Call of Duty 5: World at War => Applications & Tools => Custom Maps, Mods & Tools => 3rd-Party Applications & Tools => Topic started by: DidUknowiPwn on February 21, 2016, 06:28:10 pm
Title: World at War Mod Tools V1.1 - PWNED w/ linker_pc fix
Post by: DidUknowiPwn on February 21, 2016, 06:28:10 pm
1000th post FTW Hey everyone I'm releasing my version of the mod tools that I've been lazy in updating and testing. It's functional 100% and have had testers using each iteration of it and it's working according to them (and my testing as well).
CoD WaW Mod Tools - Pwn Edition V1.1 - Beta 5 Updated: 04/30/2016 Changes: UI Using Metro Form rather than Windows Form. Small changes to UI placement. Replaced Converter button for Weapon Editor (BETA). [Can still access converter through Asset Manager.] Compile FF contains a "Show FF Type" where it'll display all non-mp CSV's for SP and mp CSV's for MP (starting with). Compile FF contains an Asset Counter so you can see what's being included in your FF. FF Assets Count shows if your asset count is good - bad, green being good and red being reached your limit/warning. Features Compile FF (Level) now shows an asset count for whatever is inside it. "Copy Map Images to Mod" copies whatever CUSTOM asset you have created (image must not exist in WaW main IWD's, they're scanned on application startup) and copies it to your mods images folder (copies to Mod Specific Map). Edit CSV opens the currently selected FF in the FF list in whatever default program it's set to. Create Map now has a "Zombies" option, it uses the placements from MrHankey91's Script Placer. Save Console Log button saves to bin directory a copy of the current console log. Tweaks Mod Builder tab now contains an "Open Mod" button to easily access your mods folder. Mod Builder now has a "Reload Mod" (basically it just reloads the mod, updating the IWD File List and the mod.csv) Run Game tab now contains useful Dvars, removes old/bad ones and gives a better description for each one. Compile BSP Options' option "Sample Scale" now works, Block Size is deprecated as the function doesn't work due to cod2map parameter being disabled. Programs 7za was updated from 7zip's website. New program "WeaponEditor" for people who are lazy to edit weapon files through Asset Manager the tool is still a work-in-progress but it works just fine, descriptions might be a little wonky as they're read from a custom deffiles. Asset Manager is now using BO1's version. Asset Viewer's level was updated to use one with a light and a skybox. linker_pc is now BO1 version. Updated zlib compression to latest version. Fixed 32-bit linker_pc memory limitation. (Nukem)
Credits
Spoiler: click to open...
DidUknowiPwn Elfenlied Icedream master131 momo5502 Nukem SE2Dev Treyarch PC Team Treyarch
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: XEcW22 on February 21, 2016, 06:33:42 pm
wow this looks sick, thanks for upload :D
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: lilrifa on February 21, 2016, 06:44:03 pm
Might actually use the WaW tools now, thanks to this :D
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: Harry Bo21 on February 21, 2016, 07:15:26 pm
impressive, looks really useful :)
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: IperBreach86 on February 21, 2016, 07:29:11 pm
This is AWESOME! :rainbow: Now i wont need to check everytime i add something to the map, I CAN JUST LOOK AT IT FROM THE MOD TOOL :D Darn this community keeps getting better and better :D Keep up the good work! :nyan:
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: Psych on February 21, 2016, 08:24:06 pm
Looks awesome! Really cool feature with the asset counting! :D
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: Tim Smith on February 21, 2016, 08:26:51 pm
I saw it once in the chat . But i thought it was special for you only. Very nice . Ty.
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: daedra descent on February 21, 2016, 09:06:36 pm
Tested on Windows 7. As soon as i attempting to compile a zombie map, i instantly got a "failed to execute" error:
Besides that, the UI is a bit of a cluttered mess. IMO, all the asset counting stuff should be moved to its own tab, not shoved in the compile map tab. Compile speeds are extremely fast(Finally!) but the mixed text color bug still remains. All of the text fields can also be typed in(intentional?) and i'd like see a separate between the different compile options and run map options.
Edit: And descriptions of what each launch option actually does would also be very nice.
Edit 2: ai_shownodes launch option doesn't always work(only got it work work once out of like 6 map loads). I also suggest including other node related debug dvars.
Edit 3: Fixed the failed to execute. Didn't actually check what was included with the launcher lol.
