UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Mods => Topic started by: treminaor on May 24, 2013, 01:17:01 am

Title: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 01:17:01 am
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYaNp86v.png&hash=84ac23c2bf4fe28aaa58781ed69e0f31)

Changelog coming soon.

I will reply to this topic with videos of new v1.1 features as they become available on our channel.

The Traps Machine in UGX Mod v1.1! (http://www.youtube.com/watch?v=HHZHBiZNciI#ws)

Hitmarkers, New Zombies, Xbox 360 Controller Support in UGX Mod v1.1! (http://www.youtube.com/watch?v=ZU6nVDzP1uU#ws)

UGX Weapons Sneak Peak 2  (http://www.youtube.com/watch?v=8QVJ2pPscLI#ws)

Blundergat, Sweeper, & Vitrolic Withering in UGX Mod v1.1! (http://www.youtube.com/watch?v=zly2DZfnHmI#ws)

CHAOS MODE in UGX Mod v1.1! (http://www.youtube.com/watch?v=rdUtOr3rVzQ#ws)

Placable Sentry Turrets in UGX Mod v1.1!  (http://www.youtube.com/watch?v=tSPXoEkkrow#)

http://youtu.be/UpR3t9WcVIo (http://youtu.be/UpR3t9WcVIo)

Quantum Entanglement Device in UGX Mod v1.1! - Annoucement at end of video. (http://www.youtube.com/watch?v=W2kBITuBRB8#)

Gersch Device in UGX Mod v1.1! (http://www.youtube.com/watch?v=jZTaSrWl2qc#)

YouTube channel (http://www.youtube.com/user/UGXMods).

Elemental Machine | Second PaP in UGX Mod v1.1! (http://www.youtube.com/watch?v=7B66izyBbz0#ws)

Wind & Ice | Elemental Weapons System in UGX Mod v1.1! (http://www.youtube.com/watch?v=m1r6L6d2IYA#ws)

Electricity & Fire | Elemental Weapons System in UGX Mod v1.1! (http://www.youtube.com/watch?v=GbMXu49nHMo#ws)

Hell's Retriever & Redeemer in UGX Mod v1.1! (http://www.youtube.com/watch?v=cNTtnpCNqm4#ws)

Sneak Peak at some New Weapons in UGX Mod v1.1!  (http://www.youtube.com/watch?v=VzsQUNyt75U#ws)

Hyena Infra-dead & BRUTUS MOB OF THE DEAD in UGX Mod! (http://www.youtube.com/watch?v=syHCCNZLXQ4#ws)

Update to Scavenger in UGX Mod v1.1! (http://www.youtube.com/watch?v=u8v-5G5DHro#ws)

Scavenger from Black Ops added to UGX Mod v1.1! (http://www.youtube.com/watch?v=_ZStNcuWibI#ws)

Tombstone Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=gPw_hmxxxDc#ws)

Sharing is Caring created for UGX Mod v1.1 (http://www.youtube.com/watch?v=OtejRfQih0c#ws)

PHD Flopper Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=rrlvtvVAon8#ws)

Who's Who Perk Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=5g8KTMzIOwE#ws)

Deadshot Daiquiri Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=P5RnQsggQI8#ws)

Stamin Up Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=GDM-iSFAb5c#ws)

Mule Kick Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=HE6q39OkSAs#ws)

S-12 Shotgun from Black Ops 2 added to UGX Mod v1.1 (http://www.youtube.com/watch?v=KS2WaPhiXG0#ws)

The New Pandora's Box in UGX Mod v1.1! (http://www.youtube.com/watch?v=2m-lfr8-YvY#ws)

The Hacker Device (with a Twist) in UGX Mod v1.1! (http://www.youtube.com/watch?v=e0eViwpGpwY#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 01:17:26 am
S-12 Shotgun from Black Ops 2 added to UGX Mod v1.1 (http://www.youtube.com/watch?v=KS2WaPhiXG0#ws)

PHD Flopper Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=rrlvtvVAon8#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on May 24, 2013, 01:23:32 am
PHD looks heaps good!!!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 01:36:25 am
Who's Who Perk Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=5g8KTMzIOwE#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on May 24, 2013, 01:40:41 am
i thought it would give back the points you spend when in that mode when you revive yourself?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 01:41:53 am
i thought it would give back the points you spend when in that mode when you revive yourself?
That's interesting, I've never heard that (and I haven't played BO2 zombies). I'll confirm this and if it needs to be added I will add it :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 01:49:50 am
Deadshot Daiquiri Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=P5RnQsggQI8#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on May 24, 2013, 01:50:38 am
Yeah best thing about the perk was you could go down open up doors with the points you had then revive yourself and the points you spend you go them back and the doors would be opened. Same with pap if you were quick I do it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 01:53:11 am
Stamin Up Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=GDM-iSFAb5c#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 02:04:40 am
Mule Kick Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=HE6q39OkSAs#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 02:19:24 am
Sharing is Caring created for UGX Mod v1.1 (http://www.youtube.com/watch?v=OtejRfQih0c#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: nickst98 on May 24, 2013, 06:04:02 am
just a thing i thought of, with sharing is caring couldnt someone drop say a thundergun, a gun that cant be given to two people, then go to the box and get another one then have a friend pick up the old one, then they both have one
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 06:11:43 am
just a thing i thought of, with sharing is caring couldnt someone drop say a thundergun, a gun that cant be given to two people, then go to the box and get another one then have a friend pick up the old one, then they both have one
We will prevent this.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 24, 2013, 06:41:44 pm
That's interesting, I've never heard that (and I haven't played BO2 zombies). I'll confirm this and if it needs to be added I will add it :)

yeah hes right anything you buy in whos who life is refunded if you revive yourself
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 06:42:27 pm
yeah hes right anything you buy in whos who life is refunded if you revive yourself
Will-do. Apparently there is some chanting noise that plays while you're in Who's Who?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 24, 2013, 06:42:56 pm
just a thing i thought of, with sharing is caring couldnt someone drop say a thundergun, a gun that cant be given to two people, then go to the box and get another one then have a friend pick up the old one, then they both have one

i dont see the issue of 2 thunderguns, 2 winters howls are possible soooooo

Post Merge: May 24, 2013, 06:45:26 pm
Will-do. Apparently there is some chanting noise that plays while you're in Who's Who?

yeah your vision is blurred and you constantly hear the 'Who's Who' from the jingle until you revive yourself - though its not necessary as it caused many glitches on Die Rise, where it may not go away
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on May 24, 2013, 06:47:16 pm
Will-do. Apparently there is some chanting noise that plays while you're in Who's Who?
Yeah, the singer says "Who's Who?" every few seconds. Oh, and will you add a custom bottle to Sharing is Caring?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 24, 2013, 06:50:48 pm
wasnt there a screenshot of tombstone somewhere - im guessing that idea was scrapped?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 06:51:39 pm
Yeah, the singer says "Who's Who?" every few seconds. Oh, and will you add a custom bottle to Sharing is Caring?
That sounds really annoying.

