UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Mods => Topic started by: treminaor on August 24, 2011, 12:31:39 am

Title: UGX Mod
Post by: treminaor on August 24, 2011, 12:31:39 am
(http://img64.imageshack.us/img64/7743/ugxmodlogo.png)
The full version of the UGX mod was first launched with UGX Comosea!
The standalone version of the UGX mod currently under development! (http://ugx-mods.com/forum/index.php?topic=537)

Non-standalone version 1.0 of this mod has been released alongside UGX Comosea!
Click here (http://ugx-mods.com/forum/index.php?topic=413.0) to see the download page.



(http://i.imgur.com/fGWto.png)

NEW GAME MODES
Now there are more ways to enjoy World at War's zombie mode! Expanding on the classic zombie gameplay, we've included 5 separate game modes each offering a unique experience:

  • Gun Game: This was a favourite from UGX Christmas, and it's been tweaked and improved to be even better than before. Compete with your friends to get enough points, so you can reach the highest gun in the cycle before they can beat you to it.
  • Sharpshooter: An endless cycle of random weapons is thrust upon the players, forcing you to fight off the zombie horde with whatever you're given! This offers a fun twist on the classic zombie mode.
  • Bounty Hunter: A special zombie is marked in the game, and you must compete with your friends to be the first one to kill him, in order to gain a mega points bonus!
  • Arcade Mode: Our specially tweaked variant of traditional zombie gameplay, Arcade Mode includes 8+ new powerups and a special boss zombie round.
  • Classic: Un-altered classic Call of Duty zombies, but with the UGX Mod's epic arsenal of weaponry at your disposal.

Timed gameplay can optionally be activated on all five game modes, and on certain UGX official map releases there will be an option to enable objective gameplay too; this will be specific and unique to individual maps.

RANKING SYSTEM
The UGX mod tracks stats and points gained in matches, allowing you to rank-up - this will unlock beneficial abilities or other unlockables to make your game experience persistently fun!
In addition to this there is a unique Challenges system with a variety of special prizes awarded to players who manage to master a weapon, or perform an awesome feat. This includes all-new challenges which we've created ourselves!

70+ NEW WEAPONS
Fight off hordes of zombies with a brand new arsenal of epic weapons, including totally custom-built guns from UGX!
We've also been working very hard to include a huge selection of modern weapons from Call of Duty 4 and Black Ops, as well as awesome wonder-weapons such as the Thunder Gun and Winter's Howl.

ADDITIONAL FEATURES:
  • 8+ New Powerups
    • Including a Sentry Gun
  • Black Ops Quick Revive
  • Black Ops Firesale
  • Black Ops Thundergun, Freezegun, and Crossbow
  • New Zombie Types
  • Custom voiceovers
  • Custom textures / images - LOTS of them!
  • Custom FX



(http://i.imgur.com/gkLg8.png)

Click the spoiler to show our YouTube videos and images. :)
(this was to save space on the page!)

[/list][/list]
Title: Re: UGX Mod
Post by: npissoawsome on August 24, 2011, 02:02:25 am
That animation is amazing keep up the good work darkmapper, and good lick on the scripts guys :D
Title: Re: UGX Mod
Post by: treminaor on August 24, 2011, 02:33:00 pm
The first bit of info that will be released is that of Gun Game. That gamemode is almost finished and therefore there will be some videos and screenshots of it in action soon, as well as a short description of gameplay/features.
Title: Re: UGX Mod
Post by: DeletedUser on August 28, 2011, 11:04:33 pm
Damn good idea (:
I'm sure it will be better then any other mod for waw (:

greetz :D
Title: Re: UGX Mod
Post by: treminaor on August 29, 2011, 12:43:27 am
I'm sure it will be better then any other mod for waw (:
That's what we are aiming for :D
There will be more pictures and a video of Gun Game soon as well as a new video of the UMP animations which are now nearing completion.
Title: Re: UGX Mod
Post by: treminaor on September 02, 2011, 04:43:32 pm
Here's a video of the UMP.45 in-game:
Cod Waw UGX UMP.45 Animations ingame (http://www.youtube.com/watch?v=3UfrekhD2Tc#)

It has been added to the first post. Look forward to a video of Gungame soon!
Title: Re: UGX Mod
Post by: treminaor on September 06, 2011, 07:05:57 am
More tidbits of Gungame info:
-Features UGX Timed Gameplay setting
-Powerup List:
--Gun Advancement
--Points Advancement
--Degradation
--Killshot
--Points Multiplier
--Terminator
--Juggernaut
--Quickfoot


Video to come soon!
Title: Re: UGX Mod
Post by: treminaor on September 09, 2011, 03:54:39 am
Still haven't gotten around to the video but I promise, It'll come :)

We've decided to drop Survival Mode but we intend to replace it with something better. Anyone have any ideas? We're always open to suggestions.

As for progress, we're wrapping up Gungame and starting on Arcademode.
Title: Re: UGX Mod
Post by: mmatt421 on September 22, 2011, 01:46:20 pm
looks great,gun game for zombies sounds awesome and arcade sounds pretty cool.cant wait for the releases or atleast the first teaser vid
Title: Re: UGX Mod
Post by: treminaor on September 22, 2011, 02:38:08 pm
looks great,gun game for zombies sounds awesome and arcade sounds pretty cool.cant wait for the releases or atleast the first teaser vid
There should be a trailer of Gungame in not too long... I'm waiting on a model to be finished and some progress on Bar 2.0 so I can use that map in the video.
Title: Re: UGX Mod
Post by: DeletedUser on September 23, 2011, 05:29:20 pm
I hosted a mod on mw2, called Make em fall.
The idea was this :
-1 or 2 floors that are made from carepackages
-All players have a pistol to shoot the carepackage to let his enemies fall down and die (if you shoot the player you cant kill him - almost no damage)
-At the beginning a gamble system : you get 1 of the pistols, or have change of a tmp (submachinegun)
-It was really fun and everyone alsways likes it (full lobby everytime)

So now the point to my idea:
-You need a small flat map thats made of some kind of boxes that can be destroyed by bullits (6-7 per box)
-The zombies run fast to you (Destroy the boxes to kill them - You cant kill em with your pistol!)
-make it like a square for running around(more challenge, you can fall down yourself too =)
-it needs a gambling system thats gives you pistols like colt,nambu,walther,magnum or moderns weps desert eagle,usp etc. (if youre lucky get a smg)
-it has diffrend levels (easy - medium - hard)
-The zombies need to spawn in the air so they fall down on the platform (more challenge)

I hope ou like this idea

Greetz Jeff


Title: Re: UGX Mod
Post by: Darkmapper on September 23, 2011, 10:30:22 pm
I guess that idea doesnt really fit into the map.
It would make the map far too fancy and arcade like, we`re not really aiming for that.
Title: Re: UGX Mod
Post by: mmatt421 on September 25, 2011, 04:05:40 am
I hosted a mod on mw2, called Make em fall.
The idea was this :
-1 or 2 floors that are made from carepackages
-All players have a pistol to shoot the carepackage to let his enemies fall down and die (if you shoot the player you cant kill him - almost no damage)
-At the beginning a gamble system : you get 1 of the pistols, or have change of a tmp (submachinegun)
-It was really fun and everyone alsways likes it (full lobby everytime)

