UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Mods Releases => Topic started by: John_Banana on April 26, 2022, 10:19:24 pm

Title: [T4M] Nazi Zombies Remastered (All 4 Stock Maps)
Post by: John_Banana on April 26, 2022, 10:19:24 pm
   A mod by John_Banana
 
Project started: 7/30/2020
 
Description
    This mod is a "remastered patch" for the Call of Duty: World at War stock zombie maps. The aim of this project is to modify these maps with bug fixes, quality-of-life tweaks, fixed inconsistencies, new features inspired by Black Ops 1, and a few creative additions such as adding back cut content or storyline-related Easter Eggs.
    However, the mod does not seek to entirely overhaul each map to the point where they feel completely different, as they just meant to act as a more polished "alternative vanilla" experience. In the case of any substantial gameplay change, such as the removal of the 24-zombie limit on solo, there will always be a setting available in Game Options to toggle the change back to "Classic" if desired.
    Due to the nature of WaW modding and extent of changes, it made more sense to make each map have their own mod file. Simply launch the desired map in your mods list, and then press play on the menu. This works in co-op as well, just make sure all players have the same version of the mod launched & T4M installed!  
 
Additional Credit
* Numan, Phil81334, cristian_m, Gympie5, Tristan, MrJayden585, psulions45 - General scripting help
* Jbird632 - Working sticky grenades on AI & "Reward All Perks" scripts
* Bunz1102 - New secret animations
* ege115 - Walking animation script
* GKILLA - Updated FG42 viewmodel
* Fusorf - HD perk icons
* Inspired by JBleezy's Black Ops 1 Reimagined mod
* Thank you to the UGX WaW Discord members for helping me along the way

Feature Showcase
(https://i.imgur.com/vEQgN18.jpg)
Character Bios, new settings, Achievements, scrapped radio re-added
 
 
(https://i.imgur.com/mv6piH7.jpg)
New weapons, new zombie animations & eye glow, working solo Quick Revive, fixed Wunderwaffe-Jug glitch
 
 
(https://i.imgur.com/XTB2TDM.png)
Random character on solo, new starting pistols, accurate viewmodel hands
 
 
(https://i.imgur.com/9AA2CxC.jpg)
New vision file, HD perk & power icons, fixed grenade icon, new Monkey Bomb icon
 
 
(https://i.imgur.com/OsPztFA.jpg)
Mission intro text, Ray Gun accessible at first box location, new weapons, new zombie animations, Perk Machine swamp textures
 
 
(https://i.imgur.com/hl2Ibjq.jpg)
Deployable MGs, smoke grenades--each DLC gets a unique special grenade, occasional zombies with gear, updated FX, new weapons


github.com

 
(https://i.imgur.com/Yb8T2Od.png)

Installation Instructions (
Watch this video (https://youtu.be/YbOq6Nb9xug), or follow the 3 easy steps):

Overall Changelist (Note: Mod has continued to be updated and improved, list is incomplete)
General
  • Added Achievement completion notifications for Shi No Numa and Der Riese, which were originally only on the console version. Toggleable in Game Options.
  • Added screen shake when barriers are broken and repaired, similar to future zombie games.
  • Repairing barriers only plays the point sound effect when you are actively earning +10, similar to future zombie games.
  • Electric traps are now on a 30 on / 30 off cycle, similar to future zombie games. However, on Shi No Numa the cooldown is kept longer for balance reasons, but now just at 60 seconds.
  • Stinger sound effect when picking up Wonder Weapons now execute through scripts, like future zombie games, instead of VOX. Fixes issues where it would sometimes not play.
  • Slightly increased Easter Egg song volume.
Player & Characters
  • Player spawns as a random character on solo, with accurate 1st person viewhands, pistols, and corresponding points color.
    • Dempsey -- Colt -- Marine bare hands with rolled up sleeves -- taken from Campaign
    • Nikolai -- Tokarev -- Russian jacket sleeves with custom yellowish-tan colorization, Soviet buttons, and added blood splatters -- edited from Campaign
    • Takeo -- Nambu -- Japanese jacket sleeves with custom bluish-grey colorization -- edited from Multiplayer
    • Richtofen -- Walther -- German tan sleeves and black gloves recolored from the "Black Cats" pilot hands -- edited from Campaign
  • Splash damage is equal on all maps using Der Riese's system (non-instant down).
  • Increased backwards and sideways movement speed to match closer with the console version of WaW.
  • First-person walking animation tweaked. Weapon now sways instead of just lowering, which both looks better and is similar to future zombie games.
  • Buffed bleedout time from 30 seconds to 45 seconds, like future zombie games.
  • Added unused sniper pickup VOX found in the game files.
  • Added unused dog kill VOX found in the game files, with a 25% chance of it playing per kill.
  • Added unused VOX that plays when a player downs.
  • Added unused reload VOX that has about a 50% chance of playing during an *empty* heavy LMG reload, with a cooldown of 1-2 minutes to prevent repetitiveness (Adds to atmosphere, but also can be useful for teammates to hear).
  • Added unused pain VOX that plays about 75% of the time a player is damaged.
  • Added unused exert VOX that plays about 75% of the time a player damages a zombie with melee, and 100% of the time when a player kills a zombie with melee (Unless other dialogue VOX is queued, in which case it over rules the exert sound).
  • Added several unused VOX lines that play after a player is revived, instead of only alternating between 2 possible lines.
  • Added unused Takeo Panzershrek VOX.
  • Unlocked just a few unused VOX lines for weapons that were never loaded in the scripts but were included in the soundaliases (MP40, BAR, Shotgun, Wunderwaffe, Monkey Bomb).
  • Reworked "no money" sounds and VOX for purchasable items when a player does not have enough points:
    • Wall Weapons: Now have a chance of saying an unused VOX line, the standard VOX groan, or nothing.
    • Mystery Box: Now have a chance of saying two unused VOX lines, the standard VOX groan, or nothing. Also added "no purchase" sound effect, the same sound that plays when you cannot afford a wall weapon or door.
    • Perk/PaP: Now has a chance of playing the VOX groan instead of only playing the VOX dialogue to make it less repetitive.
  • VOX interactions disabled on solo to prevent non-present characters from talking.
  • VOX is disabled while in solo last stand.
  • Disabled leaning while downed to fix a bug.
  • Player respawn does not reset FOV back to 65.
  • Vision file is no longer reset during game over screen, so now the map looks the same as when you were playing on it.
HUD
  • The accurate Steilhandgranate grenade icon replaces the American Mk2 grenade icon.
  • Monkey bomb icon updated to look more recognizable while still in the greyscale WaW icon art style.
  • Perk and powerup icons updated with accurate higher resolution versions.
  • (T4M) Pressing tab in solo now shows the scoreboard.
  • (Console command) "health_hud" can be used to enable or disable a health counter, effective after a restart. Intended for testing/development purposes.
Menu & Settings
  • Solo play button added to the main menu which will automatically run the loaded map. This also prevents the player from accidentally starting the wrong map.
  • Redesigned main menu to remove non-Zombiemode related buttons and references. Also, added a reminder for all players to install T4M before playing co-op.
  • Added Character Bios, which were only present on the console version. Slight grammatical fixes and layout design changes to adapt it for PC.
  • Added Map Intel page, which includes an image and description of the loaded map (This info is no longer accessible because of the "start button" changes).
  • Entirely new settings, including an FOV slider, FPS settings, controller support settings, gametype/AI options, and toggles for the HUD, Achievements, and Fog - all accessible through the main menu or pause menu.
Perks & Powerups
  • Quick Revive now works on solo, details as follows: 3 lives until the machine disappears, player equips their upgraded starting pistol while down (Or the Ray Gun, if applicable), it takes 10 seconds to self revive, and zombies run away from the player while in last stand. Added a progress bar that fits well with the WaW visual style.
  • Perks have proper hintstring in every map and "Quick Revive" is no longer offered as just "Revive."
  • Jugger-Nog abilities and regen is the same on all maps, using the improvements from Der Riese.
  • Carpenter available on all maps (Disabled when playing in "Classic" gametype setting for high-rounders).
  • Max Ammos now refill equipment on all maps (Bouncing Betties & Molotovs).
  • Slightly increased Insta-Kill active loop sound.
  • Double Points changes:
    • Carpenters and Nukes are now affected by an active Double Points, able to give +800 and +400 respectively.
    • Picking up 2 Double Points at the same time will now scale together giving x4 points, like the first few WaW maps (rare case). This x4 scaling works with kills, barrier repairs, and other power ups.
Loadout
  • There are 9 new WaW weapons taken from Campaign/Multiplayer that have never been seen in zombies. As it stands, every stock weapon in WaW is now obtainable in some form through this mod.
  • All maps have the same weapon loadouts excluding the following discrepencies:
    • Shi No Numa has the Arisaka instead of the Kar98k
    • Each of the 4 maps has a unique scoped rifle in the Mystery Box
    • Unique Wonder Weapons like the Wunderwaffe or Monkey Bombs will stick to their original maps
  • This means weapons will not differ in stats or attachments between maps.
Weapons Added (All from WaW)
For new upgraded variants, all official sounds, effects, stats, and textures were used if they existed, otherwise custom versions had to be made (Described where applicable).
 
