm ;)
Title: Re: [Manager] UGX Requiem v1.0
Post by: xxstrikeholo on October 18, 2015, 02:16:22 am
I don't know if this is where I report bugs, but I seem to have found one. While walking in front of a flame turret, while it was shooting, my game crashed. Four people were in the lobby, and we had already unlocked the teleporter. I faced a bug a lot like this when I was in the beta, but I wasnt able to copy and paste the console. Here is the full error report.
Spoiler: click to open...
viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Actor_UpdateEyeInformation: Actor dobj doesn't have TAG_EYE.(bo2_c_zom_dlc0_zom_haz_body2_rarmoff)
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
non effect material 'gfx_flamethrower_stream_fuel2' used for effect (or code geom) 'Beam'
Trying to force viewmodel to play an animation not supported by code: 0.
non effect material 'gfx_flamethrower_stream_fuel2' used for effect (or code geom) 'Beam'
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
non effect material 'gfx_flamethrower_stream_fuel2' used for effect (or code geom) 'Beam'
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Script spawning dyn ent with model with no physPreset bo2_c_zom_dlc0_zom_sol_body1_g_rarmspawn
Script spawning dyn ent with model with no physPreset bo2_c_zom_dlc0_zom_sol_body1_g_rarmspawn
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Script spawning dyn ent with model with no physPreset c_zom_zombie_g_rarmspawn
Script spawning dyn ent with model with no physPreset c_zom_zombie_g_rarmspawn
Modifying session
Session modify complete
non effect material 'gfx_flamethrower_stream_fuel2' used for effect (or code geom) 'Beam'
Database: Assets Sync Started
Database: Assets Sync Finished
execing default_xboxlive.cfg from fastfile
cg_drawCrosshairNames is cheat protected.
ragdoll_explode_force is cheat protected.
ragdoll_explode_upbias is cheat protected.
jump_height is cheat protected.
jump_slowdownEnable is cheat protected.
bg_fallDamageMinHeight is cheat protected.
bg_fallDamageMaxHeight is cheat protected.
cg_fovScale is cheat protected.
'18' is not a valid value for dvar 'party_maxplayers'
  Domain is any integer from 1 to 4
ui_allow_teamchange is cheat protected.
cg_hudGrenadeIconMaxRangeFrag is cheat protected.
ui_hud_hardcore is cheat protected.
Setting max free slots to 4
--------------
GamerProfile_UpdateDvarsFromProfile(0):
 "mis_01" = "0".
 "mis_difficulty" = "00000000000000000000000000000000000000000000000000".
 "cheat_points" = "0".
 "cheat_items_set1" = "0".
 "cheat_items_set2" = "0".
 "takeCoverWarnings" = "-1".
 "r_gamma" = "0.827381".
 "snd_volume" = "".
 "ps3_voiceSpeakerGain" = "".


Unhandled exception caught

We were playing classic mode with no mutators.
Title: Re: [Manager] UGX Requiem v1.0
Post by: DidUknowiPwn on October 18, 2015, 02:33:27 am
I don't know if this is where I report bugs, but I seem to have found one. While walking in front of a flame turret, while it was shooting, my game crashed. Four people were in the lobby, and we had already unlocked the teleporter. I faced a bug a lot like this when I was in the beta, but I wasnt able to copy and paste the console. Here is the full error report.
Spoiler: click to open...
viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Actor_UpdateEyeInformation: Actor dobj doesn't have TAG_EYE.(bo2_c_zom_dlc0_zom_haz_body2_rarmoff)
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
non effect material 'gfx_flamethrower_stream_fuel2' used for effect (or code geom) 'Beam'
Trying to force viewmodel to play an animation not supported by code: 0.
non effect material 'gfx_flamethrower_stream_fuel2' used for effect (or code geom) 'Beam'
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
non effect material 'gfx_flamethrower_stream_fuel2' used for effect (or code geom) 'Beam'
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Script spawning dyn ent with model with no physPreset bo2_c_zom_dlc0_zom_sol_body1_g_rarmspawn
Script spawning dyn ent with model with no physPreset bo2_c_zom_dlc0_zom_sol_body1_g_rarmspawn
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Trying to force viewmodel to play an animation not supported by code: 0.
Script spawning dyn ent with model with no physPreset c_zom_zombie_g_rarmspawn
Script spawning dyn ent with model with no physPreset c_zom_zombie_g_rarmspawn
Modifying session
Session modify complete
non effect material 'gfx_flamethrower_stream_fuel2' used for effect (or code geom) 'Beam'
Database: Assets Sync Started
Database: Assets Sync Finished
execing default_xboxlive.cfg from fastfile
cg_drawCrosshairNames is cheat protected.
ragdoll_explode_force is cheat protected.
ragdoll_explode_upbias is cheat protected.
jump_height is cheat protected.
jump_slowdownEnable is cheat protected.
bg_fallDamageMinHeight is cheat protected.
bg_fallDamageMaxHeight is cheat protected.
cg_fovScale is cheat protected.
'18' is not a valid value for dvar 'party_maxplayers'
  Domain is any integer from 1 to 4
ui_allow_teamchange is cheat protected.
cg_hudGrenadeIconMaxRangeFrag is cheat protected.
ui_hud_hardcore is cheat protected.
Setting max free slots to 4
--------------
GamerProfile_UpdateDvarsFromProfile(0):
 "mis_01" = "0".
 "mis_difficulty" = "00000000000000000000000000000000000000000000000000".
 "cheat_points" = "0".
 "cheat_items_set1" = "0".
 "cheat_items_set2" = "0".
 "takeCoverWarnings" = "-1".
 "r_gamma" = "0.827381".
 "snd_volume" = "".
 "ps3_voiceSpeakerGain" = "".


Unhandled exception caught

We were playing classic mode with no mutators.
Anim spam = bad forceViewmodelAnimation
The crashing I'm assuming is from a G_Spawn due to
Code Snippet
Plaintext
Script spawning dyn ent with model with no physPreset c_zom_zombie_g_rarmspawn
Title: Re: [Manager] UGX Requiem v1.0
Post by: MakeCents on October 18, 2015, 05:25:57 am
Fun map, tons of little things. 2 player arcade mode kicked our asses the first night, but 3 player classic was fun once we figured out how to get power on and how to get pap and how to use that grav gun. Love the grav gun. Had a great time throwing zombies into other zombies and everywhere else. Didn't get downstairs through the satchel charge or figure that one out yet, but will try again next weekend.

Would love to see randomized spawns, maybe with incentive to open all areas by placing power parts in opposite areas that you spawn in or something like that, so the first part of the map, up to after the first axe use, isn't so repetitive when you die as many times as we did, lol. Or even just spawning in courtyard like area with the tractor instead for other gun types or something?

Ran into a few glitches, but with this many features, it's gotta be tough to get every issue out. Most of them had to do with laststand for some reason, like, one time I went down twice in a row, it gave me a primary gun while down. And one time it would not give me grenades the whole game after I went down. Debris going up the hill to jug is a little hard to find the sweet spot on to get it to clear.

Thanks for the map.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Alvega on October 18, 2015, 07:51:01 am
your warm ;)

Ok, now we got through the "Mysterious force" door but then my friend who had the axe to open the next door died. We searched for another axe for 1 hour and didn't find it. So how am i supposed to open that door after the "Mysterious force" door if we can't find another axe?
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 18, 2015, 08:00:28 am
Ok, now we got through the "Mysterious force" door but then my friend who had the axe to open the next door died. We searched for another axe for 1 hour and didn't find it. So how am i supposed to open that door after the "Mysterious force" door if we can't find another axe?
that i actually dont know, none of the times i played anyone died unless it was game over lol

but for the door, pretty sure "that one" isnt the axe, its something else ;)
Title: Re: [Manager] UGX Requiem v1.0
Post by: GdayitsVishnu on October 18, 2015, 08:03:37 am
cant use cheats -.-
Title: Re: [Manager] UGX Requiem v1.0
Post by: Alvega on October 18, 2015, 08:06:50 am
that i actually dont know, none of the times i played anyone died unless it was game over lol

but for the door, pretty sure "that one" isnt the axe, its something else ;)

You mean the door that says we need a tool to open can be opened with other tool and not an axe?
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 18, 2015, 08:08:41 am
cant use cheats -.-
You must be really bad at cheating then  :please:
Title: Re: [Manager] UGX Requiem v1.0
Post by: HitmanVere on October 18, 2015, 09:04:49 am
You must be really bad at cheating then  :please:

Hahahaha, I died :lol:
Title: Re: [Manager] UGX Requiem v1.0
Post by: lionek98PL on October 18, 2015, 09:57:49 am
Perk Who's who limited to 3? why?  :-X
Title: Re: [Manager] UGX Requiem v1.0
Post by: ped078 on October 18, 2015, 10:21:49 am
You must be really bad at cheating then  :please:

Pwned.

GdayitsVishnu , grab you're coat mate... Door's that way -->
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 18, 2015, 10:31:18 am
Perk Who's who limited to 3? why?  :-X
to prevent infinite second chances?

you get your stuff back if you do it right remember, that thing is massivly OP ( except in die rise just coz its not always easy to reach the machine again due to being on a lift )
Title: Re: [Manager] UGX Requiem v1.0
Post by: timelordalex on October 18, 2015, 10:55:23 am
to prevent infinite second chances?

you get your stuff back if you do it right remember, that thing is massivly OP ( except in die rise just coz its not always easy to reach the machine again due to being on a lift )

I prefer Tombstone to Whos Who on here i think, everytime with whos who it spawned me with a shit load of zombies and i just didnt stand a chance, perhaps the whos who body double should be either given the best pistol available logic if you're player had a good one, or he should be invisible for 10 secs from the zombies so you stand a chance.
Title: Re: [Manager] UGX Requiem v1.0
Post by: steviewonder87 on October 18, 2015, 11:30:05 am
Anim spam = bad forceViewmodelAnimation
The crashing I'm assuming is from a G_Spawn due to
Code Snippet
Plaintext
Script spawning dyn ent with model with no physPreset c_zom_zombie_g_rarmspawn
AFAIK that wouldn't cause a G-Spawn error and is normal for anyone using ported zombie models. Unless they converted the model using one of the stock WAW physpresets for each spawned leg, foot, hand, etc. Which I have never been able to do.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 18, 2015, 11:30:36 am
I prefer Tombstone to Whos Who on here i think, everytime with whos who it spawned me with a shit load of zombies and i just didnt stand a chance, perhaps the whos who body double should be either given the best pistol available logic if you're player had a good one, or he should be invisible for 10 secs from the zombies so you stand a chance.
Ive seen this theory before

with the best pistol, youll literally be invincible ( MKII )

And would keep it, if you didnt revive your body, as you keep what you have if you do that
Title: Re: [Manager] UGX Requiem v1.0
Post by: timelordalex on October 18, 2015, 11:45:21 am
Ive seen this theory before

with the best pistol, youll literally be invincible ( MKII )

And would keep it, if you didnt revive your body, as you keep what you have if you do that

But its no different than receiving it when downed, i had the mark 2 in my body double once as a glitch i assumed, and i still didnt manage to revive my player, but i think just being given a standard pistol is a joke as unless you get a decent spawn you're fucked.

To clarify btw im not saying you should automatically be given the best pistol - im saying if you have a pistol better than beratta at the time of down, that is what your whos who double should be given.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 18, 2015, 11:52:20 am
But its no different than receiving it when downed, i had the mark 2 in my body double once as a glitch i assumed, and i still didnt manage to revive my player, but i think just being given a standard pistol is a joke as unless you get a decent spawn you're fucked.

To clarify btw im not saying you should automatically be given the best pistol - im saying if you have a pistol better than beratta at the time of down, that is what your whos who double should be given.
except it is different coz you could "keep" it

If you buy a gun, or whatever loadout you already have, you keep if you fail to revive your clone

so if you have a mk2, you could just buy whos who, go down, let it bleed out on purpose - boom, you have a mkii ( or whatever gun )

and handling removing it would be a pain, coz what if some one "legitimately" gets it from the box, in whos who? Sure that would be crazy luck, but youd be pissed if you got that lucky and it got taken away lol  :D

however, if you "wanted" that, you could change it to do that ( if you made a UGX mod map i mean )
Title: Re: [Manager] UGX Requiem v1.0
Post by: timelordalex on October 18, 2015, 12:28:48 pm
I still dont think you get me, you would only be given a good pistol IF you had one in your inventory upon going down, like when you normally go down in co-op you are given M1911 - unless you have something better like CZs, python, Ray gun mk1/2, winters howl, M&S etc - IF you didnt have any of those guns you would be stuck with the beretta as usual. It just means if you had a mark 2 but then got down and put in to your doppelganger you could use the mark 2 or whatever other pistol you had.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Raspica Blue on October 18, 2015, 12:51:59 pm
I've been recording with Fraps for the past few gameplays, but even that started to destabilize some game objects and bloated them to unusual sizes just like with ShadowPlay. I really am beginning to think there's something with the mods themselves that just simply can't take capture programs.
Title: Re: [Manager] UGX Requiem v1.0
Post by: GdayitsVishnu on October 18, 2015, 01:13:38 pm
how do i use cheats then?
Title: Re: [Manager] UGX Requiem v1.0
Post by: Scobalula on October 18, 2015, 01:26:51 pm
how do i use cheats then?

You don't.
Title: Re: [Manager] UGX Requiem v1.0
Post by: steviewonder87 on October 18, 2015, 01:31:37 pm
how do i use cheats then?
If you have to ask you shouldn't be using them. :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: daedra descent on October 18, 2015, 01:32:39 pm
how do i use cheats then?

Click on the "game" options menu and hit ` like you normally would.

Then just do:

Code Snippet
Plaintext
devmap ugx_artemovsk

Edit: No anti cheat that i can see at first glance in-game.
Title: Re: [Manager] UGX Requiem v1.0
Post by: AoKMiKeY on October 18, 2015, 02:05:50 pm
I've been recording with Fraps for the past few gameplays, but even that started to destabilize some game objects and bloated them to unusual sizes just like with ShadowPlay. I really am beginning to think there's something with the mods themselves that just simply can't take capture programs.

