UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MikeVLC

Thank you for the tutorial, I followed step by step but for some reason audio files dont update so build sounds dont work for me.
8 years ago
Code Snippet
Plaintext
ambient_nuke,ambient_sounds\ambient_nuke.wav,,,0.2,0.2,,,,,,,music,,,0,,,,,,,2d,streamed,,looping,,,,,,,,,,,,,,0,,,,,,100,100,0.25,1,,
modified_sound,ambient_sounds\round_start.wav,,,0.7,0.7,250,2500,3,oldest,,,full_vol,,,,4000,,curve2,1,1,,2d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
modified_sound_2,ambient_sounds\round_end.wav,,,0.7,0.7,250,2500,3,oldest,,,full_vol,,,,4000,,curve2,1,1,,2d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,100,100,0.25,1,,

the soundalias lines are copies of the original soundalias.
8 years ago
I tried to change round sounds and background music, and really I changed something, now there is no sound in start and end round and there is no background sound  ::)
I am not sure if I made mistakes in soundalias, converting the sound or modifying scripts, or maybe mistakes in all  :D
This is what I did:

-in soundalias, I copied the lines of original round sounds and default background (chalk, round_over and mx_zombie_wave_1) then I added to soundalias file nazi_zombie_asylum.csv modifying the name of alias and the name file and the location.

-I converted the sounds, using audacity with same settings that sounds fully working ingame.
 Stereo to Mono, 44100 hz, wav unsigned 8 bit

-I changed in _zombiemode.gsc of my mod in init_sounds () the alias of
Code Snippet
Plaintext
add_sound( "end_of_round", "modified_sound" );
add_sound( "chalk_one_up", "modified_sound_2" );

and for the background sound in clientscripts folder in nazi_zombie_mapname_amb.csc
I modified the lines of rounds and background sound
Code Snippet
Plaintext
 	declareMusicState("round_begin");
musicAlias("modified_sound", 2);
musicAliasloop("ambient_nuke", 0, 4);
musicwaittilldone();

declareMusicState ("round_end");
    musicAlias ("modified_sound_2", 2);
musicwaittilldone();

declareMusicState("WAVE_1");
musicAliasloop("ambient_nuke", 0, 4);


What should I change?
8 years ago
Updated original post.
8 years ago
Been a while, any updates
Final worldspawn for this version, thanks to Huruman.



Added some remaining details, changed or added some fx


Fixed some bugs, thanks to BluntStuffy, death machine hud, Panzer´s immunity against instakill and nukes and a few more things.




Added some red dots and anims to some upgraded weapons


Map is very advanced but still some features are not fully working.
8 years ago
The first person who I said the problem was Dukip. I told him the problem and I sent the report of debug viewer via skype, but I had no luck, so I posted here.
I can play test maps for try new weapons, but removing t4m I cant advance normally in the main map.
I dont have backups, it was very strange, a day worked fine the next day crashed.
I have a game with lanfixed in C: and the steam game in D: but the problem is the same in both.
I know I have a very high amount of custom textures, and for this reason I cant select normally sky textures or water, just dont appear, but I know how to use these textures, but I dont know how to work with this problem.
8 years ago
Thank you!
Basically I cant launch the game if I have installed t4m. Sometimes if I wait like 4 or 5 minutes I can launch but most of times game breaks.
If I remove t4m, the problem disappears but the other problem is that I was working during months with t4m and I exceeded the limit a long time ago and I cant play the mod.
I posted this a couple of weeks ago, it is the report of debug viewer and I think that can helps
http://ugx-mods.com/forum/index.php/topic,10901.0.html
8 years ago
Stuck since a time ago, because of a problem with t4m.
I have not found solutions and at this point I make decisions about to discard some features that I dont want to discard.
So, stuck.
8 years ago
I had a similar problem some days ago http://ugx-mods.com/forum/index.php/topic,10865.0.html and now I ve noticed, where is the problem, but I cant understand why this didnt happen before, and I d like to know if someone can help to find a solution.
I can launch the game first time after to restart (normally) but if I am trying to fix an anim, for example, I cant launch the game twice in two minutes, sometimes I have to wait 5 or more minutes for game works.
If I remove T4M, I can launch game all times, but the problem is that I was working during months with mods that need T4M for work...
I cant advance with this problem.
I used debug view for can see exactly what fails and this is the report
8 years ago
Sorry for not posting before but I restarted pc again and I was testing one thing in the map all this time.
Magically, the problem disappeared.
Thanks Daedra for trying to help, problem was fixed before I read the answer, but I mark yours like best answer because probably this was the problem.
8 years ago
I cant launch the game, first I get this error