wasnt there a screenshot of tombstone somewhere - im guessing that idea was scrapped?
Tombstone has been finished since you saw the screenshot. I haven't gotten around to making a video yet because it requires a co-op game to test. The video will probably be done tomorrow.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on May 24, 2013, 06:53:20 pm
i dont see the issue of 2 thunderguns, 2 winters howls are possible soooooo
What do you want?! The thundergun is overpowered. Hey UGX Team, make a perk called Thunder of the Gods and anytime that zombies get within 5 feet of you they just die, huh, that would be fun, right? Oh, and the perk is in the starting area and doesn't need the power to be on to get it...and it's free.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 24, 2013, 06:55:44 pm
What do you want?! The thundergun is overpowered. Hey UGX Team, make a perk called Thunder of the Gods and anytime that zombies get within 5 feet of you they just die, huh, that would be fun, right? Oh, and the perk is in the starting area and doesn't need the power to be on to get it...and it's free.

so wonder weapons are meant to be OP and fun and zombies should be fun, all im saying

Post Merge: May 24, 2013, 06:58:23 pm
That sounds really annoying.
Tombstone has been finished since you saw the screenshot. I haven't gotten around to making a video yet because it requires a co-op game to test. The video will probably be done tomorrow.

it doesnt play loudly, its rather quiet, its not massively annoying albeit its not required - oh so we have tombstone and whos who so we have choice, but surely we cant be able to buy both
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on May 24, 2013, 06:59:19 pm
so wonder weapons are meant to be OP and fun and zombies should be fun, all im saying
Thunderguns should still limit to one. Zombies is still supposed to be a challenge.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 24, 2013, 07:01:20 pm
Thunderguns should still limit to one. Zombies is still supposed to be a challenge.

true true and i like challenges but everyone rocking around with terminator thunderguns is pure ownage
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on May 24, 2013, 07:03:05 pm
Nice work for someone who hasn't even played BO2 zombies!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 07:08:09 pm
it doesnt play loudly, its rather quiet, its not massively annoying albeit its not required - oh so we have tombstone and whos who so we have choice, but surely we cant be able to buy both
Yes I prevented you from being able to have both. I actually coded it so that they worked together but later I learned that you weren't supposed to have both  ;D

Nice work for someone who hasn't even played BO2 zombies!
I've played Tranzit but that doesn't help much, haha. Thanks.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 24, 2013, 07:10:33 pm
Yes I prevented you from being able to have both. I actually coded it so that they worked together but later I learned that you weren't supposed to have both  ;D
I've played Tranzit but that doesn't help much, haha. Thanks.

so youve shown all these cool perks, im waiting for your post that says theres a 4 perk limit
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 07:11:43 pm
so youve shown all these cool perks, im waiting for your post that says theres a 4 perk limit
There isn't.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 24, 2013, 07:17:49 pm
There isn't.

Really? Nice job! Really excited for not just the mod but comosea as well now, is it imminent?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 07:18:58 pm
Really? Nice job! Really excited for not just the mod but comosea as well now, is it imminent?
We're looking at a couple weeks minimum in my opinion. We have a list of bugfixes for both the mod and for Comosea, plus gamemodes take a lot of testing and time.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 24, 2013, 07:45:31 pm
We're looking at a couple weeks minimum in my opinion. We have a list of bugfixes for both the mod and for Comosea, plus gamemodes take a lot of testing and time.

Cool you think it'll be released by July?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 24, 2013, 08:00:23 pm
Cool you think it'll be released by July?
I would hope  :poker:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on May 24, 2013, 08:14:58 pm
 
I would hope  :poker:
:accepted:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 24, 2013, 08:44:03 pm
I would hope  :poker:

cool reassuring lol

Post Merge: May 24, 2013, 10:48:58 pm
do you think electric cherry would be a possibility in a future update?, i understand not v1.1, it wouldnt bother me either way as im not that fond of it anyway but just wandering
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on May 25, 2013, 01:17:19 am
cool reassuring lol

Post Merge: May 24, 2013, 10:48:58 pm
do you think electric cherry would be a possibility in a future update?, i understand not v1.1, it wouldnt bother me either way as im not that fond of it anyway but just wandering
v1.1 is the final update. At the moment it is not on the list.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 25, 2013, 01:18:11 am
v1.1 is the final update.
Final features update - any bugs which are reported after v1.1's release will be fixed in a patch.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 25, 2013, 01:26:56 am
Tombstone Added to UGX Mod v1.1 (http://www.youtube.com/watch?v=gPw_hmxxxDc#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on May 25, 2013, 08:31:58 am
One question about Tombstone, will you be able to coward out like in Black Ops?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 25, 2013, 08:41:01 am
One question about Tombstone, will you be able to coward out like in Black Ops?
It's a menial feature considering it only saves you a couple seconds of waiting but I'll see what I can do.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 25, 2013, 10:38:36 am
It's a menial feature considering it only saves you a couple seconds of waiting but I'll see what I can do.

do you have a longer time than a minute to get your tombstone? that was the biggest fail of it in Tranzit, if you dont spawn near it, then it is a waste of money as you wont be able to get it
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on May 25, 2013, 10:39:43 am
do you have a longer time than a minute to get your tombstone? that was the biggest fail of it in Tranzit, if you dont spawn near it, then it is a waste of money as you wont be able to get it
You have all the time in the world to go grab your tombstone.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on May 25, 2013, 11:46:27 am
You have all the time in the world to go grab your tombstone.
:gusta:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 25, 2013, 11:57:24 am
You have all the time in the world to go grab your tombstone.

pheww  thank god
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 27, 2013, 08:22:00 am
I'm happy to report that UGX Mod v1.1 will have a much smaller filesize than previous releases, even though it has more content :)

I went through and optimized a ton of textures, removed and consolidated some more, cleaned up the sounds, etc to bring the filesize down.

