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Messages - jiggy22

Anyone playing this mod still?

I should hope so! ;)

CoD: WWII will be dropping next month, so once those weapon models and animations are made available, I’ll finally start working on the six-map BO mod again. Thanks again to everyone for their continued support!
7 years ago
You have to buy Black Ops first in order for it to appear in the list of tools.
7 years ago
Thanks for all the comments everyone! Glad to see the positive reception my mod is earning  :)
7 years ago
Also because i dont know how to edit my other reply are you still adding the winter s howl?

It's cut, but you can still access it via console commands ("give all" command for example).

Anyways, this mod is now released, so head over to the mod releases sub-section to download it!
7 years ago

After eight long months of on-and-off development, I'm glad to finally release my expansive Der Riese 2.0 for Call of Duty: World at War. This mod sees drastic improvements built upon the classic, fan favorite map, including new weapons (WWII weapons only), updated models, and many other small changes, included - but not limited to:

- Hitmarkers
- Graphic overhaul
- New, HQ weapon models
- Weapons buffs
- A fix to the infamous Wunderwaffe DG-3 JZ/Jugger-Nog glitch
- BO1 Zombie models
- Wider variety of zombie sounds, including sound effects ripped from Nacht Der Untoten and BO3
- BO1 Character quotes
- BO3 Perk machines
- BO2 Perk shaders
- Inclusion of the lost Amm-o-Matic perk

There are a lot more various changes/improvements, but I'll leave that for you to discover for yourselves! Below you'll find a wealth of pictures taken straight from the mod, showing off some of the new weapons and perks.

https://gyazo.com/a6d883f3957159925c3c89979a8b5822" width="1366
https://gyazo.com/49d2a1397695d9bc93b9268de631777b" width="1366
https://gyazo.com/91f5b9b8fc25bfd3cd8538f444374fc0" width="1366
https://gyazo.com/59c728d5cf2d5716e86b6e2f18148342" width="1366
https://gyazo.com/f5ac2da3096304f3c2899e5f87a9b957" width="1366
https://gyazo.com/65f79c3f601a7b5529d672fae0af4b4e" width="1366
https://gyazo.com/29216b6aee4c14ff171bfb4776d042b5" width="1366
https://gyazo.com/236bcef6c40f152fbf58862a77bcbf40" width="1366
https://gyazo.com/8a4273f222dbf36e537ac8dafb136aa4" width="1366
https://gyazo.com/fe74a4c54fc7bc5c898f6d1b72d6f08e" width="1366
https://gyazo.com/52a7b8af751f2a17ef19d332b7144662" width="1366

INSTALLATION:
If you weren't able to tell by the title, YOU NEED T4M IN ORDER TO RUN THIS MOD!! This is a pretty huge overhaul, and with that comes the need to use T4M to increase asset space. To install the mod, simply run the included .exe files and follow the instructions. A new loading screen is also included as an optional installation. A backup of the default Der Riese loading screen is included as well. To install, drag the two .bik files into the ROOT/MAIN/VIDEO directory within your WaW folder. When your computer asks if you want to replace the existing file, say yes.

BUGS:
As I am releasing this as a "slightly" unfinished W.I.P (I'd say it's about 90% done), players may encounter a few bugs and small glitches during gameplay. In the download folder, I included a list of some of the bugs you may experience. Nothing game-breaking though, but I do recommend decreasing texture settings if playing on a lower-end PC.

CREDITS:
- SpiralModz from CFGfactory
- ConvictioNDR
- UGX Rorke from CFGfactory
- Susel and Koene from CFGfactory
- MakeCents
- jbird
- HarryBO21
- Bamskater
- Dust
- TomBMX
- BadBoy17 from CFGfactory
- RollonMath42
- pwman123
- xSanchez78
- DidUknowiPwn
- momo5502
- SE2dev
- The Apadayo
- death_reaper0
- MZayer11
- sal24r
- c.h.n.
- IperBreach86
- mrpeanut188
- Scobalula
- xXxCowmanxXx
- HitmanVere
- redspace200
- Treyarch, Infinity Ward, and Sledgehammer Games

If you contributed to something you see in this mod, and yet your name isn't included on the list, simply send me a PM or post a comment on this thread, and I'll add your name to the list. EZPZ.

