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[Release] UGX Mod BO3 v0.1.2 alpha

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Created 7 years ago
by treminaor
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CHANGELOG FOR v0.1.2 11/9/2016: 
- Added Arcademode to list of available gamemodes 
- Chaos Mode is still temporarily removed because it's still crashing. We're still working on it!  Treyarch is helping me on Reddit.
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First of all, I am really enjoying the BO3 UGX-Mod and will be playing this for a long time! That being said, I have encountered some bugs/stuff that doesn't seem right:

  • GunGame on Gorod Krovi is unplayable due to the fact that the first weapon is... well, i have no idea actually. It says XM-53 with 0 ammo, but it fires two to three green flame bursts and then the weapon in unusable. So you are unable to advance to the next weapon;
  • Purchasing Gobblegums and using those re-rolls the attachments & camos of the current weapon you are holding;
  • The standard powerups are still present and able to be pickup up when performing actions (linking teleporters in TG, calling the tram in DE, etc. ). Not really a bug, but still something to note;
  • One last thing that I find funny is that the MR6 can and will have attachments after you slashed a web (Gobblegum machine in spawn for instance) on ZnS.

These are all that thing that I found using this awesome mod
Keep up the good work! :D
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Quote from: SirRetard
First of all, I am really enjoying the BO3 UGX-Mod and will be playing this for a long time! That being said, I have encountered some bugs/stuff that doesn't seem right:
  • GunGame on Gorod Krovi is unplayable due to the fact that the first weapon is... well, i have no idea actually. It says XM-53 with 0 ammo, but it fires two to three green flame bursts and then the weapon in unusable. So you are unable to advance to the next weapon;
  • Purchasing Gobblegums and using those re-rolls the attachments & camos of the current weapon you are holding;
  • The standard powerups are still present and able to be pickup up when performing actions (linking teleporters in TG, calling the tram in DE, etc. ). Not really a bug, but still something to note;
  • One last thing that I find funny is that the MR6 can and will have attachments after you slashed a web (Gobblegum machine in spawn for instance) on ZnS.
These are all that thing that I found using this awesome mod
Keep up the good work! :D
Thanks for the report.

The Gobblegum machines are supposed to be disabled in every gamemode except Classic and Arcademode... so that must be broken on Gorod Krovi?? Have you tested the same thing on Shadows of Evil? I would have tested the DLC maps better myself but I don't own the DLC on PC and I have no intention of spending that much money on something I already own on Xbox lol.

Regarding the standard powerups showing up for certain actions, I can't really do anything about that because they are hardcoded events in map scripts that we aren't given access to by Treyarch. There might be some hacky way to prevent it but I haven't found a way yet.
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Thanks for the report.

The Gobblegum machines are supposed to be disabled in every gamemode except Classic and Arcademode... so that must be broken on Gorod Krovi?? Have you tested the same thing on Shadows of Evil? I would have tested the DLC maps better myself but I don't own the DLC on PC and I have no intention of spending that much money on something I already own on Xbox lol.

Regarding the standard powerups showing up for certain actions, I can't really do anything about that because they are hardcoded events in map scripts that we aren't given access to by Treyarch. There might be some hacky way to prevent it but I haven't found a way yet.

I have tested the gamemodes on all maps and I have to inform you that you are able to purchase and use Gobblegums in GunGame on all maps, including Shadows of Evil, and in Sharpshooter only on Zetsubou no Shima.
I don't know if that is something in the game or if that is on my end (I am able to use Mega Gobblegums while playing maps, be it custom or original, can't remember if it has always been this way lol).
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OMG! My favourite MOD is back, and even better than ever! Question: will custom guns come too? And like older COD guns? For example, I'd love to see the M&S, the Boomhilda, stuff like the Blundergat etc. back in BO3 (and in case people reply "port them yourself": I simply can't).

I cannot wait to see more updates. You are my hero. Period.
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Quote from: JoshZombieBoy link= date=1478975444
OMG! My favourite MOD is back, and even better than ever! Question: will custom guns come too? And like older COD guns? For example, I'd love to see the M&S, the Boomhilda, stuff like the Blundergat etc. back in BO3 (and in case people reply "port them yourself": I simply can't).
I cannot wait to see more updates. You are my hero. Period.
Glad you like it! :) We do have plans for some custom guns, last I heard Luke was looking into porting some for the mod. We'll post updates when we get them. 
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Glad you like it! :) We do have plans for some custom guns, last I heard Luke was looking into porting some for the mod. We'll post updates when we get them.