This means that the overall filesize of UGX-Mod enabled maps will be reduced.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on May 27, 2013, 10:47:16 pm
treminaor, idk if you read what i post in the tombstone video.

but maybe you can add a fuction for kill yourself when you are in last stand :)
this option is available in bo2 zombies :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on May 28, 2013, 12:45:17 am
treminaor, idk if you read what i post in the tombstone video.

but maybe you can add a fuction for kill yourself when you are in last stand :)
this option is available in bo2 zombies :)
It's a menial feature considering it only saves you a couple seconds of waiting but I'll see what I can do.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: ANGEL_ANIMOSITY on May 28, 2013, 06:04:12 am
I'm excited to see how this mod turned out since this is the last version of the UGX mod
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 30, 2013, 07:56:52 pm
Hopefully I can get another video out soon. I'm going to try to space them out a bit more so that you guys don't get week-long spans of no videos.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: geh233 on May 30, 2013, 11:24:04 pm
lovin this. will s12 have correct souds?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 30, 2013, 11:37:21 pm
lovin this. will s12 have correct souds?
It might, right now I consider that a waste of a sound slot in the mod.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 30, 2013, 11:55:40 pm
It might, right now I consider that a waste of a sound slot in the mod.

why the S-12, out of all the BO2 guns? - i hate it UP and no ammo
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 30, 2013, 11:57:37 pm
why the S-12, out of all the BO2 guns? - i hate it UP and no ammo
You're assuming too much. We don't copy 3arch's crappy upgraded guns, and we can give it as much ammo as we want...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on May 31, 2013, 10:00:22 am
You're assuming too much. We don't copy 3arch's crappy upgraded guns, and we can give it as much ammo as we want...

ohh then it might be a little better then
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 10, 2013, 12:03:43 am
So did you check out who's who in bo2 with the points while your in that mode you can spend money and get it all back once you revive yourself?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 10, 2013, 06:59:41 pm
http://youtu.be/_ZStNcuWibI (http://youtu.be/_ZStNcuWibI)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: trebeltom1 on June 10, 2013, 07:21:26 pm
favourite gun, looks super sexy.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 10, 2013, 07:32:56 pm
looks awesome i see more ammo than BO version, how long is it instakill on zombies for? does it still damage you if close?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 10, 2013, 07:57:08 pm
looks awesome i see more ammo than BO version, how long is it instakill on zombies for? does it still damage you if close?
Ammo was a mistake, we're going to give it the same ammo as BO since it is quite a powerful weapon. What do you mean with instakill? And yes it damages you if you're close.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 10, 2013, 09:46:02 pm
Ammo was a mistake, we're going to give it the same ammo as BO since it is quite a powerful weapon. What do you mean with instakill? And yes it damages you if you're close.

well you know the wunderwaffe/tg/howl all WWs are insta kill any round, is the scavenger like this, jugg/flopper protect you though dont they
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 11, 2013, 02:48:09 am
http://youtu.be/u8v-5G5DHro (http://youtu.be/u8v-5G5DHro)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 12, 2013, 12:15:33 am
Just a suggestion maybe change the red dot sight on the M4A1 carbine(where ever it's called) to a the sight what it has on panic centre that mad sight on that
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on June 12, 2013, 12:20:26 am
Just a suggestion maybe change the red dot sight on the M4A1 carbine(where ever it's called) to a the sight what it has on panic centre that mad sight on that
How.....Dare you. O_O
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDCNSEs1.png&hash=2df612f5ad61f322f51ac873e5594155)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 12, 2013, 12:22:55 am
How.....Dare you. O_O
(http://i.imgur.com/DCNSEs1.png)

Why? That's the best sight for a gun


Oh it's called eotech sight
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on June 12, 2013, 12:28:58 am
Why? That's the best sight for a gun


Oh it's called eotech sight
Nvm my post was incorrect, my bad.

On a side note, it doesn't get more epic then this:
Sorry but you are not allowed to view spoiler contents.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 12, 2013, 12:44:36 am
Nvm my post was incorrect, my bad.

On a side note, it doesn't get more epic then this:
Sorry but you are not allowed to view spoiler contents.

That image looks so epic!!! But guns look good with eotech sight
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on June 13, 2013, 07:27:14 pm
Hey, I don't want to stress you guys, but do you have a estimated release time?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 13, 2013, 07:37:34 pm
Hey, I don't want to stress you guys, but do you have a estimated release time?
http://en.wikipedia.org/wiki/Hofstadter%27s_law (http://en.wikipedia.org/wiki/Hofstadter%27s_law)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Zombiejelly on June 13, 2013, 10:08:23 pm

Looks like something Tomikaze would post.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on June 13, 2013, 10:30:12 pm
http://en.wikipedia.org/wiki/Hofstadter%27s_law (http://en.wikipedia.org/wiki/Hofstadter%27s_law)
Heh...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 14, 2013, 05:05:33 pm
Hyena Infra-dead & BRUTUS MOB OF THE DEAD in UGX Mod! (http://www.youtube.com/watch?v=syHCCNZLXQ4#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on June 14, 2013, 05:26:53 pm
HO-LY CRAP! Those features are so awesome Treminaor. The next UGX Mod just keeps getting better : )
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: dodori on June 14, 2013, 06:13:48 pm
What happens if you buy Solo Quick Revive, Tombstone and Who`s Who together? any glitches?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on June 14, 2013, 06:26:34 pm
What happens if you buy Solo Quick Revive, Tombstone and Who`s Who together? any glitches?
You can't get Tombstone and Who's Who at the same time.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 14, 2013, 07:11:29 pm
What happens if you buy Solo Quick Revive, Tombstone and Who`s Who together? any glitches?
Who's Who and Quick Revive work together. Quick Revive will revive your who's who body in Solo Play. Tombstone and Who's Who cannot be bought together.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: dodori on June 14, 2013, 07:13:07 pm
Oh thats nice :D

I hope it`s coming out soon, Im so EXCITED!  :gusta:

I wanna put this in my Map D:

-dodori
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 14, 2013, 11:44:38 pm
Hyena Infra-dead & BRUTUS MOB OF THE DEAD in UGX Mod! (http://www.youtube.com/watch?v=syHCCNZLXQ4#ws)

wow brutus, this really is one of the mods, nice work guys, can the lottery be only claimed from brutus on arcade mode or can it be claimed on other modes by regular zombies
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 15, 2013, 02:48:07 am
wow brutus, this really is one of the mods, nice work guys, can the lottery be only claimed from brutus on arcade mode or can it be claimed on other modes by regular zombies
Lottery is only when you kill Brutus with the Hyena Infra-dead. I had to record the video twice, the first time I mentioned it but the second time I forgot :(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 15, 2013, 02:50:44 am
Are you going to give him his run anim from black ops 2?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 15, 2013, 02:58:09 am
Are you going to give him his run anim from black ops 2?
No.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 15, 2013, 02:58:33 am
Ok
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 15, 2013, 10:36:09 am
Lottery is only when you kill Brutus with the Hyena Infra-dead. I had to record the video twice, the first time I mentioned it but the second time I forgot :(

does he only spawn on arcade because id welcome him to spawn in classic similarly to MOTD
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 15, 2013, 05:49:10 pm
does he only spawn on arcade because id welcome him to spawn in classic similarly to MOTD
Arcade.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 20, 2013, 07:21:20 am
Are you guys goin to add the ray gun mark 2?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 20, 2013, 07:23:20 am
Are you guys goin to add the ray gun mark 2?
NO GOD! PLEASE NO!!! NOOOOOOOOOO (http://www.youtube.com/watch?v=umDr0mPuyQc#)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 20, 2013, 04:46:30 pm
urrr about the ray gun, why not? we havent even seen much of it yet, could be awesome, thats the sort of video id expect to see if someone was asking about the war machine or SMR
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Delta on June 20, 2013, 05:54:36 pm
Porting guns is time consuming. - And we have assets limits aswell.
So we choose the guns wisely to have a great balance.