I have experienced this too. Although I think it is more cod and not the mod. Fraps seems to mess with it just like shdow play. I have found the windows 10 recorder works fine :)
Title: Re: [Manager] UGX Requiem v1.0
Post by: alex-125 on October 18, 2015, 03:39:13 pm
Click on the "game" options menu and hit ` like you normally would.

Then just do:

Code Snippet
Plaintext
devmap ugx_artemovsk

Edit: No anti cheat that i can see at first glance in-game.

People who use this will never enjoy the clutch moments....
Title: Re: [Manager] UGX Requiem v1.0
Post by: xundeadx234 on October 18, 2015, 03:50:59 pm
WOAH ITS FINALLY RELEASED??!?!? Been waiting on this map for almost a year now, looks like my afternoon is booked
Title: Re: [Manager] UGX Requiem v1.0
Post by: treminaor on October 18, 2015, 05:58:51 pm
Updated to v1.1 - update is live in the manager.

Changelog:
Code Snippet
Plaintext
- COOP button is fixed for offline LAN users.
- Fixed the option to turn off Xbox Controller Support when you don't have a controller plugged in. Press ESC on the main menu of UGX Requiem to do this.
- Missing Hell's Retriever textures fixed.
- Reduced console spam for T4M users (however there's still viewmodel anim spam, not sure how to fix it)

I'm working on the weapon bob setting, it will be available in the next update. I'm writing a short app to generate the menu code for adding more persistent settings to the mod, because right now it's a very tedious and confusing process.
Title: Re: [Manager] UGX Requiem v1.1
Post by: ped078 on October 18, 2015, 07:09:08 pm
Thanks Trem.

I forgot how huge this map is, along with the objectives , you can literally lose an entire day playing this map. I'ts great to go back to it and complete it again.

Thank you!
Title: Re: [Manager] UGX Requiem v1.1
Post by: alex-125 on October 18, 2015, 07:48:51 pm
Thanks Trem.

I forgot how huge this map is, along with the objectives , you can literally lose an entire day playing this map. I'ts great to go back to it and complete it again.

Thank you!

Lol i did lose half a day doing the easter egg solo  :P
Title: Re: [Manager] UGX Requiem v1.1
Post by: ped078 on October 18, 2015, 07:49:41 pm
Lol i did lose half a day doing the easter egg solo  :P

Tell me about it  :rainbow:

(http://i.imgur.com/LA5mpZh.jpg)
Title: Re: [Manager] UGX Requiem v1.1
Post by: CyberMan1011 on October 18, 2015, 08:04:45 pm
Maybe it's just me but after watching a gun game playthrough of this map I noticed that some weapons didn't appear at all. Did you guys take any weapons out of the mod?

Also...this isn't that much of a big deal but I also noticed that the screen doesn't move when you run with the M14 (i think bobbing is the correct term for this? Idk). It looks like the M14 is the only weapon that does this, do you guys plan on fixing that?

Some other things I'd like to mention:

-Is there any way you can increase the volume of the AA-12's reloading sounds? During heavy gunfire (and when the zombies are screaming all over the place) they're kinda quiet.

-Idk what the weapon limit for WaW is, but dive-to-prone anims for a weapon take up one of those slots, right?
In the Rainy Death map every weapon had the same dive-to-prone anims. If you were to do the same with the weapons in UGX Mod v1.1 would that give you the chance to add in a few more weapons?

Tbh, I assume you guys no longer have plans to add in any more weapons at this point but I thought that part specifically would be worth mentioning
Title: Re: [Manager] UGX Requiem v1.1
Post by: DarkWhiss on October 19, 2015, 05:22:46 am
Fun map and here is some bugs that ive found from playing:

Hells retriever textures were still missing.
When i PaPed the crossbow it gave me the elemental version. ( could be a rare occurence ).
When downed near hells retriever i was able to pick up the hells retriever and use it.
Tombstone drop was forever spawned after failing to pick it up after downing on first attempt retrieving it.
Title: Re: [Manager] UGX Requiem v1.1
Post by: CyberMan1011 on October 19, 2015, 07:02:02 am
Not sure if this happens to anyone else as well but there are also times when I automatically start diving-to-prone (without me having to press the Crouch button or whatever button you use to do it) when I get surrounded by a bunch of zombies.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Andy Whelan on October 19, 2015, 08:48:37 am
Not sure if this happens to anyone else as well but there are also times when I automatically start diving-to-prone (without me having to press the Crouch button or whatever button you use to do it) when I get surrounded by a bunch of zombies.

Never heard if that bug ??? Possible just your keyboard, might be faulty
Title: Re: [Manager] UGX Requiem v1.1
Post by: timelordalex on October 19, 2015, 09:58:58 am
Fun map and here is some bugs that ive found from playing:

Hells retriever textures were still missing.

They werent missing for me?

And i had noticed after dying with tombstone i re-spawned in the electric water, died, respawned again closer to my tombstone, got all my stuff back but jugg became ineffective and i died and lost everything in one hit. I'm really questioning the point of this water as it can just fuck you up so easily.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 19, 2015, 02:19:41 pm
I still dont think you get me, you would only be given a good pistol IF you had one in your inventory upon going down, like when you normally go down in co-op you are given M1911 - unless you have something better like CZs, python, Ray gun mk1/2, winters howl, M&S etc - IF you didnt have any of those guns you would be stuck with the beretta as usual. It just means if you had a mark 2 but then got down and put in to your doppelganger you could use the mark 2 or whatever other pistol you had.
no your not getting me

if you then "do not revive" yourself, youll keep the mk2
Title: Re: [Manager] UGX Requiem v1.0
Post by: timelordalex on October 19, 2015, 02:24:36 pm
no your not getting me

if you then "do not revive" yourself, youll keep the mk2

But thats not such a big issue if you had it before hand imo.
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 19, 2015, 02:25:55 pm
But thats not such a big issue if you had it before hand imo.
then you physically cannot lose it, you will "always" get it back. There is no "threat" from going down

the whole point of whos who, is that your left weak, and have t o"struggle" to revive your own self, or lose everything
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 19, 2015, 04:49:49 pm
Not sure if this happens to anyone else as well but there are also times when I automatically start diving-to-prone (without me having to press the Crouch button or whatever button you use to do it) when I get surrounded by a bunch of zombies.
D2P is only possible when the player is crouched and moving at sprint speed, so unless the zombies whacked you down to your knees and then kicked you like a soccer ball I don't see this happening lol.

Fun map and here is some bugs that ive found from playing:

Hells retriever textures were still missing.
When i PaPed the crossbow it gave me the elemental version. ( could be a rare occurence ).
When downed near hells retriever i was able to pick up the hells retriever and use it.
Tombstone drop was forever spawned after failing to pick it up after downing on first attempt retrieving it.
Fucking seriously? They're still missing?? Does your main menu say "Public Release v1.1" in the corner? Because I see them on my machine.

Also I have played this map for literally hundreds of hours and never encountered any issue of the PaP machine giving back the wrong weapon, nor do I see any possible way for the code to allow that...

That retriever bug doesn't really concern me, I like stuff like that personally.

And the tombstone bug isn't surprising, I'm sure there's more bugs to be found with that and Who's Who.
Title: Re: [Manager] UGX Requiem v1.1
Post by: ProRevenge on October 19, 2015, 05:07:08 pm
On that topic, when I played 1.0, Whos Who gives extra quick revives on revive.
I used all my solo quick revives, bought Whos to have extra chance, and went down with it, revived myself and it gave me revive again, despite me not having it and the machine being disabled.

It kept doing this until I used all my Whos uses, then the Revive, then I had no chances left and died normally.

But for some reason Whos gives you revive even if you don't have it, possibly only when the machine is disabled, Im not sure, didn't test extenstively
Title: Re: [Manager] UGX Requiem v1.1
Post by: MZslayer11 on October 19, 2015, 05:29:54 pm
Not sure if this happens to anyone else as well but there are also times when I automatically start diving-to-prone (without me having to press the Crouch button or whatever button you use to do it) when I get surrounded by a bunch of zombies.

This actually happenes to me sometimes, on all maps. I thought it was my keyboard but I have switched and it is still hapening. Not a big deal, just kinda wierd.
Title: Re: [Manager] UGX Requiem v1.1
Post by: HitmanVere on October 19, 2015, 05:33:38 pm
This actually happenes to me sometimes, on all maps. I thought it was my keyboard but I have switched and it is still hapening. Not a big deal, just kinda wierd.

Project C will not have this :troll: Not sure, if Rainy Death does, but I think it has fixed version also :gusta:
Title: Re: [Manager] UGX Requiem v1.1
Post by: steviewonder87 on October 19, 2015, 05:46:57 pm
Project c, project c...project c?

Ahhh, Project c. :kidding:
Title: Re: [Manager] UGX Requiem v1.1
Post by: Scobalula on October 19, 2015, 05:57:22 pm
Project c, project c...project c?

Ahhh, Project c. :kidding:

Project Crap??

:troll: :troll: :troll:
Title: Re: [Manager] UGX Requiem v1.1
Post by: zankari on October 20, 2015, 01:09:50 am
Would someone be kind enough to post a mega link or something for this map? For some reason I can not download the map from the UGX Map Manager.
Title: Re: [Manager] UGX Requiem v1.1
Post by: bkcarlito on October 20, 2015, 02:35:55 am
I know this may sound like a noob question but it really isn't......been on break from zombies for a good while.
What mode do you play for the EE(s) and other objectives? Classic? Arcade?
And those mutators are something else. Very nice touch. Awesome map from what I've seen so far.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Raspica Blue on October 20, 2015, 02:59:25 am
I know this may sound like a noob question but it really isn't......been on break from zombies for a good while.
What mode do you play for the EE(s) and other objectives? Classic? Arcade?
And those mutators are something else. Very nice touch. Awesome map from what I've seen so far.
Classic is Easter Egg with normal power ups (Instakill, Double Points, Max Ammo, Nuke, Firesale), and Arcade is Easter Egg with UGX power ups (Terminator, Killshot, Points Multiplier, Invulnerability, Quick Foot). There are more powerups in Gun Game: Points Advancement, Gun Advancement, Upgraded Gun, Invisibility (coop/versus only), Degradation (coop/versus only).

The mod isn't friendly to gameplay recording programs, but I have captured Sharpshooter and CHAOS mode based on the MW3 DLC game mode.

CHAOS: https://youtu.be/ljtyWsZrxac
Sharpshooter: https://youtu.be/Sm59rsGC15s
What normally happens when recording: https://youtu.be/PaQxrzO0EdI
Title: Re: [Manager] UGX Requiem v1.1
Post by: DarkWhiss on October 20, 2015, 03:06:48 am
D2P is only possible when the player is crouched and moving at sprint speed, so unless the zombies whacked you down to your knees and then kicked you like a soccer ball I don't see this happening lol.
Fucking seriously? They're still missing?? Does your main menu say "Public Release v1.1" in the corner? Because I see them on my machine.

Also I have played this map for literally hundreds of hours and never encountered any issue of the PaP machine giving back the wrong weapon, nor do I see any possible way for the code to allow that...

That retriever bug doesn't really concern me, I like stuff like that personally.

And the tombstone bug isn't surprising, I'm sure there's more bugs to be found with that and Who's Who.
Oh i'm sorry i didn't notice the changelist was for 1.1. i have 1.0. so textures should be fixed then.

The only thing i can possibly think of that caused the crossbow to give me the elemental version was when i PaPed when the 5 second timer was going down for the easter egg, interestingly as well it didnt let me pick it up for a good 3 seconds too.  ???

Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 20, 2015, 04:18:42 am
Would someone be kind enough to post a mega link or something for this map? For some reason I can not download the map from the UGX Map Manager.
What issue are you having?
Title: Re: [Manager] UGX Requiem v1.1
Post by: BuIlDaLiBlE on October 20, 2015, 08:03:55 am
Great map with tons of parts to find! What I found is that after you die in water and respawn, zombies can down you with just one punch. And overall map pretty much lags (mostly at the Pack-a-Punch), and yea I know it's because of my shitty PC, but was there even a good optimization?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Lukkie1998 on October 20, 2015, 11:16:38 am
Great map with tons of parts to find! What I found is that after you die in water and respawn, zombies can down you with just one punch. And overall map pretty much lags (mostly at the Pack-a-Punch), and yea I know it's because of my shitty PC, but was there even a good optimization?

It's hard to fully optimize a map which is almost hitting every single w@w limit. The map is portalled, so it's optimized for most PC's. Unfortunately these quality maps require a more powerful PC in order to be run :(.

Try setting the texture quality to the lowest setting, disable specular images and set the corpse quantity to low (if you haven't already). This may improve your gameplay ;)

Lukkie1998
Title: Re: [Manager] UGX Requiem v1.1
Post by: DeletedUser on October 20, 2015, 01:12:44 pm
It's hard to fully optimize a map which is almost hitting every single w@w limit. The map is portalled, so it's optimized for most PC's. Unfortunately these quality maps require a more powerful PC in order to be run :(.

Try setting the texture quality to the lowest setting, disable specular images and set the corpse quantity to low (if you haven't already). This may improve your gameplay ;)

Lukkie1998
If you're using T4M, you should also disable the external console.
Title: Re: [Manager] UGX Requiem v1.1
Post by: neuropunk on October 20, 2015, 02:24:01 pm
Hello, this map is really great, I love it but everytime I try to do the side quest, around round 20 the game crashes and external console says "Unhandled exception caught", do someone knows how to fix this please ? :(
Title: Re: [Manager] UGX Requiem v1.1
Post by: Scobalula on October 20, 2015, 03:58:06 pm
If you're using T4M, you should also disable the external console.

Seems to happen if my FOV in UGX Mod Options is higher than 90, spams it, which drives me FPS from 40-60 to 20.

Hello, this map is really great, I love it but everytime I try to do the side quest, around round 20 the game crashes and external console says "Unhandled exception caught", do someone knows how to fix this please ? :(

What EXACTLY happens when you get the error?
Title: Re: [Manager] UGX Requiem v1.1
Post by: timelordalex on October 20, 2015, 04:06:03 pm
playing the game in safe mode reduced the game to minimum settings improving experience on most maps, but on quality maps like this, you will get FR issues still, i definitely do.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Scobalula on October 20, 2015, 04:34:56 pm
playing the game in safe mode reduced the game to minimum settings improving experience on most maps, but on quality maps like this, you will get FR issues still, i definitely do.