So now the point to my idea:
-You need a small flat map thats made of some kind of boxes that can be destroyed by bullits (6-7 per box)
-The zombies run fast to you (Destroy the boxes to kill them - You cant kill em with your pistol!)
-make it like a square for running around(more challenge, you can fall down yourself too =)
-it needs a gambling system thats gives you pistols like colt,nambu,walther,magnum or moderns weps desert eagle,usp etc. (if youre lucky get a smg)
-it has diffrend levels (easy - medium - hard)
-The zombies need to spawn in the air so they fall down on the platform (more challenge)

I hope ou like this idea

Greetz Jeff



That don't sound like too much fun if you ask me..
Title: Re: UGX Mod
Post by: Darkmapper on October 08, 2011, 06:58:00 pm
We have made process with that uhm... i dont know if it has been mentioned yet, its basicly just a animation. Since all ressources are now ready and available for me i can start on that.

Also on the past few days ive been working on a model. It was kinda a experiment for me.

(http://img641.imageshack.us/img641/826/xm8.png)

Since treminaor things its good enough to be used in the mod and the poly count is right, im going to animate it and include it in the UGX mod.

Feedback about the model is appreciated.
The picture is a little outdated, i have changed the magazine texture meanwhile and made some other texture corrections.
Title: Re: UGX Mod
Post by: treminaor on October 24, 2011, 02:37:02 pm
I've been working on modding the menu's appearance for UGX Mod for the last few days - video soon.
Title: Re: UGX Mod
Post by: W1NG3D on October 29, 2011, 10:04:08 am

WIN!
Title: Re: UGX Mod
Post by: Adomon22 on November 06, 2011, 12:45:10 pm
holy shit that menu looks good!
Title: Re: UGX Mod
Post by: Paragalor on November 06, 2011, 06:07:02 pm
holy shit that menu looks good!

Agreed! :D
Title: Re: UGX Mod
Post by: mmatt421 on November 07, 2011, 04:07:49 pm
That menu looks epic.
Title: Re: UGX Mod
Post by: Darkmapper on November 22, 2011, 08:11:55 pm
I havent been doing a lot lately so about 2 days ago i thought that i should definitly continue to do some stuff.
So im nearly finished with the Xm8 emtpy reload animation, feedback is as always much appreciated. PS: Im a little sick at the moment so i might sound weird sometimes in the video.

Title: Re: UGX Mod
Post by: treminaor on November 27, 2011, 06:57:34 am
I've made a lot of progress with the Boss Rounds, but there's still a lot to go. I've laid the framework for the round, and have the scream attack in working condition. I'd say about 15% done altogether.
Title: Re: UGX Mod
Post by: Paragalor on November 27, 2011, 05:06:32 pm
Modern weapons are almost exactly 50% done, including gold weapons. :)
Title: Re: UGX Mod
Post by: Darkmapper on November 27, 2011, 09:43:01 pm
Video of the Xm8 ingame with all the animations.

No normal maps/specular maps yet and i didnt add the notetracks so far.

Title: Re: UGX Mod
Post by: Darkmapper on November 29, 2011, 11:29:17 am
Im thinking about reuploading the Xm8 ingame video with far better quality, would be nice if someone tells me if that is even necessary.

Also expect some USAS 12 stuff soon as ill try to get started on it soon.
Title: Re: UGX Mod
Post by: Darkmapper on December 13, 2011, 07:51:32 pm
Getting closer with finishing the Usas 12. The reload animation for it is done. No notetracks/sounds yet or specular/normal maps.
Title: Re: UGX Mod
Post by: Darkmapper on December 21, 2011, 10:38:32 pm
I have finished all the animations of the Usas 12. I also (finally) added the notetracks for the Xm8 and the Usas12. Im currently struggeling with "bad geometry" on the Usas 12 but i should have that figured out rather quickly.

Next up is the PP-19, i think a few people also reffered to it as the "Dildo Cannon" lol.
Title: Re: UGX Mod
Post by: W1NG3D on January 02, 2012, 04:32:42 am
Now that we've released the Christmas edition, it'll be easier for you guys to give us some feedback; what do you like about this preview version of the mod, and better yet, what could be added to it? We're open to suggestions about new gamemodes, powerups and also maps you'd like to see launched with the mod - so feel free to post your thoughts as a reply to this thread!

When it's released, the UGX mod will feature 3-5 different maps, made by us, to play on. Over time we'll release more Map Packs which can be added into the mod folder, including Community Map Packs which will be custom favourites from non-UGX mappers; these mappers will be able to submit a copy of their level for us to sort into a group of other maps to release as a package.

We will provide prefabs for mappers to use before they submit their level to us, such as custom buyable weapons which are included in the mod - unfortunately, due to the nature of the mod, it won't be a simple drag-and-drop installation into an existing map's folder because it will hit engine limitations. As such, mappers will need to make some small and really easy modifications to their map files, add in our custom buyable weapon prefabs to their map, and recompile before sending the map files to us; but don't panic! We'll have full documentation and guides to make this as easy as possible.

Don't forget to check out the recently released UGX Christmas for an early preview of the mod by clicking here! (http://ugx-mods.com/forum/index.php?topic=52.0)
Title: Re: UGX Mod
Post by: hairylarry12 on January 19, 2012, 01:44:34 am
hey what do i do when i try to load the mod it crashes my game and i have to restart my game plz sned me an emaol at [email protected] thx agin brosky
Title: Re: UGX Mod
Post by: hairylarry12 on January 19, 2012, 01:48:22 am
iv got an idea for a gun in the next mod u should add the vector from mw2 think of it it would be great ;D  8)
Title: Re: UGX Mod
Post by: baseball4ev on January 20, 2012, 10:05:01 am
I have a couple suggestions for powerups.

I've really only played gun game on the Christmas edition so I don't know if this goes for all three modes, but I think it would be great if you would change the hammer, 2x, and nuke powerups to something more representative of what they actually are.  For instance, have the nuke (which is killshot) be like a target or something similar.  I think points multiplier (which is the hammer drop) should be the 2x drop and the points advancement (which is the 2x drop) could be like an "up" arrow.

Those are just my suggestions, I think people will easily get confused with the standard powerups meaning something a little different.  Of course, that's just my opinion :)  And like I said, I've only played gun game, so those drops might be have their regular meanings in "classic" and "arcade" mode.
Title: Re: UGX Mod
Post by: treminaor on January 20, 2012, 05:34:45 pm
I have a couple suggestions for powerups.

I've really only played gun game on the Christmas edition so I don't know if this goes for all three modes, but I think it would be great if you would change the hammer, 2x, and nuke powerups to something more representative of what they actually are.  For instance, have the nuke (which is killshot) be like a target or something similar.  I think points multiplier (which is the hammer drop) should be the 2x drop and the points advancement (which is the 2x drop) could be like an "up" arrow.