But you are free to port the gun by your own into your map or mod.

Of course, you are free to suggest every gun - but don't get disappointed if it doesn't make it into the mod.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 24, 2013, 04:32:47 am
I won't do a video for the latest implemented feature because it is not really a visual addition that would shine well in a video. Instead, I will just briefly describe it here:

I have implemented a completely new algorithm for the Mystery Box which will make the weighting of rare weapons fairer. In layman's terms, it will no longer be practically impossible to get a WonderWeapon from the box in UGX Mod.

I have also implemented a new feature where, if the original box puller leaves his weapon floating in the box for more than 5 seconds, the box goes into "discount mode". Discount mode allows ANY player on the map to buy the currently floating weapon for 250 points, instead of letting the weapon go to waste. We may do a video on this aspect later when we have some cool visual effects for it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 24, 2013, 04:53:55 am
That's a smart idea you don't know how many times people pull a gun out of the box that I want and they don't! This will be a really good feature.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 24, 2013, 11:41:59 am
I won't do a video for the latest implemented feature because it is not really a visual addition that would shine well in a video. Instead, I will just briefly describe it here:

I have implemented a completely new algorithm for the Mystery Box which will make the weighting of rare weapons fairer. In layman's terms, it will no longer be practically impossible to get a WonderWeapon from the box in UGX Mod.

I have also implemented a new feature where, if the original box puller leaves his weapon floating in the box for more than 5 seconds, the box goes into "discount mode". Discount mode allows ANY player on the map to buy the currently floating weapon for 250 points, instead of letting the weapon go to waste. We may do a video on this aspect later when we have some cool visual effects for it.



good idea, ive been hitting the box so many times, and i never got WWs, thats why i like zebba farms, as there on the wall.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on June 24, 2013, 01:02:59 pm
Discount mode allows ANY player on the map to buy the currently floating weapon for 250 points, instead of letting the weapon go to waste.
Very cool, I love it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 24, 2013, 03:04:58 pm
with discount mode, say i hit the box, decide whether i want it, this duration is 5 secs, then i decide i want it, must i pay 250 points, it shouldnt be for the puller. On a side note, for trolling, player hits the box gets thundergun, gets down you wait 5 secs, grab the gun and revive him lol
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 24, 2013, 06:13:34 pm
with discount mode, say i hit the box, decide whether i want it, this duration is 5 secs, then i decide i want it, must i pay 250 points, it shouldnt be for the puller.
The puller does not pay the 250 points.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: iBarnett on June 25, 2013, 01:35:28 am
All this in 1.1 looks unreal!!! you guys do a fine fine job I must say. do you have a eta on when you think this will go live to the public? Because I think this would just set my map right off.... especially flopper not to much for less explosive damage but for the dolphin dive!!!! cant wait to pile through a carpenter! thanks for your hard work!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 25, 2013, 01:38:50 am
you guys do a fine fine job I must say. do you have a eta on when you think this will go live to the public?
Soon we will have a publicly viewable list of what we are currently working on and what remains to be done - this will help give people an idea of how much work remains, and how much more time it will take. Currently we will not put a hard date on anything because it would be a shot in the dark.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on June 25, 2013, 03:20:51 am
I can't freaking wait. Thanksgiving, Christmas, my birthday, they all SUCK compared to the next UGX Mod release. I swear, every time I read anything about the UGX Mod v1.1 before I go to bed I have to take a half a bottle of Ambien just to get to sleep I get so excited. Superman and Ironman can go to hell, you guys are my heroes!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on June 28, 2013, 05:49:51 pm
I have a question: Can the mapmakers decide on which modes Brutus can spawn? It's a great addition to classic mode and I would like to see it also in Gungame and Sharpshooter
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on June 28, 2013, 05:50:36 pm
I have a question: Can the mapmakers decide on which modes Brutus can spawn? It's a great addition to classic mode and I would like to see it also in Gungame and Sharpshooter
I do not think so in the current release no.
Edit: at least without editing our code(its not a little option in the user settings or something)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 06, 2013, 06:03:53 pm
The New Pandora's Box in UGX Mod v1.1! (http://www.youtube.com/watch?v=2m-lfr8-YvY#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on July 06, 2013, 06:08:03 pm
The New Pandora's Box in UGX Mod v1.1! (http://www.youtube.com/watch?v=2m-lfr8-YvY#ws)
That. Is. Wonderful!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on July 06, 2013, 06:08:54 pm
Looks hectic!!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: iBarnett on July 06, 2013, 06:10:17 pm
NICE!!!! looks unreal!! you guys r something else... Cant wait for 1.1. got butterflys
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 07, 2013, 10:31:28 am
whats wrong with the current box, anyway looks sick, when you open pandoras box, there shouldnt be a tune, should be like the MOTD box, where there is just a sound always with it but no tune when opened
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: offthewall2112 on July 08, 2013, 03:40:35 pm
looks wicked, keep up the awesome work.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: danila215 on July 09, 2013, 05:34:07 pm
More needs to be cleaned swinging at the sight of sniper rifles(Deadshot Daiquiri)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 09, 2013, 05:50:15 pm
More needs to be cleaned swinging at the sight of sniper rifles(Deadshot Daiquiri)
I'll see what I can do.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 11, 2013, 03:14:30 pm
whats wrong with the current box, anyway looks sick, when you open pandoras box, there shouldnt be a tune, should be like the MOTD box, where there is just a sound always with it but no tune when opened
MOTD box had a scream sound when opened I think.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 11, 2013, 04:02:56 pm
Our new box had a new spin sound in the video......
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 13, 2013, 04:11:26 pm
The Hacker Device (with a Twist) in UGX Mod v1.1! (http://www.youtube.com/watch?v=e0eViwpGpwY#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 13, 2013, 10:47:18 pm
nice
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 16, 2013, 01:01:19 pm
trying to think if the hacker has more uses you havent shown - and you said it was as rare as the thundergun but you said you made it a little easier to get a WW (Thundergun, Howl etc), so its not that rare is it?

i know you could hack the excavators in moon rewarding you 1000, points - i know theres no excavators in comosea, but in maps with similar elements, this could be implemented.

