
Posts
560
Respect
432Add +1
Forum Rank
Zombie Enslaver
Primary Group
Community Mapper
Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
![]() | |
![]() | |
![]() | Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
I am also having this issue. Only 2 people can play at a time on my map. It can't be related to weapon bob settings because when the second player leaves the third player is suddenly allowed to play.
Trem, is there a way to just release the previous UGX mod menu without all the xbox support and stuff? That might fix all of these issues for now until you can solve what is going on. If not, is there a way for me to use another menu such as the various MW2 menus here on the site without breaking everything?
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
Yes it is related. As a test play necro city, it works with 3 people. I fixed it for necro city and i thought I added the patched files to the latest ugx mod standalone release
no and no.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
I just completely cleaned out my COD: WaW. I restarted from scratch with fresh mod tools with mod tools patch 1.0.6 and UGX mod standalone 1.1.1. I also deleted the old map files and only saved the map source and a couple of scripts. After all that I'm still getting the issue where only 2 players may play at a time and the rest stay on the move your mouse a bit screen.
Any suggestions on where to go from here? I am completely lost and am sure I am doing everything right.
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 1 * 2 = 2 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 27 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 1 * 2 = 2 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 26 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 1 * 4 = 4 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 65 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 21 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 24 bytes for script usage
ERROR: image 'images/~__-gt5_weapon_sentry_gun_sc-~7edbc3b8.iwi' is missing
ERROR: image 'images/~ugxm_trap_machine_spec-rgb&u~f9cc16c3.iwi' is missing
ERROR: image 'images/~~monitor_spc-rgb&monitor_cos~438a0283.iwi' is missing
- R_Cinematic_BeginLostDevice()...
DB_BeginRecoverLostDevice()...
R_ResetModelLighting()...
R_ReleaseAllModels()...
R_ReleaseLostImages()...
Material_ReleaseAll()...
R_ReleaseWorld()...
Recovering lost device...
R_ResetDevice()...
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...
R_ReloadWorld()...
Material_ReloadAll()...
R_ReloadLostImages()...
R_OptimizeAllModels()...
DB_EndRecoverLostDevice()...
R_Cinematic_EndLostDevice()...
R_AbortRenderCommands()...
R_PushRemoteScreenUpdate()...
Finished recovering lost device.
Database: Assets Sync Started
Database: Assets Sync Finished
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 13 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 5
Unhandled exception caught
![]() | |
![]() | |
![]() | Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
When running a map with UGX Mod 1.1 in developer_script.
I just completely cleaned out my COD: WaW. I restarted from scratch with fresh mod tools with mod tools patch 1.0.6 and UGX mod standalone 1.1.1. I also deleted the old map files and only saved the map source and a couple of scripts. After all that I'm still getting the issue where only 2 players may play at a time and the rest stay on the move your mouse a bit screen.
Any suggestions on where to go from here? I am completely lost and am sure I am doing everything right.
You have too many scripts. UGX Mod has a lot of scripts. This game has very poor memory allocation. Nothing I can do about it that I didn't already do before release.
![]() | |
![]() | |
![]() | Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
Well, this is pretty consistent across all UGX Mod V1.1 maps, even Requiem after the initial release. The first version(V1.0) worked fine in developer_script and every version and map based off of the UGX Mod V1.1 since has had this issue.
developer_script enables tons more lines of 3arc script to be loaded into memory.
ugx_wallweapon_think()
{
self setCursorHint("HINT_NOICON");
//self UseTriggerRequireLookAt(); //passed in setHintString_fixed below
self.hacked = false;
self.ugx_wallbuy = true;
if(!level.ugxm_settings["allow_wall_guns"])
{
self setHintString_fixed( level.ugxm_strings["hint_disabled"] );
return;
}
model = getEnt(self.target, "targetname");
weapon_name = self.zombie_weapon_upgrade;
if(!isDefined(weapon_name) || !isDefined(level.zombie_weapons[weapon_name])) return;
hint_string = get_weapon_hint( self.zombie_weapon_upgrade );
cost = get_weapon_cost( self.zombie_weapon_upgrade );
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
upgraded_ammo = get_upgraded_ammo_cost( self.zombie_weapon_upgrade );
elemental_ammo = get_elemental_ammo_cost(self.zombie_weapon_upgrade);
if(isDefined(elemental_ammo))
self setHintString_fixed( "Press &&1 to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo_cost + ", Upgraded: " + upgraded_ammo + ", Elemental: " + elemental_ammo + "]", undefined, true);
else if(isDefined(upgraded_ammo))
self setHintString_fixed( "Press &&1 to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo_cost + ", Upgraded: " + upgraded_ammo + "]", undefined, true );
else
self setHintString_fixed( "Press &&1 to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo_cost + "]", undefined, true );
self thread ugx_wallweapon_spin(model);
while(1)
{
self waittill("trigger", player);
if( !player can_buy_weapon() )
{
wait( 0.1 );
continue;
}
if (player player_is_in_laststand() )
{
wait( 0.1 );
continue;
}
if( player isThrowingGrenade() )
{
wait( 0.1 );
continue;
}
if( player isSwitchingWeapons() )
{
wait(0.1);
continue;
}
//too lazy to bother cleaning any of this up, copied from the original script - should work fine.