After to restart and clean malware and restart again, it worked but I cant play a mod, getting at a least 5 strange errors.
I quit the game and when I tried to launch again, the error back.
In steam game this is the error
Code Snippet
Plaintext
----- Initializing Renderer ----
execing ragdoll.cfg from disk
----- Client Initialization -----
----- Client Initialization Complete -----
Trying SMP acceleration...
...succeeded.
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1360 x 768 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Using 4x anti-aliasing
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Database: Assets Sync Started
Database: Assets Sync Finished
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile localized_common
Loading fastfile common
Loading fastfile patch
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
Loading fastfile 'code_post_gfx'
used 1.13 MB memory in DB alloc
Setting initial state...
DirectX reports 512 MB of video memory and 2142 MB of available texture memory.
Using video memory size to cap used texture memory at 496 MB.
Picmip is set manually.
Using picmip 1 on most textures, 2 on normal maps, and 2 on specular maps
Waited 37 msec for asset 'shadowcaster' of type 'material'.
Waited 0 msec for asset 'shadowoverlay' of type 'material'.
Waited 2 msec for asset 'stencilshadow' of type 'material'.
Waited 35 msec for asset 'cinematic' of type 'material'.
Error: Could not load material "zombie_electric_shock_overlay".
Error: Could not load material "zombie_transporter_overlay".
Error: Could not load material "water_droplet".
Error: Could not load material "water_dynamic_spray".

------- sound system initialization -------
Loading fastfile 'ui'
used 39.49 MB memory in DB alloc
------- sound system successfully initialized -------
Hostname: MikeVLC-PC
PC IP: 192.168.0.100
end $init 1386 ms
--- Common Initialization Complete ---
Waited 841 msec for asset 'loadscreen_mak' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel1' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel2' of type 'material'.
Waited 2 msec for asset 'loadscreen_see1' of type 'material'.
Waited 2 msec for asset 'loadscreen_see2' of type 'material'.
Waited 7 msec for asset 'loadscreen_nazi_zombie_prototype' of type 'material'.
WARNING: Could not find zone 'D:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\zone\spanish\localized_common.ff'
Loading fastfile 'common'
used 41.52 MB memory in DB alloc
Loading fastfile 'patch'
used 1.82 MB memory in DB alloc
Waited 2729 msec for asset 'ui/patch_menus.txt' of type 'menufile'.
Waited 525 msec for asset 'popup_party_privacy' of type 'menu'.
Working directory: D:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War
Huffman Took 2 Milliseconds
Save Message First Frame Shown: 5555
Controller #0 signed in locally
DW_DNS_RESOLVING
DW_DNS_RESOLVING

DW_GETUSERNAMES(11 msecs)
Retrieving usernames
Retrieving usernamesDatabase: Assets Sync Started
Database: Assets Sync Finished


Unhandled exception caught

and in the lanfixed version this is the error

Code Snippet
Plaintext
----- Initializing Renderer ----
execing ragdoll.cfg from disk
----- Client Initialization -----
----- Client Initialization Complete -----
Trying SMP acceleration...
...succeeded.
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1360 x 768 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Using 4x anti-aliasing
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Database: Assets Sync Started
Database: Assets Sync Finished
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile localized_common
Loading fastfile common
Loading fastfile patch
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
Loading fastfile 'code_post_gfx'
used 1.13 MB memory in DB alloc
Setting initial state...
DirectX reports 512 MB of video memory and 2141 MB of available texture memory.
Using video memory size to cap used texture memory at 496 MB.
Picmip is set manually.
Using picmip 1 on most textures, 2 on normal maps, and 2 on specular maps
Waited 18 msec for asset 'shadowcaster' of type 'material'.
Waited 0 msec for asset 'shadowoverlay' of type 'material'.
Waited 3 msec for asset 'stencilshadow' of type 'material'.
Waited 35 msec for asset 'cinematic' of type 'material'.
Error: Could not load material "zombie_electric_shock_overlay".
Error: Could not load material "zombie_transporter_overlay".
Error: Could not load material "water_droplet".
Error: Could not load material "water_dynamic_spray".

------- sound system initialization -------
Loading fastfile 'ui'
used 39.48 MB memory in DB alloc
------- sound system successfully initialized -------
Hostname: MikeVLC-PC
PC IP: 192.168.0.100
end $init 1467 ms
--- Common Initialization Complete ---
Waited 820 msec for asset 'loadscreen_mak' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel1' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel2' of type 'material'.
Waited 2 msec for asset 'loadscreen_see1' of type 'material'.
Waited 3 msec for asset 'loadscreen_see2' of type 'material'.
Waited 7 msec for asset 'loadscreen_nazi_zombie_prototype' of type 'material'.
WARNING: Could not find zone 'C:\Program Files (x86)\Activision\Call of Duty - World at War\zone\english\localized_common.ff'
Loading fastfile 'common'
used 41.51 MB memory in DB alloc
Loading fastfile 'patch'
used 2.06 MB memory in DB alloc


Error during initialization:
Unhandled exception caught
8 years ago
I was dragging an important lighting problem practically from the beginning of the map.
Yesterday this problem was fixed, thanks specially to Huruman that is doing an amazing work in lighting of the map and thanks too to Makecents and RDV.
Map now has the lighting practically like MP map and looks better than ever, but it is a zombie map and Huruman will try the map would be more cloudy.






8 years ago
Thank you very much!
Just now I m compiling and I cant test, but later I ll try.
8 years ago
I am modifying worlspawn and I cant select any texture of sky, because are not shown in radiant

This problem is because sky texture are not enabled usage or I have something wrong in my files?
8 years ago
Loading ...