Very true, like trying to pull a 10 tonne trailer with a 1L Nissan Micra, it just ain't gonna work, in the same vain if your computer is low end, you can't blame developers for low frame rates.
Title: Re: [Manager] UGX Requiem v1.1
Post by: steviewonder87 on October 20, 2015, 04:40:41 pm
Very true, like trying to pull a 10 tonne trailer with a 1L Nissan Micra, it just ain't gonna work, in the same vain if your computer is low end, you can't blame developers for low frame rates.
Exactly. There's only so much mappers can do, if you can't handle it there are a plethora of box maps specially designed for crappy systems. If you want to play the decent maps you're probably gonna need a half decent PC.
Title: Re: [Manager] UGX Requiem v1.1
Post by: ECHOoo on October 20, 2015, 06:17:56 pm
since the awsome update it goes black and a have to turn my computer off by switch plz fix this quick  :'(
Title: Re: [Manager] UGX Requiem v1.1
Post by: neuropunk on October 20, 2015, 06:20:16 pm
What EXACTLY happens when you get the error?

Windows says CoDWaW stopped working and external console gives an error message "Unhandled exception caught".
Title: Re: [Manager] UGX Requiem v1.1
Post by: Dust on October 20, 2015, 07:07:19 pm
since the awsome update it goes black and a have to turn my computer off by switch plz fix this quick  :'(

They cant fix something that happens with your computer. Everybody else can play it fine without their screen going black. Its something to do with your computer.
Title: Re: [Manager] UGX Requiem v1.1
Post by: cyberpower on October 20, 2015, 09:31:32 pm
for some reason this map glitches out for me when ever i try to play it. Everything seems to be fine its just the graphics glitch out. I've tried deleting the map and reinstalling it, when that didn't work i tried messing with my graphic settings but that didn't work either. So far i have only tried playing single player so i'm not sure about multiplayer. Any suggestions to solving this problem would be greatly appreciated.
Title: Re: [Manager] UGX Requiem v1.1
Post by: daedra descent on October 20, 2015, 09:44:53 pm
Got a chance to give this map a proper run through in the classic mode. Got to say, its the most fun I've had in awhile. Plenty of unique features that'll keep you busy even in the mid-later rounds. Unfortunately i wasn't able to explore the entire map because i couldn't get passed the one door or figure out how to get the seesaw to come down. Any hints?

Also encountered a small bug where the box coffin doors wouldn't open after buying it. I was still able to get the weapon(fortunately, it was a RG MK2) but when i grabbed it the doors opened and closed all glitched like. Happened at the location where you fall to go to the power(Version 1.0, haven't updated to 1.1 yet).
Title: Re: [Manager] UGX Requiem v1.1
Post by: Dust on October 20, 2015, 09:54:45 pm
Got a chance to give this map a proper run through in the classic mode. Got to say, its the most fun I've had in awhile. Plenty of unique features that'll keep you busy even in the mid-later rounds. Unfortunately i wasn't able to explore the entire map because i couldn't get passed the one door or figure out how to get the seesaw to come down. Any hints?

I assume you mean the "mysterious force" door. The statues are the key to open that door, maybe something near the statues will be the solution?
Title: Re: [Manager] UGX Requiem v1.1
Post by: zankari on October 20, 2015, 10:28:29 pm
Sorry been at work all day, the map starts to download but really slow. I'm talking 2-8kbs and eventually just times out. This is the only map I have had a hard time downloading through the map manager and nothing has changed as far as my router or Internet settings.  This is why I'm asking for a different link I could possibly download it from.
Title: Re: [Manager] UGX Requiem v1.1
Post by: daedra descent on October 20, 2015, 10:40:12 pm
I assume you mean the "mysterious force" door. The statues are the key to open that door, maybe something near the statues will be the solution?

Yeah that. Thanks.

A few more small bugs I've found...

-zombies in the barn and next to the doubletap shed get stuck on some clipping(fixed in V1.1? Doesn't seem to happen).

-If you repair the window in the bar at the same time the zombies are given the OK to use the traverse, they will walk through the barn door.

(https://i.gyazo.com/d7d8e601df2c9eb8ec16736875157efc.jpg)

Nothing can be done about this, but this video here:

https://www.youtube.com/watch?v=PaQxrzO0EdI&feature=youtu.be (https://www.youtube.com/watch?v=PaQxrzO0EdI&feature=youtu.be)

this isn't ShadowPlay screwing with World at War per se, its World at War hitting some kind of memory limit. I was going to take a look at the pathing to see what the zombies where stuck on with developer and developer_script enabled and this happened to me too. Gave an error saying something to the affect of "off scene out of memory"... can't remember exact wording or error code.

Edit: Added screenshot for the zombies walking through barn door bug. Also, some zombie models can be seen through when arms or the head are shot off. Seems to be the radiation suit zombie and a few others.
Title: Re: [Manager] UGX Requiem v1.1
Post by: merjan on October 20, 2015, 11:05:23 pm
Playing cooperative mode, we have found a bug, when the owner of the axe die, when he returns in the next round, the axe desappears and we werent able to find it all over the map. is it a bug? or really the axe was hidden in the map?.
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 21, 2015, 12:11:38 am
Playing cooperative mode, we have found a bug, when the owner of the axe die, when he returns in the next round, the axe desappears and we werent able to find it all over the map. is it a bug? or really the axe was hidden in the map?.
He needs to pick it up from his dead body.
Title: Re: [Manager] UGX Requiem v1.1
Post by: timelordalex on October 21, 2015, 11:30:33 am
He needs to pick it up from his dead body.

Is this the same case for the hacker, as i never got that back after dying (collected my tombstone and got everything else back but not the hacker)
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 21, 2015, 02:21:35 pm
Is this the same case for the hacker, as i never got that back after dying (collected my tombstone and got everything else back but not the hacker)
Yep.
Title: Re: [Manager] UGX Requiem v1.1
Post by: timelordalex on October 21, 2015, 06:40:57 pm
Yep.

But surely it would be where my tombstone was? but it wasnt there (unless you have to press X to pick up, as i didnt see that)
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 21, 2015, 08:49:19 pm
But surely it would be where my tombstone was? but it wasnt there (unless you have to press X to pick up, as i didnt see that)
Yes you have to press use, there's a hintstring.
Title: Re: [Manager] UGX Requiem v1.1
Post by: themoon40 on October 21, 2015, 11:14:40 pm
 >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:(
He need to make a map that fucking work the lever for power after me playing 20 game as yet to spawn what the fuck
Title: Re: [Manager] UGX Requiem v1.1
Post by: cyberpower on October 22, 2015, 12:57:53 am
for some reason this map glitches out for me when ever i try to play it. Everything seems to be fine its just the graphics glitch out. I've tried deleting the map and reinstalling it, when that didn't work i tried messing with my graphic settings but that didn't work either. So far i have only tried playing single player so i'm not sure about multiplayer. Any suggestions to solving this problem would be greatly appreciated.

 
I solved this issue by turning off specular map off. Really great map, you all out did yourselves this time. truly amazing.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Andy Whelan on October 22, 2015, 09:13:00 am
He need to make a map that fucking work the lever for power after me playing 20 game as yet to spawn what the fuck

Are you sure you search everywhere? lol

Did you check by a tree next to the house and double tap?
Title: Re: [Manager] UGX Requiem v1.1
Post by: BuIlDaLiBlE on October 22, 2015, 09:40:11 am
Anyone else having "Unhandled exception caught" error when playing the map? I've almost finished the map but this fucking error appeared and it's really frustraiting, it was appearing 3 or 4 times already, argh...
P.S. Also, dunno what to do after "Fire now burns" hintstring down at the table. Circle of fire appears which says "Event Horizon, the point of no return" but I can't even guess what does that mean. Any help?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Andy Whelan on October 22, 2015, 09:52:30 am
Also, dunno what to do after "Fire now burns" hintstring down at the table. Circle of fire appears which says "Event Horizon, the point of no return" but I can't even guess what does that mean. Any help?

Hint: Throw something special in it (can be found in the Trap cabinet)
Title: Re: [Manager] UGX Requiem v1.1
Post by: neuropunk on October 22, 2015, 04:42:11 pm
Anyone else having "Unhandled exception caught" error when playing the map? I've almost finished the map but this fucking error appeared and it's really frustraiting, it was appearing 3 or 4 times already, argh...

Same for me, almost every time I play on this map it gives that error.. :(
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 22, 2015, 05:39:52 pm
Anyone else having "Unhandled exception caught" error when playing the map? I've almost finished the map but this fucking error appeared and it's really frustraiting, it was appearing 3 or 4 times already, argh...
You could try playing with T4M, dunno if its limit related.
Title: Re: [Manager] UGX Requiem v1.1
Post by: BuIlDaLiBlE on October 22, 2015, 08:29:13 pm
Beat the map. But shortly after that WaW just stopped responding. That's new...
Spoiler: click to open...
(https://pp.vk.me/c624619/v624619640/463d8/En5sZTF9XHo.jpg)
But great map anyway, even got Thundergun as 4th weapon :D
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 22, 2015, 09:07:41 pm
But great map anyway, even got Thundergun as 4th weapon :D
That's intended.
Title: Re: [Manager] UGX Requiem v1.1
Post by: neuropunk on October 22, 2015, 09:10:44 pm
You could try playing with T4M, dunno if its limit related.

Even using T4M the error occurs, is there any debug procedure to find what causes these crashes (crash log or something) ? I have a recent computer and my graphics drivers are up to date, I think thats'a a map related issue because all other maps I have never crashes.. :(
Title: Re: [Manager] UGX Requiem v1.1
Post by: BuIlDaLiBlE on October 22, 2015, 09:26:42 pm
That's intended.
Indeed it is.

Even using T4M the error occurs, is there any debug procedure to find what causes these crashes (crash log or something) ? I have a recent computer and my graphics drivers are up to date, I think thats'a a map related issue because all other maps I have never crashes.. :(
Yep, all other maps didn't crash or were causing WaW to stop responding that frequently.
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 22, 2015, 09:40:49 pm
Even using T4M the error occurs, is there any debug procedure to find what causes these crashes (crash log or something) ? I have a recent computer and my graphics drivers are up to date, I think thats'a a map related issue because all other maps I have never crashes.. :(
I have hundreds of hours into the map, and I've had people put 10's of hours into the map within the last few weeks without a single crash like the ones being described, so I can only blame memory issues with the engine and certain computer hardware combinations. The crashes can be debugged, but not by me. Will need DUKIP's help and direct contact with people who get the unhandled crashes.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on October 22, 2015, 09:41:23 pm
I have hundreds of hours into the map, and I've had people put 10's of hours into the map within the last few weeks without a single crash like the ones being described, so I can only blame memory issues with the engine and certain computer hardware combinations. The crashes can be debugged, but not by me. Will need DUKIP's help and direct contact with people who get the unhandled crashes.
i feel like i find myself saying these kind of things a lot too lol
Title: Re: [Manager] UGX Requiem v1.1
Post by: neuropunk on October 22, 2015, 10:55:21 pm
I have hundreds of hours into the map, and I've had people put 10's of hours into the map within the last few weeks without a single crash like the ones being described, so I can only blame memory issues with the engine and certain computer hardware combinations. The crashes can be debugged, but not by me. Will need DUKIP's help and direct contact with people who get the unhandled crashes.

It's ok, I'm going to add him on Skype and I hope we'll get this fixed because this map is amazing and I really want to finish the side quest !  :)
Title: Re: [Manager] UGX Requiem v1.1
Post by: RexyTheDinosaur on October 22, 2015, 11:53:29 pm
Hello, does someone know how to fix this? This keeps happening to me and I want to play so badly but this keeps fucking it up :/

http://steamcommunity.com/sharedfiles/filedetails/?id=538902839 (http://steamcommunity.com/sharedfiles/filedetails/?id=538902839)
http://steamcommunity.com/sharedfiles/filedetails/?id=538240916 (http://steamcommunity.com/sharedfiles/filedetails/?id=538240916)

I've changed some settings and nothing will fix it.
Title: Re: [Manager] UGX Requiem v1.1
Post by: daedra descent on October 23, 2015, 01:38:31 am
Hello, does someone know how to fix this? This keeps happening to me and I want to play so badly but this keeps fucking it up :/

http://steamcommunity.com/sharedfiles/filedetails/?id=538902839 (http://steamcommunity.com/sharedfiles/filedetails/?id=538902839)
http://steamcommunity.com/sharedfiles/filedetails/?id=538240916 (http://steamcommunity.com/sharedfiles/filedetails/?id=538240916)

I've changed some settings and nothing will fix it.

Try disabling in-game overlays like Steam.
Title: Re: [Manager] UGX Requiem v1.1
Post by: HitmanVere on October 23, 2015, 01:08:17 pm
Hello, does someone know how to fix this? This keeps happening to me and I want to play so badly but this keeps fucking it up :/

http://steamcommunity.com/sharedfiles/filedetails/?id=538902839 (http://steamcommunity.com/sharedfiles/filedetails/?id=538902839)
http://steamcommunity.com/sharedfiles/filedetails/?id=538240916 (http://steamcommunity.com/sharedfiles/filedetails/?id=538240916)

I've changed some settings and nothing will fix it.

To fix this, people:
Disable specular maps in settings
I suggest adding this in OP, Trem :poker:
Title: Re: [Manager] UGX Requiem v1.1
Post by: Bwc66930 on October 23, 2015, 01:12:47 pm
To fix this, people:
Disable specular maps in settings
I suggest adding this in OP, Trem :poker:
You think that'll stop people from asking still
Title: Re: [Manager] UGX Requiem v1.1
Post by: DeletedUser on October 23, 2015, 01:41:47 pm
I don't see how this is related to spec maps :poker:
Title: Re: [Manager] UGX Requiem v1.1
Post by: daedra descent on October 23, 2015, 01:56:09 pm
I don't see how this is related to spec maps :poker:

...because it isn't. Its a memory issue.  :poker:
Title: Re: [Manager] UGX Requiem v1.1
Post by: DeletedUser on October 23, 2015, 02:02:38 pm
...because it isn't. Its a memory issue.  :poker:
8GB+ RAM master race
Title: Re: [Manager] UGX Requiem v1.1
Post by: daedra descent on October 23, 2015, 02:13:53 pm
8GB+ RAM master race

lol, yeah. Seems to happen less if you have 8GB+ RAM.

