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Messages - iBarnett

I have the CD version of the game and it works just fine.
Amazing map love the feel of it reminds me of good zombie fun like I use to have!! Me and friend had a great time playing this map. Could only find 4 elemental weapons out of the 6 and the scavenger but we will be playing again later to find the rest!
hope to see more maps from you in the future.
thanks!! If you need a hint or anything on the map just send a pm or I would be willing to have a go with you guys. And about the CD version of waw. I actually have no idea about any of It. It was news to me and I just assumed he knew what he was talking about.
If more people can confirm it works on Cd that would be great.
Thanks again.
8 years ago
dogs are glitched they go out of the map and can't kill last one >:(
Really again... Thought i fixed that issue. As for a in-game fix when ever a dog round starts make sure your not by the info sign in front of the main building (kinda by electric cherry)  for some reason the dog will get caught on a clip brush above one of the fences and if a dogs to close and turns around it kicks him on top of the clip and then carries on walking in the air forever. Sorry man!!
I will probably end up getting rid of the dog if i cant seem to fix it. (tried fort like 6hr one day trying to recreate that issue....no lucky though)
8 years ago
Wow! looks great man. like your "orbit" style mystery box and wall weapon switch out feature. looking forward to playing this!
8 years ago
Okay. When i load the map my game crashes.. q.q
Sorry forgot to add T4M from DidUknowPwn just simply download his .dll file and add it to ypur call of duty ROOT folder.

http://www.mediafire.com/download/gky6oz0y007dkld/T4M+r42.1+%5BRelease%5D.rar

Double Post Merge: December 17, 2015, 04:39:27 pm
It has or will have Ending ? Thx  :)
there is no physical "end game button" sorry

Double Post Merge: December 17, 2015, 04:43:02 pm
You can just put the .bik in your mod folder in appdata and it should work for people without them doing anything manually.
I tired a couple different scenarios with my buddy but nothing seem to work. So I made it optional some ppl im sure dont care about a starting video.
8 years ago
This map will NOT work with the CD version of Cod waw                                                                   PAX v2
                                 
                                 http://www.mediafire.com/download/o8c6rce9ef432bl/nazi_zombie_pax%282%29.exe   (map dl)
                                 http://www.mediafire.com/download/vq9lf2sfjq6ye4a/nazi_zombie_pax_load.bik    (solo .bik video dl)

http://www.mediafire.com/download/gky6oz0y007dkld/T4M+r42.1+%5BRelease%5D.rar (T4M)

^^    *** YOU NEED T4M TO PLAY THIS MAP!!***  (place the dll in your  -   C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War)

This is an update to PAX which adds a bunch of new features

Updates:

- Changed world spawn setting to better suit the map
- Added 35+ weapons (weapon details below)
- All Black Ops 1 & 2 perks (6 perk limit)
- 6 Soul chests (some locking areas off)
- 3 hidden EE songs [NOT youtube safe] (only go for one EE time or it will mess up)   Hint - watermellon-3,bear-3,?-1
- Hidden shit everywhere
- Added more detail and changed up some textures
- Mini EE thing for a wonder weapon
- Changed a ton more. You can find out.

Weapon Details:

- All wall weapons are NON pap'able
- Box weapons ARE pap'able
- Elemental weapons ammo can only be bought at elemental ammo machines

Issues:

- Ran into hintstring limits so I changed my weapons hintstrings to hud... you can see hud text much farther away from the object and some hidden weapons hintstings(hud) show through a wall let say but can not be purchased until completing the task required
- Sometimes elemental ammo wont engage with specific weapon. Switching the gun can fix the issue (damage will still be the same just no FX)

MAP DOWNLOAD:  http://www.mediafire.com/download/o8c6rce9ef432bl/nazi_zombie_pax%282%29.exe

And I have add a solo video for the load screen if you want it:
http://www.mediafire.com/download/vq9lf2sfjq6ye4a/nazi_zombie_pax_load.bik
once downloaded add to:
Code Snippet
Plaintext
C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War\main\video 