Those are just my suggestions, I think people will easily get confused with the standard powerups meaning something a little different.  Of course, that's just my opinion :)  And like I said, I've only played gun game, so those drops might be have their regular meanings in "classic" and "arcade" mode.
We were pressed for time so we didnt do any of the extra stuff such as that :\

We will definitely do that for the full UGX Mod and most likely update the Christmas Edition recursively with the same updates.
Title: Re: UGX Mod
Post by: baseball4ev on January 20, 2012, 09:13:35 pm
We were pressed for time so we didnt do any of the extra stuff such as that :\

We will definitely do that for the full UGX Mod and most likely update the Christmas Edition recursively with the same updates.

Sounds good!  Will definitely be looking forward to the full version :)
Title: Re: UGX Mod
Post by: Darkmapper on April 02, 2012, 04:16:59 pm
Pretty much finished the PP19. Just gotta add normal/specular maps i guess and maybe find some better sounds.

http://www.youtube.com/watch?v=85dnDsuWQcc&list=UUo7-VfJMLvRa5xxQqQv9J_Q&index=1&feature=plcp (http://www.youtube.com/watch?v=85dnDsuWQcc&list=UUo7-VfJMLvRa5xxQqQv9J_Q&index=1&feature=plcp)
Title: Re: UGX Mod
Post by: CoDMapper on April 02, 2012, 07:12:19 pm
Very nice Darkmapper!
Title: Re: UGX Mod
Post by: Paragalor on April 03, 2012, 08:24:56 pm
The animations are sick!
Title: Re: UGX Mod
Post by: npissoawsome on May 19, 2012, 04:03:38 pm
Pretty much finished the PP19. Just gotta add normal/specular maps i guess and maybe find some better sounds.

http://www.youtube.com/watch?v=85dnDsuWQcc&list=UUo7-VfJMLvRa5xxQqQv9J_Q&index=1&feature=plcp (http://www.youtube.com/watch?v=85dnDsuWQcc&list=UUo7-VfJMLvRa5xxQqQv9J_Q&index=1&feature=plcp)

you will be a legend if you ever release this map
Title: Re: UGX Mod
Post by: Darkmapper on May 20, 2012, 04:25:16 am
Pretty much finished the PP19. Just gotta add normal/specular maps i guess and maybe find some better sounds.

http://www.youtube.com/watch?v=85dnDsuWQcc&list=UUo7-VfJMLvRa5xxQqQv9J_Q&index=1&feature=plcp (http://www.youtube.com/watch?v=85dnDsuWQcc&list=UUo7-VfJMLvRa5xxQqQv9J_Q&index=1&feature=plcp)

you will be a legend if you ever release this map

In that case, i will never become a legend.
Title: Re: UGX Mod
Post by: treminaor on May 21, 2012, 06:48:10 am
[UGX] Thundergun early demo (http://www.youtube.com/watch?v=uUZNBzWMyMo#ws)
Title: Re: UGX Mod
Post by: hihellobyeoh on May 21, 2012, 01:51:10 pm
not sure if you got this or not because i never saw you try, but if you can reload in between shots they don't have that in BO, just letting you know ( though i'm sure you know this already)
Title: Re: UGX Mod
Post by: treminaor on May 21, 2012, 07:05:39 pm
but if you can reload in between shots they don't have that in BO, just letting you know ( though i'm sure you know this already)
Yeah i know, and its set up right :)
Title: Re: UGX Mod
Post by: ZMBS DON GOONY on May 22, 2012, 01:07:45 am
are you gonna release any imported guns ?
Title: Re: UGX Mod
Post by: treminaor on May 22, 2012, 02:46:10 am
are you gonna release any imported guns ?
Yes, we will release a CoD4 guns pack for 1.4 maps that will include the Crossbow, Freezegun, Thundergun, and all custom UGX weapons that Darkmapper has made (PP19, UMP45, USAS12, XM8, and more).
Title: Re: UGX Mod
Post by: KDXDARK on May 22, 2012, 01:30:26 pm
UGX  are making wins all the day!!! :D :D :D :D :D :D :D :D
Title: Re: UGX Mod
Post by: ZMBS DON GOONY on May 22, 2012, 02:50:42 pm
are you gonna release any imported guns ?
Yes, we will release a CoD4 guns pack for 1.4 maps that will include the Crossbow, Freezegun, Thundergun, and all custom UGX weapons that Darkmapper has made (PP19, UMP45, USAS12, XM8, and more).

THANKS  :D :D :D
Title: Re: UGX Mod
Post by: ssohpkc on August 29, 2012, 12:52:14 am
whens the non christmas one gonna be realesed
Title: Re: UGX Mod
Post by: treminaor on August 29, 2012, 12:59:56 am
whens the non christmas one gonna be realesed
When UGX Comosea is released. UGX Mod will be released by itself for non-UGX use a while AFTER Comosea's release. It will not be simultaneous.
Title: Re: UGX Mod
Post by: ssohpkc on September 07, 2012, 08:00:09 pm
hey ugx team when will they come out how much longer im dieing to know???
Title: Re: UGX Mod
Post by: treminaor on September 07, 2012, 09:47:41 pm
hey ugx team when will they come out how much longer im dieing to know???
The answer is right above your post.
Title: Re: UGX Mod
Post by: ZMBS DON GOONY on September 07, 2012, 10:07:11 pm
nice :)
Title: Re: UGX Mod
Post by: Chunkdogg9 on September 16, 2012, 12:01:22 am
May I ask how this mod will work? Can it be put into a map or is it just a mod you run then run the game?
Title: Re: UGX Mod
Post by: treminaor on September 16, 2012, 12:08:54 am
May I ask how this mod will work? Can it be put into a map or is it just a mod you run then run the game?
It must be put into maps by the map's creator. Quick and easy process that will be explained more later on.
Title: Re: UGX Mod
Post by: Chunkdogg9 on September 16, 2012, 12:12:40 am
Ok thanks just seeing. In that case I'll just wait and I'll put this in my map before I release it
Title: Re: UGX Mod
Post by: geh233 on September 16, 2012, 06:35:10 pm
is there any chance ugx mod will be integrated with the oringinal waw zombie maps? possibly even ndu2 bye gbomb
(ndu2 is a map that like naght der untoten but ALOT bigger and has perks pap power and teleporters)
Title: Re: UGX Mod
Post by: treminaor on September 16, 2012, 06:36:12 pm
is there any chance ugx mod will be integrated with the oringinal waw zombie maps? possibly even ndu2 bye gbomb
(ndu2 is a map that like naght der untoten but ALOT bigger and has perks pap power and teleporters)
We would have to rewrite a lot of UGX Mod to work with Protoype maps.
Title: Re: UGX Mod
Post by: Chunkdogg9 on October 09, 2012, 06:46:17 am
cant wait!!!!
Title: Re: UGX Mod
Post by: daedra descent on October 09, 2012, 01:50:49 pm
cant wait!!!!