Title: Re: [Manager] UGX Requiem v1.1
Post by: HitmanVere on October 23, 2015, 02:32:13 pm
I don't see how this is related to spec maps :poker:

Tell that to people, who got it fixed by turning off spec maps in earlier comments...
Title: Re: [Manager] UGX Requiem v1.1
Post by: Scobalula on October 23, 2015, 03:42:24 pm
4GB Ram laptop, doesn't happen at all.
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 23, 2015, 04:56:57 pm
I don't see how this is related to spec maps :poker:
texture memory
Title: Re: [Manager] UGX Requiem v1.2
Post by: treminaor on October 24, 2015, 04:09:39 am
Update released.

Requiem v1.1 to v1.2 Changelog:
Code Snippet
Plaintext
- Added a UGX Mod setting to reduce or completely disable weapon bobbing.
- Fixed black texture on headless hazmat zombies caused in Requiem v1.1.
- Further reduced console spam for T4M users (however there's still viewmodel anim spam, not sure how to fix it)

Also to the people saying that more RAM helps the issue, that doesn't really make sense. The game can only allocate a certain amount of RAM no matter what because it's a 32 bit application.
Title: Re: [Manager] UGX Requiem v1.2
Post by: thelonewolf007 on October 24, 2015, 08:04:43 am
hey man, love the new map but there is a small/big problem. upon trying to load up singleplayer it crashes my game, any fix?
Title: Re: [Manager] UGX Requiem v1.2
Post by: DeletedUser on October 24, 2015, 09:31:41 am
hey man, love the new map but there is a small/big problem. upon trying to load up singleplayer it crashes my game, any fix?
Same Problem.
Title: Re: [Manager] UGX Requiem v1.2
Post by: dadadodo on October 24, 2015, 09:35:25 am
i tried to reinstall 3 times but my game keeps crashing any fix on this :-\
Title: Re: [Manager] UGX Requiem v1.2
Post by: HomeBoyOfficial on October 24, 2015, 10:36:42 am
im having issues with the map heres the crashlog



Spoiler: click to open...
Error: stray operands in expression
.
..
..
Error: stray operands in expression
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.
Error: stray operands in expression
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..
...
...
Error: stray operands in expression
.
..
..
Error: stray operands in expression
.
.
Error: stray operands in expression
.
..
...
...
Error: stray operands in expression
.
..
..
Error: stray operands in expression
.
..
..
Error: stray operands in expression
.
..
..
Error: stray operands in expression
.
..
..
Error: stray operands in expression
.
..
..
Error: stray operands in expression
.
..
..
Error: stray operands in expression
.
..
..
Error: stray operands in expression
.
..
..6 friends, populating list..
g_numFriends is now 1
g_numFriends is now 2
g_numFriends is now 3
g_numFriends is now 4
g_numFriends is now 5
g_numFriends is now 6
starting to get public profiles for 6 friends..
We have 0 outgoing proposals
Messages retrieved ok
Profile exists!
Error: stray operands in expression

DW_LOGON_COMPLETE
starting to get public profiles for 6 friends..
Hostname: GamingDesktop
PC IP: 192.168.0.110
Controller #0 signed in to live
Error: line 317: Invalid line in playlist 0
Error: line 322: Invalid line in playlist 0
Error: line 327: Invalid line in playlist 0
Error: line 332: Invalid line in playlist 0
Setting playlist version to 102 for controller 0
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Got friend profiles OK!
updating profile info for friend InstaK4rma
Client: nulling invite info for friend InstaK4rma
updating profile info for friend _Koan_
Client: nulling invite info for friend _Koan_
updating profile info for friend Relaxing
Client: nulling invite info for friend Relaxing
updating profile info for friend Exofile
Client: nulling invite info for friend Exofile
updating profile info for friend CrayzedWubzy
Client: nulling invite info for friend CrayzedWubzy
updating profile info for friend casoliv
Client: nulling invite info for friend casoliv
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Got friend profiles OK!
updating profile info for friend InstaK4rma
Client: nulling invite info for friend InstaK4rma
updating profile info for friend _Koan_
Client: nulling invite info for friend _Koan_
updating profile info for friend Relaxing
Client: nulling invite info for friend Relaxing
updating profile info for friend Exofile
Client: nulling invite info for friend Exofile
updating profile info for friend CrayzedWubzy
Client: nulling invite info for friend CrayzedWubzy
updating profile info for friend casoliv
Client: nulling invite info for friend casoliv
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Imp read successful
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Imp read successful
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Error: stray operands in expression
Unused command for PC platform was called.
CL_Live_StopPrivateParty was called, calling Party_StopParty
Calling Party_StopParty() on party
Clearing migration data
PROFILES: setting server info to 0.0.0.0:0
starting to set profile info..
CL_Live_StopParty was called, calling Party_StopParty
Calling Party_StopParty() on lobby
Clearing migration data
Unknown command "splitscreen"
Database: Assets Sync Started
Database: Assets Sync Finished
Error: stray operands in expression
Loading fastfile ugx_artemovsk_load
Database: Assets Sync Started
Error: stray operands in expression
Loading fastfile 'ugx_artemovsk_load'
used 0.03 MB memory in DB alloc
Database: Assets Sync Finished
PROFILES: setting server info to 0.0.0.0:0
Couldn't get profiles instance, are we logged on?
------ Server Initialization ------
Server: ugx_artemovsk
Database: Assets Sync Started
Database: Assets Sync Finished
----- R_Init -----
DirectX reports 2048 MB of video memory and 3811 MB of available texture memory.
Using video memory size to cap used texture memory at 2032 MB.
Picmip is set manually.
Using picmip 1 on most textures, 1 on normal maps, and 1 on specular maps
Save Message First Frame Shown: 10000
Database: Assets Sync Started
Database: Assets Sync Finished
BinkOpen failed on C:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\main\video\ugx_artemovsk_load.bik because: Error opening file.
BinkOpen failed on C:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\raw\video\ugx_artemovsk_load.bik because: Error opening file.
R_Cinematic_BinkOpen 'ugx_artemovsk_load' failed: BinkOpen: Error opening file.; trying default.
Unloaded fastfile ui
PMem_Free( ui, 0 )
Loading fastfile localized_ugx_artemovsk
Database: Assets Sync Started
Loading fastfile 'localized_ugx_artemovsk'
used 9.70 MB memory in DB alloc
Database: Assets Sync Finished
Loading fastfile ugx_artemovsk_patch
Database: Assets Sync Started
Loading fastfile 'ugx_artemovsk_patch'
used 0.50 MB memory in DB alloc
ERROR: image 'images/~__-gt5_weapon_thundergun_spe~7610cef3.iwi' is missing
ERROR: image 'images/t5_weapon_thundergun_n.iwi' is missing
ERROR: image 'images/~_t5_weapon_thundergun_contro~e03f15cf.iwi' is missing
ERROR: image 'images/t5_weapon_thundergun_controls_n.iwi' is missing
ERROR: image 'images/~_t5_weapon_mesh_s-r&$white-r~c80fcc20.iwi' is missing
ERROR: image 'images/t5_weapon_mesh_n.iwi' is missing
Database: Assets Sync Finished
Loading fastfile ugx_artemovsk
Loading fastfile 'ugx_artemovsk'
Error: Need 44047 more bytes of 'main' physical ram for alloc to succeed
Out of memory: filename 'C:\cod5\cod\codsrc\src\universal\physicalmemory.cpp', line 966


Unhandled exception caught
Title: Re: [Manager] UGX Requiem v1.2
Post by: Spaceman99 on October 24, 2015, 11:14:17 am
unhandeled exeption caught with spec maps off :'(


Double Post Merge: October 24, 2015, 11:26:21 am
i even tried to change the memory to use for waw but still crashes even in coop >:(
Title: Re: [Manager] UGX Requiem v1.2
Post by: ECHOoo on October 24, 2015, 01:13:41 pm
the resent update made it so i can atleast go to the menu screen buti cant acually play it
Title: Re: [Manager] UGX Requiem v1.2
Post by: Lukkie1998 on October 24, 2015, 02:28:00 pm
Apparently V1.2 is hitting the memory limit, causing the game to crash whenever you want to load the map. This error has been passed along to the correct people and will be resolved as soon as we possibly can.

If you really want to play Requiem now, then please download & install T4M (http://ugx-mods.com/forum/index.php/topic,8092.0.html). No support for T4M will be given in this Requiem thread!

Lukkie1998
Title: Re: [Manager] UGX Requiem v1.2
Post by: MrDunlop4 on October 24, 2015, 03:56:04 pm
After some round the zombies are invisible sometimes. Until im n there near. And the axe doesnt work for me  :'(
Title: Re: [Manager] UGX Requiem v1.2
Post by: MistaC4 on October 24, 2015, 05:00:49 pm
I dont know if someone has asked this already but did the true Akimbo weapons not work out? (Left click shoots left gun, right click shoots right gun)
Title: Re: [Manager] UGX Requiem v1.2
Post by: treminaor on October 24, 2015, 05:10:18 pm
Reverted the Map Manager back to v1.1 until we figure out how to get the mem alloc back down. Anyone who wants to play v1.2 needs to install T4M, otherwise just delete Requiem and redownload v1.1 from the Manager.
Title: Re: [Manager] UGX Requiem v1.2
Post by: DeletedUser on October 24, 2015, 05:12:59 pm
Reverted the Map Manager back to v1.1 until we figure out how to get the mem alloc back down. Anyone who wants to play v1.2 needs to install T4M, otherwise just delete Requiem and redownload v1.1 from the Manager.
Also, there's a thing worth mentioning, you need to set r_externalconsole to 0 in order to get rid of the FPS drops due to console spam.
Title: Re: [Manager] UGX Requiem v1.1
Post by: HAZDASNRF on October 24, 2015, 05:30:03 pm
I made an Easter Egg tutorial video if anyone was struggling! Amazing map guys, thank you for all your hard work to keep this community alive!

https://youtu.be/rZCl-UZ47Ew

Title: Re: [Manager] UGX Requiem v1.2
Post by: DidUknowiPwn on October 24, 2015, 10:25:09 pm
Also, there's a thing worth mentioning, you need to set r_externalconsole to 0 in order to get rid of the FPS drops due to console spam.
It should default be 0 (also r43 and forward it'll be con_external not r_externalconsole).
Title: Re: [Manager] UGX Requiem v1.1
Post by: SarcyMoFo on October 25, 2015, 12:53:39 pm
Just completed the main quest solo and even got the Retriever to boot - one question though, how do I get the Redeemer? I had a message come up about resurrection but didn't get the opportunity to claim my reward :(

Overall my thoughts regarding the map were it felt like Black Ops 3 came early
Honestly it's insane to think this map is running on a 7 year-old game and has content matching - if not surpassing - games of today, a true masterpiece and one that will remain highly ranked for a long, long time :)
Title: Re: [Manager] UGX Requiem v1.1
Post by: Scobalula on October 25, 2015, 01:17:16 pm
Just completed the main quest solo and even got the Retriever to boot - one question though, how do I get the Redeemer? I had a message come up about resurrection but didn't get the opportunity to claim my reward :(

Overall my thoughts regarding the map were it felt like Black Ops 3 came early
Honestly it's insane to think this map is running on a 7 year-old game and has content matching - if not surpassing - games of today, a true masterpiece and one that will remain highly ranked for a long, long time :)

And what's even better, is the majority of content (weapons, traps, elemental machine, etc.) are going to be available for people to add to their maps. :)
Title: Re: [Manager] UGX Requiem v1.1
Post by: Ncredible_Tony on October 25, 2015, 03:33:49 pm
Just completed the main quest solo and even got the Retriever to boot - one question though, how do I get the Redeemer? I had a message come up about resurrection but didn't get the opportunity to claim my reward :(

Once that message comes up, you have to go to the grave site (where the keys could be located and throw your tomahawk around the graves and a message will appear saying "Redemption Has Been Found"
Title: Re: [Manager] UGX Requiem v1.1
Post by: SarcyMoFo on October 25, 2015, 04:34:12 pm
Makes sense, thanks for the info :)
Title: Re: [Manager] UGX Requiem v1.2
Post by: conn6orsuper117 on October 25, 2015, 04:43:48 pm
I dont know if someone has asked this already but did the true Akimbo weapons not work out? (Left click shoots left gun, right click shoots right gun)

I was told the True Akimbo did not work out yet due to problems with the Ping in coop lobbies due to bad connection players having them fire too slow. another modder is trying to work this out, so maybe there may be true akimbo later on.
Title: Re: [Manager] UGX Requiem v1.1
Post by: rowmq11 on October 25, 2015, 07:20:26 pm
Hey guys,

Im loving this map, having such a great time with my friends.  However, I couldnt seem to find all of the power box locations.

Locations I have found:
http://imgur.com/a/8n2hI (http://imgur.com/a/8n2hI)

Could someone help me out with the last location?

Thanks in advance, Row.
Title: Re: [Manager] UGX Requiem v1.1
Post by: BuIlDaLiBlE on October 27, 2015, 12:11:24 pm
Hey guys,

Im loving this map, having such a great time with my friends.  However, I couldnt seem to find all of the power box locations.

Locations I have found:
http://imgur.com/a/8n2hI (http://imgur.com/a/8n2hI)

Could someone help me out with the last location?

Thanks in advance, Row.
Look underground where you build power.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Drunk Richtofen on October 28, 2015, 04:48:20 pm
Ok, this I did not expect!
In a nutshell, great map design that actually coaxed me into exploring (actually enjoyed it too), excellent weapon selection (oh my god, a working Gersch Device and a Winter's Howl that doesn't suck!) and loving the elemental PaP!

Thoroughly enjoying it, however there are a two issues/bugs that really screwed me over...

