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[Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

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Created 8 years ago
by treminaor
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I just tried to test using 3 players but my friend who is using a laptop couldn't get the Cooperative button on the main menu to work. So I turned on my laptop and sure enough for some reason the Cooperative button cannot be clicked.  :-[
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?

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If Java had true garbage collection, most programs would delete themselves upon execution.
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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.
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

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?
no and no.
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no and no.

Hahahahaha ok just thought I'd ask.  ::)
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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.
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.
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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 do nothing wrong. This a well known bug in the beta. We have to hope that Trem can fix it. You can't do much about it expect you know which files are responsible for the bug (I found the .menu-file with the error message but not the executable script for this screen). I'm waiting patiently for the final fix. I'm sure, Trem will do it someday and then I can reimport all scripts in my map to release it and play it with friends. I'm very proud of the visuals design. Thats the reason why I'm so excited for The UGX-Mod.  :D
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

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Code Snippet
Plaintext
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

When running a map with UGX Mod 1.1 in developer_script.
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When running a map with UGX Mod 1.1 in developer_script.
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.

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.
thank you for doing this test to confirm that the latest mod release still has this bug. i need to figure out which files I fixed for necro city and merge the changes into the ugx mod release.
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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.

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.

Since this only happens in developer_script, it looks like its caused by a lot of developer comment blocks to me. Did you add any by chance in Requiem V1.1?



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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.
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developer_script enables tons more lines of 3arc script to be loaded into memory.

I know. However, like I said, the initial release of Requiem worked fine(and presumably any UGX modded maps based off it), so what was added between V1.0 and V1.1?

Anyway, while I was messing around trying to get that to work I fixed an runtime error in _zombiemode_weapons.gsc where the cost for an upgraded weapon wasn't being handled correctly. Also got rid of the repetitive code when it came to getting the elemental weapon ammo cost.

The accessor function get_elemental_ammo_cost is now used to get elemental weapon cost instead of a bunch of if statements that get the elemental weapon cost. The accessor functions used to get the price for each variant of the weapon also can now return undefined in the event that the weapon hasn't been added to the weapon array.

Honestly, that is still kinda shit since (in an ideal world) a mapper/scripter would have developer and developer_script on and a runtime error would be thrown via assert(), thus no need to check if there is an regular weapon variant in the array at all, but this isn't an ideal world.

Patched code:

Code Snippet
Plaintext
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");
}
}
}

Code Snippet
Plaintext
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;
}
Last Edit: April 14, 2016, 03:12:37 am by daedra descent
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Found bugs

where you open the box it may play the door stutter animation and you would not be able to see the gun (hooray hintstrings though)

Another bug (or mistake) is the sprint on the thundergun is more slower than the BO1 tgun sprint (guess for balance purpose)

Semtex still in the box even when already have (Doubt you even care anymore)

Knife lunge kinda glitches out (I go flying) with the mk 2 for me.
Last Edit: April 15, 2016, 12:00:58 am by conn6orsuper117
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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
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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.

Please read the OP Before posting these.
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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 :alone:
Last Edit: April 27, 2016, 11:51:32 pm by CesarikYT
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Date Registered: 11 April 2015
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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 :alone: (Image removed from quote.)
same thing happening to me... idk maybe you need a power switch? gonna try

 
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