I can.

i don't care about UGX mod... i want the forge Mod thing(if its still in progress).
Title: Re: UGX Mod
Post by: nickst98 on October 09, 2012, 03:01:06 pm
I can't wait to add it to fac
Title: Re: UGX Mod
Post by: treminaor on October 09, 2012, 04:47:51 pm
I can.

i don't care about UGX mod... i want the forge Mod thing(if its still in progress).
(http://static.guim.co.uk/sys-images/BOOKS/Pix/pictures/2010/12/23/1293098416971/American-Psycho-006.jpg)
Title: Re: UGX Mod
Post by: deathclonic on October 09, 2012, 04:58:35 pm
(http://static.guim.co.uk/sys-images/BOOKS/Pix/pictures/2010/12/23/1293098416971/American-Psycho-006.jpg)

Agreed
Title: Re: UGX Mod
Post by: daedra descent on October 09, 2012, 06:14:20 pm
http://images.google.com/imgres?q=back+off&num=10&hl=en&safe=active&biw=1280&bih=826&tbm=isch&tbnid=kFKkboQ3tAEFCM:&imgrefurl=http://www.itst-shirttime.com/shop/1638-back-off-im-stressed-to-kill-juniors-funny-t-shirt.htm&docid=aPy5OhESauSrMM&imgurl=http://www.itst-shirttime.com/product_images/q/649/back-off__41140_thumb.jpg&w=303&h=303&ei=D2V0UJnPGIam8gTzpIHICg&zoom=1&iact=rc&dur=0&sig=114049254268657944956&page=1&tbnh=139&tbnw=139&start=0&ndsp=24&ved=1t:429,r:21,s:0,i:139&tx=36&ty=105

I just don't care as much for it...  i mean its great and all but i'd rather have thea ability to create large stratigic structures WHILE slaying hords of zombies.
Title: Re: UGX Mod
Post by: treminaor on October 09, 2012, 06:38:48 pm
http://images.google.com/imgres?q=back+off&num=10&hl=en&safe=active&biw=1280&bih=826&tbm=isch&tbnid=kFKkboQ3tAEFCM:&imgrefurl=http://www.itst-shirttime.com/shop/1638-back-off-im-stressed-to-kill-juniors-funny-t-shirt.htm&docid=aPy5OhESauSrMM&imgurl=http://www.itst-shirttime.com/product_images/q/649/back-off__41140_thumb.jpg&w=303&h=303&ei=D2V0UJnPGIam8gTzpIHICg&zoom=1&iact=rc&dur=0&sig=114049254268657944956&page=1&tbnh=139&tbnw=139&start=0&ndsp=24&ved=1t:429,r:21,s:0,i:139&tx=36&ty=105

I just don't care as much for it...  i mean its great and all but i'd rather have thea ability to create large stratigic structures WHILE slaying hords of zombies.
You will be waiting quite a while for it.
Title: Re: UGX Mod
Post by: daedra descent on October 09, 2012, 06:40:19 pm
You will be waiting quite a while for it.

i'll-be-an-old-man type of wait?
Title: Re: UGX Mod
Post by: Earth on October 09, 2012, 07:07:44 pm
Agreed

Also agreed.

http://images.google.com/imgres?q=back+off&num=10&hl=en&safe=active&biw=1280&bih=826&tbm=isch&tbnid=kFKkboQ3tAEFCM:&imgrefurl=http://www.itst-shirttime.com/shop/1638-back-off-im-stressed-to-kill-juniors-funny-t-shirt.htm&docid=aPy5OhESauSrMM&imgurl=http://www.itst-shirttime.com/product_images/q/649/back-off__41140_thumb.jpg&w=303&h=303&ei=D2V0UJnPGIam8gTzpIHICg&zoom=1&iact=rc&dur=0&sig=114049254268657944956&page=1&tbnh=139&tbnw=139&start=0&ndsp=24&ved=1t:429,r:21,s:0,i:139&tx=36&ty=105

I just don't care as much for it...  i mean its great and all but i'd rather have thea ability to create large stratigic structures WHILE slaying hords of zombies.

lol@image embed fail

(http://halftimeadjustment.com/wp-content/uploads/2011/04/sensors-indicate-noob.jpg)
Title: Re: UGX Mod
Post by: treminaor on October 09, 2012, 08:26:57 pm
i'll-be-an-old-man type of wait?
As in we aren't working on it right now and we have another map already in development.
Title: Re: UGX Mod
Post by: Chunkdogg9 on October 10, 2012, 02:43:14 pm
Forge mod?
Title: Re: UGX Mod
Post by: daedra descent on October 10, 2012, 02:52:00 pm
As in we aren't working on it right now and we have another map already in development.

I call Bull shit on that!



Title: Re: UGX Mod
Post by: Chunkdogg9 on October 10, 2012, 02:53:52 pm
I call Bull shit on that!

Maybe bar 2 you idiot
Title: Re: UGX Mod
Post by: deathclonic on October 10, 2012, 04:18:49 pm
I call Bull shit on that!

Maybe MP Warehouse, Zombie Bar 2.0, Zombie City, Comosea, UGX Mod (Full), Paradox, and MP Hideaway you idiot.
Title: Re: UGX Mod
Post by: daedra descent on October 10, 2012, 06:02:18 pm
of course i knew that they where makeing other maps that will likely take 3 months each to complete, I really just don't Care as much for them, so mind using your two brain cells that you have wasted on hating on me for something else?
Title: Re: UGX Mod
Post by: Earth on October 10, 2012, 10:05:28 pm
of course i knew that they where makeing other maps that will likely take 3 months each to complete, I really just don't Care as much for them, so mind using your two brain cells that you have wasted on hating on me for something else?

 :poker:
did you reread anything before you posted it
Title: Re: UGX Mod
Post by: nickst98 on October 10, 2012, 10:16:00 pm
of course i knew that they where makeing other maps that will likely take 3 months each to complete, I really just don't Care as much for them, so mind using your two brain cells that you have wasted on hating on me for something else?