First, while the UGX Mod Options are a welcome addition, if I decide not to change anything in this menu, I can't get out of the screen unless I alt-tab the game and close it from the desktop, which forces me to restart my PC since steam thinks it's still open and won't start WAW otherwise.
Second, whenever I go down, my grenades bug out and disappear. Both my primary and secondary grenades just vanish, even when I buy more. Not the best thing to happen if you just spent 6000 points on Gersch Devices. This bug seriously lasted for a good 5 rounds before my grenades started working properly again.

If these could be fixed, I'd have literally no complaints about this map.

Also, while not a bug, could you make the turret movable after placing it? I realized too late that I couldn't after putting it in quite a compromising position, unless I missed something. I usually do :P

Great work overall!
Title: Re: [Manager] UGX Requiem v1.0
Post by: Pidju420 on October 28, 2015, 06:50:41 pm
WOO! Great job to all involved, fantastic map all around. Congratulations on the final release.

This map Messed up my WaW for good thanks for not letting me play anymore -_-
Title: Re: [Manager] UGX Requiem v1.0
Post by: HitmanVere on October 28, 2015, 07:58:01 pm
This map Messed up my WaW for good thanks for not letting me play anymore -_-

How? Tell how your WaW broke, since map itself doesnt do anything, that could break WaW completely
Title: Re: [Manager] UGX Requiem v1.0
Post by: Harry Bo21 on October 28, 2015, 08:11:34 pm
This map Messed up my WaW for good thanks for not letting me play anymore -_-
your likely to get the help you need, if you actually try wording it "politely" and not instant "yeah thanks for nothing guys!"

I keep saying this...
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 28, 2015, 09:47:01 pm
First, while the UGX Mod Options are a welcome addition, if I decide not to change anything in this menu, I can't get out of the screen unless I alt-tab the game and close it from the desktop, which forces me to restart my PC since steam thinks it's still open and won't start WAW otherwise.
You need to choose each setting at least once before you are allowed to exit the screen with the Save and Close button. This isn't a bug...

Also, while not a bug, could you make the turret movable after placing it? I realized too late that I couldn't after putting it in quite a compromising position, unless I missed something. I usually do :P

Great work overall!
This is already a feature, you can purchase it with Engineer Level 2 in the Traps Machine turret menu.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Drunk Richtofen on October 29, 2015, 01:02:13 am
You need to choose each setting at least once before you are allowed to exit the screen with the Save and Close button. This isn't a bug...
This is not the case for me. Let me be more specific. I entered the UGX Mod Options and changed the Controller Input off to navigate the menu with the mouse and the Save and Close option pops up. Ok, seems fine so far. I later decide to change it back, as well as take a closer look at the other options, so I go into the Mod Options again and notice that before I change it back, the Save and Close option is already available, but then disappears when I turn the Controller Input back on.

This is also shared by the other 'toggle' options such as turning Hitmarkers on. Turning them off or muting them lets me exit but turning them on stops me from exiting. The FOV and Sensitivity sliders, however, regardless of how much they are changed, do not let me exit, so I'm forced to change a setting that I didn't want to change in order to exit.

In short, the Save and Close option only appears if at least one of the options is not on it's default setting, at least that's what happens for me. Is that normal?
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 29, 2015, 05:44:28 am
I just some time to look into the v1.2 crash today and it looks like something I added to the mod.ff is causing the map to run out of memory... im afraid it might be that I added a lot of menufile code...
Title: Re: [Manager] UGX Requiem v1.1
Post by: WIL-H on October 29, 2015, 12:29:19 pm
Where is the handle of the power? Since the v.1.1 update, I can't find it anymore, on the v.1.0, it was on the table.
Title: Re: [Manager] UGX Requiem v1.1
Post by: tomikaze on October 29, 2015, 01:18:10 pm
Where is the handle of the power? Since the v.1.1 update, I can't find it anymore, on the v.1.0, it was on the table.
I has always been able to spawn in multiple places, but they are all in a pretty limited area so search around the front yard, house & backyard area.
Title: Re: [Manager] UGX Requiem v1.1
Post by: WIL-H on October 29, 2015, 02:24:49 pm
I has always been able to spawn in multiple places, but they are all in a pretty limited area so search around the front yard, house & backyard area.

Front yard is the place with double tap and back yard is where jugg is?
Title: Re: [Manager] UGX Requiem v1.1
Post by: frappim on October 29, 2015, 02:39:29 pm
Hey, I have a glitch with this map (Requiem), I cannot hear my partners guns when they shoot. I was told it's because the map dev  didn't put in 3rd person firing sounds. I only hear their weapon when I they have an upgraded gun, like PAP.
I hope this is the right place to post this!  :-\
Title: Re: [Manager] UGX Requiem v1.1
Post by: tomikaze on October 29, 2015, 03:10:37 pm
Front yard is the place with double tap and back yard is where jugg is?
Let's call the backyard the place where the Pandora's box starts.
Title: Re: [Manager] UGX Requiem v1.1
Post by: BannonVII on October 29, 2015, 06:46:59 pm
I have a HUGE texture bug just on this map, anyone with the some issue? or somebody u can help me out?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Ramiabdh on October 29, 2015, 07:22:52 pm
I have a HUGE texture bug just on this map, anyone with the some issue? or somebody u can help me out?

Pics could be helpful.
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on October 30, 2015, 02:41:36 am
Hey, I have a glitch with this map (Requiem), I cannot hear my partners guns when they shoot. I was told it's because the map dev  didn't put in 3rd person firing sounds. I only hear their weapon when I they have an upgraded gun, like PAP.
I hope this is the right place to post this!  :-\
We certainly put in all of the 3rd person sounds correctly, didn't half-ass anything. Check your sound options in the game.

I have a HUGE texture bug just on this map, anyone with the some issue? or somebody u can help me out?
Exit back to the main menu, turn off Specular maps in the graphics options, then boot into singleplayer again.
Title: Re: [Manager] UGX Requiem v1.1
Post by: frappim on October 30, 2015, 02:49:12 am
Hmmm well I don't think it's in my options menu, because I hear everything fine on all the other maps I play,
But like I said, on Requiem I can hear my partners upgraded guns but not the normal guns. It's very strange :(

It's an awesome map though :) i love the teeter totter plank thing ;)
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on October 30, 2015, 03:04:40 am
Hmmm well I don't think it's in my options menu, because I hear everything fine on all the other maps I play,
But like I said, on Requiem I can hear my partners upgraded guns but not the normal guns. It's very strange :(

It's an awesome map though :) i love the teeter totter plank thing ;)
redownload then, as your the "only" person with this issue
Title: Re: [Manager] UGX Requiem v1.1
Post by: ALonelyPotatoChi on October 30, 2015, 10:47:22 pm
I would really like if you guys made a guide to find the meteorites because I can't find the 4th one and it is really annoying
Title: Re: [Manager] UGX Requiem v1.1
Post by: JohnPC on October 31, 2015, 03:59:07 am
Hello, I had this problem ever since the map came out. Apparently, sometimes the Pack a Punch machine bugs out and plays the noise of the mystery box opening. I was just in a game recently that the Pack a Punch was constantly spamming this noise, making the game unplayable. I am no sure if anyone else has this problem or if anyone knows what I am talking about, but some closure about this issue would be nice. Also, this seems to happen when I attempt to dolphin dive with PHD and throwing a semtex grenade. If anyone knows how to deal with this issue, please respond. Thanks.
Title: Re: [Manager] UGX Requiem v1.1
Post by: DeletedUser on October 31, 2015, 01:03:48 pm
love the map the axe weapon tool os awsome!!!!  :lol:
Title: Re: [Manager] UGX Requiem v1.1
Post by: Dydoox974 on November 01, 2015, 09:18:46 am
I have bug of display in the game. Why ?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Scobalula on November 01, 2015, 02:55:44 pm
I have bug of display in the game. Why ?

Try turning off Spec Maps.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Dydoox974 on November 01, 2015, 04:05:30 pm
Oh it's better ! Thank you ^^
Title: Re: [Manager] UGX Requiem v1.1
Post by: RebornYew on November 01, 2015, 07:12:20 pm
Is the Juggernog/PHD bug fixed? In the beta I would get downed after being hit once or twice if I had these two perks. I ended up just avoiding PHD altogether and it seemed to have fixed it.
Title: Re: [Manager] UGX Requiem v1.1
Post by: jjbradman on November 01, 2015, 10:24:19 pm
hs anyone noticed that if you die by the electric coils, once you get back you die from 1 hit even with jugg?
Title: Re: [Manager] UGX Requiem v1.1
Post by: beagle_newton on November 03, 2015, 05:41:28 am
Anyone know why when i try and turn my xbox 360 controller on in the settings the save and exit button goes away ?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Lord Failure on November 04, 2015, 12:10:41 am
I'm having a bit of trouble with this map. I'll start by saying that it runs lethargically slow; now I'm not saying my computer is a literal potato as it isn't the highest end computer on the market, but it was able to run v1.0 at a comfortable 25-30 fps at high settings. Now v1.1 can barely hold up maybe 10-15 fps at normal or even low settings. I also noticed a lot of console spam. I know that v1.1 had a fix that, for the most part, removed the console spam from v1.0, but this is just unreal amounts; a whole lot of errors and failures to load certain things Any thoughts or suggestions on a fix?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on November 04, 2015, 12:12:14 am
I'm having a bit of trouble with this map. I'll start by saying that it runs lethargically slow; now I'm not saying my computer is a literal potato as it isn't the highest end computer on the market, but it was able to run v1.0 at a comfortable 25-30 fps at high settings. Now v1.1 can barely hold up maybe 10-15 fps at normal or even low settings. I also noticed a lot of console spam. I know that v1.1 had a fix that, for the most part, removed the console spam from v1.0, but this is just unreal amounts; a whole lot of errors and failures to load certain things Any thoughts or suggestions on a fix?
sounds like you need to redownload
Title: Re: [Manager] UGX Requiem v1.1
Post by: Scobalula on November 04, 2015, 12:17:00 am
Are you using T4M? Disabling external console helps, which iirc is disabled in the recent version.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Dydoox974 on November 05, 2015, 01:18:24 pm
The bug of wunderwaffe (Dragonov PaP) isn't corrected :/
Title: Re: [Manager] UGX Requiem v1.1
Post by: ZombieOBJ on November 05, 2015, 11:49:32 pm
played this about 20 times still cant find all three power parts :'( :'( :'( :'( :'( :'(
Title: Re: [Manager] UGX Requiem v1.1
Post by: Vamps on November 08, 2015, 04:25:34 am
Congratulations on the map/mod release treminaor and UGX community. This looks so awesome  8)
Title: Re: [Manager] UGX Requiem v1.1
Post by: Theortheo on November 09, 2015, 05:27:34 pm
Can we have a directe link from internet ? No ? because the map manager reduce me to 2kb/s... :'(
Title: Re: [Manager] UGX Requiem v1.1
Post by: Burritozi11a on November 12, 2015, 11:24:23 pm
Amazing map, one of my favourites now.

But is the electric cable separating the spawn from the middle of the map really necessary? Too many times, I've been chased by zombies and backed up too far in that direction, and ended up dying by electrocution before I could figure out what happened. This makes the beginning of the map really frustrating, especialy when playing solo. Can't there just be a regular solid barricade separating the two areas?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Dazza on November 14, 2015, 11:16:49 pm
I completed the EE at round 28 with someone online and so we got the power ups. When he picked them up, he got them. When I picked them up? Didn't get the last perk I didn't have (whos who), didn't get the thundergun or a fourth weapon slot. I have no idea how this bug occurred but I'm just letting you know.
The game then crashed at round 31 :(
Its an awesome map otherwise.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Dazza on November 15, 2015, 03:29:03 am
I'd just like to add that my peekaboo mutator doesn't do anything. Also did you intentionally make one of the switch places extremely hard to find because sometimes me and others have to restart when we're unable to find the switch.
Title: Re: [Manager] UGX Requiem v1.1
Post by: DuckFluff234 on November 15, 2015, 09:59:50 am
Ummmm download link or something???
Title: Re: [Manager] UGX Requiem v1.1
Post by: Dust on November 15, 2015, 07:10:33 pm
Ummmm download link or something???

This map can be downloaded from the UGX Map Manager.


 :poker:
Title: Re: [Manager] UGX Requiem v1.1
Post by: tomikaze on November 15, 2015, 08:03:04 pm
But is the electric cable separating the spawn from the middle of the map really necessary? Too many times, I've been chased by zombies and backed up too far in that direction, and ended up dying by electrocution before I could figure out what happened. This makes the beginning of the map really frustrating, especialy when playing solo. Can't there just be a regular solid barricade separating the two areas?
Just knife the first 2 rounds and you'll have enough points to get out of the first area without even going near the cable, just play it a few times and you'll see how it's no big deal. Then make sure to get flopper later on to avoid any further issues.
Also did you intentionally make one of the switch places extremely hard to find because sometimes me and others have to restart when we're unable to find the switch.
Each part of the power has a few different places that they can spawn but they are all in a relatively small area, we intentionally didn't space them so far from each other that it would be frustrating.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Infinity Asylum on November 20, 2015, 03:22:53 am
Could someone give me a download link.
Before You Say, "SORRY USE UGX DOWNLOADER"
The UGX downloader always gets an error when at 50% of the download and doesn't fully download it, that is why im requesting it.
Title: Re: [Manager] UGX Requiem v1.1
Post by: ZE~Skullcrusher on November 20, 2015, 07:02:22 am
I love this map but it is SO laggy :(
Title: Re: [Manager] UGX Requiem v1.1
Post by: Tim Smith on November 20, 2015, 07:21:19 am
bug found ! i was boxing and a zombie came and slap me in the back and trapped me next to the box , i couldn't move anymore (stuck in the right side of the box) until i killed that zombie and other zombies came and hit me and the set me free and trapped me again and downed me . i had 30k :please:

anyway i like it very much thx :)
Title: Re: [Manager] UGX Requiem v1.1
Post by: Dazza on November 21, 2015, 01:24:00 am
Just knife the first 2 rounds and you'll have enough points to get out of the first area without even going near the cable, just play it a few times and you'll see how it's no big deal. Then make sure to get flopper later on to avoid any further issues.Each part of the power has a few different places that they can spawn but they are all in a relatively small area, we intentionally didn't space them so far from each other that it would be frustrating.