Side note, we have monkeys, hacker, i know apparently the hells retriever is in the works, are new wonder grenades possible such as QED or Gersch Device - these 2 were epic

Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 16, 2013, 05:44:50 pm
trying to think if the hacker has more uses you havent shown - and you said it was as rare as the thundergun but you said you made it a little easier to get a WW (Thundergun, Howl etc), so its not that rare is it?
WonderWeapons are less rare than they were in Comosea. They are still rare, though. You can only have one of each WonderWeapon on the map at a time, so no two people can have a Thudergun at the same time, etc. But one person could have a Thundergun while the other person has a Scavenger, etc. During testing, I got the Hacker Device on my seventh attempt at the box.

i know you could hack the excavators in moon rewarding you 1000, points - i know theres no excavators in comosea, but in maps with similar elements, this could be implemented.
As I mentioned in the video, there will be a way for mappers to add their own hackable items very easily :)

Side note, we have monkeys, hacker, i know apparently the hells retriever is in the works, are new wonder grenades possible such as QED or Gersch Device - these 2 were epic
Yes, they are possible. QED is on our list currently.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 16, 2013, 07:25:08 pm
yeah i know 2 TGUNS are OP, but i like what your doing with wonder weps, 1 TGUN, 1 howl, 1 scavenger, 1 blundergat (assuming thats still in the works) this means 1 WW for each player potentially with no-one being annoyed or jealous, the hacker was and should only be available to one, i hope WWs are a little easier, as not just on comosea but many maps ive never received the WWs as ther impossible to get only on zebba where they were on the wall, i could use them, great work so far, looking forward to it
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on July 20, 2013, 04:02:18 pm
Sneak Peak at some New Weapons in UGX Mod v1.1! (http://www.youtube.com/watch?v=VzsQUNyt75U#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 20, 2013, 05:47:04 pm
Only a few of the new guns?! Thompson, oh this is awesome
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on July 26, 2013, 12:26:51 pm
Is it possible to add glowing zombie eyes like Black ops or black ops 2 in the 1.1 version? Also do you think Vulture aid could be possible? :3 :rainbow:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on July 26, 2013, 12:42:03 pm
Is it possible to add glowing zombie eyes like Black ops or black ops 2 in the 1.1 version? Also do you think Vulture aid could be possible? :3 :rainbow:
For the glowing eyes it is planned to be added to the mod. For the vulture aid perk we will not be adding it as we feel it would not be beneficial to the mod based on its effects.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on July 27, 2013, 04:57:18 am
its possible to combinate the new pandoras box with the old, for example if i the old box in a part of my map, and the new in another part, thats going to work?

and there will be one prefab with the new and another with the old?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 27, 2013, 05:09:35 am
its possible to combinate the new pandoras box with the old, for example if i the old box in a part of my map, and the new in another part, thats going to work?

and there will be one prefab with the new and another with the old?
Nope, you can only use the new one
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on July 27, 2013, 05:11:32 am
Nope, you can only use the new one
damn, beacause in my map i want use the normal box :(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on July 27, 2013, 07:58:32 am
Awesome :D I look forward to seeing the glowing eyes and all the new features in the next update :D Also is there a place where i can give you guys my ideas or do I do that here? Either way great job so far :D Cant wait  :gusta:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 27, 2013, 08:02:31 am
Also is there a place where i can give you guys my ideas or do I do that here? Either way great job so far :D Cant wait  :gusta:
Here is fine.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 27, 2013, 10:46:37 am
damn, beacause in my map i want use the normal box :(

yeah i can see people running into issues with v1.1 with the new box not being so easy to place as its vertical
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on July 27, 2013, 05:40:09 pm
Hell's Retriever & Redeemer in UGX Mod v1.1! (http://www.youtube.com/watch?v=cNTtnpCNqm4#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 27, 2013, 06:27:23 pm
yeah i can see people running into issues with v1.1 with the new box not being so easy to place as its vertical
If you have problems placing a vertical box then the room isnt even tall enough to support zombie ai movement.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on July 27, 2013, 06:30:44 pm
If you have problems placing a vertical box then the room isnt even tall enough to support zombie ai movement.
yeah but there will be a option for the mappers if they want the normal box :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 27, 2013, 06:32:36 pm
yeah but there will be a option for the mappers if they want the normal box :)
The code has been heavily modified and if I were to add the old code back into the mi it would cause the code to become a major mess. I'm not going to do this, sorry.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on July 27, 2013, 06:52:10 pm
you going to replace the old raygun with the new? (buried raygun)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 27, 2013, 07:00:16 pm
you going to replace the old raygun with the new? (buried raygun)
We are considering it but nothing is confirmed or promised yet.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on July 27, 2013, 07:03:19 pm
We are considering it but nothing is confirmed or promised yet.
because i was triying to find a model, when i see this:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FsgvdNPf.jpg&hash=5ab926d1b0cabf9090ec43bb51d8f1af)

:treyarch:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 27, 2013, 07:06:48 pm
because i was triying to find a model, when i see this:

(http://i.imgur.com/sgvdNPf.jpg)

:treyarch:
Yeah haha, idiots. Saje saved the model to his hard drive last week in case we end up wanting it and Treyarch pulls it out ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 27, 2013, 07:32:55 pm
yeah i heard they only removed from the box, but everything about the weapon is still their like assets, i really hope you guys add it, seems a lot of people want it, which is understandable as its 100 times better than the WaW one, i know theirs weapon limits, but this mod is epic and so is the gun and i think it deserves a place in the mod
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 27, 2013, 09:54:34 pm
because i was triying to find a model, when i see this:

{image removed}

:treyarch:
Ray Gun Mark II in UGX Mod 1.1? My life is completed.  :D
BTW I saw a guy on TMG who made Ray Gun Mark III as his answer to the Mark II. It had some elements from galil.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 27, 2013, 10:05:38 pm
Ray Gun Mark II in UGX Mod 1.1? My life is completed.  :D
BTW I saw a guy on TMG who made Ray Gun Mark III as his answer to the Mark II. It had some elements from galil.

its not confirmed, yeah i saw TMG attempt, pretty poor tbh prefer mark 2

Post Merge: July 27, 2013, 10:08:01 pm
If you have problems placing a vertical box then the room isnt even tall enough to support zombie ai movement.

i was thinking of zebba farms first box spawn...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on July 28, 2013, 04:40:00 am
I sorta agree with you guys with the new box, but i still think it is pretty badass! Also do you think you will add the blundergat? It shouldn't be too hard right? Basically a massive shotgun , the animations may be tricky though.... Anyway keep up the great work guys :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 28, 2013, 05:14:39 am
i was thinking of zebba farms first box spawn...
If chaos wanted to upgrade it to 1.1 then it would be some more work than normal.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: FLUXtrance on July 28, 2013, 07:22:27 am
Halting remaining progress on my map until this releases. Really excited. Excellent work UGX, this mod looks incredible.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 28, 2013, 07:24:48 am
I wish I also could but due to the contest deadline I can't.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on July 28, 2013, 08:18:14 am
Will the new perks (PHD flopper, mulekick, etc) be added to sharpshooter as well? just wondering..
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 28, 2013, 10:36:18 am
I sorta agree with you guys with the new box, but i still think it is pretty badass! Also do you think you will add the blundergat? It shouldn't be too hard right? Basically a massive shotgun , the animations may be tricky though.... Anyway keep up the great work guys :D

It was on the community poll, so possibly, but i hear they havent started it yet

Post Merge: July 28, 2013, 10:36:56 am
If chaos wanted to upgrade it to 1.1 then it would be some more work than normal.