Starting Pistols
Colt M1911 / Tokarev T-33 / Type 14 Nambu / Walther P38 (The 3 new pistols are used as starting weapons for non-American heroes)
- All have identical stats and upgrade to explosive pistols
- Not in Mystery Box, only obtainable through default spawn loadout
- (Walther) Removed first raise animation so it is uniform with the other pistols
- (Upgraded) Increased reserve ammo from 40 to 42 so it is actually divisible by the magazine capacity (6)
- (Upgraded) Custom camos made in Treyarch's style using the official textures
- (Upgraded) All have unique names, either inside jokes or easter eggs relating to the weapon's faction
- (Upgraded) Changed the _lastshot animation so the pistol slides do not go back and then glitch forward
- (Upgraded) Added muzzle flash effects
- (Upgraded) Added both the unused PaP sounds (so all 4 upgraded pistols sound unique) and the grenade sound upon impact
- (Upgraded) Buffed fire rate and damage to make keeping your starting pistol a little more rewarding. In combination with the above sound changes, these tweaks make the pistols feel a little more akin to the Mustang and Sally from Black Ops 1.
 
Type 99
- Added to the Mystery Box
- Stats slightly buffed from their default SP stats to fit for zombies. Weapon now sits as a mid-tier LMG, above the BAR and FG42, but slightly below the MG42 and Browning
- Increased ADS FOV from 30 to 40 to give more visibility
- (Upgraded) Custom camos made in Treyarch's style using the official textures
- (Upgraded) New variant created with a custom name (name inspired by cut upgraded Type 99 Arisaka rifle), increased damage, fire rate, better multipliers, and more ammo
 
DP-28
- Added to the Mystery Box
- Rebalanced empty reload speed to closer match animation
- (Upgraded) Custom camos made in Treyarch's style using the official textures
- (Upgraded) New variant with my own custom name and stats as a mid-tier LMG
 
SVT-40
- Added to the Mystery Box
- (Upgraded) Custom camos made in Treyarch's style using the official textures
- (Upgraded) New variant with my own custom name and stats based on a mixture of the upgraded Gewehr 43 & M1 Carbine.
 
Scoped Snipers
- Added to the Mystery Box accordingly: the Scoped Springfield will be on Verruckt, the Scoped Arisaka is on Shi No Numa, the Scoped Mosin is on Der Riese, and the Scoped Kar98k remains on Nacht
- Names tidied up for more historical accuracy. All have identical relevant stats in terms of relevant damage, range, ammunition, etc. All have unique in-scope textures
- (Upgraded) New variants with my own custom names, camos, and stats based on a mixture of the upgraded Kar98k & PTRS-41
Weapon Changes
I have adjusted many of the existing weapons, usually for balance reasons as a result of Treyarch not giving adequate Pack-a-Punch buffs, upgraded weapons not having properly calculated reserve ammunition (ending up with half filled magazines), some weapons having bugs, or me wanting to add my own personal tweaks.  
 
.357 Magnum
- Decreased reserve ammo from 80 to 78 so it is actually divisible by the weapon capacity (6)
- (Upgraded) Slightly buffed damage
- (Upgraded) Slightly increased fire rate
- (Upgraded) Increased reserve ammo from 80 to 90 so it actually receives a decent ammo buff upon upgrading
 
Kar98k
- Fixed Bowie Knife missing sound when knifing with this weapon
- (Upgraded) Fixed missing muzzle flash effect
- (Upgraded) Increased reserve ammo from 60 to 64 so it is actually divisible by the magazine capacity (8)
 
Gewehr 43
- (Upgraded) Increased reserve ammo from 170 to 180 so it is actually divisible by the magazine capacity (12)
 
M1A1 Carbine
- Renamed to M1 Carbine for historical accuracy (non-folding stock variant)
- Slightly nerfed damage as this weapon should be similar, if not worse, at raw damage than the M1 Garand
- Slightly buffed mobility to suit this weapon better, being lighter than other rifles in real life
- (Upgraded) Increased magazine size from 15 to 30 so it actually receives a decent ammo buff upon upgrading
 
M1 Garand
- Slightly buffed base rifle damage
- Slightly buffed weapon spread accuracy to balance with the Rifle Grenade version (which makes the rifle "heavier")
- (Upgraded) Increased reserve ammo 150 to 156 so it is actually divisible by the clip capacity (12)
- (Upgraded) Slightly buffed headshot multiplier so it is the highest out of all regular semi-automatic rifles, which fits with its superiority in WWII
 