I honestly can't find the power switch (if its not in one of the known spots). Other people are having the same problem. It seems like there is a chance that it won't spawn anyway. You say that they spawn in a small area, so I'm assuming they're limited to in the trap box building, the first box area, the power room area and the area just outside of power. People have looked EVERYWHERE and it just can't be found.
IIRC, so far I've found the power next to the bed, near the hells retriever book, and somewhere else. I think the third place I found it was either on the tables in the first box area, or on one of the brick walls.
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on November 21, 2015, 03:01:55 am
I honestly can't find the power switch (if its not in one of the known spots). Other people are having the same problem. It seems like there is a chance that it won't spawn anyway. You say that they spawn in a small area, so I'm assuming they're limited to in the trap box building, the first box area, the power room area and the area just outside of power. People have looked EVERYWHERE and it just can't be found.
IIRC, so far I've found the power next to the bed, near the hells retriever book, and somewhere else. I think the third place I found it was either on the tables in the first box area, or on one of the brick walls.
Absolutely false. It ALWAYS spawns. Can't believe people are having so much trouble finding these parts, its not that hard. There's only like 3 possible spots for each part.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Misa~Chan Rarity on November 21, 2015, 07:18:24 pm
Absolutely false. It ALWAYS spawns. Can't believe people are having so much trouble finding these parts, its not that hard. There's only like 3 possible spots for each part.

The American education system has failed pretty hard in terms of teaching observation and perseverance, so it seems.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Scobalula on November 21, 2015, 07:26:30 pm
Every game I've played, it spawns, I'm guessing people are having an issue finding the one in the Double Tap 2 zone? ::)
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on November 21, 2015, 09:27:14 pm
The American education system has failed pretty hard in terms of teaching observation and perseverance, so it seems.
Lol clearly
Title: Re: [Manager] UGX Requiem v1.1
Post by: JiffyNoodles on November 21, 2015, 11:33:58 pm
The American education system has failed pretty hard in terms of teaching observation and perseverance, so it seems.
the guy is a new-zealander  :poker:
Title: Re: [Manager] UGX Requiem v1.1
Post by: Misa~Chan Rarity on November 21, 2015, 11:56:14 pm
the guy is a new-zealander  :poker:

Well then.... I guess my comment is true but unrelated to the situation... or is it?
I think we've unearthed an entirely new problem here. A problem involving international espionage.
Yep, the FBI is practically at my door already.
Title: Re: [Manager] UGX Requiem v1.1
Post by: imLiaMxo on November 22, 2015, 06:52:41 pm
My god i wish i could make a better map than this
Title: Re: [Manager] UGX Requiem v1.1
Post by: Ugx2277 on November 29, 2015, 06:46:46 am
If you can add a starting round to the arcade and or classic mode with starting points depending on what round it is that would be great thanks for reading this message and pls message me your future plans for requiem. :D
Title: Re: [Manager] UGX Requiem v1.1
Post by: Noobinater on December 01, 2015, 10:56:52 pm
great map but they made a common mistake on some weapons. some weapons like the aks 74u eject pistol cartriges when it should be ejecting rifle. Its a mod everyones going to use for their maps and I would hate to see this mistake go unfixed
Title: Re: [Manager] UGX Requiem v1.1
Post by: HitmanVere on December 02, 2015, 10:17:55 am
great map but they made a common mistake on some weapons. some weapons like the aks 74u eject pistol cartriges when it should be ejecting rifle. Its a mod everyones going to use for their maps and I would hate to see this mistake go unfixed

SMGs usually eject pistol shells though, not rifle ones. Isnt that how it is in CoD4 though?
Title: Re: [Manager] UGX Requiem v1.1
Post by: DeletedUser on December 02, 2015, 11:29:34 am
SMGs usually eject pistol shells though, not rifle ones. Isnt that how it is in CoD4 though?
The AK74u ejects rifle shells
Title: Re: [Manager] UGX Requiem v1.1
Post by: treminaor on December 02, 2015, 05:13:16 pm
great map but they made a common mistake on some weapons. some weapons like the aks 74u eject pistol cartriges when it should be ejecting rifle. Its a mod everyones going to use for their maps and I would hate to see this mistake go unfixed
Oh no, the whole mod is ruined because one of the guns ejects a slightly smaller shell than IRL! /sarcasm
Title: Re: [Manager] UGX Requiem v1.1
Post by: tomikaze on December 02, 2015, 05:18:57 pm
OR...a new gun, the MP74u  8) 
Title: Re: [Manager] UGX Requiem v1.1
Post by: SputNick521 on December 03, 2015, 01:24:11 am
my textures glitch out when i load in.  how do i fix
Title: Re: [Manager] UGX Requiem v1.1
Post by: JiffyNoodles on December 03, 2015, 03:18:05 am
OR...a new gun, the MP74u  8)
GENIUS
Title: Re: [Manager] UGX Requiem v1.1
Post by: Scobalula on December 03, 2015, 07:51:34 am
my textures glitch out when i load in.  how do i fix

Turn off Spec Maps.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Fareex on December 03, 2015, 10:13:49 pm
Hey, anyone here that can tell me how to open the "mysteroius force" door? I have done the Gravity Bomb with the statues but nothing happens. Please respond here or in pm. Thanks alot
Title: Re: [Manager] UGX Requiem v1.1
Post by: DeletedUser on December 05, 2015, 08:10:05 am
When the real akimbo work. I need do know.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on December 05, 2015, 08:57:30 am
When the real akimbo work. I need do know.
It was dropped due to issues with Latency on clients
Title: Re: [Manager] UGX Requiem v1.1
Post by: abartel6 on December 10, 2015, 11:11:18 pm
for some reason whenever i play this map, a lot of the textures get all messed up depending on my distance from them and whether or not im looking at them. anyone know how to fix this?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on December 10, 2015, 11:57:56 pm
try turning spec maps off in options

( read the comments in future, this is in there like 20 times )
Title: Re: [Manager] UGX Requiem v1.1
Post by: Jerryguy on December 13, 2015, 10:41:17 pm
Hey, can someone just send me the map alone? Not with the manager as it requires administrator permissions, I don't have my own laptop, this is my father's. Thank you.  :-*
Title: Re: [Manager] UGX Requiem v1.1
Post by: crazyian1000 on December 14, 2015, 05:08:30 am
One of my now favorite WAW custom maps. Amazing map, great detail into everything and with the ugx mod  :lol: But thanks so much for this map, can't wait to see new maps just like this one!
Title: Re: [Manager] UGX Requiem v1.1
Post by: Reckoon on December 15, 2015, 09:55:40 am
I was playing with a group of friends, and on round 22, when everyone had Elemental weapons, the host crashed and we got the error 'Exceeded maximum number of script variables'.

At the time, I was spamming a 'Hellsfire' (elemental Winter's Howl), one friend was using the elemental M9 Beretta, another friend was using the 'Freeze-90' (elemental P90) and the last was using the elemental FMG9 Dual Wield.

Double Post Merge: December 16, 2015, 06:08:41 am
Adding on to the post before, we were playing with the party child cheering mutator thing.

Also, I'm sure many people have mentioned these two bugs before, but I'm randomly getting one shot even after getting Jug after being electrocuted to death (due to either the electric trap or the electricity beside spawn), and the axe disappeared after its user was electrocuted to death - we checked the spot where he died, and the place it originally spawned and couldn't find it.

Otherwise, this is a brilliant map, definitely the best I've ever played. I love the ridiculous number of easter eggs you've added. Keep up the good work ^^

Double Post Merge: December 16, 2015, 08:48:34 am
We tried again today, crashed at round 22 again. This time no mutators, no one was doing anything, the round had just started.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Reckoon on December 16, 2015, 10:12:17 am
Sorry for the quadruple post, but my first issue was a stupid one - we changed host and it worked out, so it's just a problem on our end.

Great map, finally got to the final weapon ^^
Title: Re: discoparty
Post by: TorveloxX on December 16, 2015, 08:06:05 pm
when i put disco party there is that beautiful song playing... whats the title ?
Title: Re: [Manager] UGX Requiem v1.1
Post by: assassintoliet09 on December 17, 2015, 02:50:17 am
Amazing Map! when I saw it I FELL IN LOVE! So many custom stuff . It has a great felling to it while you play and you can tell so much time was token on this map!

GREAT JOB
Title: Re: [Manager] UGX Requiem v1.1
Post by: UniversityOfPi on December 19, 2015, 05:39:01 pm
Not to be super critical or anything, BUT there doesn't seem to be speed cola... 9/10 :derp:
Also I can't find any information on sharing is caring; can someone provide some basic guide somewhere (and point me to it at some point)  [:alone: no friends to just co-op mode try and see]

Oh and it'd be really awesome if someone could write up a quick two sentence guide to the modifiers (btw nick cage's head is showing as flat which makes it seem like the zombie doesn't have a head from the wrong angle and this screws with my gameplay a bit) and I'm hoping/presuming this will be like part of the UGX mod platform, including adding additional modifiers...

but seriously, great work, almost my new favorite
Title: Re: [Manager] UGX Requiem v1.1
Post by: HitmanVere on December 20, 2015, 02:59:23 pm
Not to be super critical or anything, BUT there doesn't seem to be speed cola... 9/10 :derp:

Its in underground, where power is
Title: Re: [Manager] UGX Requiem v1.1
Post by: tomikaze on December 20, 2015, 07:23:48 pm
Not to be super critical or anything, BUT there doesn't seem to be speed cola... 9/10 :derp:
Oh hell, I knew we forgot something.

Quote
Also I can't find any information on sharing is caring
It allows you to crouch down and lay the gun in your hand on the ground so a friend can pick it up.

Quote
btw nick cage's head is showing as flat which makes it seem like the zombie doesn't have a head from the wrong angle and this screws with my gameplay a bit) and I'm hoping/presuming this will be like part of the UGX mod platform, including adding additional modifiers...
This was intentional. If Nic Cage is going to give flat, 2 dimensional performances in all his films then we were going to stay true to his legacy.
Title: Re: [Manager] UGX Requiem v1.1
Post by: UniversityOfPi on December 20, 2015, 07:30:35 pm
Its in underground, where power is
(Figured I missed it somehow, hence the :derp:
but  :lol: yeah don't know how I managed to miss that alcove all together)

10/10
Title: Re: [Manager] UGX Requiem v1.1
Post by: steviewonder87 on December 20, 2015, 09:17:14 pm
This was intentional. If Nic Cage is going to give flat, 2 dimensional performances in all his films then we were going to stay true to his legacy.
;D
Title: Re: [Manager] UGX Requiem v1.0
Post by: Scourgewar on December 21, 2015, 08:26:21 am
Nice Axe  :P
Title: Re: [Manager] UGX Requiem v1.1
Post by: LG510s on December 23, 2015, 03:12:45 am
Tremendous job by the UGX team. You took the zombie community's favourite features from the Treyarch maps and implemented them here. Another thing worthy of a mention was your use of original, unique features which you can only find in this map. The custom model for the mystery box was a nice touch, implying that you put a large amount of effort into creating a wonderful map and that you understood that even the slightest tweaks to aesthetic features lets others know of your caring and integrity. Recently I have faced a bug(?) in which there is no axe available to pick up to advance through the map. I'm unsure if its spawnpoints varies or if this is a bug, so some clarification would be nice. I would suggest widening the area near juggernog as its very close-quarters and makes it difficult to get a train going so you can complete the side quest. Overall I would rate the map at a solid 9/10. It has a minuscule amount of flaws and tons of originality.
Title: Re: [Manager] UGX Requiem v1.1
Post by: CRiMixAL on December 29, 2015, 03:54:43 am
The textures are tearing for me, and its really unplayable. PLZ HELP!
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on December 29, 2015, 04:22:56 am
nothing they can do about that, seems to be a engine flaw

you can try disabing spec textures in options, but beyond that, theres not much anyone can do
Title: Re: [Manager] UGX Requiem v1.1
Post by: elichvatal on December 31, 2015, 06:45:00 am
For some reason I dont have a start game button?!
y
Am i doing something wrong?
Title: Re: [Manager] UGX Requiem v1.1
Post by: BrookZombie on December 31, 2015, 07:05:00 am
It's really a good map but the problem is that the zombies when they strike they hang and it is very annoying especially for turning ...
Title: Re: [Manager] UGX Requiem v1.1
Post by: Huvor on January 05, 2016, 01:11:13 am
Super fun map!! :D
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on January 05, 2016, 01:21:50 am
Super fun map!! :D
now, did you "actually" play all 5 of those maps in the space of 1:27 ( as in "1 minute" 27 seconds ) or were you just trying to push you post count up? lol

Title: Re: [Manager] UGX Requiem v1.1
Post by: Reckoon on January 05, 2016, 01:31:16 am
now, did you "actually" play all 5 of those maps in the space of 1:27 ( as in "1 minute" 27 seconds ) or were you just trying to push you post count up? lol

Well, us new guys need to get up past 20 posts some way...
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on January 05, 2016, 01:59:35 am
Well, us new guys need to get up past 20 posts some way...
lol yes the "legitimate" way

not by "spamming" to get around "spam prevention" lol
Title: Re: [Manager] UGX Requiem v1.1
Post by: JiffyNoodles on January 09, 2016, 04:26:44 am
This was intentional. If Nic Cage is going to give flat, 2 dimensional performances in all his films then we were going to stay true to his legacy.
This is why you have the respect you have good sir.
Title: Re: [Manager] UGX Requiem v1.1
Post by: tomikaze on January 09, 2016, 05:01:55 am
This is why you have the respect you have good sir.
Thank you Jiffy. Not everyone can make a Leviathan or Oil Rig; some of us give back to the world by insulting people who are more successful than we are and I thank you for not letting that talent go unnoticed.
Title: Re: [Manager] UGX Requiem v1.1
Post by: 13halof4n on January 10, 2016, 02:37:23 pm
This map is really good and challenging. I enjoy it very much, but there is a problem I noticed. I like to go for headshots when I'm shooting, but some of the zombies' head glitch and I just shoot through. I have to wait a bit before I can start shooting them in the head, but this a problem for me because I die when I can't kill them. I hope you guys can fix it please.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on January 10, 2016, 08:48:03 pm
Thank you Jiffy. Not everyone can make a Leviathan or Oil Rig; some of us give back to the world by insulting people who are more successful than we are and I thank you for not letting that talent go unnoticed.
+1

