Hey guys someone sent me over some nice stuffs last night and I was tinkering around with it a little bit and decided to work on an updated Launcher for WaW. The tool is already fully functioning and I'm only adding in community requests and fixes.
Additions
Weapon Editor
Folder Tab - (Like in BO1 Launcher)
Edit CSV in Compile Level
Fixes
Changed theme to Silver
Removed Converter
Compile Level tab shows only maps that don't include "geo" or "audio"
BSP Options has fixed Lightmap Scale
IWD File List doesn't show random crap
Removed unused Dvars from command line options
Fixed devmap command line to run map rather than to set the name of the map
Updated Dvars to give better description of what they do
Added more Dvars in command line for debugging (i.e. ai_shownodes)
Requests Tell me whatever you want to see added into Launcher and I'll see if I can get it to work/like the idea.
Credits Treyarch Mike Denny DidUknowiPwn Elfenlied Se2Dev
Special Thanks to Icedream master131 Neko Chan
Feature Requests from Ray1235 johndoe
Updates:
Added functionality to copy images from map to mod, works on a zone_source level by reading assetlist/csvname.csv
Copy Images only copies non-stock assets (reads IWD files on startup), small UI changes, map differentials in Compile Level (now Compile FF)
Massive UI update! Will now be using DevComponents instead of Windows Forms, we all like this don't we?
More updates to the UI, Metro Form usage is complete
Added an Asset Counter for Compile FF (though the functionality is mainly for maps rather than a normal FF). Updated WeaponEditor thanks to master131, includes descriptions from Asset Manager and more support for the type of value it has. Also updated the UI to Metro, still some small tweaking left inside it.
This is a script that add weapon attachments to guns, it only works for non-upgraded weapons and ones that don't have an attachment already (like weapon_XXXX_attachment).
Also this script I'm giving 0 support as I really can't be bothered to help fix the issues that come from using this such as: Exceeded FX limit or too many weapon assets loaded. So I'm only supplying the script and you can probably load like 2-4 extra weapons before getting tossed out with the FX error if you're on stock DLC3 scripts and such. Code is also a chance for you guys to learn something I've made the script super easy to understand read (like how all my code is ;3).
Setup:
add_zombie_weapon & include_weapon have a new parameter type (last parameter) it defines which attachments will be loaded into the game (where you can give by script).
Just realized I didn't actually add a new example for add_zombie_weapon so... there's this: add_zombie_weapon( "zombie_thompson", &"ZOMBIE_WEAPON_THOMPSON_1200", 1200, "", 0 ); NOW WILL BE add_zombie_weapon( "zombie_thompson", &"ZOMBIE_WEAPON_THOMPSON_1200", 1200, "", 0, 1 );
maps\_dukip_attachment_box is the main script for this everything related to how it works is found in here, be sure to thoroughly read my comments and understand what I'm doing.
Hey guys another small script/powerup for you guys, this basically took like no effort at all. So, hope you guys will enjoy/use it and thanks for actually adding more content into your map.
Model: Below in the Attachment Section Extract to WaW root in AssMan convert the material and then the model.
Next up the scripts _zombiemode_powerups.gsc init_powerups() (Add after your last powerup.)
special_drop_setup()
powerup_grab()
powerup_vo(type)
Somewhere at the bottom of the GSC paste this in.
dlc3_code.gsc include_powerups() After last include_powerup() add this:
Current code for lukkie's Target Practice request.
Current issue is starting from tpSelectNode(ent), so I'm trying to select a random node (entity) within a certain radius (probably 24 units) I haven't implemented the distance checks and stuff yet because I can't think of a proper method to select a new node in tpSelectRandomNode(nodes). The point being that the node has to be a certain units away and is accessible, anyone got any ideas?
_zombiemode_powerups.gsc Note: All instances of which the script was changed was marked with //DUKIP
dlc3_code.gsc Function to edit: "include_powerups()" line 349
IMPORTANT: TO STOP ZOMBIES FROM FOLLOWING YOU WE GOTTA FIX THE is_player_valid FUNCTION _zombiemode_utility.gsc -> function is_player_valid line 716 Add this at the bottom of _zombiemode_utility:
Next step, fixing the zombie_pathing code to ignore pathnodes leading to player with ignoreme being true. _zombiemode_spawner.gsc -> Line 3066 Add parameter true to is_player_valid. if( !is_player_valid( self.favoriteenemy, true ) )
Information: PLEASE PLEASE PLEASE change the VisionSetNaked on line 1418 in _zombiemode_powerups to your map's vision. (You can check this by going to maps\createart\yourmap_art.gsc, inside is a function called set_all_players_visionset that first parameter is the vision you want to revert back to.