dont start a fight. ugx has had one deleted topic due to fighting. do not make this #2

the lack of fights is why i joined and love using ugx
Title: Re: UGX Mod
Post by: geh233 on November 02, 2012, 08:39:29 pm
i may have said this before but i think that you guys should integrate
UGX mod with all of the classic maps. and just like black ops classic zombies where you can only get thunder gun in der riese or untoten and winters howl in verruct or shinonuma. lastly i'd ad at least one sort of bolt action rifle (NO scope and SLIGHTLY more damage than kar98. like the springfield or mosin nagat. have an example: on untoten the the kar98 would now be springfield, m1a1 would be g3, thompson would be ak74, double barrel would be m1014, bar would be saw, and kar98 scoped would be r700
Title: Re: UGX Mod
Post by: treminaor on November 02, 2012, 08:44:35 pm
We can't integrate it with any of those maps for two big reasons:
1) Only Der Reise has 1.4 scripts, we would have to make a new version of UGX mod for each of the other maps which is not worth our time.
2) There isn't enough asset room in any of the maps except for Nacht Der Untoten to accommodate our fx or weapons, and we can't recompile any of the stock maps to get more room.
Title: Re: UGX Mod
Post by: geh233 on November 02, 2012, 08:55:26 pm
We can't integrate it with any of those maps for two big reasons:
1) Only Der Reise has 1.4 scripts, we would have to make a new version of UGX mod for each of the other maps which is not worth our time.
2) There isn't enough asset room in any of the maps except for Nacht Der Untoten to accommodate our fx or weapons, and we can't recompile any of them to get more room.
then could you just do it for naght der untoten? how about making a larger version of it like NDU2? (PS if you did do that, i'd want there to be a challenge to get the PaP)
Title: Re: UGX Mod
Post by: treminaor on November 02, 2012, 08:57:12 pm
then could you just do it for naght der untoten? how about making a larger version of it like NDU2? (PS if you did do that, i'd want there to be a challenge to get the PaP)
It would require a re-write of more than 70% of the UGX Mod code for 1.1 scripts, which is too much work for one map in my opinion.
Title: Re: UGX Mod
Post by: Chunkdogg9 on November 02, 2012, 11:26:54 pm
So when will this be out
Title: Re: UGX Mod
Post by: treminaor on November 03, 2012, 12:21:05 am
So when will this be out
Some time after Bar v2.0
Title: Re: UGX Mod
Post by: daedra descent on November 03, 2012, 04:44:09 am
 i thought that it would be released after comosea.
Title: Re: UGX Mod
Post by: SajeOne on November 03, 2012, 04:50:09 am
i thought that it would be released after comosea.
then you thought wrong
Title: Re: UGX Mod
Post by: treminaor on November 03, 2012, 05:08:55 am
i thought that it would be released after comosea.
It's not ready yet, we want to continue adding features.
Title: Re: UGX Mod
Post by: SajeOne on November 03, 2012, 05:11:58 am
It's not ready yet, we want to continue adding features.
OMG FEATURES  :rainbow:
Title: Re: UGX Mod
Post by: nickst98 on November 03, 2012, 05:36:43 am
OMG FEATURES  :rainbow:

  ;D
Title: Re: UGX Mod
Post by: shadowclaw on December 16, 2012, 06:39:29 am
Um, just wondering am I not supposed to level up in sp? I was playing classic. Do I need to play a certain game mode to level up in sp or is it only mp?
Title: Re: UGX Mod
Post by: treminaor on December 16, 2012, 07:34:18 am
Um, just wondering am I not supposed to level up in sp? I was playing classic. Do I need to play a certain game mode to level up in sp or is it only mp?
MP Only, sorry.
Title: Re: UGX Mod
Post by: SajeOne on December 16, 2012, 09:01:37 pm
MP Only, sorry.
challenges and competitive game modes will level you up in solo, as far as i know.
Title: Re: UGX Mod
Post by: RetroGamer on December 31, 2012, 01:37:41 pm
That sounds so neat so.... Add me anybody on ps3 and xboxlive if u got cod black ops 2 :troll: :troll:
Title: Re: UGX Mod
Post by: treminaor on January 20, 2013, 11:19:42 pm
I have not worked on UGX Mod since November. None of the team has worked on UGX Mod since earlier than that. We are currently devoting our time to a new non-CoD project and also busy with college and work.

What I want to know is if anyone even cares to see this mod come out, because the response we got after Comossea's debut version of UGX Mod v1.0 was lacking at best. I completely lost any motivation I still had for releasing a standalone UGX Mod after that point. It's been brought to my attention that there are a few community maps that are still waiting for UGX Mods' release, which although I do care about them, it's not really enough motivation for me to stop working on everything else and go back to working on UGX Mod. I hate modding CoDWaW at this point so really it's just another chore.

So if you really want UGX Mod Standalone to come out, vote in the poll. You may also reply with any other feedback you have. Bear in mind that if I did go to the trouble of converting UGX Mod to standalone, it would be the exact version packaged with Comosea - no new features will be added and I REALLY don't want to do any bugfixing.

 :poker:
Title: Re: UGX Mod
Post by: Dns_Hypnotik on January 20, 2013, 11:48:38 pm
Dont stop love your work  <3
Title: Re: UGX Mod
Post by: KDXDARK on January 21, 2013, 02:10:15 am
idk what i can say, so continuous with the good work  :D
Title: Re: UGX Mod
Post by: shadowclaw on January 21, 2013, 06:54:56 am
Can you say what this non-cod project is?
Title: Re: UGX Mod
Post by: treminaor on January 21, 2013, 06:59:59 am
Can you say what this non-cod project is?
Not until we have made enough progress to feel comfortable attracting any attention.
Title: Re: UGX Mod
Post by: Earth on January 21, 2013, 08:27:37 am
don't give it up guys, even though you've lost interest ya can't just throw away all that work. well I mean, you can, but you know what I mean. i'm sure there's many people looking forward to this mod and it'd break a lot of people's balls.
Title: Re: UGX Mod
Post by: treminaor on January 21, 2013, 09:58:58 am
don't give it up guys, even though you've lost interest ya can't just throw away all that work. well I mean, you can, but you know what I mean. i'm sure there's many people looking forward to this mod and it'd break a lot of people's balls.
It's pretty easy to throw things away when it appears nobody cares about them - what's the point of doing something for free when you don't even get some satisfaction from it anymore.
Title: Re: UGX Mod
Post by: SajeOne on January 21, 2013, 01:10:28 pm
Yeah I think making it stand alone is a waste of our time personally.
Title: Re: UGX Mod
Post by: knzombiemaster on January 21, 2013, 01:23:24 pm
hmm that will be cool but i think it will be better than realese some guns standalone some guys will make them to shit so do what you can :D from me an yes do it !!!
Title: Re: UGX Mod
Post by: tomikaze on January 21, 2013, 02:29:32 pm
Every map would be better with the UGX Mod options in it, it has so many features that people DO want in their maps. I truly believe that if it is finished and released to the community that people will love it and use it. I enjoy the ZCT Mod, but the UGX Mod is far superior and people know that and will use it when the time is right. I think certain people are still butthurt at how awesome the UGX Mod turned out to be, but when the dust settles it'll have it's place in the halls of COD Zombie Valhalla forever and stand out as a truly crowning achievement for the community.
Title: Re: UGX Mod
Post by: OnlineX420 on January 21, 2013, 06:13:18 pm
the team already spent so much time on it...
why waste that?
Title: Re: UGX Mod
Post by: KDXDARK on January 21, 2013, 09:32:12 pm
the team already spent so much time on it...
why waste that?
good point!
Title: Re: UGX Mod
Post by: geh233 on January 21, 2013, 10:50:39 pm
i completely understand if you decide to quit doing this ugx work. however, i still would enjoy upcoming maps :)
Title: Re: UGX Mod
Post by: treminaor on January 21, 2013, 10:54:51 pm
i completely understand if you decide to quit doing this ugx work. however, i still would enjoy upcoming maps :)
There are no remaining upcoming maps. We may adapt UGX Mod for Bar v2.0 but that's about it.
Title: Re: UGX Mod
Post by: KDXDARK on January 21, 2013, 11:29:21 pm
off-topic: Which one is the new engine? or any news? please tell us!  :rainbow:
Title: Re: UGX Mod
Post by: OnlineX420 on January 21, 2013, 11:30:53 pm
There are no remaining upcoming maps. We may adapt UGX Mod for Bar v2.0 but that's about it.