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: DidUknowiPwn on February 21, 2016, 09:42:13 pm
Tested on Windows 7. As soon as i attempting to compile a zombie map, i instantly got a "failed to execute" error:
Besides that, the UI is a bit of a cluttered mess. IMO, all the asset counting stuff should be moved to its own tab, not shoved in the compile map tab. Compile speeds are extremely fast(Finally!) but the mixed text color bug still remains. All of the text fields can also be typed in(intentional?) and i'd like see a separate between the different compile options and run map options.
Edit: And descriptions of what each launch option actually does would also be very nice.
Edit 2: ai_shownodes launch option doesn't always work(only got it work work once out of like 6 map loads). I also suggest including other node related debug dvars.
1) Check if you actually have the executables as compiling here is fine and I never touched compile runtimes. Could be a bug not sure need a bit more info/testing.
2) UI seems okay to me and some others but I'll listen to any suggestions on it.
3) Color text I'll take a look at it again.
4) Disabled writing in the ComboBox's
5) They are separate?
6) Updated the current dvar descriptions a little bit.
7) Something related to WaW not me :(, if you have suggestions for dvar's let me know.
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: daedra descent on February 21, 2016, 10:03:22 pm
Quote
1) Check if you actually have the executables as compiling here is fine and I never touched compile runtimes. Could be a bug not sure need a bit more info/testing.
Yeah, I had renamed the old bin to bin_old(and other files) not realizing that you need the files inside them.
Quote
2) UI seems okay to me and some others but I'll listen to any suggestions on it.
I just don't like how everythings shoved in one tab. Reminds me of the original CoD4 "heavy" launcher that had so many buttons that you have no clue what was what.
Quote
3) Color text I'll take a look at it again.
I honestly don't know why it happens(not that its a big deal to begin with). Its like the text colors shift down so that an error message is black(not for errors) and the last one is red despite not being an error. Same can happen to the purple copying text as well.
6) Updated the current dvar descriptions a little bit.
Mostly talking about what each individual value does.
For example, developer 1 as apposed to developer 2.
Quote
7) Something related to WaW not me :(, if you have suggestions for dvar's let me know.
ai_showNearestNode(max value 64) and ai_showNodeDist(anything greater than 0).
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: DidUknowiPwn on February 21, 2016, 10:21:27 pm
I'll take a look into them.
Spoiler: click to open...
http://i.imgur.com/VXpHzsP.png
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: BluntStuffy on February 21, 2016, 10:27:52 pm
Looks great, Thanks for releasing this!
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: MakeCents on February 21, 2016, 10:30:54 pm
Nice, congrats on releasing. I'll have to update. Been using for a while and love it. Thanks for this.
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: Rorke on February 21, 2016, 10:51:11 pm
nice dude very useful :) ;D
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: MrSlagovich on February 22, 2016, 12:20:26 am
Nice one Pwn 8)
Title: Re: World at War Mod Tools V1.1 - PWNED error
Post by: jasonpage260 on February 29, 2016, 01:24:25 am
can some one help me i got this error and i cannot fine what is wrong this is the error [call of duty - world at war\bin\Launcher.exe is not a valid Win32 application ] i,m am running windows xp sp3 need help thank. ???
Title: Re: World at War Mod Tools V1.1 - PWNED error
Post by: DidUknowiPwn on February 29, 2016, 01:34:43 am
can some one help me i got this error and i cannot fine what is wrong this is the error [call of duty - world at war\bin\Launcher.exe is not a valid Win32 application ] i,m am running windows xp sp3 need help thank. ???
Make sure you have NET framework 4.6
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: daedra descent on March 31, 2016, 09:26:49 pm
I'm not able to get logfile to work with your launcher for some reason. Its set as I always have in the other one but it just doesn't generate it in the mod folder like it used to.
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: DidUknowiPwn on April 01, 2016, 01:30:46 am
I'm not able to get logfile to work with your launcher for some reason. Its set as I always have in the other one but it just doesn't generate it in the mod folder like it used to.
logfile saves into current fs_game folder telling me it doesn't save is impossible as well because I never changed that parameter (also you can rearrange parameters without it affecting the game either).
Title: Re: World at War Mod Tools V1.1 - PWNED
Post by: thezombieproject on April 23, 2016, 02:18:05 am
I just added and tested and everything works great. +1 :)
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: DidUknowiPwn on May 01, 2016, 02:15:16 am
Uploaded a new version w/ disabled buttons and a fix to linker_pc throwing EXE_ERR_HUNK_ALLOC_FAILED256.
I am not using the one made by DTZxPorter as he disabled the NECESSARY check if the memory allocation was created or not, which will cause problems and not fix anything.
This is what I mean: (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWwnbsuo.png&hash=74107009fd23e1d814eb5f755e17afe81c840424)
You also don't need to launch launcher under admin permissions so there's that.