How-to: Sounds (2D) For testing purposes I did it simple, find the sound from BO2 Origins using master131's Sound Studio tool (requires having the Origins DLC to get the sound). You can save this as a soundalias or add ontop of yours, just be sure that the headers match 100% or else you'll get errors. (Note: Sound name in the tool should be called vox_zmba_powerup_zombie_blood_d----.flac, or so. IMPORTANT: Convert the sound in Audacity, File -> Export Audio -> Save as type -> WAV (Microsoft) signed 16 bit PCM)
Vision: Save this as a plain-text file in mods/modname/vision/zm_blood.vision Add in mod.csv "rawfile,vision/zm_blood.vision"
Model: Export the model from BO2 Origins using Tom's Lime exporter (don't need to mess with it in Maya so make sure to export the XMODEL_EXPORT so you can just go through AssMan easily), follow this setup for the materials. (Note: In my material image I changed the material property in the XMODEL_EXPORT to not be "bo2_mtl_~~~" to do the same open both XMODEL_EXPORT's in Notepad search MATERIALS and you'll see the bo2_mtl~~~ just remove the bo2_ from it and save the file.)
xmodel use this:
List of GSC's modified: dlc3_code.gsc _zombiemode_powerups.gsc _zombiemode_spawner.gsc _zombiemode_utility.gsc
Edit: Script changes at 1:40 PM PST. Update #2 to include zombies ignoring you completely. Update #3 to include tutorial on how to fix is_player_valid function or notably the box not being able to be purchased with zombie blood enabled. Update #4 to include no points while in zombie blood. Update #5 Undid all modifications to is_player_valid functions and other GSC, went with more proper method. Only modifying _zombiemode_spawner.gsc to ignore goals with players in zombie blood. That should be it really there's no reason for it to require any more changes.
Hey guys, finally releasing my version of the Exo Zombies HUD it's not 1-1 port because I did it without having the original assets, plus I think mine looks better . This was created for Chromastone10's map, "Exo Zombies" which was shown off first on NGTZombies' channel.
Video/Pictures This is updated to include the round counter like Exo ZM.
Credits DUKIP - Menu Programming and GSC scripting. Chromastone10 - Some design help. General Internet - Blood Splatter Texture
Version 1.0 - Initial Release 1.01 - Added missing materials for gamefonts2pc 1.1 - Script fixes 1.1.1 - Script fixes
Changelog V1: Release [1/10/15] V1.1: Update [1/11/15] More menus added New textures for default materials now using custom created ones (Online and Solo images by Zer0w, options image by me [DidUknowiPwn]) Added functionality to Lobby menu, Options, and Online. Allowed users to be invited by anyone in the lobby. Added a custom scrollbar feature. V1.2: Update [1/15/15] More menus added/updated. Fixed a few broken menus. Custom backgrounds updated. All menus use the custom backgrounds, well most (they were defined by an .inc file so if you find any menus with the original WAW background tell me which menu). Easy-to-replace variables allow for fast access replacement of functions (take note most are located in ui/dukip_main.menu).
INFO: Updating Menus/Adding your own - If you're updating a menu from my modified ones, the menus extension ".menu" are the only ones added into mod.csv - Extension ".inc" get build in IWD and not mod.csv - If you're adding a new menu (.menu), copy the menu from raw/ui or raw/ui_mp then rename the filename to something else like cookies_lemenu.menu - Include the .menu in mod.csv - If you're adding a new menu (.inc), copy the inc from raw/ui or raw/ui_mp then rename the filename to something else like monsters_lesomething.inc - Now you'll have to modify all the instances of the original .inc in the menu files with your new .inc - Update mod.csv if required, and build the .inc into your IWD.
Changing music - Select your new song, convert it through MODSound then copy to your mods/modname/sound/location - Go to mods/modname/ui/ and open all menu files in a text editor - Replace all instances of "music_feint_formless" with your own.
Changing images on main buttons - Create your new textures in AssetManager using the dukip_menu.gdt that was provided in texture_assets. - Go to mods/modname/ui/ and open dukip_main.menu - Edit the button properties on MENU_SP_BUTTON, parameters 4 and 5. - Take note of the comments on lines 345 and 346.
Changing background images to your own. - UI List to open: dukip_sp_top_bg.inc dukip_bg.inc dukip_blurredbg.inc dukip_overlaybg.inc - Each controls different parts of the menus, the ones that is set are the ones I believe are the correct ones. - Create your new textures in AssetManager using the dukip_menu.gdt that was provided in texture_assets. - Replace the two instances of "dukip_main_menu" and "dukip_main_menu2" with your own.
Changing "Der Riese"/nazi_zombie_factory to your map - Go to mods/modname/ui/ and open dukip_main.menu - Search for CUSTOM_MAP_LEVEL and CUSTOM_MAP_NAME (should be right underneath). Replace the information inside of it with your maps info - You may also change enable/disable the variable DEVELOPER_MODE, this is for the middle button to go to the devmap version of your map rather than map.
Changing scrollbar text - Go to mods/modname/ui/ and open dukip_main.menu - Search for "newsfeed" and edit the text in exp text("") to your liking. Depending on the length you will have to mess with the resetting (TEXT_SCROLL_TIME and the two rect 900's for X //NOTE: THEY MUST BE THE SAME\\) your self, I found this to work perfectly w/ the amount of characters used now.