Yeah he said he would when it comes, out thats why im saying it wont be as easy task
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 28, 2013, 11:21:33 am
Will the new perks (PHD flopper, mulekick, etc) be added to sharpshooter as well? just wondering..
Probably yes. All  gamemodes run on the same map.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 28, 2013, 11:30:47 am
Will the new perks (PHD flopper, mulekick, etc) be added to sharpshooter as well? just wondering..

Mule Kick probably not...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on July 28, 2013, 11:37:35 am
It was on the poll? can someone link me to this community poll please?  :gusta:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 28, 2013, 12:19:58 pm
It was on the poll? can someone link me to this community poll please?  :gusta:

The vid is here, but if you scroll you'll find a text version: http://ugx-mods.com/forum/index.php?topic=710.0 (http://ugx-mods.com/forum/index.php?topic=710.0)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 28, 2013, 06:23:28 pm
Will the new perks (PHD flopper, mulekick, etc) be added to sharpshooter as well? just wondering..
Not Mule Kick. We have added whatever perks are appropriate for each game mode.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 28, 2013, 06:51:16 pm
Not Mule Kick. We have added whatever perks are appropriate for each game mode.
Mule Kick would be useless for Gungame and Sharpshooter since you have only one weapon and you cant buy from box and wall.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 28, 2013, 06:56:01 pm
Mule Kick would be useless for Gungame and Sharpshooter since you have only one weapon and you cant buy from box and wall.
Correct, which is why we did not enable it in those modes. Another example would be that Sharing is Caring is not enabled in Sharpshooter or Gungame.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on July 29, 2013, 07:35:29 am
Yeah that makes sense :) Also i was just wondering if it was possible to make the Retriever and Redeemer spin? Thought it would be pretty sweet  :accepted: Love your work guys, keep it up, the community loves you :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 29, 2013, 07:45:42 am
Yeah that makes sense :) Also i was just wondering if it was possible to make the Retriever and Redeemer spin? Thought it would be pretty sweet  :accepted: Love your work guys, keep it up, the community loves you :D
I had it spinning during testing phases but decided to disable it for the video as it wasn't perfected yet. It will spin once the mod is released :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 29, 2013, 07:55:12 am
I have an idea. Why can't it be thrown like a bumerang (using flashbang throw animation for hands)?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on July 29, 2013, 08:57:06 am
I have an idea. Why can't it be thrown like a bumerang (using flashbang throw animation for hands)?
Why? We already have the tomahawk throw from black ops.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on July 29, 2013, 02:54:45 pm
Is there any chance at all of maybe putting the Wonder Waffe back in? Pretty please? If you can fit it though,  if not all good :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 29, 2013, 03:00:48 pm
maybe hells retriever will be dropped as a powerup from killing brutus in the case of arcade?

Post Merge: July 29, 2013, 03:01:54 pm
Is there any chance at all of maybe putting the Wonder Waffe back in? Pretty please? If you can fit it though,  if not all good :)

yeah id like to see the wunderwaffe back as its own weapon, not dragunov of all weapons upgraded
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 29, 2013, 03:30:58 pm
Wunderwaffe = old, classy win
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on July 29, 2013, 03:59:22 pm
Quote
yeah id like to see the wunderwaffe back as its own weapon, not dragunov of all weapons upgraded
The upgraded Dragunov is like, a buffed Wunderwaffe by tenfold. Why ruin that?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 29, 2013, 06:07:38 pm
I noticed in the videos that in pause menu there is ugx options and when the map is loaded i found a game speed multiplier option. Will it be an alternative to timescale command or something else?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 29, 2013, 07:19:50 pm
I noticed in the videos that in pause menu there is ugx options and when the map is loaded i found a game speed multiplier option. Will it be an alternative to timescale command or something else?
Keen eye, I don't even know which video you saw that in lol. The game speed multiplier has nothing to do with timescale - it's an option for competitive gamemodes such as Gun Game which multiplies your points by a scalar you choose in order to decrease the amount of time the game takes. So if you normally spend 40 minutes playing four person gungame, setting the scalar to 2x should double everyone's point rate and reduce the game time to 20 minutes. If you choose 3x it will triple the point rate, leaving you with a ~13 minute game.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 29, 2013, 07:24:35 pm
And what is ugx options for?
BTW In pandora's box vid when saje was getting himself a thundergun the only weapon acquirable from the box was the thundergun and thats why you were spinning around.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 29, 2013, 07:26:14 pm
And what is ugx options for?
Same thing it was used for in Comosea.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 29, 2013, 07:29:01 pm
I'm out on vacation and I forgot to install Comosea map and with the crappy mobile internet connection I can't get it. Can you explain this for me?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 29, 2013, 07:34:56 pm
I'm out on vacation and I forgot to install Comosea map and with the crappy mobile internet connection I can't get it. Can you explain this for me?
Sure. UGX Options:

Water Fog: (Only useful for Comosea): Lets you toggle off the green water fog to save FPS.
Dynamic Water Toggle (Probably only useful for Comosea): Lets you toggle off dynamic water to save FPS on the waterfront area.
Fire Hands FX toggle: Lets you turn off all the fire effects on zombies to save FPS. Side effect is you don't know what zombies are carrying powerups.
Riser FX: Apparently some people actually think that riser fx save FPS (Man your PC must really suck), so this will toggle them off and on.
Screenshot Mode: Turns off your gun and all hud elements so that you can walk around and take clean screenshots.
FOV Toggle: Lets you toggle between popular FOV settings Normal, 70, 80, 90, 100.

Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 29, 2013, 07:39:22 pm
Mainly performance options. The PC I got with me really sucks so it's gonna be helpful ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 29, 2013, 08:39:34 pm
The upgraded Dragunov is like, a buffed Wunderwaffe by tenfold. Why ruin that?

because its not a Wunderwaffe and out of all weapons you must upgrade something $hit to get it
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 29, 2013, 09:00:11 pm
because its not a Wunderwaffe and out of all weapons you must upgrade something $hit to get it
If you think the regular Dragunov is shit then you're using it wrong. It's one-hit-kill for quite a while and has penetration effects that take down lines of zombies. Then when you upgrade it you get the effects of a Wunderwaffe but updated with a new feel. I don't think we need both.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 29, 2013, 09:08:10 pm
If you think the regular Dragunov is shit then you're using it wrong. It's one-hit-kill for quite a while and has penetration effects that take down lines of zombies. Then when you upgrade it you get the effects of a Wunderwaffe but updated with a new feel. I don't think we need both.

ok its not shit, it is one of the better snipers, it just annoying as im not a sniper person, and they dont give you any points
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on July 30, 2013, 09:07:08 am
I think it would be cool if you added a low gravity feature into the UGX options, so when you shoot the zombies they go flying just like on moon and you jump higher. I don't know just a thought i had, would be cool though :)