Credit:

- Me
- ZomBeast
- codmoddd1234
- Harry Bo21
- BluntStuffy
- Ege115
- Aidan
- MakeCents
- Rorke
- DidUknowPwn

- If I forgot you I'm sorry

8 years ago
PAX v2 changes

Updates:    - worldspawn setting - better suited for the map (night time feel)                            -  Done
                 - 30+ modern weapons                                                                                          -  Done
                 - 8 special hidden weapons  2 shock, 2 flame, 2 explosive, 2 wonder                        -  Done
                 - ALL blops 1 and 2 perks (small issue with hint string)                                            -  Done
                 - Hidden song (3 shootable targets)                                                                         - Done
                 - Custom map launch screen                                                                                   - Done
                 - Solo loading screen/bik video  -   Co-op loading screen                                            - Done
                 - Change hud layout                                                                                                - Done
                 - Change/add texture/models                                                                                  - Done
                 -  Soul chests                                                                                                          -  Done
                 - Mini EE through out the map                                                                                - Done
                 - Change zombie skins                                                                                            - Not Completed
                 - buildables  (maybe)                                                                                              - Not Completed

So for the weapons I made all wall weapons non-pap'able, All pap'able weapons will come from the mystery box only, 6 hidden weapons are elemental - ammo can only be bought from special ammo machines.

If Everything goes smothly today i'll be releasing PAX v2 tomorrow (b-day present for my self)
8 years ago
So its the only rain tut i could find! (sorry for post zm stuff on UGX)

http://www.zombiemodding.com/index.php?topic=3497

but when i go to launch my map waw just crashed and force close.  and as soon as i un-do what i did in the tut my map launches again fine.

All the comments say that this works just fine... but not for me.

This is what i have going on:

https://gyazo.com/720190dc8e67dde45ea1cde3bfb75e72

map_name.gsc
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
#include maps\_weather;

main()

{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_pax_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_pax_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

level._effect["lightning_strike"] = LoadFX( "maps/ber2/fx_ber2_lightning_flash" );
level._effect["rain_heavy_cloudtype"]   = LoadFX( "weather/rain_heavy_cloudtype" );
level._effect["rain_10"]   = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_9"]      = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_8"]      = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_7"]      = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_6"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_5"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_4"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_3"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_2"]      = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_1"]      = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_0"]      = LoadFX( "env/weather/fx_rain_sys_lght" );

thread weather_control();

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"MOD_INTRO";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

// Snow Feature
level.DLC3.useSnow = false;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_blst_custom_ammo::custom_ammo_precache();
maps\_zombiemode::main();
thread maps\ee_song::main();
thread maps\_blst_custom_ammo::main();
thread maps\_custom_ammo_buy::main();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{
add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
add_adjacent_zone( "zone4", "zone6", "enter_zone6" );
add_adjacent_zone( "zone4", "zone7", "enter_zone7" );
add_adjacent_zone( "zone7", "zone9", "enter_zone9" );
add_adjacent_zone( "zone6", "zone8", "enter_zone8" );
add_adjacent_zone( "zone6", "zone10", "enter_zone10" );
add_adjacent_zone( "zone4", "zone11", "enter_zone11" );
add_adjacent_zone( "zone11", "zone12", "enter_zone12" );
add_adjacent_zone( "zone12", "zone13", "enter_zone13" );
add_adjacent_zone( "zone13", "zone14", "enter_zone14" );
add_adjacent_zone( "zone14", "zone15", "enter_zone15" );
add_adjacent_zone( "zone11", "zone16", "enter_zone16" );
add_adjacent_zone( "zone15", "zone16", "enter_zone16" );
add_adjacent_zone( "zone16", "zone17", "enter_zone17" );
add_adjacent_zone( "zone17", "zone18", "enter_zone18" );
add_adjacent_zone( "zone17", "zone19", "enter_zone19" );
add_adjacent_zone( "zone11", "zone20", "enter_zone20" );
add_adjacent_zone( "zone11", "zone21", "enter_zone21" );
add_adjacent_zone( "zone21", "zone22", "enter_zone22" );
add_adjacent_zone( "zone22", "zone23", "enter_zone23" );
add_adjacent_zone( "zone6",     "zone24", "enter_zone24" );
add_adjacent_zone( "zone24", "zone25", "enter_zone25" );
add_adjacent_zone( "zone25", "zone26", "enter_zone26" );
add_adjacent_zone( "zone26", "zone27", "enter_zone27" );
add_adjacent_zone( "zone27", "zone28", "enter_zone28" );
add_adjacent_zone( "zone28", "zone29", "enter_zone29" );
add_adjacent_zone( "zone29", "zone30", "enter_zone30" );
add_adjacent_zone( "zone30", "zone31", "enter_zone31" );
add_adjacent_zone( "zone28", "zone32", "enter_zone32" );
add_adjacent_zone( "zone32", "zone33", "enter_zone33" );
add_adjacent_zone( "zone28", "zone34", "enter_zone34" );
add_adjacent_zone( "zone34", "zone35", "enter_zone35" );
add_adjacent_zone( "zone35", "zone36", "enter_zone36" );