I've always loved it, it adds some much fun to the game :) Also, I don't want to go offtopic, but is there a tutorial released how to port guns to BO3 or is there somebody in your great staff team who can make one and put it on the wiki?

Keep up the good work!
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Quote from: JoshZombieBoy link= date=1478977134
I've always loved it, it adds some much fun to the game :) Also, I don't want to go offtopic, but is there a tutorial released how to port guns to BO3 or is there somebody in your great staff team who can make one and put it on the wiki?
Keep up the good work!
We've been meaning to post one but we haven't had time yet - maybe when Luke gets into it he can update our wiki with a guide. 
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I was playing Gun Game on Shadows of Evil, trying to turn into the beast ends the game, and the host (i was the party host) was the only person going down and not getting pain killers. I could actually die.
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I'm making a map, if I want to put the UGX Mod im my map, what should I do?
Thanks.
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Quote from: Doodles_Inc
I'm making a map, if I want to put the UGX Mod im my map, what should I do?
Thanks.
If you want to SUGGEST it for people to play your map, you can set it as a dependency on your map's workshop page. That way people will automatically download UGX Mod with your map if they don't already have it. However for people to actually play your map with UGX Mod enabled they need to choose it from their mods list before booting into your map, just like they would do if you hadn't set UGX Mod as suggested. However, we don't currently have a way of forcing UGX Mod to be loaded without the user activating it themselves.
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I used dvars + menu items to display the score values in WaW because the string limit was so easily overflowed, but since BO3 doesn't let us use menufiles I was forced to use HUD items. Fucking great.

That error is due to using SetText() (or whatever equivalent BO3 has) with non-localized string. It will accumulate till the overflow happens.

Every time you call SetText with a plain text and the hud is not properly initialized with string, be it SetText("blah") you automaticaly create const string of "blah", if you use localized string and then just SetValue / SetText it will be all fine and you won't overflow the array.

Here's the method of doing it the right way:

1. before any wait()
Code Snippet
Plaintext
precacheString( &"You've dealt &&1 damage to &&2" );
or:
Code Snippet
Plaintext
precacheString( &"MYLOC_MYSTRING" );
// MYLOC_MYSTRING = "You dealt &&1 damage to &&2"

2. in your hud initialization
Code Snippet
Plaintext
hud.label = &"You've dealt &&1 damage to &&2"; // or &"MYLOC_MYSTRING" for obvious reasons
hud SetText( "", "" ); // or hud SetValue( 0, 0 );

3. in your hud update
Code Snippet
Plaintext
hud SetText( 80, "Blaster Zombie" /*no matter if localized or not since your hud's already localized, you know you're just messing with &&2*/ );

4. the result: "You've dealt 80 damage to Blaster Zombie" and no additional const strings.


PS. Also hello after more than likely one year absence :)



Last Edit: December 09, 2016, 07:09:11 pm by BraXi
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Quote from: BraXi
That error is due to using SetText() (or whatever equivalent BO3 has) with non-localized string. It will accumulate till the overflow happens.
Thanks but honestly that's not going to solve the issue and I'm already aware of how the caching works. I'm not storing my numbers as integers, that's the whole point. The numbers get larger than the MAX_INT in WaW and even BO3, and in BO3 they format the int into scientrific notation after you get high enough, which is useless. I'm storing strings, there's no way around it unless 3arc updates the exe to supporta 64bit MAX INT. I'm waiting for the mid-December update, they promised a fix for me on Reddit.

Quote from: BraXi
PS. Also hello after more than likely one year absence :)
Welcome back!
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I seemed to encounter a bit of a bug. I was playing Gun Game on Der Eisendrache with timed gameplay enabled and when it reached the dog round after i killed the zombies that were already spawned in to the map it started to spawn in some dogs but once they were all killed nothing spawned in after and the round never moved on as its supposed to in timed gameplay. Also when playing gun game the only ugx drops that drop have been terminator, invulnerability and quick foot. I didn't encounter any of the others like points advancement, multiplier and gun upgrade even after playing several matches.
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Thanks but honestly that's not going to solve the issue and I'm already aware of how the caching works. I'm not storing my numbers as integers, that's the whole point. The numbers get larger than the MAX_INT in WaW and even BO3, and in BO3 they format the int into scientrific notation after you get high enough, which is useless. I'm storing strings, there's no way around it unless 3arc updates the exe to supporta 64bit MAX INT. I'm waiting for the mid-December update, they promised a fix for me on Reddit.
Welcome back!

The tools are getting another update in the middle of this month? Awesome stuff if that's the case. Does it include all of the sound assets and shit?

 
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