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: DeletedUser on May 01, 2016, 03:20:14 am
This launcher is more easier to use than the default scrubby one :)
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: MakeCents on May 01, 2016, 04:32:46 am
This here is epic. I was using the old version, then I got the HUNK error, and I clicked 20 times to make sure it didn't go away. Didn't shut down steam or chrome, but downloaded this version, and ran it again, and boom, worked great. Thank you so much! Best tools ever!
Steam, and chrome open, no more HUNK error. Man I love this!
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: Tim Smith on May 01, 2016, 04:46:16 am
Uploaded a new version w/ disabled buttons and a fix to linker_pc throwing EXE_ERR_HUNK_ALLOC_FAILED256.
I am not using the one made by DTZxPorter as he disabled the NECESSARY check if the memory allocation was created or not, which will cause problems and not fix anything.
This is what I mean: (http://i.imgur.com/Wwnbsuo.png)
You also don't need to launch launcher under admin permissions so there's that.
i know you're a good scripter but you need to chill the hell down, everyone makes mistakes. and if Porter "Nick" made one. doesn't mean you're better than him. you could always help him by telling him that's wrong and that's right :).
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: DidUknowiPwn on May 01, 2016, 05:09:19 am
i know you're a good scripter but you need to chill the hell down, everyone makes mistakes. and if Porter "Nick" made one. doesn't mean you're better than him. you could always help him by telling him that's wrong and that's right :).
I didn't say he made a mistake nor did I say that I am better than him.
I'm putting out a flaw he made and said it in case someone would have accused me using his version.
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: Scobalula on May 01, 2016, 07:38:19 am
Yeah fail anyway looks like MEGA is being stupid as I can't download it either so wait until it's good.
I was thinking about "fixing" a small thing that (maybe) would make people happy :P I hate when i need to place prefabs and the mod tools opens the prefab folder, but when i need to place a model i need to go from the prefab folder to the models one everytime. Can you make so it opens everytime on the correct folder so we can save time? :D
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: Lukkie1998 on May 27, 2016, 09:40:42 am
I uploaded the latest file from Mega to Mediafire so others can download it from there too.
Lukkie1998
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: Tim Smith on May 27, 2016, 10:24:11 am
Thx lukkie :).
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: DidUknowiPwn on May 27, 2016, 03:09:29 pm
I was thinking about "fixing" a small thing that (maybe) would make people happy :P I hate when i need to place prefabs and the mod tools opens the prefab folder, but when i need to place a model i need to go from the prefab folder to the models one everytime. Can you make so it opens everytime on the correct folder so we can save time? :D
Probably not as that's part of Radiant itself. I mean I could edit the exe but there's no point really over it. Double Post Merge: May 27, 2016, 03:09:51 pm
I uploaded the latest file from Mega to Mediafire so others can download it from there too.
Lukkie1998
Thanks.
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: KDXDARK on June 06, 2016, 06:15:52 pm
Nice tools DUKIP, but i am going to report a error, for some reason you cant copy nothing from the launcher. example: pathnode is in solid (666 115 007)
i would to copy it so i can go to the radiant faster and go to that position without writing anything
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: MakeCents on June 06, 2016, 06:59:08 pm
Nice tools DUKIP, but i am going to report a error, for some reason you cant copy nothing from the launcher. example: pathnode is in solid (666 115 007)
i would to copy it so i can go to the radiant faster and go to that position without writing anything
This has been reported and an common concern. He added the save button instead. You'll have to use that, then open the file and copy the text.
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: DidUknowiPwn on June 07, 2016, 01:48:49 am
It should be compiling to nazi_zombie_industry, the name of the Mod as well, but sometimes it randomly switches to other mods even though it should be reading from the map's CFG. ;-; Happened in original launcher too. :alone:
Title: Re: World at War Mod Tools V1.1 - PWNED w/ linker_pc fix
Post by: Sylvacre on August 10, 2016, 04:01:42 am
Have yet to run into much of a problem with this launcher. It's now my go-to replacement for v1 :)
Title: Re: World at War Mod Tools V1.1 [B5] - PWNED w/ linker_pc fix
Post by: RayGuNNXXX123 on June 16, 2017, 02:07:43 pm
Title: Re: World at War Mod Tools V1.1 - PWNED w/ linker_pc fix
Post by: gympie6 on June 08, 2019, 12:16:40 am
I am using this tool for a few months now and I must say it's a really good tool! I recommend this to anyone and I really want to thank this man for saving me a lot of time! :)