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Messages - JBird632

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Excavation Update: Week 3
New Video
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Exavation Update [Week Three] - Nova Zombies
10 years ago
Looking really great! But please, for god sake! Fix the normal map! Everyone porting Bo models seems to care not about the strange pixel shadows
I have noticed that, and have already fixed it on a few of the guns. No worries 8)
10 years ago
Looking great. Something that would make it even more like a black ops map(which people don't do for some reason O_o) is to make sure to port the proper weapon settings for the weapon files. This can easily be done with the UGX Weapon Editor using the "Convert BO1 to COD5" button.
Thanks for the advice, that would make it a lot faster than doing it by hand.
10 years ago
Excavation Site 128
Map Progress:
40%

Black Ops Hud:


New Screen Shots:




Screen Shots:



Quad Zombies (nova zombies):
[Special Thanks to Swazzy for scripting the quad zombies, and their fxs. He also has helped with some other scripts too]





Features:
- Black Ops weapons
- Nova [quad] zombies
- Perks: Juggernog, Sleight of Hand, Quick Revive, Double tap, Vigor Rush, Reserve Soda (solo only), Black Ops Perks
- Custom Elevator (needs sounds and fx working)
- Custom Minecart (need to finish the route first)

This project is going to be a lot larger than Overrun and Lockdown, and I plan on actually making a large map.
There will be lots of custom scripts included in the map (the elevator being the first)
As for the weapons, this map is going to mirror the style of Black Ops and I plan to have all of the weapons used in those maps.
I am not 100% set on the pack-a-punch camo (as seen on the skullcrusher) but it is a scrolling texture where the lava moves,
which looks pretty awesome.

If you have any questions about the map, or have any input on what you think whould benefit in anyway, please feel free to reply.

=====================================================================================================

Update Week One: Reserve Soda
Excavation Update [Week One] - Reserve Soda
Elevator Test:
Custom Zombies: Elevator Test

Update Week Two: Lava
Excavation Update [Week Two] - Lava

Update Week Three: Nova Zombies
Exavation Update [Week Three] - Nova Zombies

Update Week Four: Boss Zombie & Breakable Glass
Excavation Update [Week Four] - Boss Zombie & Breakable Glass

Update Week Five: Perks, Drops & Detail
Excavation Update [Week Five] - Perks, Drops & Detail

Update Week Six: sorry guys, no update this week

Update Week Seven: Crossbow, Semtex & Perks
Excavation Update [Week Seven] - Crossbow, Semtex & Perks
10 years ago
It was under German control during WW2 but since it seems this map is set in modern times I assume the mapper made a mistake.
This was a mistake; however, lets assume this is an alternate timeline where Germany won and took over Poland... idk lol. I just googled famous towns in Germany and this came up for some reason.
10 years ago
I just played this map with ZK and Axel (AkitakaTsuya - NGT associate) and InvDenial, and they were ALL blown away with the detailing in this map. ZK and Axel gave you mega props for your work.

Cannot wait to see what you deliver next. Any possibility of including UGX Mod 1.1 in your next map?
Did anyone record, I would like to watch some gameplay.
10 years ago
This map is pretty good a few bugs i noticed, 1 the colt isn't aligned properly so the bullet doesn't go where you are aiming it goes just below that. Also check the weapon sound files some guns seem to have the FG42 as a secondary sound. Awesome map just needs some fixes.
I almost forgot, I have also rescaled the blackops 2 colt to fit the animations of the World at War one.

This map is great!! Your detail is flawless! Hope to see more to come. If you don't mind what do you figure your hrs were for this map?
I'm not actually sure, both Lockdown and Overrun took me about half a year each to make. But that was because I did not dedicate a lot of time to making the maps. Got to have some life lol.
10 years ago
Do you have a list of the bugs you fixed? It would be useful to post one in the OP which will make it clear that the map itself has been updated :)
Here is a list of the fixes that are in the update:
- Buildables now work properly (there was a part called box for both the thundergun & electric grid which interfered with eachother) -- thanks to a youtuber by the name MrZ0mbiesfanatic
- Once quickrevive was purchase three times and disappeared there would be nothing there but an invisible barrier
- The door to the flooded zone had two doors, one costed 1000 while the other costed 1250. They both cost 1000 now.
- Although cheats were disabled the give cheat was not, now it is.
- More detail added
- Building in the background was not chalked fully
- Fixed nuke sound
10 years ago
That's MUCH better - Thank you. Feel free to continue but 270 is a decent size.
I managed to keep the file size under 300mb; however, I did not take into consideration the solo loadscreen. So the file size is 292mb, but is still in the 300mb limit. I have also update the special thanks section with more people who deserve credit (if I am missing anyone please tell me).

I have also fixed a couple bugs in the map itself, so if anyone has already downloaded the map, please download the update version.
10 years ago
First remove the folders I mentioned:Then you need to make sure that you are only including iwi files that you actually NEED for your weapons and map - there appears to just be huge collection of images in the folder, way more than would be expected for the content in the map.