player_has_weapon = player has_weapon_or_upgrade( self.zombie_weapon_upgrade );
if( !player_has_weapon )
{
// else make the weapon show and give it
if( player.score >= cost )
{
player maps\_zombiemode_score::minus_to_player_score( cost );
self.respin = true;
player weapon_give( self.zombie_weapon_upgrade, false, true );
// UGX_SCRIPT - challenges
player.ugxm_challenge_bought_weapon = true;
// UGX_SCRIPT END
}
else
{
player playsound("no_cha_ching");
player thread maps\nazi_zombie_sumpf_blockers::play_no_money_purchase_dialog();
}
}
else
{
// MM - need to check and see if the player has an upgraded weapon. If so, the ammo cost is much higher
if(player has_elemental( self.zombie_weapon_upgrade ))
ammo_cost = get_elemental_ammo_cost( self.zombie_weapon_upgrade );
else if ( player has_upgrade( self.zombie_weapon_upgrade ))
ammo_cost = get_upgraded_ammo_cost( self.zombie_weapon_upgrade );
else
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
//treminaor: added swapping code for hacker device.
if(isDefined(self.hacked) && self.hacked)
{
if(player has_upgrade( self.zombie_weapon_upgrade ) || player has_elemental(self.zombie_weapon_upgrade))
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
else
ammo_cost = get_upgraded_ammo_cost( self.zombie_weapon_upgrade );
}
// if the player does have this then give him ammo.
if( player.score >= ammo_cost )
{
if( player HasWeapon( self.zombie_weapon_upgrade ) && player has_upgrade( self.zombie_weapon_upgrade ) )
ammo_given = player ammo_give( self.zombie_weapon_upgrade, true );
else if( player has_upgrade( self.zombie_weapon_upgrade ) )
ammo_given = player ammo_give( self.zombie_weapon_upgrade+"_upgraded" );
else if( player has_elemental( self.zombie_weapon_upgrade ) )
ammo_given = player ammo_give( self.zombie_weapon_upgrade+"_elemental" );
else if( self.zombie_weapon_upgrade == "semtex" ) //dont let them buy semtex ammo when they have 4 already
{
if(player getammocount("semtex") == 4) //max ammo
ammo_given = false;
else
ammo_given = player ammo_give( self.zombie_weapon_upgrade );
}
else
ammo_given = player ammo_give( self.zombie_weapon_upgrade );
if( ammo_given )
player maps\_zombiemode_score::minus_to_player_score( ammo_cost ); // this give him ammo to early
}
else
player playsound("no_cha_ching");
}
}
}
get_weapon_cost( weapon_name )
{
//AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );
if(isDefined(level.zombie_weapons[weapon_name]))
return int(level.zombie_weapons[weapon_name].cost);
else
return undefined;
}
get_ammo_cost( weapon_name )
{
//AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );
if(isDefined(level.zombie_weapons[weapon_name]))
return int(level.zombie_weapons[weapon_name].ammo_cost);
else
return undefined;
}
// UGX_SCRIPT self explainitory
get_upgraded_ammo_cost( weapon_name )
{
//AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );
// Has to be upgraded version
if(isDefined(level.zombie_weapons[weapon_name + "_upgraded"]))
return int(level.zombie_weapons[weapon_name + "_upgraded"].ammo_cost);
else
return undefined;
}
get_elemental_ammo_cost( weapon_name )
{
//AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );
if(isDefined(level.zombie_weapons[weapon_name + "_elemental"]))
return int(level.zombie_weapons[weapon_name + "_elemental"].ammo_cost);
else
return undefined;
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
there is no start button when I load up the mod
I got singleplayer and then it takes me to the choose gamemode screen but theres no way to start it I tried my controller and it took me back to main menu every time I pushed start on my controller I have the t4m thing in my waw directory so why
just uploaded a new version of the mod. should fix the issues people are having with the start game and/or save settings buttons being invisible. remember to continue copying your ugx_userconflig.cfg and defaultXboxControls.cfg into your appdata/mods/mapname folder if they are missing before releasing your map.
I descide to make a zombie map with the UGX 1.1, everything was fine, but when i descide to put perks the problem start, i cant put any type of perk, including the originals, my game crash, if someone know what happen plz tell me
Double Post Merge: April 27, 2016, 11:51:32 pm
People, i have an issue with standalone 1.1, i download the UGX Mod Helper that download the UGX mod standalone 1.1, everything fine, i start building my map, first i put the random box start and another random box, elemental packapunch and normal packapunch, i compile everything and it work, it run, but when i want to buy a pack a punch, it appears a hand icon, not the cost, then i enter to radiant to see what happen and i dont get the answer, then i descide to put some perks in the map, i put jugger for testing and who s who, i compile, but when i enter to the map my game crash and say unhandled exception caught, i remove who s who, the same unhandled exception caught, and i remove all perks and it works, is like when i make the map in the ugx mod helper, all perks fail, and the originals toom any help will be acepted and thankful(Image removed from quote.)