Post Merge: July 30, 2013, 02:38:46 pm
Also just quickly i wanted to ask if you were adding Phd flopper into Sharpshooter? Because i love that thing and it would be quite useful, plus after getting the 3 perks on Comosea theres not that much to try and work for so the more the merrier i think :) Mulekick, Whos who and tombstone wouldn't make much sense and would be useless but Stamin-up Deadshot and PhD Flopper would make sense in my opinion :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on July 30, 2013, 03:52:51 pm
I think it would be cool if you added a low gravity feature into the UGX options, so when you shoot the zombies they go flying just like on moon and you jump higher. I don't know just a thought i had, would be cool though :)

Post Merge: July 30, 2013, 02:38:46 pm
Also just quickly i wanted to ask if you were adding Phd flopper into Sharpshooter? Because i love that thing and it would be quite useful, plus after getting the 3 perks on Comosea theres not that much to try and work for so the more the merrier i think :) Mulekick, Whos who and tombstone wouldn't make much sense and would be useless but Stamin-up Deadshot and PhD Flopper would make sense in my opinion :)
We probably won't as if the mapper wants to add low gravity he just has to set two dvars(not complicated). I don't know about PhD, it seems that its a way of damaging zombies without using your weapon which is the point of the gamemode so I'm guessing no.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on July 30, 2013, 04:16:34 pm
Can you take out where it says what gamemode you're playing when you spawn(lets say I chose classic and when I spwan it says "classic")? This also goes for the fact that it doesn't fade in from black when you spawn and that there is no starting round sound. I also (PERSONALLY) think that the Gersh device and the QED should be ported as box weapons.
Question: When the last DLC for BO2 is released (and lets say that you decide to port the perk and/or the wonder weapon) will it appear in 1.1?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on July 30, 2013, 04:32:03 pm
Question: When the last DLC for BO2 is released (and lets say that you decide to port the perk and/or the wonder weapon) will it appear in 1.1?
Why would the port it if they weren't putting in in 1.1?  :derp:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on July 30, 2013, 04:57:08 pm
Why would the port it if they weren't putting in in 1.1?  :derp:

they've ported the RGM2, but are not planning on putting it in the mod
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on July 30, 2013, 05:53:55 pm
they've ported the RGM2, but are not planning on putting it in the mod
Why not? Everyone's asking for it...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 30, 2013, 05:58:10 pm
Why not? Everyone's asking for it...
You said the exact same thing in the video comments, and I already replied to it. I'll say it again, Be Patient.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on July 30, 2013, 05:59:38 pm
You said the exact same thing in the video comments, and I already replied to it. I'll say it again, Be Patient.
Alright then. Can't wait for you next video!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 30, 2013, 06:03:06 pm
Alright then. Can't wait for you next video!
:)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on July 31, 2013, 02:35:01 pm
I have my fingers crossed for another taste of UGX guns!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 03, 2013, 10:37:45 pm
Ray Gun Mark II and NEW HUD in UGX Mod v1.1! (http://www.youtube.com/watch?v=hF564otWswo#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 03, 2013, 10:45:29 pm
Ray Gun Mark II and NEW HUD in UGX Mod v1.1! (http://www.youtube.com/watch?v=hF564otWswo#ws)
HOLY CRAP! It looks great, but also looks like it needs work. Is this a prototype and will you be making update videos on this like you did with the Scavenger?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 03, 2013, 10:48:13 pm
HOLY CRAP! It looks great, but also looks like it needs work. Is this a prototype and will you be making update videos on this like you did with the Scavenger?
Would you like to make the anims?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 03, 2013, 10:49:51 pm
Would you like to make the anims?
Nope. But I wish I had as much skill as you :(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on August 04, 2013, 01:59:03 am
Amazing, simply amazing. Sprinting animation might need a little tweaking and maybe the reload speed a bit longer but other than that I am amazed. Love your work guys, you are truly the best :D Keep up the good work, I look forward to hearing more about this mod :D

Ray Gun Mark 2 reload fail (http://www.youtube.com/watch?v=v6B3LUiVnD4#) found this video incase you guys wanted a better look at the reloading of the RGM2 :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 04, 2013, 02:28:46 am
Amazing, simply amazing. Sprinting animation might need a little tweaking and maybe the reload speed a bit longer but other than that I am amazed. Love your work guys, you are truly the best :D Keep up the good work, I look forward to hearing more about this mod :D
What he said :)

Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on August 04, 2013, 10:57:32 am
the RGM2 anims have had to be custom made, you can only do so good, besides the long reload time for MK2 was annoying, the sprint anim does look a bit off, but dont forget in the vid, the gun is closer to the screen, this will be rectified, like other WWs they'll have their own official camo from the game
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on August 04, 2013, 11:01:48 am
I never found the ray gun mark 2's reload annoying or that long at all to be honest. Just because you think that doesn't mean everyone else who uses this mod does, remember that :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on August 04, 2013, 11:05:13 am
i dont find it that annoying, merely stating from the vid

Post Merge: August 04, 2013, 11:20:26 am
are you gonna make an anim for when you get it out the box, as you get it out and it has an anim with a few sounds
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 04, 2013, 11:22:08 am
Would you like to make the anims?
I have some skill with animations but not with maya :/
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 04, 2013, 01:04:36 pm
I noticed that the amazing animated UGX mod pack-a-punch camo was not put on the Mark 2. Will you add that? I was really looking forward to that camo on a Mark 2 :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 05, 2013, 03:10:48 am
I noticed that the amazing animated UGX mod pack-a-punch camo was not put on the Mark 2. Will you add that? I was really looking forward to that camo on a Mark 2 :)

Post Merge: August 05, 2013, 12:54:05 am
I noticed that the amazing animated UGX mod pack-a-punch camo was not put on the Mark 2. Will you add that? I was really looking forward to that camo on a Mark 2
Please do not post the same thing twice - it is considered spam.

If we were to put our PaP camo on the Ray Gun M2 we would have people complaining that we didn't stay true to the Black Ops 2 look, and if we used the texture from Black Ops 2 then we have people complaining that we didn't use our own texture. Apparently we can't win either way so we just pick what we think is best and stick with it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 05, 2013, 04:22:52 am
I've heard that there is a BO2 anim ripper out there somewhere, but it's not available openly yet. Is this true, and (if so) when will you be able to port anims into WaW?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 05, 2013, 05:19:00 am
I think not.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 05, 2013, 05:56:33 am
If we were to put our PaP camo on the Ray Gun M2 we would have people complaining that we didn't stay true to the Black Ops 2 look, and if we used the texture from Black Ops 2 then we have people complaining that we didn't use our own texture. Apparently we can't win either way so we just pick what we think is best and stick with it.
Is there any way a mapper could change the PaP camo to the one you showed in the video, the UGX camo, or the Black Ops circuit camo? I would like to see those 2 in action.