good thing winged is going to keep up the good work..
Title: Re: UGX Mod
Post by: treminaor on January 21, 2013, 11:34:01 pm
off-topic: Which one is the new engine? or any news? please tell us!  :rainbow:
We will talk about it when the time is right, as has already been said many times. Begging us won't change anything lol.
Title: Re: UGX Mod
Post by: Zombiejelly on January 22, 2013, 12:58:45 am
i would be happy with just the features in comosea, i would like to see those features and weapons implemented on other maps. releasing this would keep the custom zombies alive. plz release and good luck on all your future endeavors
Title: Re: UGX Mod
Post by: applepower1 on January 22, 2013, 01:21:23 am
Please upload this! I would love to have this mod! Please! I am not a  :alone: on this! There are others who feel the same way!
Title: Re: UGX Mod
Post by: treminaor on January 22, 2013, 04:48:35 am
Fuck it.

(http://i48.tinypic.com/2vxhpip.jpg)
Title: Re: UGX Mod
Post by: nickst98 on January 22, 2013, 05:16:04 am
Fuck it.

(http://i48.tinypic.com/2vxhpip.jpg)

like!


when would it be out?
Title: Re: UGX Mod
Post by: treminaor on January 22, 2013, 05:18:33 am
like!


when would it be out?
Whenever I finish it - tonight I will finish converting all aspects of the menu to be ready for any map. Then I will worry about the script-specific changes that need to be done. Who knows how long it will take - too early to tell.
Title: Re: UGX Mod
Post by: nickst98 on January 22, 2013, 05:21:21 am
Whenever I finish it - tonight I will finish converting all aspects of the menu to be ready for any map. Then I will worry about the script-specific changes that need to be done. Who knows how long it will take - too early to tell.

k, also any setting (like wastlland, zombies, ect) for the non cod project? or nothing yet?
Title: Re: UGX Mod
Post by: treminaor on January 22, 2013, 05:23:50 am
We will talk about it when the time is right, as has already been said many times.
Title: Re: UGX Mod
Post by: treminaor on January 22, 2013, 05:29:55 am
Well it might be sooner than I expected...

(http://i48.tinypic.com/2hxrtl0.jpg)
Title: Re: UGX Mod
Post by: tomikaze on January 22, 2013, 02:48:26 pm
Wow, this is an unexpected 180. What got the fire buring again? Couldn't have been a 19 person poll. Did your girlfriend decide to withhold sex from you until you finished : )
Title: Re: UGX Mod
Post by: treminaor on January 22, 2013, 03:15:58 pm
Wow, this is an unexpected 180. What got the fire buring again?
I guess I just don't want to have it on my mind any longer.
Title: Re: UGX Mod
Post by: KDXDARK on January 22, 2013, 04:46:56 pm
Fuck it.

(http://i48.tinypic.com/2vxhpip.jpg)
OMG THAT IS FUCKING AWESOME!!  :D :D :D :D
Title: Re: UGX Mod
Post by: OnlineX420 on January 22, 2013, 06:09:36 pm
Fuck it.

(http://i48.tinypic.com/2vxhpip.jpg)
well thats pretty sexy 
Title: Re: UGX Mod
Post by: treminaor on January 22, 2013, 07:52:33 pm
well thats pretty sexy
I will provide the PSD template to edit the menu to your liking while still maintaining the button size and positions, as well as the UGX logos.
Title: Re: UGX Mod
Post by: treminaor on January 23, 2013, 12:13:27 am
I've merged the vote thread with the project thread.

I've given the package and tutorial video to a few testers - waiting to hear back from them.
Title: Re: UGX Mod
Post by: treminaor on January 23, 2013, 02:42:23 am
I could really use an outside tester here... first person who replies who is competent enough to set up a vanilla map for testing and follow directions from a video can have the job.
Title: Re: UGX Mod
Post by: P0rkRoyalz on January 23, 2013, 06:18:25 am
I could really use an outside tester here... first person who replies who is competent enough to set up a vanilla map for testing and follow directions from a video can have the job.
I would like to and am competent test it out but what is a vanilla map?
Title: Re: UGX Mod
Post by: treminaor on January 23, 2013, 06:32:53 am
I would like to and am competent test it out but what is a vanilla map?
A map compiled from stock scripts (i.e. using a script placer or the Oldtown template)
Title: Re: UGX Mod
Post by: P0rkRoyalz on January 23, 2013, 06:42:06 am
A map compiled from stock scripts (i.e. using a script placer or the Oldtown template)
yeah im down for that, if you still want me to be the outsider...
Title: Re: UGX Mod
Post by: treminaor on January 23, 2013, 06:48:39 am
yeah im down for that, if you still want me to be the outsider...
Yeah I really don't care who the tester is as long as he is capable of compiling a working map, knows what csv files are, etc. Does this describe you?
Title: Re: UGX Mod
Post by: P0rkRoyalz on January 23, 2013, 06:52:23 am
yeah pretty much, its nothing too complicated in my opinion
Title: Re: UGX Mod
Post by: treminaor on January 23, 2013, 06:54:05 am
yeah pretty much, its nothing too complicated in my opinion
Add me on Skype - treminaor.
Title: Re: UGX Mod
Post by: treminaor on January 24, 2013, 08:08:13 am
Ok after a few hours of confusion I was able to get it working for one of the testers - I will revise my instructions to be more precise and try to streamline the process a bit more. Release will probably happen this weekend.
Title: Re: UGX Mod
Post by: treminaor on January 25, 2013, 10:54:34 pm
Uploading the final part of the tutorial to YouTube - I will publicize the videos and the release thread as soon as that finishes :) (Expect this within an hour)
Title: Re: UGX Mod
Post by: treminaor on January 25, 2013, 11:32:48 pm
Released!