 :troll:
Title: Re: [Manager] UGX Requiem v1.1
Post by: Honeybadger_01 on January 12, 2016, 09:08:14 pm
So I guess I found a bug in the Easter egg where I had just gotten the hacker device and went down slightly after getting it, it disappeared from the screen and wouldn't let me pull it out with any of the num keys after being revived (if this is purposely done then this is really silly since you do all of that work and only to have it all wiped after being downed once).
Title: Re: [Manager] UGX Requiem v1.0
Post by: slimvids on January 16, 2016, 02:55:21 am
Nice! I just got a Steam Wallet card code for FREE! :D http://steamwalletcodes.com
Title: Re: [Manager] UGX Requiem v1.0
Post by: Batmanplays on January 17, 2016, 11:48:48 pm
Hey I'm new to all the custom zombies and I thought it was pretty easy....I downloaded the maps I wanted they showed up in the mod menu BUT I can't play them...or I just don't know how can anyone help?
Title: Re: [Manager] UGX Requiem v1.1
Post by: mrpeanut188 on January 19, 2016, 07:04:59 am
Dear lord the power switch is hard to find, this is my third time trying to build the power and I always find everything but the switch instantly. Has anyone actually compiled a list of it's spawns?
Title: Re: [Manager] UGX Requiem v1.1
Post by: WPA on January 21, 2016, 09:52:33 am
Is there a way to enter sandbox mode? I really want to test out different turret positions.
Title: Re: [Manager] UGX Requiem v1.1
Post by: LethalStorm982 on February 01, 2016, 11:41:35 pm
Hey, I'm just having troubles getting the map to work! I KNOW it's a great map and I really wanna play it but I can't yet! Every time I start the Requiem mod, my game just decides to not load it... Can anyone help? I launch the mod and the screen goes black and comes back up to only be the default menu screen still!
Title: Re: [Manager] UGX Requiem v1.1
Post by: Jackson928 on February 08, 2016, 07:12:42 pm
This is nice map I see why it is on the front of  the website most people siten over here like  :please: :lol:
Title: Re: [Manager] UGX Requiem v1.1
Post by: Isafador500 on February 15, 2016, 08:38:28 pm
Hey,

I made a custom loading scree video for this map since there is none and it looks great.

You can find it here with directions on how to use it 

https://mega.nz/#F!FZZxDI5b!smEqPZ-5iE7CXX20n0bUdA
Title: Re: [Manager] UGX Requiem v1.1
Post by: TimeForTacoBell on February 21, 2016, 01:56:59 am
Hey just played the map, but I've checked the power part locations and everything is there but the switch. I try restarting my game multiple times, but it isn't there. Is this just me, or is this a bug?
Title: Re: [Manager] UGX Requiem v1.1
Post by: DeathBringerZen on February 21, 2016, 02:33:25 am
Hey just played the map, but I've checked the power part locations and everything is there but the switch. I try restarting my game multiple times, but it isn't there. Is this just me, or is this a bug?

The switch is definitely there somewhere. It can be leaning against the tree behind double tap, beside the bunk beds under PHD and if I remember correctly... it can also be down in the tunnel on a crate. Could be wrong with that last one though but the 3 parts are usually located in the house or just within the close vicinity.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Sgt.Birdshit on March 03, 2016, 01:59:41 am
My zombie skin textures are broken, not all the zombies have problems but some of them have a [rpb;e, where the texture is jutting out and can cover the map with a missing tecture. Also the hay bails have this problem consistenly, does anyone have a fix???
Title: Re: [Manager] UGX Requiem v1.1
Post by: Tim Smith on March 03, 2016, 08:40:18 am
My zombie skin textures are broken, not all the zombies have problems but some of them have a [rpb;e, where the texture is jutting out and can cover the map with a missing tecture. Also the hay bails have this problem consistenly, does anyone have a fix???
turn off the specluar maps . Go to the textures tab and lower the normal/specluar maps to normal or low.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Neckslasher on March 10, 2016, 12:57:12 am
I dont like to download it from ugx mod manager, how i download it directly from the web?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Tim Smith on March 10, 2016, 03:14:21 pm
I dont like to download it from ugx mod manager, how i download it directly from the web?

i think nobody uploaded it on the web. So the only way to get it is by the map manager.
Title: Re: [Manager] UGX Requiem v1.1
Post by: smasher248 on March 14, 2016, 09:14:37 am
I dont like to download it from ugx mod manager, how i download it directly from the web?

Why not? the manager is much better than going through mediafire or something.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Coluet on March 15, 2016, 12:14:22 am
Truly amazing map, donated to play the beta and it's great to see this get a full release. UGX mod 1.1 is amazing
Title: Re: [Manager] UGX Requiem v1.1
Post by: schlitzy on March 26, 2016, 07:00:49 am
My games textures are glitching out, and almost every texture in the map is stretched across the map, including zombies and players. I had a lobby with three people, one person had no problem, one person had few very problems, and I had this on every texture in the map. Any suggestions?
I already uninstalled and reinstalled map, but can't think of anything else that I can do.
Title: Re: [Manager] UGX Requiem v1.1
Post by: dadadodo on March 27, 2016, 09:51:45 am
my whole game is stuck can't use controller and mouse when i am in no mod
Title: Re: [Manager] UGX Requiem v1.1
Post by: lorenzo6616 on April 05, 2016, 01:21:22 am
Yo can people tell me where the power switch locations are because i can't find it.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Senpai~Radiax on April 15, 2016, 07:22:26 am
Is there a way to download it without the manager? It goes at a maximum of 70kb/s for me.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Bizzah on April 18, 2016, 03:32:08 am
I can't seem to get a working download on the UGX Map Manager for this map and Christmas and Cabin. Below is a link to the error I get, wondering how to resolve this and download the map.

http://imgur.com/LSRP47s (http://imgur.com/LSRP47s)
Title: Re: [Manager] UGX Requiem v1.1
Post by: Tornado6300 on April 18, 2016, 04:19:29 pm
I can not play on this map, the start button is invisible (in all maps UGX) Cry
Title: Re: [Manager] UGX Requiem v1.1
Post by: Lukkie1998 on April 18, 2016, 04:43:26 pm
I can't seem to get a working download on the UGX Map Manager for this map and Christmas and Cabin. Below is a link to the error I get, wondering how to resolve this and download the map.

http://imgur.com/LSRP47s (http://imgur.com/LSRP47s)
Your firewall/anti-virus is probably blocking the connection the UGX Map Manager is trying to create. Please disable your firewall (Or add an exception for the map manager.exe) and/or disable your anti-virus and try again.

Lukkie1998
Title: Re: [Manager] UGX Requiem v1.1
Post by: Thedarknight88 on April 20, 2016, 02:10:07 pm
Very good map !!!!
Title: Re: [Manager] UGX Requiem v1.1
Post by: NOOBSAlex on April 24, 2016, 09:14:07 am
It's an awesome map !
Title: Re: [Manager] UGX Requiem v1.1
Post by: lmg101 on April 25, 2016, 10:23:35 pm
I had an issue where my game crashed while using the controller settings in the in game settings. Now when i load world at war the mod isn't loaded, and I no longer have a mouse to do anything. The console won't open, the controller does nothing and my world at war practically does nothing. If someone could please help me I'd appreciate it very much. R.I.P. world at war 
Title: Re: [Manager] UGX Requiem v1.1
Post by: LeonardoChan on May 02, 2016, 06:57:15 am
Nice Job!
Title: Re: [Manager] UGX Requiem v1.1
Post by: jdoski11 on May 24, 2016, 10:45:31 pm
how do i download
Title: Re: [Manager] UGX Requiem v1.1
Post by: Xxsnake601xX on June 14, 2016, 04:23:45 pm
i have installed the map by Map Manager v 1.4.4 but when i start COD5WAWLANFIXED it don't detect UGX_REQUIEM in mods can us help me please.
Title: Re: [Manager] UGX Requiem v1.0
Post by: iharp4 on June 18, 2016, 12:39:32 am
you know what pisses me of the fact that it is 2 hit kill with out jug and the guns are undepower af and this map solo is a pain in the ass cuz it is so hard plz make the ugx 1.1 a little bit easier in solo because i would have nothing to complain about this map but it just ruins the whole experience dying on round 4 because the first wall buy sucks ass and the killing with the axe is the only way to get diecent point early round and it is fucking hard to use as the zombies hit you before the axe finishes the swing. oh and i forgot to mention the face that there is way to many door and things you need to buy so before round 12 you bassiclly need to be a god to no die on solo so all im trying to say is please make ugx reqium a little bit easier for solo not to much but at least make the zombie hit a little bit slower as they swing 2 really fast and instantly down you and i cant buy quick revive again because its cost to much :'(

Edit: sorry for the swearing
Title: Re: [Manager] UGX Requiem v1.1
Post by: layarion on June 22, 2016, 08:14:04 pm
bug report:
first time really playing the map.

bought sharing is caring first. put gun down to see what it does, picked gun up. went and bought jugg. shortly after i noticed after surviving an attack that i could still hear the rapid heart beat but my screen was fine. so i ignored it, then went down in 1 hit later.

the other player in the game revives me, and just to test things i let a crawler hit me once. walk away and heal, and got hit once again...except i went down.

bleeding out and buying jugg again didn't fix this. avoided Sharing after that, and it's been maybe 5 games now and haven't experienced the problem again.

side note- please add more tracks to the Disco mutator
Title: Re: [Manager] UGX Requiem v1.1
Post by: publicENEMY on June 28, 2016, 10:01:22 pm
extremely good map. completed the easter egg last night.

1 suggestion, buyable turret is extremely powerful(full upgrade) and makes playing irrelevent. just stand behind the turret. maybe a time limit for turret or reduce turret health. turret can be fun as a occasional reward.

Title: Re: [Manager] UGX Requiem v1.1
Post by: DoctorCry on June 30, 2016, 03:05:17 am
Around round 25-30 the game seems to always crash for the host. Any idea why? I usually have like 5-8 perks by then and fully upgraded weps. Host crashes and all the other players get the disconnected sign and run in place. Help?
Title: Re: [Manager] UGX Requiem v1.1
Post by: Kameron1939 on July 29, 2016, 05:51:21 pm
Nice Map i like the ugx mod
Title: Requiem - crash, help!!!
Post by: Pink-Floyd on August 18, 2016, 04:12:13 pm
Hey guys,
I have an issue with this map. Every time I play, no matter if solo or coop - the game crashes after sometime.
Normally after 20-30 minutes and it says CoD WaW stopped working.
I play for about 15-17 rounds and this happens.
How can I solve this problem? I cant beat the map because of that:D
I dont hace any issues like that with any other map.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Xeno Pandah on August 24, 2016, 10:03:28 pm
Hey so i tried to fire it up and it says i am missing the Arcade Mode how do i install that?
Title: Re: [Manager] UGX Requiem v1.1
Post by: randyl_pitvhfork on September 22, 2016, 11:47:16 pm
Hate to ping this but I can't seem to run requiem, or any maps for that matter, when I open the console after launching with the mod and i type "/map nazi_zombie_ugx_requiem" and then enter it just doesn't start, this happens for all maps and I've tried pinging several place about this, i've also tried ugxrequiem, just requiem, no nazi_zombie prefix, just ugx_requiem, etc, but i just can't start it, that being said, maps like Dead ship, which edit the start screen i can paly just fine by doing /map dead_ship, or just clicking the play solo button. is anyone else having this issue? Other information I could give including OS:Windows 10, mods folder in C:/users/myusername/AppDate/Activision/CoDWaW/mods. If there is more information needed please respond.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Kelli24 on October 26, 2016, 06:48:09 pm
so i cant play this map because it doesnt appear the play button in the screen when the map starts and when i go to set the weapon bob on it doesnt appear the save and close button even if i set everything diferently
Title: Re: [Manager] UGX Requiem v1.1
Post by: sneezingpanda03 on November 04, 2016, 04:58:23 pm
So I've been trying to play this map but the frames drop very low and it lags very badly. I don't know what is causing the lag but I know it is the map, because it is the only map the constantly lags, or ever lags for that matter. If anybody knows of a fix that would be great.
Title: Re: [Manager] UGX Requiem v1.1
Post by: publicENEMY on November 05, 2016, 03:50:15 am
So I've been trying to play this map but the frames drop very low and it lags very badly. I don't know what is causing the lag but I know it is the map, because it is the only map the constantly lags, or ever lags for that matter. If anybody knows of a fix that would be great.

One of the bugs I encounter in this map is sometimes it lags very badly. It happens sometimes and when it does, nothing I do can make it stop. I just restart the map and move on.
Title: Re: [Manager] UGX Requiem v1.1
Post by: delahkJD on November 20, 2016, 01:28:55 am
Really love the map, but how do you bind the axe to a key? I was messing around with key binds and I bound a command to the "x" key, which is the same key that the axe was bound to, and now I can't use it after I put it away.  :P :-\
Title: Re: [Manager] UGX Requiem v1.1
Post by: StealthPigeon on November 22, 2016, 07:25:22 pm
Yo it said I can download this map in the map launcher, but it isnt there (and I have v1.44). Where do I download this map :nyan:
Title: Re: [Manager] UGX Requiem v1.1
Post by: Waffelz on January 21, 2017, 06:24:57 pm
the Start game button appears to be missing.
I select Single player and I can select Arcade or classic and all that jazz but there is no start game button.
Title: Re: [Manager] UGX Requiem v1.1
Post by: CharaUGX on March 26, 2017, 07:14:54 am
 Thank you for making this map, it shows how good UGX is!  :D  :D :D :D :D :D :D :D :D :D :D :D :D   :rainbow: :rainbow: :rainbow: :rainbow: :rainbow:
Title: Re: [Manager] UGX Requiem v1.1
Post by: TopazBeast on April 16, 2017, 11:17:40 pm
There's no start button. When I got to the UGX settings, It doesn't let me apply the changes or even exit from it, just stuck on that screen.
Title: Re: [Manager] UGX Requiem v1.1
Post by: JiffyNoodles on April 17, 2017, 04:04:27 am
Thank you for making this map, it shows how good UGX is!  :D  :D :D :D :D :D :D :D :D :D :D :D :D   :rainbow: :rainbow: :rainbow: :rainbow: :rainbow:
You are burning in hell, you used comic sans.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Slotheie on May 03, 2017, 02:32:54 am
Nice map!
Title: Re: [Manager] UGX Requiem v1.1
Post by: Basil Bonehead on May 18, 2017, 12:55:42 pm
So... what's happening with the fixed version 1.2?
Title: Re: [Manager] UGX Requiem v1.1
Post by: tomikaze on May 18, 2017, 01:18:19 pm
So... what's happening with the fixed version 1.2?
Fixed? Version 1.2? Happening?
Spoiler: click to open...
AH HAHAHHAHAHAHAAAHA!!!!!!
Title: Re: [Manager] UGX Requiem v1.1
Post by: CaptainPkmn on May 25, 2017, 07:29:10 pm
I love UGX Requiem, but the fact that it uses Entities more than the game can handle... It crashes the game. Even if you're not able to fix the bugs, might as well make a lite version of just the map with less explosive + light entities. It kills it, especially when you're on wave 20-30+ with 2-3 explosive turrets and teleporters with explosive crossbows with...
Well... you get the idea.
Thanks.
Title: Re: [Manager] UGX Requiem v1.1
Post by: ETERNALGREY on May 29, 2017, 07:35:24 am
This map still has so many glitches, here the glitches i found.