}

preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}
weather_control()
{
   rainInit( "hard" ); // get rain going
   level thread rainEffectChange( 9, 0.1 );  // tweak initial rain strength
   thread playerWeather(); // make the actual rain effect generate around the players

      addLightningExploder( 10000 );
      addLightningExploder( 10001 );
      addLightningExploder( 10002 );
      addLightningExploder( 10003 );
      addLightningExploder( 10004 );
      addLightningExploder( 10005 );
   
   level.nextLightning = GetTime() + 1;
   thread lightning( ::lightning_normal, ::lightning_flash );
}
lightning_normal()
{
   wait( 0.05 );
   ResetSunLight();
   setVolFog(250, 750, 400, -128, 0.44, 0.52, 0.44, 0);
}
lightning_flash()
{
   SetSunLight( 4, 4, 4.5 );
   setVolFog(250, 550, 400, -128, 0.6, 0.6, 0.7, 0);
         
   SetSunLight( 1, 1, 1.5 );
   setVolFog(250, 550, 400, -128, 0.45, 0.45, 0.5, 0);

   wait( 0.0014 );             
               
   SetSunLight( 3, 3, 3.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);                   
   
   SetSunLight( 2, 2, 2.5 );
   setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);                                 
                           
   SetSunLight( 1.5, 1.5, 2 );
   setVolFog(250, 550, 400, -128, 0.7, 0.7, 0.75, 0);                     
   
   wait( 0.0010 );
   
   SetSunLight( 1, 1, 1.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);               
                               
   SetSunLight( 5, 5, 5.5 );
   setVolFog(250, 550, 400, -128, 0.5, 0.5, 0.55, 0);                   
   
   wait( 0.0011 );
   
   SetSunLight( 4, 4, 4.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);             
           
   SetSunLight( 1, 1, 1.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);                       
   
   wait( 0.0015 );
   
   SetSunLight( 2.5, 2.5, 3 );
   setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);           
}


mod.csv
Code Snippet
Plaintext
// Zombie Mode Stuff
include,zombiemode
include,zombiemode_dogs
include,rain
// Zombie Mode Strings
localize,zombie
// Mod Strings
localize,mod
// Edited Loadout For Zombie Heroes
rawfile,maps\_loadout.gsc
// Edited LastStand For Deep Water Like Sumpf
rawfile,maps\_laststand.gsc
// Edited For Developer_Script
rawfile,maps\_debug.gsc
// Updated Menu File For Pause Screen Map
menufile,ui/objective_info.menu
stringtable,maps/mapsTable.csv