http://ugx-mods.com/forum/index.php?topic=537
Title: Re: UGX Mod
Post by: timelordalex on March 29, 2013, 12:49:08 pm
How come the Wunderwaffe and Monkeys aren't in this mod? If they are in I apologize but I've  never seen or got them, you kept the ray gun I'd have though you would keep them too?
Title: Re: UGX Mod
Post by: SajeOne on March 29, 2013, 10:20:11 pm
How come the Wunderwaffe and Monkeys aren't in this mod? If they are in I apologize but I've  never seen or got them, you kept the ray gun I'd have though you would keep them too?
Monkeys were replaced with Semtex, And there are the freeze gun and thundergun, I'm pretty sure you got all the wonder weapons required.
Title: Re: UGX Mod
Post by: undeadoptic on May 19, 2013, 01:03:58 pm
can someone please help i installed the ugx mod and when i launch my map console opens and says error 1600 sound_assets_loaded or something close to that please help
Title: Re: UGX Mod
Post by: SajeOne on May 19, 2013, 05:31:39 pm
can someone please help i installed the ugx mod and when i launch my map console opens and says error 1600 sound_assets_loaded or something close to that please help
You have too many sounds in your map. Did you add any custom sounds yourself? If you did not then you probably installed UGX-MOD incorrectly as not all the files were overwritten.
Title: Re: UGX Mod
Post by: nabyap312 on June 05, 2013, 01:56:11 am
gooodddd shiiit
Title: Re: UGX Mod
Post by: treminaor on June 05, 2013, 02:17:57 am
gooodddd shiiit
:gusta:
Title: Re: UGX Mod
Post by: BOSSNESS66 on July 26, 2013, 04:16:22 pm
ok
Title: Re: UGX Mod
Post by: blood32145 on August 17, 2013, 10:48:30 pm
when is this comeing out ?
Title: Re: UGX Mod
Post by: tomikaze on August 17, 2013, 10:58:01 pm
when is this comeing out ?
You might just fall over and hurt yourself with excitement when I tell you this, but here goes! IT'S OUT NOW!
Title: Re: UGX Mod
Post by: P.S.M. on August 17, 2013, 11:02:33 pm
You might just fall over and hurt yourself with excitement when I tell you this, but here goes! IT'S OUT NOW!
REALLY?.
  :troll:
Title: Re: UGX Mod
Post by: blood32145 on August 20, 2013, 07:39:16 pm
when is this mod comeing out
Title: Re: UGX Mod
Post by: SajeOne on August 20, 2013, 07:40:13 pm
when is this mod comeing out
UGX Mod v1.0.3 is already out.
Title: Re: UGX Mod
Post by: ocxmwys4mod on October 22, 2013, 02:25:51 am
支持
Title: Re: UGX Mod
Post by: daedra descent on October 22, 2013, 03:16:54 am
支持

Could you speak English please? you can use Google to translate.

难道你会说英语吗?你可以使用谷歌翻译。
Title: Re: UGX Mod
Post by: ocxmwys4mod on December 02, 2013, 01:21:33 am
Perfect   
Title: Re: UGX Mod
Post by: omgbubbz on May 06, 2014, 07:46:23 pm
Is the scavenger in this? That would be awesome!
Title: Re: UGX Mod
Post by: treminaor on May 06, 2014, 07:47:19 pm
Is the scavenger in this? That would be awesome!
In v1.1, yes.
Title: Re: UGX Mod
Post by: BioAftermath on May 15, 2014, 10:35:34 pm
Tom BMX is apparently going to be releasing his Xanim exporter soon according to this post from him on his website:(http://i61.tinypic.com/555kk5.png)
Does this mean the the anims for ported weapons will be updated? I can help with that as I own MW2, MW3, and Ghosts and I would like to give UGX some models and anims once Lemon become available, for example, the 44 Magnum from Ghosts, G18 from MW3, and AK12 (to replace the AK47), PP-19 Bizon and so on.   
Title: Re: UGX Mod
Post by: treminaor on May 15, 2014, 10:45:37 pm
Tom BMX is apparently going to be releasing his Xanim exporter soon according to this post from him on his website:(http://i61.tinypic.com/555kk5.png)
Does this mean the the anims for ported weapons will be updated? I can help with that as I own MW2, MW3, and Ghosts and I would like to give UGX some models and anims once Lemon become available, for example, the 44 Magnum from Ghosts, G18 from MW3, and AK12 (to replace the AK47), PP-19 Bizon and so on.
With Tom you never know how soon "soon" is, but if it happens before we release we will update the anims we don't already have. If it happens after we can always release a hotfix patch.

As far as the PP19, for the xillionth time we are not using a PP19 from another game. The PP-19 in v1.0.3 was completely custom-made and animated by Darkmapper, and the new PP-19 in v1.1 is completely custom-made and animated by SajeOne. I don't know why people can't recognize that these two guns are not ripped from some other game, but I guess the modelers should take it as a compliment that their work is mistaken as ripped from AAA titles. However it's hard to enjoy the compliment when it also means people don't recognize the work that went into them.

This has been in the donor section for a few weeks:
http://youtu.be/6H6KNrbAXT8 (http://youtu.be/6H6KNrbAXT8)

The AK-12 has already replaced the AK-47 in v1.1 too.
Title: Re: UGX Mod
Post by: Dust on May 15, 2014, 10:51:25 pm
Tom BMX is apparently going to be releasing his Xanim exporter soon according to this post from him on his website:(http://i61.tinypic.com/555kk5.png)
Does this mean the the anims for ported weapons will be updated? I can help with that as I own MW2, MW3, and Ghosts and I would like to give UGX some models and anims once Lemon become available, for example, the 44 Magnum from Ghosts, G18 from MW3, and AK12 (to replace the AK47), PP-19 Bizon and so on.

Wait, is this a joke or something? i heard lemon will never be released to the public and now this comes up. I really hope this isnt some cruel joke, and we actually get a program to extract anims
Title: Re: UGX Mod
Post by: geh233 on May 15, 2014, 11:10:56 pm
With Tom you never know how soon "soon" is, but if it happens before we release we will update the anims we don't already have. If it happens after we can always release a hotfix patch.

As far as the PP19, for the xillionth time we are not using a PP19 from another game. The PP-19 in v1.0.3 was completely custom-made and animated by Darkmapper, and the new PP-19 in v1.1 is completely custom-made and animated by SajeOne. I don't know why people can't recognize that these two guns are not ripped from some other game, but I guess the modelers should take it as a compliment that their work is mistaken as ripped from AAA titles. However it's hard to enjoy the compliment when it also means people don't recognize the work that went into them.

This has been in the donor section for a few weeks:
http://youtu.be/6H6KNrbAXT8 (http://youtu.be/6H6KNrbAXT8)

The AK-12 has already replaced the AK-47 in v1.1 too.
very cool, but is there a possiblility that it will get a new sound?

also one small thing that would give the mod a touch of realism, is giving the weapons a small weapon bobbing effect when walking.
Title: Re: UGX Mod
Post by: mrpeanut188 on May 15, 2014, 11:38:31 pm
As far as the PP19, for the xillionth time we are not using a PP19 from another game. The PP-19 in v1.0.3 was completely custom-made and animated by Darkmapper, and the new PP-19 in v1.1 is completely custom-made and animated by SajeOne.
^ THIS. Every weapon in almost every map is always ported from another CoD, I have no idea why guns from other games haven't made much debut in maps.