M1 Garand w/ Launcher
- Slightly buffed base rifle damage
- Decreased mobility to compensate for Rifle Grenades
- Nerfed maximum ammo to balance with regular M1 Garand and compensate for Rifle Grenades
- When equipping the launcher, the name changes to the name of the grenade, M17 Rifle Grenade, for historical accuracy
- (Upgraded) Nerfed maximum ammo to balance with regular M1 Garand and compensate for added Rifle Grenades
- (Upgraded) Renamed equipped launcher to M7000
- No longer shares reserve ammo with the regular M1 Garand to fix a reload bug
 
Double-Barreled Shotgun
- (Upgraded) Fixed capitalization in the name
- (Upgraded) Increased stock ammo from 60 to 70 so it actually receives a decent ammo buff upon upgrading
- (Upgraded) Fixed ADS FOV being way too low
 
Sawed-Off Double-Barreled Shotgun
- Added to the Mystery Box
- Removed "w/ Grip" from the name
- Small damage boost to both un-upgraded and upgraded version; a little stronger than the normal double barrel but with a wider and less accurate fire spread
- (Upgraded) Increased reserve ammo from 60 to 70 so it actually receives a decent ammo buff upon upgrading
- (Upgraded) Scrapped variant created by Treyarch
 
Trench Gun
- (Upgraded) Increased stock ammo from 60 to 70 so it actually receives a decent ammo buff upon upgrading
 
Thompson
- Renamed to M1A1 Thompson for historical accuracy
- (Upgraded) Increased reserve ammo from 250 to 280 so it is actually divisible by the magazine capacity (40)
 
MP40
- (Upgraded) Increased stock ammo from 192 to 256 so it actually receives a decent ammo buff upon upgrading
 
Type 100
- Fixed dry fire sound effect not being the SMG sound effect
- Increased reserve ammo from 160 to 180 so it is actually divisible by the magazine capacity (30)
- (Upgraded) Increased reserve ammo from 220 to 240 so it is actually divisible by the magazine capacity (60)
- (Upgraded) Updated weapon model and first person model with the newer Pack-a-Punch texture, as for some reason this weapon still used Treyarch's original silver texture (less shiny, only found on scrapped weapons)
 
PPSh-41
- (Upgraded) Decreased reserve ammo from 700 to 690 so it is actually divisible by the drum mag capacity (115)
 
STG-44
- Fixed capitalization of the "t" to be lowercase for historical accuracy
 
BAR
- Renamed to M1918 BAR for historical accuracy
- Slightly decreased mobility to suit its weapon category better
- (Upgraded) Increased stock ammo from 180 to 240 so it actually receives a decent ammo buff upon upgrading (also, not being a wall weapon)
- (Upgraded) Increased magazine size from 30 to 40
 
FG42
- Updated viewmodel to look more complete for when playing on higher FOVs
 
Browning M1919
- Name rearranged to M1919 Browning for historical accuracy
- (Upgraded) Fixed capitalization in the name
- (Upgraded) Like the MG42, the Browning now also recieves a 3.5x damage multiplier buff upon upgrading
 
MG42
- Nerfed drum mag capacity from 125 to 100 to differentiate its unupgraded version from the Browning, which also better represents its lower historically accurate capacity
 
PTRS-41
- Nerfed reserve ammo to 50 max instead of 60 to match other similar rifles, and also so that the upgraded reserve ammo feels more earned
- Now plays cut sniper VOX instead of PPSH VOX, which also makes the PPSH VOX more special being for just one weapon
- (Upgraded) Increased reserve ammo from 60 to 64 so it is actually divisible by the clip capacity (8)
 
M2 Flamethrower
- Fixed knife delay
- Fixed ADS glitching when using Toggle ADS settings
- Fixed Bowie Knife missing sound when knifing with this weapon
 
Knife
- Knife lunging is more smooth and occurs less often
 
Bouncing Betty
- Decreased delay from 2 seconds to 1 second before activation
- Fixed capitalization in the instruction hintstring
 
Molotov Cocktails
- Received a substantial buff. They are moderately better than normal grenades now, but still not as useful as Monkey Bombs
 
Stielhandgranate
- Fixed plurality on hintstring
- Grenade suicide does not magically give you an extra grenade when falling into last stand
 
Ray Gun
- (Upgraded) Fixed Ray Gun VOX not playing
- (Upgraded) Fixed last stand giving you more than one ammo cartridge
 
Wunderwaffe DG-2
- Does not remove Jugger-Nog health buff in any capacity
 
Mystery Box
- Changed hintstring to say "use Mystery Box" instead of "for a random weapon"
- Ray Gun is obtainable from the first Mystery Box location on all maps now, and you are not required to get a Teddy Bear first
- Gewehr 43 & regular M1 Garand are no longer excluded from the box
 
Last Stand Pistols
- Solo Revive: Upgraded starting pistol (Hierarchy: Ray Gun , Default)
- Co-op: Starting pistol (Hierarchy: Ray Gun , Explosive Pistol , .357 , Default)
- Before downing, if the player has a pistol that is better than their default pistol, then that pistol will overwrite it while down. Upgraded variants take precedent over their regular counterparts, as expected
- Ammo: Player receives 3 magazines for regular pistols and only 1 cartridge for both the un-upgraded and upgraded Ray Gun
Map Specific Changelist
Shi No Numa
  • Added "mission intro" in bottom left corner at the start of the game.
  • Added "level start" VOX using generic Zombie quotes.
  • Added unused jap_walk_v4 animation.
  • Added unused (rarely occuring)  jap_run_v5 animation.
  • Added unused (rarely occuring)  jap_run_v6 animation.
  • Added unused swamp perk machine textures from the game files.
  • Added cut hellhound round start "howling" sound that was only used on the PS3 version.
  • Perk hintstrings now have unique messages, like the other maps.
  • Hellhound functionality includes improvements made in future maps, including a health buff, but slightly lower than Der Riese to account for no Pack-a-punch.
  • Carpenter VOX uses additional repurposed lines that were originally made for general barrier repairing.
  • When picking up a powerup, characters choose from 3 lines instead of 1.
  • When opening the second or third hut, there is a 50% chance of the closest player commenting on the randomization of perks.
  • When a perk is decided, the closest player within a small radius of the perk will shout the perk name.
Der Riese
  • Changed vision file to give the map a bluer and dark tint, rather than the original greyish-green look.
  • Updated 'mission intro' in bottom left corner to include the storyline accurate date.
  • Added unused walk_v9 animation. (Used Black Ops 1)
  • Added unused (rarely occuring) unused run_v1 animation. (Used on IOS version)
  • Added unused 5th Maxis radio from the game files. (Used on IOS version)
  • Der Riese Easter Egg/Storyline changes & additions:
    • Increased percent chance for VOX when interacting with Easter Egg items and added one unused Takeo line to the Corkboard cycle. (50% chance)
    • Increased percent chance for general storyline VOX early game. (5% chance)
    • Added unused rare VOX that can play after teleporting. (5% chance)
    • Added unused rare VOX that can player after picking up a power up. (3% chance)
    • Added new Easter Egg VOX when aiming down sights at the barrier near the "Teddy is a liar" wall writing.
    • The Fly Trap Easter Egg now spawns in a random power up as an award.
    • Proning at a perk will now randomly either give you one, two, or three "+10 points" instead of always just "+25." This not only adds some nice variety and mirrors how each perk is supposedly worth "10 cents," but it also fixes an issue where WaW only displays points rounded to the nearest tenth, meaning a player may think they have more points than they actually do.
       