_weather.gsc
Code Snippet
Plaintext
player_weather_loop()
{
self endon("death");
self endon("disconnect");

// SRS 5/3/2008: Make sure it doesn't run twice on anybody
if( IsDefined( self.playerWeatherLoopRunning ) && self.playerWeatherLoopRunning )
{
return;
}

self.playerWeatherLoopRunning = true;

for (;;)
{
// SRS 5/29/2008: don't rain if level.rainLevel is 0
if( level.rainLevel != 0 )
{
// SRS 5/30/2008: removed forward vector specification
//PlayFX( level._effect["rain_drops"], self.origin + (0,0,650), self.origin + (0,0,680) );
PlayFX( level._effect["rain_drops"], self.origin + (0,0,650) );
self playloopsound("rain_pavement1");

// we can do extra FX calls here later if we want, for additional particles on harder rain, etc.
}

wait( 0.3 );
}
}
8 years ago
updated OP for       PAX v2

news pics and details on front page post.

link
http://ugx-mods.com/forum/index.php/topic,3033.0.html
8 years ago
Waiting for v2.0 love large maps
Getting close. I have added about 20 weapons so far. Working on adding blunt's custom ammo script. And waiting to see if I can dl Harry's perks soon. Don't know about and EE that's kinda outta my limits  ( if anyone wants to lend a hand on it that would be cool... I have an idea for one)
8 years ago
If you still need help with this, I wouldnt mind helping you out, but I wouldnt be able to do it till at least a week or 2, because I have a few things I need to do first.
Hey thanks for the offer but I got it released on Nov 28.... Had to format my pc back to factory
So if you wanna try it dl it from the zombie maps tab on ugx
8 years ago
firstly - its not that easy to just compile someone elses map
  a : If you use anything custom, we would need that
    a2 : We may not "want" your resources for risk of overwriting our own with yours
    a3 : would also need anything and everything you may / may not have included in your zone_souce files AND we would need your zone source files...
  b : Our mod tools may have differences to yours, again causing problems

  c : you need to fix your issue

next, this error has been reported hundreds of times, and in nearly every case we have infact fixed it. Its usually something silly like a corrupt brush in a map, a bad model, or running out of ram during the compile ( close other programs / get more ram )

can get it from steam too if its "active" but theres a update pending. You need to restart steam for this

theres hundreds of topics about this
Someone Did take the time to help me compile it... Don't think it took to long. The map was and is 100% stock waw... No custom like I said all that was need was zone info so zombie would work which he got.
It was a virus on my pc causing linker_pc to fail. Nothing to do with my map at all.
Sorry I asked for help in the forums on a zombie modding community.
8 years ago
Best turn up that bass!!            https://youtu.be/lTby-UMHvx0
                                                     https://youtu.be/M06eEYzmGPA
                                                     https://youtu.be/QQzJ6Gmw240
8 years ago
It seems to be a RAM issue. Closed all programs and it worked
Right on easy fix then.
8 years ago
That was quick to appear again!
Screenshot:
http://i.imgur.com/rWWo8uc.png?1

Error name:
Error -1073741819
As I was saying it's a linker_pc.exe problem. It's when launcher is trying to compile or build fastfiles with not enough ram being allocated to finish the process.
Fixes: allocate more ram to launcher, and close all programs with high Mb count from task manager ( if your unsure what process you can stop go to processlibrary.Com)..... If that doesn't work. Well
It's a virus ( i had 2 separate one)  which could not be removed until I formated my entire pc back to factory.
I know it sounds shitty but I had this problem for 6+ months and it was the only fix hopefully allocating and stopping process will do the job.
8 years ago
Reinstalling modtools again to see if the problem is fixed...

Double Post Merge: November 28, 2015, 10:11:19 pm
The error disappeared. However if it appears again i will post again with screenshots.
For now the fix was the most annoying of them all:Reinstalling Modtools
glad to hear it works!
8 years ago
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