To compress the files, take all the images which are larger than 1mb and convert them back to dds. Open them with photoshop and reduce the image size to 1024x1024. If they are already 1024, then go down to 512x512px. Then re-save them as DDS-3 or 5 and convert them back to iwi. I did this for every single BO1/2 texture in UGX Mod v1.1 which reduced our filesize by over 75mb.

I have been resizing images for quite some time now, and I think I've managed to get reduce the images folder size in half. I can try to go further, but what is good map size to aim for? I think mine is around 270mb atm, is that good enough?
10 years ago
As Delta said, you don't need to remove UGX property - you just need to give proper credit where it's due. You can use our PP19 texture and my thundergun script and whatever else you've used, but you need to give credit for each of them in every version of the map release topic. I have put the download link back, thank you for owning up to your mistake.

Also please consider what I said about the filesize of your map - it is too large at the moment and some file management and compression should be done.

How might I condense the file?
10 years ago
I would like to note, that I have removed the download from zombiemodding as well.
So that I can remove all ugx property.

Once again I am truly sorry.
10 years ago
So in your map credits you have two mentions... YaPh1l for scripts and HexZombies for a loadscreen... Where's [UGX] treminaor for the ugx_thundergun csc and other assets of mine that you're using? Or Aidan for the kinostyle_teleporter.gsc that you're using?


Even if you didn't end up using the csc in the long run (I don't see a call to it), the fact that you accidentally included it in your map download means that you were trying to use my code and learned something from it in the process, then applied it as your own "fix" to the black ops script.

Your thundergun gsc also appears to have taken excerpts from mine. You've used my custom logic for estimating the value of the nonexistant BO1 getMuzzlePoint() engine function, using the exact same arbitrary math equation from mine
Code Snippet
Plaintext
view_pos = self.origin + (0,0, 72/2 + 10);
instead of just evaluating the inline math to view_pos = self.origin + (0,0,46); That's not a coincidence in the least. Can you explain how you reached that conclusion? The reason I wrote that code was because the player's height is roughly 72 units, so half of that is roughly their waist height, plus a random guess of about +10 units to get the general spot of the viewmodel in the player's view. You also could have just used player getEye() (and it would have been the logical thing to do), or subtracted 26 from 72, so again this is beyond coincidence and the copying has become obvious.



It also looks like you're using SajeOne's weaponFile sprint settings that he set for it in UGX Mod v1.0.3, but that could be coincidence. He arbitrarily made up values for the sprint settings in order to fix an ammo bug that was occurring - interestingly you are using the same values that he settled upon after some trial and error...



Your PP90M1 wall chalk is an exact-pixel copy of the UGX Mod v1.0.3 PP19 wall chalk, as seen here (Yours on the left, mine on the right):


I did the wearing on the white outline completely by hand using some grunge brushes, and as you can see we have an identical match. Since the filesize is a few bytes smaller, I'd guess and say you converted it to dds, then back to iwi again with a new name.



Because of the above evidence, I have temporarily removed the download links for the map as it is violating the Release Topic Guidelines. Please either respond accordingly or amend this map release topic with appropriate credit.

On a final note, your map size is freaking huge! You need to compress your images - a third of them are over 1mb, and it seems like you have way more than necessary. Did you just bulk copy a ton of BO1/2/etc files, or did you actually take the time to figure out exactly which ones you needed...? UGX Mod v1.1 on a stock map is still less than 200MB currently, I don't see justification for this map zip to be over 430mb (!!). Because of this alarmingly high filesize I have realized that we needed to add a filesize limit to maps which can be accepted into the Map Manager, which is now 325mb. Any map file which, when in a .zip, exceeds ~325mb is not eligible to be posted to the Map Manager. We simply cannot bog down our server and waste bandwidth hosting unnecessarily large maps.

If you would like your map to be available on the UGX Map Manager, please reduce the filesize of your map by removing all unnecessary images, compressing the remaining images by resizing them and using DDS export, and removing unneeded folders from the IWD that you included such as ui, ui_mp, soundaliases, materials, and fx. These belong in the FF, not the IWD. They do absolutely nothing from the IWD.

I feel bad for not saying anything positive about the map before writing all of that - I did play the map and you did an excellent job of level detailing. It is very professional work and you should be proud of it.
I am sorry if I left anyone out of the special thanks,
realistically I should have been keeping a list of people as I made the map.
Unfortunately it didnt dawn on me until now.
The thundergun script was from a player on zombiemodding, who I presume got the script from you, seeing that it has ugx written all over it. If you would like I can remove the thundergun if that is what you wish.
I am sorry if anyone was offended by this, and I hope that I can resolve this.
My only am is to make quality maps for people, not stir up conflicts

My apologies
JBird632
10 years ago
My apologies, I notice that in the rules, but thought that the installer I provided was ok too.
I will keep this in mind for next time.
10 years ago
yeeey, first map I see taking place in a polish city :D
Actually, this is the sequel to my first map Overrun, which I have not posted on this site.
10 years ago
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