-When placing electricity trap when brutus "taunts", it will disable the second spike and you can't place it as it disappears.
-When PAPing, zombies will run to the pack a punch machine when you are completely in a different direction.
-Zombies sometimes randomly stop chasing you and go to a random spot on the map.
-Turrets will spaz out and randomly shoot when a zombie is attacking it.
-Turrets have very inaccurate aiming and firing.
-Sometimes when pressing "F" on the mystery box when a weapon appears, it will close it but not give you a weapon.
-Some weapons (such as the Saw) will have a broken looking wrist when running.
-The starting pistol when running (with increased fov) the left arm disappears.
-Pressing reload on certain weapons makes them keep reloading even with full magazine.


If these can be fixed I would play this so much more.
Title: Re: [Manager] UGX Requiem v1.1
Post by: CaptainPkmn on May 30, 2017, 08:24:46 pm
Pictures:
Spoiler: click to open...
(https://steamuserimages-a.akamaihd.net/ugc/767148359773702024/D1844F33E143EF7F66CE8B5649348B62EAB5AC54/)
(https://steamuserimages-a.akamaihd.net/ugc/767148359773701932/AEED0AF2BE13F2C89038398D141682B14BF7958E/)
(https://steamuserimages-a.akamaihd.net/ugc/767148359773701803/67D731BAFA71D04410DD9AE21812654B3F1A3A19/)
(https://steamuserimages-a.akamaihd.net/ugc/767148359773701694/9CED01F25BF9EADC52C875627DCFC5B28F104421/)
There's so many errors on this game. I don't know if they are ever going to be fixed. Just holding the gravity gun and reloading it, gives you errors. Holding the hacker device and going prone and crouching back and forth, crashes your game. Having too much g_entities of zombies, explosions, and stuff gives you a crashing error. We got up to 52 rounds (Furthest we ever gotten, until the turrets and blundergat was too much for the game to handle). You got zombies from black ops 2 (I assume?) that causing errors when spawning. The crawler version of them gives errors. You got errors when cutting down the boards with an axe.
52 waves, we could of gotten further but there's so many bugs. If you have a zombie break your turret before it gone, you can buy another turret and now you have 2 turrets. If you erase the skill and buy a turret, the previous turret stays there until you touch it. The best turret to use is explosive and place it inside the house because it's so inaccurate that it's best for it to shoot in close quarters. The regular turret loaded with fire bullets ends up disappearing (I don't know if this was intentional or not.)
Perhaps maybe the developers are done with the map and not going to make anymore changes? T4M cannot do anything about it, because there's so many issues to begin with.

- Crossbow pap bullets sometimes don't gather the zombies and still attacks you regardless
- Tombstone causes connection issues
- When respawning into the game after 'feeding with tombstone' - if you go down because of a turret still shooting (explosive turret), then the tombstone that you dropped does not pick up. Going down when respawned revokes your tombstone.
- Turrets will spaz out (as noted by ETERNALGREY) because they are clipping into the barrel.
- Rare occasions, spawning back from elemental room, zombies are there on the platform attacking you.
- Mule perk stop working after buying a wall gun. If playing with friend, get tombstone, and kill yourself might bring back your 3rd slot. However, it might bug out and give you a 4th slot. (need to test this more myself when I have time)
- If you die with hacker with tombstone, and cannot get it... Hacker is lost and not retrievable. You can't even do the fire circle thing again to get it back.
- When playing on boss setting (brutus) the special perks does not drop when killed by turrets.
- Bottom perks of the turrets aren't purchasable if bought few of them, and then come back to buy the rest.
- Buying perks for the turret, you have to click on another perk and then go back, in order to purchase.
- Throwing the hell retriever through door ways or stairs sometimes clip and doesn't go through. Especially, it doesn't pick up perks as if you threw the retriever into the wall.
- (unsure) Hell retriever, trying to upgrade it, gets interrupted when the turrets kill the zombies when throwing. So it is almost impossible to get it. (Only gotten the upgrade version of Hell Redemption(?)  once.)

Suggestions besides the mentioned bugs:
-The options of making the zombie spawn non-stop without pause, it's extremely hard to get out spawn. Out of 100 tries, I only managed to get out of the spawn area: 5 times. That's because insta-kill perk saved my life. It also makes it physically impossible to get in power room or enclosed areas. Perhaps you can make the zombies slower for about 12 rounds?

Let me know if I can do anything.
Title: Re: [Manager] UGX Requiem v1.1
Post by: smasher248 on May 30, 2017, 11:06:26 pm
no one cares anymore, wrong game
Title: Re: [Manager] UGX Requiem v1.1
Post by: JiffyNoodles on May 31, 2017, 04:05:48 am
why do you even come back here smasher?
Title: Re: [Manager] UGX Requiem v1.1
Post by: smasher248 on May 31, 2017, 09:07:56 am
why do you even come back here smasher?

bored, why?
Title: Re: [Manager] UGX Requiem v1.1
Post by: johndoe on May 31, 2017, 02:57:26 pm
So did you abandon your kino remake to focus on your more detailed version of cheese cube unlimited? :P
Title: Re: [Manager] UGX Requiem v1.1
Post by: smasher248 on June 01, 2017, 10:01:27 am
So did you abandon your kino remake to focus on your more detailed version of cheese cube unlimited? :P

no cheese cube, took a week, i just play that myself from time to time, kino is abandoned for now cause i cant be fucked
Title: Re: [Manager] UGX Requiem v1.1
Post by: johndoe on June 01, 2017, 10:39:00 am
no cheese cube, took a week, i just play that myself from time to time, kino is abandoned for now cause i cant be fucked
take your time mate. It's not like your life depends on custom maps (or do they?)
Title: Re: [Manager] UGX Requiem v1.1
Post by: HotelCharliHill on June 05, 2017, 04:10:00 am
Not sur if this has been asked before cause I didn't see it in the search results (difficult to search for);

How d you exit the Trap Machine Menu? I get in, I press USE (same button for buying a wall gun for example), but I'm stuck in their til I get hit by a zombie. Can't get out by ESC menu key ... I dunno. Please help
Title: Re: [Manager] UGX Requiem v1.1
Post by: rograinbowdash on July 05, 2017, 08:22:41 pm
The new Map Manager gives me an error everytime I try and download any of the maps
Title: Re: [Manager] UGX Requiem v1.1
Post by: Harry Bo21 on July 12, 2017, 10:36:20 am
First mistake was using ugxs map manager

Honestly they should fuck it off and just upload the rars to file sharing like the rest of the world does
Title: Re: [Manager] UGX Requiem v1.1
Post by: JDamo on July 14, 2017, 04:49:16 pm
Howdy!

This is a fun nice map, but I have a few problems.

1. Power parts are sometimes missing and sometimes no power part will spawn. (mainly the switch)
2. Trap key is 9/10 times missing.
3. I have problems with the hells redeemer/retriever. When I down, and I get up again, it is gone. I need to pick it up again and upgrade it by the grave. This is also the case for grenades.

I tried redownloading again recently, but it does not show up on the map manager and there is no link here.
Title: Re: [Manager] UGX Requiem v1.1
Post by: Killertruth186 on July 15, 2017, 06:15:01 am
First mistake was using ugxs map manager

Honestly they should fuck it off and just upload the rars to file sharing like the rest of the world does
Honestly I haven't had any problems with it. I am guessing I have been using the "old version" of it.
Title: Re: [Manager] UGX Requiem v1.1
Post by: ruanpot18 on July 29, 2017, 12:50:11 pm
epic map guys i would just like to know if there is some secret way of activating cheats??? i have tried using the sv_cheats 1 command but that didnt work and i cant seem to launch it using devmap command or i just dont know how to thx in advance
Title: Re: [Manager] UGX Requiem v1.1
Post by: Basil Bonehead on August 03, 2017, 11:58:34 pm
what's going on with version 1.2? After what happened with it, i expected it to return fixed
Title: Re: [Manager] UGX Requiem v1.1
Post by: JiffyNoodles on August 04, 2017, 01:42:46 am
epic map guys i would just like to know if there is some secret way of activating cheats??? i have tried using the sv_cheats 1 command but that didnt work and i cant seem to launch it using devmap command or i just dont know how to thx in advance
Title: Re: [Manager] UGX Requiem v1.1
Post by: Luis7381 on October 02, 2017, 09:55:59 pm
Thank you for making such an awesome , completed the main objective on round 21. Probably my favourite map so far. Great job man, keep up the good work!! Just one thing to "complain" about maybe for future endeavors...is it possible to remove the lunge when you melee? Zombies have such a deadly hug!!  :'( :'(
Title: Re: [Manager] UGX Requiem v1.1
Post by: tomikaze on October 03, 2017, 08:17:08 pm
Just one thing to "complain" about maybe for future endeavors...is it possible to remove the lunge when you melee? Zombies have such a deadly hug!!  :'( :'(
Glad you had so much fun. I know everyone involved is very proud and can't wait to make a sequel in BO3, right Trem?

As far as the lunge, if you quickly back up as you knife you can typically get your character to slash instead of stab but it's not a guarantee.
Title: Re: [Manager] UGX Requiem v1.1
Post by: JDamo on October 05, 2017, 09:03:09 am
I tried redownloading again recently, but it does not show up on the map manager and there is no link here.

*SIGH* I just had to turn on ''see all map versions''
Title: Re: [Manager] UGX Requiem v1.1
Post by: optic_deity on November 09, 2017, 03:06:45 pm
I try to play this map but when I get to the UGX Mod options and enable the options that are needed but I dont get the Save and Exit option.  I am using version 1.1 from the US server on the Mod Manager.  Any help would be appreciated.
Title: Re: [Manager] UGX Requiem v1.1
Post by: GlueGun87 on November 09, 2017, 11:49:34 pm
Hello, its always been like that. For some weird reason the moderators didi'nt tell anybody about that especially for uber noobs that finally got the mod tools properly installed. (I dont think theres a post at all i mean) But must of had of a bad day i expect...
Title: Re: [Manager] UGX Requiem v1.1
Post by: Luis7381 on November 10, 2017, 03:28:49 am
I try to play this map but when I get to the UGX Mod options and enable the options that are needed but I dont get the Save and Exit option.  I am using version 1.1 from the US server on the Mod Manager.  Any help would be appreciated.

Launch the mod and set controls and settings as default, go to ugx mod options to set it up.

This is what i get doing that, i just changed FOV and ADS FOV:

Spoiler: click to open...
(https://i.imgur.com/2CQtLqv.png)

If this doesnt work delete the mod and the map manager too. Do a windows registry clean with CCLEANER or something else and download the map manager again and the mod as well.
If you are already using a controller do NOT enable it from the mod options or you might get stuck, this option is just to navigate menu with your controller and not to play.
Hope this helps!
Title: Re: [Manager] UGX Requiem v1.1
Post by: optic_deity on November 15, 2017, 10:51:32 pm
Well, I have fixed it myself.  But thank you all for the helpful tips. :)

Double Post Merge: November 15, 2017, 10:52:38 pm
Hello, its always been like that. For some weird reason the moderators didi'nt tell anybody about that especially for uber noobs that finally got the mod tools properly installed. (I dont think theres a post at all i mean) But must of had of a bad day i expect...
What is that supposed to mean?  A way to patronize me?
Title: Re: [Manager] UGX Requiem v1.1
Post by: JiffyNoodles on November 16, 2017, 12:06:05 am
What is that supposed to mean?  A way to patronize me?
Yes. Totally. 100%.
Title: Re: [Manager] UGX Requiem v1.1
Post by: optic_deity on November 17, 2017, 06:09:17 pm
Exactly, you are a arse towards me for no reason.  I still remember what the hell you did to me, How you stabbed me in the back for absolutely no reason.
Title: Re: [Manager] UGX Requiem v1.1
Post by: JiffyNoodles on November 17, 2017, 10:42:42 pm
Exactly, you are a arse towards me for no reason.  I still remember what the hell you did to me, How you stabbed me in the back for absolutely no reason.
I don't remember stabbing anyone in the back, feel free to enlighten me on what I did if you're so butthurt about it.
Title: Re: [Manager] UGX Requiem v1.1
Post by: tomikaze on November 17, 2017, 10:48:32 pm
Exactly, you are a arse towards me for no reason.  I still remember what the hell you did to me, How you stabbed me in the back for absolutely no reason.

I don't remember stabbing anyone in the back, feel free to enlighten me on what I did if you're so butthurt about it.
(https://i.imgur.com/ZNjyoXC.jpg)
Title: Re: [Manager] UGX Requiem v1.1
Post by: Aurerius on January 29, 2018, 02:57:17 pm
good map but i hate this BO2 knifing where you get stuck for ages at a zombie. from start i like to knife zombies till round 5,6 to get more money but i cant! :(