  • Increased PaP "waiting" VOX odds to play 50% of the time you upgrade, rather than 8%, which is more similar to future zombie games.
  • Fixed "seeing Pack-a-Punch" VOX so players no longer talk about how to get to the door open once all teleporters are linked.
  • Added several unused VOX lines when a player picks up the Carpenter power up.
  • Player surrounded VOX now also plays in solo, but without the responses from other characters and at a lower % chance.
  • Player no longer receives a free Colt when they have 0 weapons from leaving a weapon in the Pack-a-punch machine, instead the screen is just blank, similar to future zombie games.
  • Removed teleporter vision effect that causes FOV to reset back to 65.

Feel free to use any of the assets in my mod for your own map/mod, but make sure to give credit if you release it.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: MayroModz on April 28, 2022, 08:34:58 am
Ok first off, finally!! Needed a mod like this for decades now!! X3
 
Second just 2 small nitpicks,
 
1. Fix PaP HitString still telling player to Upgrade Weapon even after Upgrading
2. Add unused Dog Round Music (Used in BO1 Renaissance Mod)
 
Great Job with mod guys and hope to see future updates/releases to other stock zombie maps like Nacht, Verruct and Shi No Numa!! XP
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: John_Banana on April 29, 2022, 05:20:09 am
Ok first off, finally!! Needed a mod like this for decades now!! X3
 
Second just 2 small nitpicks,
 
1. Fix PaP HitString still telling player to Upgrade Weapon even after Upgrading
2. Add unused Dog Round Music (Used in BO1 Renaissance Mod)
 
Great Job with mod guys and hope to see future updates/releases to other stock zombie maps like Nacht, Verruct and Shi No Numa!! XP
 
Thanks man!
Also
1. I'll take a look at trying to fix this
2. This would be possible but I don't think I'll do it for my mod, I like the dog rounds as they are. But on Shi No Numa I will add the cut howl sound from PS3 version
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: Jayden585 on May 01, 2022, 01:56:27 am
The vanilla zombies experience, but 420% sexier in everyway.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: MayroModz on May 01, 2022, 03:59:23 am
Thanks man!
Also
1. I'll take a look at trying to fix this
2. This would be possible but I don't think I'll do it for my mod, I like the dog rounds as they are. But on Shi No Numa I will add the cut howl sound from PS3 version
No problem!
Thankss
And no worries but I got one more question.
When will this mod support Nacht, Verruckt & Shi No Numa? No rush.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: John_Banana on May 01, 2022, 04:16:36 am
Yeah I will be doing the same for the other maps - but they will not have as many features as Der Riese remastered (well, because they inherently have less features).
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: cammy8580 on May 04, 2022, 12:55:01 am
Great mod! I noticed a small bug, after buying all 4 perks, the dog round end sound plays, and continues to play after every perk you buy.
 
Another thing, I noticed that the mod has some small problems with plutonium, such as the menus and such still using the classic WAW menus, (server browser, profiles, etc). this might be due to plutonium hiding or replacing those options by default.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: John_Banana on May 05, 2022, 06:22:58 pm
Great mod! I noticed a small bug, after buying all 4 perks, the dog round end sound plays, and continues to play after every perk you buy.
 
Another thing, I noticed that the mod has some small problems with plutonium, such as the menus and such still using the classic WAW menus, (server browser, profiles, etc). this might be due to plutonium hiding or replacing those options by default.
Thanks! But my mod was not necessary designed for Plutonium, it's been optimized for vanilla game. So for the perks, I have never heard of that issue, but I just tested it again now on my end and everything seems fine - I'm also confused because there are only 4 perks so how do you keep buying more, do you mean after downing?
 
Now as for the menus, my mod overhauls the menus to add improvements like new buttons, settings, character bios, etc., so if I were to cater to keeping the plutonium style menu then it would mean removing these features or removing features that Vanilla players use.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: cammy8580 on May 05, 2022, 10:38:12 pm
Thanks! But my mod was not necessary designed for Plutonium, it's been optimized for vanilla game. So for the perks, I have never heard of that issue, but I just tested it again now on my end and everything seems fine - I'm also confused because there are only 4 perks so how do you keep buying more, do you mean after downing?
 
Now as for the menus, my mod overhauls the menus to add improvements like new buttons, settings, character bios, etc., so if I were to cater to keeping the plutonium style menu then it would mean removing these features or removing features that Vanilla players use.
Thanks for the reply. Yeah, I meant after downing, Ill try to test the mod on the vanilla game and let you know if the issue persists.
the menu things arent too big of an issue, since i think you can open plutonium's server browser with F10.
 
anyways, thanks again for making this mod! other than what i stated, the mod works great on plutonium and im able to play with friends easily.
 
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: John_Banana on May 06, 2022, 05:45:37 am
Thanks for the reply. Yeah, I meant after downing, Ill try to test the mod on the vanilla game and let you know if the issue persists.
the menu things arent too big of an issue, since i think you can open plutonium's server browser with F10.
 
anyways, thanks again for making this mod! other than what i stated, the mod works great on plutonium and im able to play with friends easily.
Ok, sounds good and if u want to send a video of the bug feel free. Because i cant replicate it on my end
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: AdrX003 on May 31, 2022, 07:09:56 pm
Yop! its a great mod indeed, even looking like an official update, but ill also wanna bug reporting something i got into... Tried to load it in coop (Plutonium & T4M installed) and coop washt working, my friedn got to connect but disconnected shortly after alot of times, some times just got back to the menu, and some others he got this:
Code Snippet
Plaintext
weapon index mismatch for "zombie_tokarev"
We are looking into anyhting that could be on our end and hes, it might be something not related to the mod but ill still check more with others.
I know these kind of messages usually only show up if someone didnt loaded the mod if something is missing, thats why im saying it can be on his part.
 
If you want someone to test it with you i can participate, i have the steam version and lanfix, um just usually more active on plutonium, send a message if needed.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on June 01, 2022, 05:16:19 am
Yop! its a great mod indeed, even looking like an official update, but ill also wanna bug reporting something i got into... Tried to load it in coop (Plutonium & T4M installed) and coop washt working, my friedn got to connect but disconnected shortly after alot of times, some times just got back to the menu, and some others he got this:
Code Snippet
Plaintext
weapon index mismatch for "zombie_tokarev"
We are looking into anyhting that could be on our end and hes, it might be something not related to the mod but ill still check more with others.
I know these kind of messages usually only show up if someone didnt loaded the mod if something is missing, thats why im saying it can be on his part.
 