As always, leave your comments in this thread, whether they be suggestions, complaints, threats of violence, etc.

Enjoy!  :)
7 years ago
Hey.Are you still working with this mod?If you are keep it up.Im really hyped about this mod

Dropping tomorrow, look out for it on the mod release page!
7 years ago
Thanks for the words of inspiration haha. I'll definitely have the WaW version out by the end of the month!
7 years ago
Dude, this sounds awesome! I cant wait until this mod comes out (unless something happened and its cancelled :p ) Cant anyone else see the pictures? they have a huge photobucket error on it.

Nah, it's not cancelled. I've just been suffering from burnout after having worked on this stuff for six months straight. Plus, I'm also kind of waiting for CoD:WWII to come out, so I can use the weapons featured there for my mods.
7 years ago
When converting the xmodel, you have it set as "animated", when it should be "multiplayer body".
7 years ago
Yeah, so the problem was that the UGX weapon editor doesn't display the "offhandslot" setting, which is what I needed to change from Primary to Tactical grenade.
7 years ago
In my mod for Black Ops, I've been trying to port in the Molotov Cocktail, but I'm facing some trouble with it regarding scripting. In my mapname.gsc, I have this line of code:

Code Snippet
Plaintext
register_tactical_grenade_for_level( "molotov_zm" );
level.zombie_tactical_grenade_player_init = "molotov_zm";

And in the _zombiemode_weapons.gsc, I have this small function set up:

Code Snippet
Plaintext
give_molotov()
{
self giveweapon( "molotov_zm" );
self set_player_tactical_grenade( "molotov_zm" );
}

However, when I get the Molotov from the Mystery Box, the weapon takes up my primary grenade slot instead of my tactical grenade slot, and now I have four grenades and three molotov cocktails. So what am I doing wrong? Anybody know? Thanks to anybody who can help :)
7 years ago
Whelp, I'm stupid. Though I guess that's what I get for trying to solve things like this at 2:00 in the morning!  ::)
I don't know why I never thought to decompile the common_zombie_patch file  :P
7 years ago
Hey again, so I'm still working on modding Black Ops, and I'm running into issues regarding editing gsc files and the likes. So when I try to include something like _zombiemode_weapons.gsc in my ff file for example, I get the following error:

Code Snippet
Plaintext
Error
Server script compile error
unknown function
maps/_zombiemode_powerups.gsc(963):
self.worldgundw setModel(
maps\_zombiemode_weapons::get_left_hand_
weapon_model_name( self.weapon ) );
(see console for details)

And of course when I check the console, there's nothing there. I've already checked all of the map files that I'm using, and nothing even resembling the above functions are mentioned anywhere in them. I'm assuming that I'm trying to use outdated versions of these gsc files, as I believe that they were updated following the fourth DLC pack. However, I don't have these updated gsc files for some reason, I guess they didn't come with the beta mod tools or whatever. Anybody know how to fix this? This is a pretty major issue that I need to fix if I want to develop this further! Thanks!
7 years ago
I'll be releasing this mod pretty soon now in an "as-is" state, as I'm looking to expand my focus primarily towards Black Ops going forward. As this'll be released as a mostly finished mod, there'll be a few bugs that will be fixed for the Black Ops version. The other three mods of the WaW maps won't be coming however, as I'll be saving that for my big Black Ops mod package, which'll include (as of now) six maps (Nacht Der Untoten, Verruckt, Shi No Numa, Der Riese, Kino Der Toten, and Call of the Dead). I'll be making a WIP post for that after this release drops, so be on the lookout for that soon!
7 years ago
it should've been this i believe
Code Snippet
Plaintext
org = spawn("script_origin", your coordinate); 
org.targetname = "zomeng_spawn";

Also do you even have the asset files set up for the boss like xanims, and its xmodel?

Thanks, I was able to get it working in WaW. And yeah, I had no problem with setting up the xanims and xmodels, it was just getting him to spawn in. I'm having a little difficulty getting it to work in Black Ops though. The game doesn't crash when I load it up, though the boss just never shows up. Is there anything I'd have to change in the gsc file in order to get it to work correctly in Black Ops?
7 years ago
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