I don't know why people can't recognize that these two guns are not ripped from some other game, but I guess the modelers should take it as a compliment that their work is mistaken as ripped from AAA titles. However it's hard to enjoy the compliment when it also means people don't recognize the work that went into them.

This has been in the donor section for a few weeks:
*SNIP*
Once again I'm gonna complain about the non-organic movement just like the Tommy-Gun reload.
But in all, good job SajeOne.
Title: Re: UGX Mod
Post by: BioAftermath on May 15, 2014, 11:52:05 pm
With Tom you never know how soon "soon" is, but if it happens before we release we will update the anims we don't already have. If it happens after we can always release a hotfix patch.

As far as the PP19, for the xillionth time we are not using a PP19 from another game. The PP-19 in v1.0.3 was completely custom-made and animated by Darkmapper, and the new PP-19 in v1.1 is completely custom-made and animated by SajeOne. I don't know why people can't recognize that these two guns are not ripped from some other game, but I guess the modelers should take it as a compliment that their work is mistaken as ripped from AAA titles. However it's hard to enjoy the compliment when it also means people don't recognize the work that went into them.

This has been in the donor section for a few weeks:
http://youtu.be/6H6KNrbAXT8 (http://youtu.be/6H6KNrbAXT8)

The AK-12 has already replaced the AK-47 in v1.1 too.
Does the AK-12 have the same sound it does from Ghosts? Why did you use the MW2 model for the Magnum instead the one from Ghosts? Is there an FAQ to answer question similar to weapon porting?

Also, Tom said a week, not soon. That seems like a good sign.
Title: Re: UGX Mod
Post by: haxman123 on May 20, 2014, 10:43:44 am
When will beta be out for 1.1 :/  ???
Title: Re: UGX Mod
Post by: MrSlagovich on May 20, 2014, 11:48:35 am
When will beta be out for 1.1 :/  ???
We had a major set back, trem encountered a huge bug that he is still trying to figure out. The mod will be out when it's out if we give you a date and we don't release it then everyone will be pissed that we didn't release it. Instead of giving people a false date for when it will be released we just don't give a date at all it's better that way then no one is let down when we don't meet the date.

Why did you use the MW2 model for the Magnum instead the one from Ghosts? Is there an FAQ to answer question similar to weapon porting?
No there is not a FAQ for weapon porting and the reason we chose the MW2 model was because Saje and I were fond of the gun and the model, also at the time of doing it Ghost weapons weren't going to be added to the mod but after everyone pushing for them to be added we listened and added them.

Title: Re: UGX Mod
Post by: BioAftermath on May 23, 2014, 04:32:21 am
I know that the chances of this request being completed are EXTREMELY slim, if not, nonexistent, but is there a way to implement an FOV slider in the settings that carries over to other UGX mod maps like the other settings?
 
Title: Re: UGX Mod
Post by: SajeOne on May 23, 2014, 04:35:04 am
I know that the chances of this request being completed are EXTREMELY slim, if not, nonexistent, but is there a way to implement an FOV slider in the settings that carries over to other UGX mod maps like the other settings?
This already exists and is persistent for the current mod in use. It isn't possible within the engine to keep persistent data across multiple mods.
Title: Re: UGX Mod
Post by: BioAftermath on May 23, 2014, 04:38:47 am
This already exists and is persistent for the current mod in use. It isn't possible within the engine to keep persistent data across multiple mods.
So, the FOV changer is already available on UGX 1.0.3? How to you apply it? And this setting can't be carried over like the other settings on 1.1?
Title: Re: UGX Mod
Post by: treminaor on May 23, 2014, 04:40:46 am
So, the FOV changer is already available on UGX 1.0.3? How to you apply it? And this setting can't be carried over like the other settings on 1.1?
-_-

Hitmarkers, New Zombies, Xbox 360 Controller Support in UGX Mod v1.1! (http://www.youtube.com/watch?v=ZU6nVDzP1uU#ws)
Title: Re: UGX Mod
Post by: BioAftermath on May 23, 2014, 04:41:19 am
-_-

Hitmarkers, New Zombies, Xbox 360 Controller Support in UGX Mod v1.1! (http://www.youtube.com/watch?v=ZU6nVDzP1uU#ws)
I'll that that as a yes...
Title: Re: UGX Mod
Post by: treminaor on May 23, 2014, 04:42:00 am
I'll that that as a yes...
It's not in v1.0.3, and Saje never said that it was. It's in v1.1, and it was in this video.
Title: Re: UGX Mod
Post by: BioAftermath on May 23, 2014, 04:54:55 am
It's not in v1.0.3, and Saje never said that it was. It's in v1.1, and it was in this video.
I see now. Still no option for lock on when the controller is enabled, but I've asked about that before, and I'll try asking YaP1ll (Not exactly sure how to spell hos name) to make a script for lock on and for head lock on when Deadshot is equipped.

Edit: How did you say the script had to be set up? You set it before, but it was a while ago.
Title: Re: UGX Mod
Post by: DeletedUser on May 27, 2014, 08:28:54 pm
great mod i really like it :D
Title: Re: UGX Mod
Post by: timelordalex on May 27, 2014, 08:32:30 pm
This mod with all the updates with the YouTube and donators section i am just can't wait for this mod and to see maps have this in it,  this just came to my brain today will you have the perk cherry.  haha i really love that perk and i would like to see maps have that perk in it with the ugx mod,  also will you have any origins weapons (like staffs MG08 or the origins STG 44)?

Anyways keep up the good work :D :)

I hope this is a troll comment... They wont be adding Electric Cherry :( - one thing i do disagree on and think they should add as most of the community requested it, and no Origins weapons will be added because they want a modern mod, so no MG08 :( but then i dont get they added the M1928 which is no more modern than origins guns really
Title: Re: UGX Mod
Post by: DeletedUser on May 27, 2014, 08:38:57 pm
I hope this is a troll comment... They wont be adding Electric Cherry :( - one thing i do disagree on and think they should add as most of the community requested it, and no Origins weapons will be added because they want a modern mod, so no MG08 :( but then i dont get they added the M1928 which is no more modern than origins guns really

ah i see,  i did not mean to post this here haha :/
Title: Re: UGX Mod
Post by: DeletedUser on May 29, 2014, 10:38:38 pm
I hope this is a troll comment... They wont be adding Electric Cherry :( - one thing i do disagree on and think they should add as most of the community requested it, and no Origins weapons will be added because they want a modern mod, so no MG08 :( but then i dont get they added the M1928 which is no more modern than origins guns really
why? BECAUSE THE M1927 IS AWESOME! :lol: btw, origins stg-44 would have been a nice gun to add (it's practically a whole different weapon compared to the og) in origins, the sounds are cooler, damage was increased, model is bulkier and more assault rifle like, rate of fire increased, and price was increased to 1400. ONE thing from origins wouldn't hurt... but i know they wont add it :'(     
Title: Re: UGX Mod
Post by: Guilhermex12 on June 16, 2014, 07:09:43 pm
Yeah, the Stg-44 on Origins is awesome, in World at War i not like then, is a shit weapon.