If you want someone to test it with you i can participate, i have the steam version and lanfix, um just usually more active on plutonium, send a message if needed.
Weird, never seen that bug and I've tested/played in co-op plenty before. I believe a weapon index mismatch issue likely isn't because of a specific mod having a glitch (like mine), but rather it's a general issue that can happen due to a client's game installation. Maybe make sure he doesn't have other custom .iwd files loaded in, make sure he's also on the same version of Plutonium, and also you shouldn't need to install T4M if you're using Plutonium because it already has the features built in.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: AdrX003 on June 01, 2022, 04:19:30 pm
Weird, never seen that bug and I've tested/played in co-op plenty before. I believe a weapon index mismatch issue likely isn't because of a specific mod having a glitch (like mine), but rather it's a general issue that can happen due to a client's game installation. Maybe make sure he doesn't have other custom .iwd files loaded in, make sure he's also on the same version of Plutonium, and also you shouldn't need to install T4M if you're using Plutonium because it already has the features built in.
Indeed, i thought of that first and last thing, were gonna test it again today and ill check his files and all for other IWDs loaded, its also better to do this on the LanFix instead of pluto i guess, since you said its not made do run on it.  
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: Gongsun_Zan on June 04, 2022, 11:24:21 am
I had a similar co-op error to the one above, with a mismatch for the Tokarev and also for the PaP version of the M1 Garand w/launcher (that I know of). I don't have plutonium installed (just T4M), and I've been trying to find a way around this but with no success so far. If I can find a fix, I'll post an update here saying what I did.
 
Other than that, I've got Der Riese installed and had a blast with it in single player. Best remastered map I've played by some margin.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on June 04, 2022, 07:45:58 pm
Well I can't replicate it on my end https://imgur.com/a/JpsPQTw (https://imgur.com/a/JpsPQTw) so all I can say is try to make sure everyone has it installed correctly (in the mods folder), everyone has T4M,  and everyone has the same version of the game (steam, for example). Try running a scan for verifying the integrity of game files if maybe their game installation got messed up over the years
 
This mod has plenty of edited weapons and a weapon index mismatch sounds to me like each client isn't loading in the same weapons when they run my mod, which doesn't make any sense to me
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: ween on June 04, 2022, 09:49:14 pm
Really loving this mod, these are definitely the definitive versions of these maps. Also really cool to see you're still working on it. I was wondering if you were planning to change the zombie's behavior after a nuke to how it is in later installments, where they can't hit you after you collect the powerup. So far thats my only suggestion though. Cant wait to play nacht and verruckt without the zombies being covered in superglue.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on June 04, 2022, 10:55:00 pm
Thanks man, glad you enjoy it. I've definitely thought about that and it would be possible, however I'm always careful about making things too easy since part of what makes WaW special is how challenging and "unforgiving" it can be (that's why I still have a setting to re-enable the sticky zombies). We will see though :)
 
Also, to the person that had the co-op bug please keep me updated, maybe try it with a different friend and try to give as much details as you can.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: Gongsun_Zan on June 07, 2022, 10:35:17 pm
Working for me on co-op now - turns out my friend somehow managed to install this mod incorrectly on two separate occasions (despite having installed WaW maps before). Everything is now working perfectly; didn't need to verify my game files or anything either.
 
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: cammy8580 on June 20, 2022, 08:07:31 pm
Loving the mod, the game is so much better now that you cant stick to the zombies anymore. are you planning on adding the purple-ish metal to the paped versions of guns like the FG42 and .357 Magnum? it would make them look WAY better than how they look currently with their incomplete camos,
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: kylegreen8 on June 23, 2022, 07:51:53 pm
How do i launch the mod if there is a way?
 
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: KrasnayaSoldat on June 24, 2022, 12:10:08 am
Hello,
 
So question, I personally downloaded and installed both mods as directed. They work fine on my pc. I had my buddy do the same so we can play coop. He followed the same directions as I did when installing. His versions do not work. Yes he has the suggested version of T4M installed as do I. Please Help.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on June 24, 2022, 05:25:20 pm
Loving the mod, the game is so much better now that you cant stick to the zombies anymore. are you planning on adding the purple-ish metal to the paped versions of guns like the FG42 and .357 Magnum? it would make them look WAY better than how they look currently with their incomplete camos,
Thanks! I'm probably not gonna mess with any vanilla PaP models though, some were just made to look more incomplete and some are fully covered, adds some diversity.  
How do i launch the mod if there is a way?
 
 
Follow the instructions on the thread, and once you have the mod you want (shi no numa or der riese) in your mods folder, all you have to do is open your game and click mods, then select my mod and click launch
 
Hello,
 
So question, I personally downloaded and installed both mods as directed. They work fine on my pc. I had my buddy do the same so we can play coop. He followed the same directions as I did when installing. His versions do not work. Yes he has the suggested version of T4M installed as do I. Please Help.
 
I can't  help much unless you give more details. Steam? CD version? cracked version? is he on a mac? Plutonium? Does he get an error message? This is what your installation should look, idk how I can make it much simpler than this:
Local > Activision > CoDWaW > mods > (mod name with mod files)
(https://cdn.discordapp.com/attachments/987918955719057484/989789419236110376/unknown.png)
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: Callcium on June 25, 2022, 01:48:00 pm
Upon loading the mod to play, i got an error : Exceeded limit of 1600 'loaded sound' assets . From what iv'e seen with the reviews it seems like i am the only one that has this issue so I could have made a mistake while setting the mod up, but i just wanted to post about this in case there is a way to fix it. :) (also please remove my other post because i dont know how i posted that)
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: smasher248 on June 25, 2022, 02:14:48 pm
Upon loading the mod to play, i got an error : Exceeded limit of 1600 'loaded sound' assets . From what iv'e seen with the reviews it seems like i am the only one that has this issue so I could have made a mistake while setting the mod up, but i just wanted to post about this in case there is a way to fix it. :) (also please remove my other post because i dont know how i posted that)
you need to install t4m, it can be found here: https://www.ugx-mods.com/forum/mods-releases/61/world-at-war-modification-t4m-r45/8092/ (https://www.ugx-mods.com/forum/mods-releases/61/world-at-war-modification-t4m-r45/8092/)
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: Callcium on June 25, 2022, 03:20:56 pm
you need to install t4m, it can be found here: https://www.ugx-mods.com/forum/mods-releases/61/world-at-war-modification-t4m-r45/8092/ (https://www.ugx-mods.com/forum/mods-releases/61/world-at-war-modification-t4m-r45/8092/)
I should read before i do things, thanks man :)
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: fra98_ on June 26, 2022, 04:13:50 pm
Loving this mod! Keep going!
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on July 16, 2022, 05:09:02 pm
Update
 
I have gone ahead and updated both links with a new patch applied which include these changes:
 

 
Note on unfinished changes:
 
Unfortunately, I am away for a few weeks and couldn't finish all of the latest changes, so keep in mind that a few of the PaP models will be improved (Upgraded MG42/Browning are missing bipods, for example, but this will be fixed eventually). I wanted to get the update out rather than delaying it
 