Changing player name color in lobby - Go to mods/modname/ui/ and open dukip_playerlist.inc - Search for the variable PLAYER_NAMECOLOR, then modify the variable to your liking (RGBA format) [Default: 0.81 0.81 0.81 1] - Build with IWD and not FF.
Alright so I wanted to port the MW2 melee anims for my weapon mod and everything was fine and dandy until I tried to place the knife model 'viewmodel_knife' and then tried to join it to the weapon rig.
Error #1: "Cannot find tag_weapon & j_gun" So I was like k I'll just rename the knife model which I did and now the model successfully attached to the right.
Problem #2: Knife is placed wrong Now this is the problem that has been bugging me for the past 30 minutes, I can't get the knife onto the other hand even with renaming the joints in the dumped anim and even in the model itself. Nothing is working, so I was wondering if you guys would know.
Notes: 1) viewmodel_knife is modified to be a j_gun instead of tag_knife 2) Not creating a j_gun instead of tag_knife will result in tom's plugins not to 'connect' the rigs.
Now if I could actually release something, that'd be perfect. I always promise shit but 60% of the time I don't finish it because I get bored of it ._. Anyway this small project I should be able to release, it's just a mash up of weapons from various CoDs for WaW.
Last Updated: 01/12/2015 10:12 AM PST Update Number: 10 Total 28 weapons (including variants, 29 weapons)
Spoiler: click to open...
Update Number 1: Fixed few weapons with wrong color types i.e. SPAS-12 MP5K, PP2000, AK-47 2: Added new weapon BO2 KSG 3: Added 3 new weapons MW3 MG36, BO2 SVU-AS, MW2 AA-12 4: Added 2 new weapons MW3 .44 Magnum, BO2 QBB LSW 5: Added 2 new weapons MW2 FN2000, BO2 DSR-50 6: Added 2 new weapons MW3 MP7, MW3 FiveSeven, Fixed BO2 3rd person soundalias problems 7: Added 1 new weapon MW3 ACRBeta #1 Released 8: Massive Update for Beta #2, weapons now have better stats/proper Changed Prototype Visionfile set to "Factory" Added Wall Weapons Modified menus just a tad bit. 9: Mediumish update for Beta #3, some weapons were fixed/balanced New Weapons: BO2 SMR, MW3 Spas-12 (moved from MW2 version), and BO2 Galil (I Actually Pwn, Special weapon) Added my new menu mod 10: Updated menus again, added MW3 HUD, updated custom fonts, now has localized-strings New Weapons: MW2 Barrett (removed BO2 DSR) Play Solo goes to devmap of Nacht Der Untoten w/ dev features, to play without type map nazi_zombie_prototype in console.
MW2
AK-47
AUG (w/ Scope)
Famas
M4A1
M21 EBR (maybe an iron sight version in the future)
MP5K
P90 (w/ Silencer)
PP2000
Tavor (TAR-21)
AA-12
FN2000
Barrett
MW3
AK-74u
PM-9
Scar-L
UMP45
MG36
.44 Magnum
MP7
FN Five-Seven
ACR
SPAS-12
BO2
Browning HP
Executioner
KSG
SVU-AS
QBB LSW
SMR
I Actually Pwn (Galil Modded, SPECIAL, by Rollonmath42)
Screenies
Spoiler: click to open...
More to be added later on.
Plans/Goals At the moment my current objective for this mod is for to be used on other maps, so I will be releasing a version where mappers/modders can place this into their mods like a "Drag-and-Drop Zombie Models"-esque thing. I'm doing 1-4 weapons a day, so I should be able to release this mod in about a week or two (if all things go right). -- Weapons are mostly completed by now, I'll still be tweaking them here and there for the upcoming release.
Credits Tom-BmX/WinCat - Lemon & Lime Rollonmath42 - Helping me out from the very beginning and Galil/KSG shotgun AR // I Actually Pwn Tito - Some materials help DidUknowiPwn - Just spending the time to do everything ;-; HitmanVere / Ege115 / Ray1235 - Helping me out on decisions making stuff and being a general sponge for information UGX-Mods / UndeadModding / FourDeltaOne Communities - Mainly for the user base giving me ideas on stuff
On another note, the sounds work exactly how they should be (more or less on the third person) but they work perfectly from my testings. The alias I made was a mash from the official weapons.csv and my own tinkering it may or may not be improved upon. Also, all weapons will be using the following images: Color maps, Normal maps, Specular maps, and Cosine power maps (so weapons look the best ).
You can hit me up on Steam or catch me on the chat (skype doesn't work as I can't get requests?).
So, was in chat earlier today when @Ray1235 was asking about dropped a weapon by script. I had realized that moment we've been spawning weapons through script incorrectly this entire time (I'm pretty sure we all knew this). Anyway after about 30 minutes I got this solution: