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[WaW] [T4M] Nazi Zombies Overhaul [Build 01-28-2023d]

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Created 2 years ago
by Jayden585
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Location: ca
Date Registered: 30 March 2014
Last active: 10 months ago
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The nature of this mod is not meant to be vanilla styled, and as such many gameplay changes have been altered to provide a fresh experience to the Nazi Zombie gamemode alongside features from Der Riese and Black Ops One implemented into earlier maps to provide more consistent gameplay.
 
Installation
T4M Is required, get the latest version here - https://www.ugx-mods.com/forum/mods-releases/61/world-at-war-modification-t4m-r45/8092/
If you have trouble with LAN, try this version - https://github.com/ineedbots/T4M/releases or https://onedrive.live.com/download?cid=50BCB4401F73803C&resid=50BCB4401F73803C%211626&authkey=AP08TJPP7_c7rHw
 
[Build 01-28-2023d] Release - https://drive.google.com/file/d/1f1-Z6XBlLB-St18RJlZ6o_x5Ot28n2Xy/view?usp=sharing
 
Installation
1.) Drag and drop the "mods" folder from inside the winRAR archive into AppData\Local\Activision\
2.) Play.
Credits
- Scobalula: Max Ammo code.
- xSanchez78: Random Character randomization code.
- Gympie5: Boss Zombie code.
- JBShady: Consistently has provided me some general scripting help and help provide additions to the mod. COD5 Vanilla Faithful HD Font.
- Numan: Provided me some general scripting help.
Features
Balancing
General
- Re-worked number of zombies. Early rounds are easier, but exponentially increased the amount of zombies later on. Scales depending if there are more players.
- Re-worked exponential zombie HP increase. Instead of HP being the main factor of difficulty, it is the number of zombies later on. Therefore, HP will slowly stop adding onto the total healthpool of zombies. HP scales depending if map has perks & pack a punch.
- Re-worked difficulty over time area for zombie spawn rates, with 3 conditions to determine difficulty. (difficulty ramp-up during beginning of round, difficulty randomizer during middle of round, & difficulty ease as round ends)
- Added Special Zombies in later rounds depending on map. (Used Code from Gympie5's Boss Zombies)
- Changed verruckt sprinter spawn set to appear later and more common in later rounds.
- Re-balanced zombie hit animations and speed, depending if they are walking, running or sprinting. Removed all animations where zombies can combo or insta swipe at an unreasonable rate.
- Jogging zombies have been added to the "sprint" pool instead of "fast_walk." This helps improve horde diversity at higher rounds, and improve the flow between the transitioning of walkers to sprinters.
- Doubled round intermission time.
 Early Round Gameplay
- Player will now start at 0 points. Because early rounds are easier, point management is crucial to survive the later rounds.
- Barriers are no longer boarded up upon spawning in.
- Round 2, like round 1 will only have walkers to improve overall flow.
Weapons
- Weapons are now consistent on all four maps, using singleplayer handling & stats instead of multiplayer.
- Added damage debuffs to all weapons shooting the limbs of zombies based on weapon class.
- Re-worked upgraded weapon stats to make upgrades more sensible.
- Adjusted ammo counts across the board to give certain weapons an extra edge or slight nerf needed. Fixed reserve ammo in multiple weapons to be divisible by the weapon capacity.
- Upgraded Raygun will no longer have an extra 3 magazines when downed.
- Touched up balancing on multiple weapons...
    - Buffed the molotov cocktail, doubling the damage output.
    - Buffed the Bar's damage.
    - Fixed the Bar's stamina usage and sprint speed.
    - Slightly buffed Browning damage.
    - Nerfed M1 Carbine damage. (der riese variant).
    - Slightly buffed M1 Garand damage.
    - Buffed the Double Barrled Sawed off Shotgun damage.
    - Buffed the Double Barrled Shotgun damage range.
Miscellenous
- Buffed last stand timers from 30 to 45 seconds. (Thanks JBShady)
- Electric traps now use 30sec on/off from 25 secs.
- The box does not give back 950 points when teddy bear is rolled.
- Consistent wonderweapon rolls for all maps.
- Consistent mysterybox teddybear rolls for all maps.
- Molotovs will be rewarded every round if player has Molotov.
- Instakill now gives the same amount of points on kill for all maps.
- Buffed max ammo.
    - Max ammo gives back molotovs.
    - Max ammo gives back your mag. (Code from Scobalula)
- Fixed Grabby Zombies.
- Juggernog health behaviour is now consistent on all maps (Thanks JBShady for pointing this out).
Visuals
Graphics
- Nacht Der Untoten is more foggy and atmospheric.
- Verruckt now has a more contrasted environment.
- Der Riese now appears more industrial, removed green tint.
- Improved colour across all maps.
- Added Blackops One shake effects for rebuilding barriers. Zombies tearing barriers will also slightly shake the player's screen nearby.
- Fixed barrier animations not working properly upon buying speed cola.
- Restored extra dust FX upon barriers reparing/breaking.
- Added Blackops One styled weapon bobbing. (Thanks JBShady for helping me with this one. Code by ege115)
- Added low health effects when hit by zombie.
Models & Textures
- Replaced zombie/mp variant weapons with weapons from singleplayer, providing higher quality textures and weapon improvements.
- Nacht Der Untoten and Verruckt Zombies are now Waffen SS field soldiers.
- Zombies have a chance to wear headprops and gear.
- Zombie eyes now appears to glow brighter, similar to Black Ops One.
- Fixed zombie eye glow FX not appearing in Der Riese and Shi No Numa.
- Upscaled window board textures.
Animations
- Zombies now react in pain during a nuke powerup.
- Ported Der Riese zombie destroy barrier animations on unscripted barriers.
- Restored and added cut zombie animations.
Quality of Life
Gameplay
- Added carpenter power drops for all 4 maps.
- Ported Der Riese's non-instant down for all maps. (Thanks JBShady).
Weapons
- Every map now has a different scoped rifle.
- Fixed Wunderwaffle self damage forcing the player's health to 1.
- Fixed Kar98k not having bowieknife SFX and lack of upgraded muzzle flash fx.
- Fixed player throwing grenade downed while cooking grenade standing (Thanks JBShady).
- Changed knife lunging to use Blackops One settings.
- Removed M1 Garand and Springfield from the mystery box. M1 Garand w/ grenade launcher is still in the mystery box. (felt redudant having two M1 Garand's in the box. Removed springfield to align with der riese's mystery box weapon pool.
Sounds
- Consistent zombie SFX.
    - Zombie models on Verruckt are the same on Nacht, therefore Nacht SFX is used for Verruckt.
    - Removed Nacht SFX from zombies in Shi No Numa and Der Riese.
- Easter egg song volumes have been increased in volume.
- Ported Blackops One barrier repair SFX.
- Improved timing of VOX when aquiring crappy weapons from the box.
- Implemented Blackops One styled nuke announcer.
- Implemented Blackops One styled zombie pitch noises for shi no numa & der riese.
- Added missing zombie vocals to animation presets, expect noiser zombies.
- Gameover music now matches each easteregg song in each map.
- Fixed low health breathing loop spam at high fps.
UI (Thanks JBShady for helping)
- Added cinematic backgrounds for main menu screen.
- Main menu theme changes depending on map being played.
- Setting up LAN and COOP games will force the intended map to default.
- Removed unnessessary selections for main menu.
- Removed useless objectives menu screen in-game.
- Added FOV Slider
- Added COD5 Vanilla Faithful HD Font by JBShady.
- Gameplay HUD now disappears during gameover intermission.
- Improved hud, fixing hud cropping on screen safezones.
Miscellenous
- Random Character randomization for the player in singleplayer and accurate 3rd person player models for viewmodels. (Code from xSanchez78( alaurenc9 ))
- Added Barrier reparing code from Der Riese for all 4 maps.
- Removed FOV effects from teleporters to fix FOV resetting.
Map Specific Features
Nacht Der Untoten
- Added Easteregg song reward for Nacht Der Untoten. (Thanks JBShady and Numan for helping me with this).
- Added Type100, and PPSH for the mystery box.
- Added risers, increasing the pace of gameplay early on.
- Added taunting and reaching through windows for zombies.
- Added traverse animations for zombies.
- Added power drop hud.
- Added additonal effects for the mystery box, as weapons now lower.
- Added Smantha power drop announcements.
- Added zombie awarenesscode. (Zombies make sounds behind the player.)
- Added generic marine voiceovers to Nacht Der Untoten w/ character randomization.
- Zombies will take the same amount of damage burning on like on other maps.
Verruckt
- Added Type100 for the mystery box.
 -Added scoped springfield.
Shi No Numa
- Restored cut Shi No Numa perk textures.
- Added scoped Type99.
- Added Bazooka, replacing panzerschrek to match pacific theatre.
Der Riese
- Added scoped mosin nagant, including pack a punched variant.
Work in Progress
To-Do
- Look into solo quick revive (maybe).
- Port Der Riese voiceline systems over to verruckt/nacht.
- Unused CARPENTAR, DOG KILLSTREAK, DOWNED, PAIN, REVIVED, EXERT, LMG RELOAD, SNIPER PICKUP voicelines
- Look into VOX interactions disabled on solo to prevent non-present characters from talking.
- Look into surround VOX to play in solo.
- Look into seeing making pack a punch VOX play only once.
Weapons
- Look into adding the rest of the weapons from multiplayer/campaign.​
- Look into adding challenges or achievements.
Changelog
[Build 01-28-2023d] Release
- Fixed infinite loop error.
 
[Build 01-28-2023c] Release
- Fixed difficulty not resetting before and after rounds, causing zombies to spam their spawns.
 
[Build 01-28-2023b] Release
- Fixed juggernog making player invincible from new health effects.
- Fixed SUMPF UI when editing coop gaame settings switching to Asylum UI.
- Added new background menus to fit theme of WaW for each map.
 
[Build 01-28-2023] Release
- Fixed loop crashing for new conditional difficulty settings at round 21.
- Re-worked difficulty conditions needed for certain conditions to take effect, duration, and cooldowns... difficulty settings are also better balanced for difficulty conditions.
- Fixed vocals not playing for certain special zombies.
- Added low health effects when hit by zombie.
- Fixed low health breathing loop spam at high fps.
- Double Barreled Shotgun now has a slightly tigher spread.
 
[Build 01-26-2023] Release
- Optimized mod file size. Removed .bik main menu cinematics in-place for static backgrounds that fit WaW's theme. (shaved off 600mb!)
- Simplified new conditional difficulty system code to fix bugs and other issues.
 
[Build 01-25-2023b] Release
- Fixed timebetweenspawndelaymin condition breaking for new conditional difficulty system.
- Buffed M1 Carbine
- Fixed aitype for Shi No Numa.
 
[Build 01-25-2023] Release
- Re-worked difficulty over time area for zombie spawn rates, with 3 conditions to determine difficulty. (difficulty ramp-up during beginning of round, difficulty randomizer during middle of round, & difficulty ease as round ends)
- Special zombie on nacht now scale in HP with how many player's are on the map.
- Added vocals to speed buffed zombies, tesla zombies and burning zombies.
- Added tanning to tesla and burning zombies.
- Matched scoped weapon stats with mosin nagant scoped (buffed all other scoped weapons.)
- Increased difficulty in later rounds, unblocked spawn rates (used to have it locked at a certain point due to a bug i believe is gone now)
- Buffed STG44 limb debuffs compared to other SMGs (since its considered an assault rifle)
- Double Barreled Shotguns now penetrate more.
- Fixed headshot multiplier for SMG's (4x not 3x)
- Fixed powerup spamming.
 
[Build 01-22-2023] Release
- Touched up Nacht's visuals and fog volumes to appear more bleak.
- Added vocals to special zombies.
- Added tanning to certain special zombies.
- Added damage debuffs to all weapons shooting the limbs of zombies, debuffs vary depending on weapon class in use.
- Matched scoped weapon stats with mosin nagant scoped (buffed all other scoped weapons.)
- Fixed PTRS not appearing in the box in Nacht & Verruckt.
- Fixed PTRS Damage (Values were different using SP stats)
- Fixed M1 Garand Grenade Launcher damage (Values were different using SP stats)
- Fixed Shi No Numa playing round sound too soon... Also fixed bug in mod only where it played twice.
 
[Build 01-20-2023] Release
- Fixed upgraded bar stamina usage and sprint speeds.
- Fixed upgraded FG42 stamina usage and sprint speeds.
- Fixed weapon strings.
- Rewritten & optimized zombie HP code. Old code was by me & full of if statements to get HP where i wanted, but tedious to change when set.
- Slightly made rounds more chaotic and difficult with faster spawns at later rounds (Makes rounds not drag as long). Adjusted zombie HP to be less in compensation.
 
[Build 01-19-2023] Release
- Replaced zombie/mp variant weapons with weapons from singleplayer, providing higher quality textures and weapon improvements.
- Every map now has a different scoped rifle.
- Upscaled window board textures.
- Added Easteregg song reward for Nacht Der Untoten (Thanks JBShady and Numan for helping me with this).
- Gameover music now matches each easteregg song in each map.
- Added missing zombie vocals to animation presets, expect noiser zombies.
- Implemented Blackops One styled nuke announcer.
- Implemented Blackops One styled zombie pitch noises for shi no numa & der riese.
- Restored and re-balanced zombie hit animations.
- Improved Nacht Der Untoten fog.
- Improved music timings when chalk fades to white.
- Improved hud, fixing hud cropping on screen safezones.
- Improved timing of VOX when aquiring crappy weapons from the box (Thanks JBShady for pointing this out).
- Fixed Shi No Numa gameover intermission.
- Juggernog health behaviour is now consistent on all maps (Thanks JBShady for pointing this out).
 
[Build 01-12-2023] Release
- Removed special zombies from der riese, (since the mixed dog spawning served its purpose). Each map now has its own unique special zombie mixed in later rounds.
- Fixed Scoped Kar98k not being pack a punched.
- Fixed Default Weapon given after pack a punching raygun.
 
[Build 01-08-2023] Release
- Weapons
  - Sawed off Shotguns now do more damage up-close.
  - Double Barrled shotguns have more range then other shotguns.
  - Fixed reserve ammo in multiple weapons to be divisible by the weapon capacity.
  - Re-Added KAR98K Sniper. Added Type99 Sniper to Shi No Numa. Replaced Panzer with Bazooka in Shi No Numa.
  - and more...
- Improved Visuals.
- Added HD HUD (JBSHADY).
- Added Special Zombies in later rounds depending on map (Used Code from Gympie5's Boss Zombies)
- Changed verruckt sprinter spawn set to appear later and more common in later rounds.
- Changed knife lunging to use Blackops One settings.
- Ported Der Riese zombie destroy barrier animations.
- Ported Blackops One barrier repair SFX.
- Ported Der Riese's non-instant down. Restored raygun splash damage.
- Restored Shi No Numa Zombie Jap animations.
- Added Grabby Zombie fix.
- Electric traps now use 30sec on/off from 25 secs.
- Gameplay HUD now disappears during gameover intermission.
- Ported Der Riese zombie pathing for Verruckt.
- Each map now has its own background wave music, progressively becoming more intense as rounds progress.
- Improved main menu screens.
- Slightly balanced Zombie HP for Nacht Der Untoten, Verruckt and Shi No Numa.
- Zombies now react in pain during a nuke powerup.
- Improved Zombie appearances. Redid textures for Nacht Der Untoten and Verruckt Zombies. Added chance for gear sets for all zombie models.
- Improved "Lullaby for a Deadman" remix for Verruckt.
- Fixed miscalculation for Nacht Der Untoten exponetial zombie increase.
- Fixed small miscalculation for number of zombies on Der Riese on round 5.
- Doubled round intermission time.
 
4.2.2 Release (May 8, 2022)
- Zombie spawn rate difficulty now scales with the amount of players.
 
4.2.1 Release (May 6, 2022)
- Fixed Thompson cost hint not showing on verruckt.
- Spawn rate difficulty is now consistent on verruckt compared to the other maps.
 
4.2.0 Release (April 25, 2022)
- Slightly buffed STG-44, Browning, FG-42.
- Fixed HP difficulty scaling after round 10.
- Spawn rate difficulty is now somewhat easier.
- Fixed Kar98k not having bowieknife SFX and lack of upgraded muzzle flash fx.
- Fixed Thompson cost hint being inaccurate. (It costs 1200 points, not 1500, even though the cost hint says 1500 points.) (Thanks JBShady)
- Fixed audio for carpenter repairs for Shi No Numa.
- Instakill now gives the same amount of points on kill for all maps.
- Fixed ghost dempsey talking to player when playing solo.
- Restored cut Shi No Numa perk textures.
- Removed mid-round walkers.
 
4.1.10 Release (April 3, 2022)
- Removed FOV effects from teleporters to fix FOV resetting.
- Fixed player throwing grenade downed while cooking grenade standing (Thanks JBShady).
- Fixed bug for Shi No Numa playing end round twice.
 
4.1.9 Release (April 2, 2022)
- Exponential number of zombies now directly corrosponds to the number of players.
- Fixed player throwing grenade downed while cooking grenade standing (Thanks JBShady).
 
4.1.8 Release [HotFix] (April 2, 2022)
- Fixed FG42 not applying max ammo buff for Verruckt and Nacht Der Untoten.
 
4.1.7 Release (March 30, 2022)
- Reduced the amount of increased amount of powerups change for later rounds.
 
4.1.6 Release [Hotfix] (March 30, 2022)
- Fixed barriers on der riese being unpredictable as zombie breaks barrier.
 
4.1.5 Release [Hotfix] (March 30, 2022)
- Fixed visuals for barrier repairs not rotating for Der Riese.
 
4.1.4 Release [Hotfix] (March 29, 2022)
- Fixed M1 Carbine model not loading in Nacht Der Untoten.
- Fixed zombies not taunting at barriers in Verruckt.
- Fixed powerup rarity not applied to other maps besides Der Riese.
 
4.1.3 Release [Hotfix] (March 29, 2022)
- Fixed blockers (doors) on Der Riese not moving.
- Removed limit on powerups per round due to powerups becoming increasingly rare as number of zombies increases.
 
4.1.2 Release [Hotfix] (March 29, 2022)
- Fixed default guns appearing.
- Adjusted riser amounts on nacht.
 
4.1.1 Release [Hotfix] (March 29, 2022)
- Fixed cheatpoints given for Verruckt.
 
4.1 Release (March 29, 2022)
- Nacht Der Untoten is now more fast paced early on. Lots of risers at round 1, but continously drops off till round 6.
- Barriers are no longer boarded up upon spawning in.
- Restored extra dust FX upon barriers reparing/breaking.
- Fixed barrier animations not working properly upon buying speed cola.
- Fixed unhandled exeption for Shi No Numa. (Due to the Dog HP change, apparently map needed its own script for dogs)
- Fixed Panzerschrek not appearing in Verruckt.
- Fixed Max Ammo not resupplying betties.
- Some optimization done for scripts.
 
4.0.5 Release (March 28, 2022)
- Reduced overall hellhound HP, gives the player a better chance with some of the more less meta weapons earlier on.
 
4.0.4 Release (March 28, 2022)
- Tweaked some values to better balance some weapons, fixed a couple of weapons not applying changes.
 
4.0.3 Release [Hotfix] (March 27, 2022)
- Fixed Type100 smg model not loading.
- Fixed buff for max ammo not applying.
 
4.0.2 Release [Hotfix] (March 27, 2022)
- Fixed weapon changes not applying.
 
4.0.1 Release (March 27, 2022)
- Mixed Joggers w/ sprinters.
 
4.0 Release (March 27, 2022)
- Visual changes to maps.
  - Nacht Der Untoten is more foggy and atmospheric.
  - Verruckt is less grey-scaled and darker areas pop out more.
  - Der Riese now appears more industrial, removed green tint.
- UI Changes (Thanks JBShady)
 - Setting up LAN and COOP games will set the intended map to default.
 - Removed unnessessary selections for main menu.
 - Removed useless objectives menu screen in-game.
 - Added FOV Slider
- Improved and Fixed character randomization.
  - Accurate viewmodels restart correctly.
  - Shi No Numa characters now randomize.
  - Verruckt's characters now randomize.
- Added generic marine voiceovers to Nacht Der Untoten w/ character randomization.
- Buffed max ammo.
  - Max ammo gives back molotovs.
  - Max ammo gives back betties. (Thanks JBShady)
  - Max ammo gives back your mag. (Code from Scobalula)
- Consistent zombie SFX.
  - Zombie models on Verruckt are the same on Nacht, therefore Nacht SFX is used for Verruckt.
  - Removed Nacht SFX from zombies in Shi No Numa and Der Riese.
- Consistent wonderweapon rolls for all maps.
- Consistent mysterybox teddybear rolls for all maps.
- Fixed mystery box not switching location and showing beam of light. (Thanks JBShady)
- Fixed packed a punch raygun giving double ammo in reserve when downed.
- Zombies will take the same amount of damage burning on Nacht like on other maps.
- Buffed the bar. Slightly buffed 30cal, type100 smg, stg44. and nerfed m1 carbine. Adjusted ammo counts across the board to give certain weapons an extra edge or slight nerf needed. Upgraded weapons are now more sensible across the board in the stats it upgrades.
 
3.2.1 Release (March 18. 2022)
- Slightly increased # of zombies earlier.
- Added a slight difficulty dynamic for certain maps, giving zombies the extra edge now depending on what tools are available to the player.
    - Der Riese HP multiplier decreases the slowest with the accessibility to pack a punch, while Nacht Der Untoten decreases the fastest due to the map being raw and barebones.
- The box does not give back 950 points when teddy bear is rolled.
- Fixed syntax error for Shi No Numa. (whoops lol)
 
3.2 Release (March 18. 2022)
- Tried, Tested and fixed the calculations for after round 10 to increase at the correct value. (This took me 2 days to form a working equation) Expect the correct amount of zombies at later rounds. (Should be more of them then previously)
- Spawn delays now decreases itself using a multiplier instead of a constant value, creating a curve in difficulty. Also less chaotic in the later rounds, but the earlier rounds will seem harder.
- HP multiplier now decreases itself by 10% from 5%.
- Added more props for Nacht/Verruckt Zombies.
- Tweaked appearances for Nacht/Verruckt Zombies.
- Fixed verruckt easteregg song not playing.
 
3.1 Release (March 16, 2022)
- Buffed last stand timers from 30 to 45 seconds. (Thanks JBShady)
- Molotovs will be rewarded every round if player has Molotov.
- Updated spawner info to include more patterns for animations on verruckt. (Fixes zombies using default sprint)
- Fixed multiplier not being used fully in function for exponential zombie growth.
- Added slight barrier shake when zombie tears down board.
 
3.0 Release (March 14, 2022)
- Rebalanced calculations for # of zombies. Fixed COOP calculations. (To make MG's less of a necessity earlier on)
  - HP has also been reworked, now actually decreasing in the amount of HP being added to the zombies total HP after round 10. (Eventually will stop adding HP). This is due to the fact instead of using HP as a difficulty modifier for high rounds, its the number of zombies being thrown at the player.
- Blackops weapon bobbing. (Thanks for JBShady for helping me with this one. Code by ege115.)
- Accurate 3rd person player models for viewmodels. (Code from xSanchez78( alaurenc9 ))
- Changed zombie model textures for Nacht Der Untoten & Verruckt. Zombies now appear more militaristic like specifically for Nacht Der Untoten and Verruckt. Zombies will continue to appear more Officer like with Nazi Armstraps etc... in Der Riese.
- Eye glow tweaked to glow brighter for zombies universally.
- Buffed the molotov cocktail, doubling the damage output.
- Added zombie awareness code to Nacht.
- Fast walkers will only use launch attacks, sprinters are now more swing happy. (But still fair, they will still have some form of delay before actually hitting you)
- Added specific japenese walk and melee animations for Shi No Numa. Removed Nazi March animation.
- Removed a walk animiation. (Zombie with his arms raised forward above his head) Felt like it stood out of place from the rest of the walk animations.
- Fixed BAR bipod hint on verruckt. Buffed bar bipod damage output by the same amount of its price increased from the BAR without bipod to compensate for increase of price from 1800 points to 2500. (28% more damage)
- Fixed verruckt having instantaneous spawns.
- BAR will no longer appear in box on verruckt, only the BAR bipod. (To avoid getting two BARs at the same time.)
- Reduced earthquake radius of repairing barriers shakes
- Fixed end of round theme playing too early on Shi No Numa.
- Easter egg song volumes have been increased in volume. Verruckt's Easteregg song is now more kickass, remixed by me.
 
2.2.1 Release (January 24, 2022)
- Eased transitions into exponential growth of zombies from rounds 10-15.
- Fixed changes not applied to Der Riese and Shi No Numa for last zombie to sprint at round 4 and above.
 
2.2.0 Release (January 19, 2022)
- Added restriction for fast walk animations to not appear at round 2 for Nacht Der Untoten and Verruckt. Similar to Der Riese or Shi No Numa.
- Fixed Mysterybox in Der Riese giving the BEAR 100% of the time.
- Last Zombie will begin sprinting at round 4 like vanilla instead of 3.
 
2.1.2 HOTFIX (December 26, 2021)
- Fixed UI menu not loading for sumpf.
 
2.1.1 HOTFIX (December 24, 2021; Happy Holidays!)
- Fixed weapons not loading on Der Riese.
- It now takes a total of 3 raygun shots to kill a player from self inflicted damage. (Without Jug)
 
2.1 Release (December 23, 2021)
- Adjusted zombie spawn delay interval timer. Caps at round 15. (The same round where health begins to increase exponentially). Also fixes less number of zombies due to zombies spawning too fast in high rounds.
 
2.0.2 HOTFIX (December 21, 2021)
- Fixed "mod not loaded" when attempting to play online. Cause of issue was the file name format.
 
2.0.1 HOTFIX (December 18, 2021)
- Fixed calculations for risers for Nacht Der Untoten, leading to too many risers.
 
2.0 Release (December 17, 2021)
- Applied mod changes to Shi No Numa.
- Added Type100, and PPSH to Verruckt & Nacht Der Untoten.
- Replaced the Bar Bipod in Verruckt with the stock bar, while restoring its stock price (1800).
- Replaced all default weapons with zombie variants from Shi No Numa, and Der Riese, to Verruckt and Nacht Der Untoten, making gunplay consistent.
- Removed M1 Garand, Springfield, and Sawed-Off Double Barrled Shotgun from the Box. M1 Garand w/ grenade launchers are still in the box.
- Teddy bear rolls, and wonder weapon chances are now completely random for Der Riese & Shi No Numa, similar to Verruckt.
- Decreased chance of risers on Nacht Der Untoten.
- Reverted spawn delays to vanilla calculations.
- Removed custom sprint set at later rounds, fixing a number of issues.
- Fixed carpenter power drops not spawning in Verruckt.
 
1.0.2 HOTFIX (October 2, 2021)
- Fixed Syntax Error.
 
1.0.1 Release (October 2, 2021)
- Fixed miscalculation for number of zombies after round 5. Should add up to 2 hordes (48 zombies by round 10 solo).
- Fixed miscalculation for exponential growth of zombies after round 10, should reduce the overall amount of zombies.
 
1.0 Initial Release (Sept 23, 2021)
Screenshots
Zombie Models
Nacht/Verruckt Zombie Models.  

Der Riese Zombie Models

Accurate View Models
Tank Dempsey

Chernov

Takeo                                                                                                                    

Richtofen

New Nacht Der Untoten Visual Style

New Der Riese Visual Style

Videos
https://youtu.be/PHlDMHClaWQ - Shi No Numa Enhanced 2.0
https://youtu.be/RjQPiNYBr-8 - Mod Overview
https://youtu.be/MA0Q-5U4NHc - "Lullaby For A Deadman" Kickass Remix

Need Help? Suggestion or a bug to report?
Send me a message on Discord as I am not very active on this site, MrJayden585#5026. Feedback is always encouraged.
Last Edit: January 29, 2023, 02:40:16 am by Jayden585
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This mod is amazing, great work. Also, not sure if this is just me but for some reason some of the zombies don't seem to have all of the equipment, like granades, canteens, knifes etc.. I only end up seeing the normal models and ones with helmets and hats.  I also have a quick question do you know if you will maybe end up adding the captin hats and bloody bandages like seen in the downfall campagin mission? Just cause I think it would look amazing. Thanks again for this amazing mod and I can't wait to see what else you end up adding next.  Keep up the great work <3 :)
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This mod is amazing, great work. Also, not sure if this is just me but for some reason some of the zombies don't seem to have all of the equipment, like granades, canteens, knifes etc.. I only end up seeing the normal models and ones with helmets and hats.  I also have a quick question do you know if you will maybe end up adding the captin hats and bloody bandages like seen in the downfall campagin mission? Just cause I think it would look amazing. Thanks again for this amazing mod and I can't wait to see what else you end up adding next.  Keep up the great work <3 :)
 
Hahaha I did try this before, but the game hit a vertex limit, and the zombie models themselves went invisible... etc. I think if I were to do that, I will try to use the medium lods for those models to avoid hitting that limit. (Hopefully they wont look too bad or cause problems such as the above etc...) and see where I can go from there.
Last Edit: October 05, 2021, 04:44:40 pm by Jayden585
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Hey man this mod is pretty cool I like the hats you have the zombies, nice touch.
Also if you do shino could you had more the 24 zombies a round my guy? that shit would be bussin'
Last Edit: November 26, 2021, 05:54:49 am by theIJPmexican
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hey brother I feel like the zombies spawn in a little too slow once you hit the higher rounds. mid 20s dont feel like mid 20s spawn rate. (At least on Der Riese)
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I think it'd be cool to add the M1 Garand grenade launcher in as a PAP bonus (like how the Aug had a shotgun masterkey, or the M16 had a grenade launcher) rather than remove it entirely
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hey brother I feel like the zombies spawn in a little too slow once you hit the higher rounds. mid 20s dont feel like mid 20s spawn rate. (At least on Der Riese)
I havent been ontop of this mod in a while, been busy doing other stuff. But the reason why is that in the higher rounds, the new sprint set seems to be having trouble traversing, spawning... etc, and im prob going to remove it for the next update to fix a load of issues.
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I think it'd be cool to add the M1 Garand grenade launcher in as a PAP bonus (like how the Aug had a shotgun masterkey, or the M16 had a grenade launcher) rather than remove it entirely
Yeah im looking into some alternatives compared to what it is now.
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Hey man this mod is pretty cool I like the hats you have the zombies, nice touch.
Also if you do shino could you had more the 24 zombies a round my guy? that shit would be bussin'
Yep, Ill try my best to get shino to work soon.
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I noticed that there's a bug with barriers while playing on nacht, the animations for the boards flying up and hitting the window doesn't happen. I'm not sure if it happens on other maps.
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So when I got the flamethrower from the mystery box on Der Riese it was invisible when holding it, but was a pink object in the mystery box. Also in WaW itself this mod is referred as mods right?
 
EDIT: I now realize that the mods folder had each map as a separate mod. I feel like such a fool!!
Last Edit: September 04, 2022, 07:17:25 pm by BurningM
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Changelogs as of last week. To-Do list is going to take sometime, so enjoy. Feedback is appreciated :)
 
[Build 01-19-2023] Release
- Replaced zombie/mp variant weapons with weapons from singleplayer, providing higher quality textures and weapon improvements.
- Every map now has a different scoped rifle.
- Upscaled window board textures.
- Added Easteregg song reward for Nacht Der Untoten (Thanks JBShady and Numan for helping me with this).
- Gameover music now matches each easteregg song in each map.
- Added missing zombie vocals to animation presets, expect noiser zombies.
- Implemented Blackops One styled nuke announcer.
- Implemented Blackops One styled zombie pitch noises for shi no numa & der riese.
- Restored and re-balanced zombie hit animations.
- Improved Nacht Der Untoten fog.
- Improved music timings when chalk fades to white.
- Improved hud, fixing hud cropping on screen safezones.
- Improved timing of VOX when aquiring crappy weapons from the box (Thanks JBShady for pointing this out)
- Fixed Shi No Numa gameover intermission.
- Juggernog health behaviour is now consistent on all maps (Thanks JBShady for pointing this out).
 
[Build 01-12-2023] Release
- Removed special zombies from der riese, (since the mixed dog spawning served its purpose). Each map now has its own unique special zombie mixed in later rounds.
- Fixed Scoped Kar98k not being pack a punched.
- Fixed Default Weapon given after pack a punching raygun.
 
[Build 01-08-2023] Release
- Weapons
  - Sawed off Shotguns now do more damage up-close.
  - Double Barrled shotguns have more range then other shotguns.
  - Fixed reserve ammo in multiple weapons to be divisible by the weapon capacity.
  - Re-Added KAR98K Sniper. Added Type99 Sniper to Shi No Numa. Replaced Panzer with Bazooka in Shi No Numa.
  - and more...
- Improved Visuals.
- Added HD HUD (JBSHADY).
- Added Special Zombies in later rounds depending on map (Used Code from Gympie5's Boss Zombies)
- Changed verruckt sprinter spawn set to appear later and more common in later rounds.
- Changed knife lunging to use Blackops One settings.
- Ported Der Riese zombie destroy barrier animations.
- Ported Blackops One barrier repair SFX.
- Ported Der Riese's non-instant down. Restored raygun splash damage.
- Restored Shi No Numa Zombie Jap animations.
- Added Grabby Zombie fix.
- Electric traps now use 30sec on/off from 25 secs.
- Gameplay HUD now disappears during gameover intermission.
- Ported Der Riese zombie pathing for Verruckt.
- Each map now has its own background wave music, progressively becoming more intense as rounds progress.
- Improved main menu screens.
- Slightly balanced Zombie HP for Nacht Der Untoten, Verruckt and Shi No Numa.
- Zombies now react in pain during a nuke powerup.
- Improved Zombie appearances. Redid textures for Nacht Der Untoten and Verruckt Zombies. Added chance for gear sets for all zombie models.
- Improved "Lullaby for a Deadman" remix for Verruckt.
- Fixed miscalculation for Nacht Der Untoten exponetial zombie increase.
- Fixed small miscalculation for number of zombies on Der Riese on round 5.
- Doubled round intermission time.
Last Edit: January 20, 2023, 03:00:57 am by Jayden585
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Changelogs for patching up some bugs and tweaking.
 
[Build 01-22-2023] Release
- Touched up Nacht's visuals and fog volumes to appear more bleak.
- Added vocals to special zombies.
- Added tanning to certain special zombies.
- Added damage debuffs to all weapons shooting the limbs of zombies, debuffs vary depending on weapon class in use.
- Matched scoped weapon stats with mosin nagant scoped (buffed all other scoped weapons.)
- Fixed PTRS not appearing in the box in Nacht & Verruckt.
- Fixed PTRS Damage (Values were different using SP stats)
- Fixed M1 Garand Grenade Launcher damage (Values were different using SP stats)
- Fixed Shi No Numa playing round sound too soon... Also fixed bug in mod only where it played twice.
 
[Build 01-20-2023] Release
- Fixed upgraded bar stamina usage and sprint speeds.
- Fixed upgraded FG42 stamina usage and sprint speeds.
- Fixed weapon strings.
- Rewritten & optimized zombie HP code. Old code was by me & full of if statements to get HP where i wanted, but tedious to change when set.
- Slightly made rounds more chaotic and difficult with faster spawns at later rounds (Makes rounds not drag as long). Adjusted zombie HP to be less in compensation.
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I can play Der Riese and Nacht, but when I try to play Verruckt or Shi No Numa, I get the server script compile error bad syntax. I have T4M and everything so what could be the issue?
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I can play Der Riese and Nacht, but when I try to play Verruckt or Shi No Numa, I get the server script compile error bad syntax. I have T4M and everything so what could be the issue?
u can lower the texture quality in the texture settings to fix the problem

 
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