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: Greeenn on July 26, 2022, 04:01:36 am
I cant load this mod it doesnt work at all whenever i launch it for der riese it just simply sends me back to the base game with no mods or anything is there a way to fix this? i already have t4m installed prior to downloading this mod please help
 
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on July 27, 2022, 05:30:54 am
If it's not working you've messed up when installing, which isn't a big deal - you can easily correct any mistakes. Make sure the mod you want (Der Riese) is unzippied (i.e., you have a folder named n_zombie_dlc3 and inside it is a .iwd file and .ff file), and then put that folder inside your game's mods folder. If you're using Plutonium then they have a specific directory, otherwise for steam it's just the same as where you put custom maps.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: Greeenn on July 28, 2022, 12:37:26 am
Ok i was able to fix the problem thank you so much for the help and this mod!
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: Amendoim115 on August 04, 2022, 11:14:09 pm
I did everything in the instructions but I still can't get the mod to appear in the game, when i go to play the maps i go back to the original version
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on August 06, 2022, 06:52:29 pm
Try following the instructions again this is where the mod goes and what it should look like
 
(https://cdn.discordapp.com/attachments/987918955719057484/989789419236110376/unknown.png)
 
 
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: KhelMho on August 07, 2022, 03:33:27 am
I hope this will be open source. Combination with numan powerups and gympie perks would be awesome. I love this mod :cool_doge:  
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on August 13, 2022, 07:15:01 pm
Hey guys! I have a quick update I want to announce: Shi No Numa now has a hidden quest inspired by the storyline & Treyarch's Black Ops 1 style Easter Eggs. See if you can figure it out :wink:
 
Here is the trailer:

Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on August 24, 2022, 05:17:18 am
Update: Officially working on Nacht Der Untoten! Feel free to leave any suggestions or if there are glitches you've noticed in the OG map that I could try to fix.
 
Before I share just a few of the things I've added so far, keep in mind there will stll be some settings to adjust/disable these features, and on top of that I really want to take Nacht to the next level while still retaining that classic, simple survival feel.
 
* Carried over all weapon balance changes & my new custom guns from other maps
* Adding new generic Marine voiceover, this includes full support using Der Riese style vox code ranging from voiceover for headshots, to explosive kills, picking up weapons, being surrounded by zombies, powerups, downing/reviving, etc and even a few new functions to make it unique.
* Scoped Kar98k is now only in the Cabinet to make it more special
* Carried over all powerup fixes from other maps, HUD icon, devil announcer, max ammo works on Rifle Grenades/Grenades/Molotovs, getting points from powerups, Carpenter added, etc.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: junmi0908 on September 04, 2022, 06:58:52 pm
i've got a bug when i load shi no numa after 3 seconds it sounds the crash sound and i can't do anything, only restart my pc manually
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: MaryMallon on September 05, 2022, 01:22:04 pm
I think adding in the powerup timer on the hud from nacht as a option for all the maps would be nice.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on September 06, 2022, 01:10:25 am
i've got a bug when i load shi no numa after 3 seconds it sounds the crash sound and i can't do anything, only restart my pc manually
 
Make sure you installed it correctly, it can be a bit confusing because each map is its own mod and needs to be in the correct directory
 
 
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: John_Banana on September 08, 2022, 06:00:19 pm
Just want to share some things
 
If you're sending me a 6 paragraph essay about how I'm killing the feel of WaW where you want me to cut 90% of my changes in these mods, and then playing it off with "it's just a suggestion bro" then I'm not going to consider it, I'm busy trying to actually make something cool here.
 
I have tried my best to be very faithful to the spirit of WaW and what Treyarch would do if they were in my shoes. But this mod gives me an opportunity to expand and polish the game that I love, what fun would it be to just fix the Wunderwaffe glitch and call it a day, with so many other bugs & stones left unturned? That would be boring, I want this project to be more than that. However, when my changes do cross the line of heavily altering gameplay (sticky zombies, 24+ zombies on solo), then I always add in a toggle setting so you can revert back to normal. If you feel like it would be benifical to add more settings then that would also be a fine suggestion.
 
But if you're messaging me that it's too dramatic of a change to add screenshaking fx to repairing barriers or matching backwards movement speed to the console version, then this mod isn't for you.
 
That is all, for anyone that has actual suggestions then please continue as you all have. I've just finished the Marine voiceover for Nacht (which yes, will have a setting to disable) and I'm really excited to share it, for now here is a sheet (https://docs.google.com/spreadsheets/d/1mfk77649vmB5EbOgNtmsCFYRFnlOojp5KyqYTyuU3oA/edit?usp=sharing) if you want to read about all the new lines.
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese, Shi No Numa, Nacht) [3/4 Complete]
Post by: John_Banana on October 15, 2022, 11:05:32 pm
New update for all 3 maps is out, same links in the thread as always:
 
- New functionality for Achievements
 
- New menu items and a few more settings (LOD setting, super sprinters on Nacht, character dialogue, updated controller support)
 
- Splash damage has been re-written, it's not as nerfed as vanilla Der Riese but not as harsh as Nacht
 
- Occasional helmets on Der Riese and Shi No Numa
 
- Plenty more bug fixes and things polished, I gave up documenting every change for a while
 
And if you missed it, Nacht Der Untoten has already been released; the cool thing with it is the new set of Marine voiceover
 
https://imgur.com/a/X3bgvlg (https://imgur.com/a/X3bgvlg)
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese, Shi No Numa, Nacht) [3/4 Complete]
Post by: fra98_ on October 19, 2022, 06:41:35 am
New update for all 3 maps is out, same links in the thread as always:
 
- New functionality for Achievements
 
- New menu items and a few more settings (LOD setting, super sprinters on Nacht, character dialogue, updated controller support)
 
- Splash damage has been re-written, it's not as nerfed as vanilla Der Riese but not as harsh as Nacht
 
- Occasional helmets on Der Riese and Shi No Numa
 
- Plenty more bug fixes and things polished, I gave up documenting every change for a while
 
And if you missed it, Nacht Der Untoten has already been released; the cool thing with it is the new set of Marine voiceover
 
https://imgur.com/a/X3bgvlg (https://imgur.com/a/X3bgvlg)
Amazing, thank you!


Double Post Merge: October 19, 2022, 07:17:48 am
New update for all 3 maps is out, same links in the thread as always:
 
- New functionality for Achievements
 
- New menu items and a few more settings (LOD setting, super sprinters on Nacht, character dialogue, updated controller support)
 
- Splash damage has been re-written, it's not as nerfed as vanilla Der Riese but not as harsh as Nacht
 
- Occasional helmets on Der Riese and Shi No Numa
 
- Plenty more bug fixes and things polished, I gave up documenting every change for a while
 
And if you missed it, Nacht Der Untoten has already been released; the cool thing with it is the new set of Marine voiceover
 
https://imgur.com/a/X3bgvlg (https://imgur.com/a/X3bgvlg)
I have a weird request seeing you're porting console features on pc, is there any way to edit HUD safe area limits? I don't think there's an option on PC WaW.
 
I see there's a command that shows you current safe area (cg_debugDrawSafeAreas) but not a single command to edit it.
 
Any way, awesome work again and have a nice day!
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese, Shi No Numa, Nacht) [3/4 Complete]
Post by: John_Banana on October 19, 2022, 08:32:49 pm
Thanks! Unfortunately I won't bring back safe area it's not just a dvar, it's probably in the UI menu files so a lot more work to get it functional on pc
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese, Shi No Numa, Nacht) [3/4 Complete]
Post by: fra98_ on October 20, 2022, 10:04:11 am
Thanks! Unfortunately I won't bring back safe area it's not just a dvar, it's probably in the UI menu files so a lot more work to get it functional on pc
That's unfortunate but I understand, I'll personally try to find a solution for it, digging in menu files. There has to be something related to it somewhere.
 
Have a nice day!
 
 
 
 
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: Amendoim115 on November 12, 2022, 04:39:22 am
Try following the instructions again this is where the mod goes and what it should look like
 
(https://cdn.discordapp.com/attachments/987918955719057484/989789419236110376/unknown.png)
Yep, mine looks exactly like this and still doesn't work, guess i am cursed
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese, Shi No Numa, Nacht) [3/4 Complete]
Post by: John_Banana on November 14, 2022, 06:56:12 am
Well you're still doing something wrong if it's not working. Follow the installation steps, open the game, then in the Mods section select the map you want and click Launch.  Or maybe you're putting it in the wrong mods folder if you're using an unofficial third party launcher
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese & Shi No Numa) [2/4 Complete]
Post by: AdrX003 on November 24, 2022, 12:14:27 am
I did everything in the instructions but I still can't get the mod to appear in the game, when i go to play the maps i go back to the original version
Yoo, hard to find another brazilian here, if u wanna play sometime hit me up, most active at night cause of work. AdrX003#2242
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese Release)
Post by: Власюк Богдан on January 01, 2023, 06:32:18 pm
Hello all  i have some problem
with this mods. When i started  lobby  has  conflict . Help me pls.    ... https://drive.google.com/file/d/19pc752ILqpKbvhak-y8HjjoZhLJ9MtZs/view?usp=share_link (https://drive.google.com/file/d/19pc752ILqpKbvhak-y8HjjoZhLJ9MtZs/view?usp=share_link)
Ok first off, finally!! Needed a mod like this for decades now!! X3
 
Second just 2 small nitpicks,
 
1. Fix PaP HitString still telling player to Upgrade Weapon even after Upgrading
2. Add unused Dog Round Music (Used in BO1 Renaissance Mod)
 
Great Job with mod guys and hope to see future updates/releases to other stock zombie maps like Nacht, Verruct and Shi No Numa!! XP
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese, Shi No Numa, Nacht) [3/4 Complete]
Post by: John_Banana on January 02, 2023, 05:01:10 am
Hey, make sure to install T4M. All you have to do is drag & drop the .dll file into your World at War folder https://www.ugx-mods.com/forum/mods-releases/61/world-at-war-modification-t4m-r45/8092/ (https://www.ugx-mods.com/forum/mods-releases/61/world-at-war-modification-t4m-r45/8092/)
Title: Re: [T4M] Nazi Zombies Remastered (Der Riese, Shi No Numa, Nacht) [3/4 Complete]
Post by: Moe Lester on January 08, 2023, 10:44:39 pm
Shi No Numa has been deleted?
Title: Re: [T4M] Nazi Zombies Remastered (All four maps)
Post by: John_Banana on January 18, 2023, 10:57:04 pm
Yes had to do some work on it.
 
All 4 maps are back online & ready to go, also check the OP for a new installation guide & all in one link, which also includes desktop shortcuts to run the mod with ease.
 
Shi No Numa easter egg has been heavily updated, not only does it work with all player sizes, but there are more steps, more items/animations, and a better experience
Title: Re: [T4M] Nazi Zombies Remastered (All four maps)
Post by: kimkardashians on January 20, 2023, 05:18:45 pm
This mod is great. I however have had multiple DirectX crashes on the most recent build of Der Riese after tabbing out. I had no issues until i downloaded and played the versions from the all in one zip
Title: Re: [T4M] Nazi Zombies Remastered (All four maps)
Post by: John_Banana on January 22, 2023, 04:28:11 am
World at war is notorious for always crashing when you try to alt tab, but after some quick testing it appears to work as expected on my end. Only recent changes to Der Riese are small script tweaks and the updated HD font.
 
So without any more details, a DirectX error could be a bunch of different things  unrelated to mod, I'd suggest trying to avoid alt tabbing or entering the following console command so that you can have borderless fullscreen and alt tab with ease. Or try playing the old version of the mod and see if the error happens too
Code Snippet
Plaintext
r_fullscreen 0;vid_xpos 0;vid_ypos 0;r_noborder 1;vid_restart

Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: cammy8580 on February 15, 2023, 01:13:24 am
Is the Springfield fixed in this mod? as well as the UV texture for the revolver?
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: John_Banana on February 20, 2023, 07:44:13 am
Is the Springfield fixed in this mod? as well as the UV texture for the revolver?
What do you mean by fixed? The stats being overly weak?  They've been adjusted, but it's still worse than the Kar on purpose. The model? The gaps are gone but the iron sights are the same
 
The UV mapping on the 357 looks good to me nothing misaligned
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: peruanoctm on March 05, 2023, 07:31:39 pm
Ok, so first of all amazing mod it really improves the gameplay without changing the feeling of WaW zombies.
 
Next, I noticed that the demonic announcer is always in english. My game is in spanish and the characters voices use the spanish translation except on natch (because there was no translation) but for some reason the demonic announcer voice is in english.
 
Is there a way to replace the english audio file for the spanish one or make the map use the spanish audio?
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: John_Banana on April 14, 2023, 08:00:36 am
Which maps do you have that issue? All 4 or just Nacht?
 
Don't know though, I just use the English version so I never looked into how different translations work. Pathways should be the same just in the localized_spanish iwd's
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: Stranger34 on April 28, 2023, 12:14:58 pm
Hey dude, when i'm launching a map with this mod, my game crashes and error pops out saying "Exceed limit of 1600 "loaded_sound" assests. How do i fix this, did i do something wrong, or its the mod's problems?
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: LIGHTNING on May 04, 2023, 05:49:28 am
Hey dude, when i'm launching a map with this mod, my game crashes and error pops out saying "Exceed limit of 1600 "loaded_sound" assests. How do i fix this, did i do something wrong, or its the mod's problems?
It's not the mods problem, u need to download t4m or lower the texture quality in the texture settings for it to work
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: John_Banana on May 05, 2023, 12:28:47 am
Yeah he just forgot T4M I believe he fixed it also commented on my video. But also this mod is still being worked on, planning to release an update sometime this year with a long awaited continuion of where I left off with Shi No Numa.. ​:)​
 
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: Stranger34 on May 05, 2023, 12:44:08 pm
It's not the mods problem, u need to download t4m or lower the texture quality in the texture settings for it to work
Thanks for the response, i downloaded t4m and put it into the game's folder, still gives me error, and my menu is cursed, i mean like theres "oOFeO)(o" instead of play, settings, and etc. I think my pc is just a potato
 
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: John_Banana on May 08, 2023, 06:16:33 pm
Thanks for the response, i downloaded t4m and put it into the game's folder, still gives me error, and my menu is cursed, i mean like theres "oOFeO)(o" instead of play, settings, and etc. I think my pc is just a potato
 
 
I don't believe you installed it correctly then, make sure to follow everything here https://www.youtube.com/watch?v=YbOq6Nb9xug (https://www.youtube.com/watch?v=YbOq6Nb9xug)
 
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: John_Banana on July 04, 2023, 08:25:37 pm
COD5 Zombies Remastered Update
(https://i.imgur.com/YuT5y8L.jpg)
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: fagglebag on July 25, 2023, 01:35:17 pm
Great mod! Everything WaW zombies should have been. One question tho: is the ray gun rarer in this mod? I went through several Nacht games and a long Verrückt game and didn't get it once while getting every other gun in the box several times. Usually in vanilla waw I get it within a few spins. Am I just unlucky?
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: John_Banana on July 26, 2023, 11:01:03 pm
Thanks! The ray gun odds are the same as any regular weapon in Nacht and Verruckt: a complete lottery, same as in vanilla.
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: kyleboiv on July 27, 2023, 05:33:27 pm
Loving the mod so far, only question I have is, is there a guide for the easter eggs anywhere or is it just a "Figure it out on your own" type thing?
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: Clippy95 on August 11, 2023, 01:16:29 pm
needs a buyable ending where is it?
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: John_Banana on August 11, 2023, 10:03:00 pm
Loving the mod so far, only question I have is, is there a guide for the easter eggs anywhere or is it just a "Figure it out on your own" type thing?
It is but if you join my discord linked on my youtube we have talked about the steps before. The DLC2 trailer also hints at a lot of the steps if you really analyze it
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: TroianZZ on September 03, 2023, 05:28:01 am
This is just amazing. Simply amazing. I originally downloaded this mod over a year ago and found issue with the FoV, but after coming back to it just now it has really improved overall since then. This game is so special to me and I can't thank you enough for creating this mod.
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: John_Banana on September 23, 2023, 05:22:32 am
Small update, same link as always
- double tap now increases bullet damage by 33% in addition to 33% firerate buff. so on verruckt and snn specifically where there's no pap, some bullet weapons should last a few rounds longer
- rare japanese headbands on SNN zombies
- fixed m1 garand launcher ammo reset bug when revived
 
Reminder, still no one has posted guides or full footage to the easter egg quests, it's more fun for the community to do it so first in the world is still there for the taking
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: fra98_ on October 09, 2023, 12:09:49 am
Just adding this, Wunderwaffe for some reason on Der Riese it just appears black without a camo when Papped.
 
And I got this odd thing too, nears dogs cages in der riese there are the "two brains" for the EE song, and one is near the teleporter on the other side of the map, sure
 
I interacted with the two "brains " near the dogs cages, I got the "interacted" sound effect, but I could still hear the sound effect that means that I still have to interact with it. Meanwhile going on the third one there was no sound effect before interacting with it and after interacting with it. I interacted anyway and the song started.
 
It looks the sfx are all near the first two ones near the dog cages, and there are no sfx on the third one
 
Idk why though, plutonium btw
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: John_Banana on October 09, 2023, 02:15:34 am
Just adding this, Wunderwaffe for some reason on Der Riese it just appears black without a camo when Papped.
 
And I got this odd thing too, nears dogs cages in der riese there are the "two brains" for the EE song, and one is near the teleporter on the other side of the map, sure
 
I interacted with the two "brains " near the dogs cages, I got the "interacted" sound effect, but I could still hear the sound effect that means that I still have to interact with it. Meanwhile going on the third one there was no sound effect before interacting with it and after interacting with it. I interacted anyway and the song started.
 
It looks the sfx are all near the first two ones near the dog cages, and there are no sfx on the third one
 
Idk why though, plutonium btw
Thanks for playing.
 
Try turning on your Specular Maps in graphics settings, you basically have "shininess" disabled so that's why they look black.
 
As for the jars, this is how they work in WAW the loop sound does not stop. The interact sound is glitchy and sometimes does not play, same in Vanilla. I have tried to fix it for years but never could figure out why.
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Maps)
Post by: fra98_ on October 09, 2023, 08:29:05 am
Thanks for playing.
 
Try turning on your Specular Maps in graphics settings, you basically have "shininess" disabled so that's why they look black.
 
As for the jars, this is how they work in WAW the loop sound does not stop. The interact sound is glitchy and sometimes does not play, same in Vanilla. I have tried to fix it for years but never could figure out why.
I never noticed that specular maps did that! Thank you for pointing that out
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Stock Maps)
Post by: evilcry on November 26, 2023, 04:15:56 am
Hey ! Your mod is AWESOME no doubt about it, it adds everything I wish plutonium added... But why is there no options to turn off custom weapons ? I just want the game to stay vanilla but with the tesla bug fix and FOV slider and other cool QoL improvements, but being forced to use custom weapons and all really ruins it for me. Also the achievements you added are awesome too ! Thanks for the mod, hope you'll respond ^-^
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Stock Maps)
Post by: kimkardashians on December 02, 2023, 08:26:47 am
in console i found the command theater_quest. waht does this mean? kino is coming?
Title: Re: [T4M] Nazi Zombies Remastered (All 4 Stock Maps)
Post by: John_Banana on December 09, 2023, 07:42:19 am
Hey ! Your mod is AWESOME no doubt about it, it adds everything I wish plutonium added... But why is there no options to turn off custom weapons ? I just want the game to stay vanilla but with the tesla bug fix and FOV slider and other cool QoL improvements, but being forced to use custom weapons and all really ruins it for me. Also the achievements you added are awesome too ! Thanks for the mod, hope you'll respond (https://www.ugx-mods.com/forum/Smileys/ugx/azn.gif)
Responded on youtube already, but in case anyone is wondering my thoughts --I have only added a few custom weapons per map and they are all from multiplayer, it's to the point where you can play a game and still sometimes not notice all the new weapons because they're spread out. A lot of people even download my mod thinking the main feature is custom weapons and that's all the want, so it's a pretty core element. If you're concerned that the gameplay balance is ruined, none of the weapons change any high round strategies or change what "the best weapons are," it's just more fun stuff to play around with. For these reasons, I don't think it's necessary to make a toggle. I have also been trying to encourage the community to modify my mod if they have requests like this, it's easy to do and my mod is open sourced