Post Merge: August 07, 2013, 05:38:13 am
Is there any way you can replace the normal ray gun models with the ones from buried for a newer look? And can you update Double Tap to its version on Black Ops 2?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 07, 2013, 06:19:41 am
Is there any way you can replace the normal ray gun models with the ones from buried for a newer look? And can you update Double Tap to its version on Black Ops 2?
Ray gun has been removed for mark 2. Double tap 2.0 effects will be added.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 07, 2013, 06:23:11 am
Good to know. And about the PaP camos for the RGM2, is there a way you can add an option for the map maker to change the camo to the one you showed in the video, the UGX camo, or the BO circuit camo?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 07, 2013, 06:27:41 am
Is there any way a mapper could change the PaP camo to the one you showed in the video, the UGX camo, or the Black Ops circuit camo? I would like to see those 2 in action.

Post Merge: August 07, 2013, 05:38:13 am
Is there any way you can replace the normal ray gun models with the ones from buried for a newer look? And can you update Double Tap to its version on Black Ops 2?
Like I said before, don't double-post. This is your last warning. Next time your posting ability will be temporarily taken away.

Good to know. And about the PaP camos for the RGM2, is there a way you can add an option for the map maker to change the camo to the one you showed in the video, the UGX camo, or the BO circuit camo?
It's really not important enough for us to make settings for things like this. We have a lot to do and something like this is not a priority.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 07, 2013, 06:29:02 am
Is there any way to add it manually?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 10, 2013, 04:03:04 pm
Electricity & Fire | Elemental Weapons System in UGX Mod v1.1! (http://www.youtube.com/watch?v=GbMXu49nHMo#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on August 10, 2013, 05:04:03 pm
I watched this video and my mind got blown thats a really good feature.

Cant wait till next week for more

Keep up the good work boys.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 10, 2013, 06:12:53 pm
WOW! Can't wait to see the other elements, especially acid! Also, regarding Double Tap 2.0 being added into 1.1, will you also be porting the Black Ops 2 Double Tap machine model? It's a small difference, but it would make it feel like it was straight out of Black Ops 2.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 10, 2013, 06:14:55 pm
will you also be porting the Black Ops 2 Double Tap machine model? It's a small difference, but it would make it feel like it was straight out of Black Ops 2.
Unless I'm told otherwise no, that would be a waste of my time for something so minor.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 10, 2013, 10:34:59 pm
And as for the elemental effects (AMAZING by the way) can it be added to any weapon? Say the RGM2 or the Blundergat (if you are still planing to implement it)? And I was a little confused as to how to works: after you have done enough damage to kill a zombie the effect activates? Are they just for show?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 10, 2013, 10:36:31 pm
And as for the elemental effects (AMAZING by the way) can it be added to any weapon? Say the RGM2 or the Blundergat (if you are still planing to implement it)? And I was a little confused as to how to works: after you have done enough damage to kill a zombie the effect activates? Are they just for show?
They can be added to every PaPed gun I think
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 11, 2013, 02:23:23 am
Are you planning on implementing the Blundergat? And if so, are going to add the Acid Gat/ Vitriolic Withering apart from the Blundergat/ Sweeper?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on August 11, 2013, 02:32:04 am
Blundergat is in. Its in the changelog.

http://ugx-mods.com/forum/index.php?topic=710.0 (http://ugx-mods.com/forum/index.php?topic=710.0)

It says to be a full port. Considering the elemental presets featuring acid weapons, It could very well happen.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 11, 2013, 02:38:53 am
I hope that UGX makes an update video on the elemental weapons and show the acid, ice, and wind as well. When 1.1 is released I plan on adding the acid effect to the RGM2. I can't wait!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 11, 2013, 03:46:48 am
Are you planning on implementing the Blundergat? And if so, are going to add the Acid Gat/ Vitriolic Withering apart from the Blundergat/ Sweeper?
It would be the standard Blundergat -> Vitriolic Withering when PaP'd. No need to have four different variations of the same gun.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 11, 2013, 03:54:19 am
Thanks. Can't wait for your next video! Hope it shows all of the elemental possibilities with PaP'd guns!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on August 12, 2013, 02:18:30 pm
the Sharing is Caring perk, have his jingle a sting?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 12, 2013, 02:22:12 pm
the Sharing is Caring perk, have his jingle a sting?
We will most likely add one yes.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Zombie-Slayer935 on August 12, 2013, 04:56:18 pm
https://www.youtube.com/watch?v=7JdfWekXFrA (https://www.youtube.com/watch?v=7JdfWekXFrA)


Sharing is caring Jingle confirmed XD.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 12, 2013, 04:57:41 pm
https://www.youtube.com/watch?v=7JdfWekXFrA (https://www.youtube.com/watch?v=7JdfWekXFrA)


Sharing is caring Jingle confirmed XD.
Lol yeah that's the first thing I found. xD
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Zombie-Slayer935 on August 12, 2013, 05:02:06 pm
You should just make the voice sound a little demonic then this perk will be perfect!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 12, 2013, 06:26:57 pm
https://www.youtube.com/watch?v=7JdfWekXFrA (https://www.youtube.com/watch?v=7JdfWekXFrA)


Sharing is caring Jingle confirmed XD.
please dont
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 12, 2013, 08:14:45 pm
Do you still plan to attempt to add dual wield weapons? And what do you think about this: http://ugx-mods.com/forum/index.php?topic=944.0 (http://ugx-mods.com/forum/index.php?topic=944.0)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 12, 2013, 08:16:22 pm
Do you still plan to attempt to add dual wield weapons? And what do you think about this: http://ugx-mods.com/forum/index.php?topic=944.0 (http://ugx-mods.com/forum/index.php?topic=944.0)
It is still on the list so yes. As for your topic, stop posting about it we saw it the first time, repeating yourself isn't gonna change anything.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 12, 2013, 08:23:34 pm
It is still on the list so yes. As for your topic, stop posting about it we saw it the first time, repeating yourself isn't gonna change anything.
Ok, sorry, I didn't know that you saw it and I wanted your opinion. And if you are successful with dual wield weapons, will you replace the PaP'd M1911? And for that matter will you replace the starting pistol?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 12, 2013, 10:35:42 pm
Do you still plan to attempt to add dual wield weapons? And what do you think about this: http://ugx-mods.com/forum/index.php?topic=944.0 (http://ugx-mods.com/forum/index.php?topic=944.0)
Everything in our community poll results video is still planned unless we make a public announcement otherwise.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 12, 2013, 10:46:38 pm
Everything in our community poll results video is still planned unless we make a public announcement otherwise.
What dual wield weapons are you planning to add? Are you going to make any custom ones? Personally, I'd like to see the Mustang and Sally the same way it was in Black Ops or maybe even Black Ops 2.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 12, 2013, 10:57:03 pm
What dual wield weapons are you planning to add? Are you going to make any custom ones? Personally, I'd like to see the Mustang and Sally the same way it was in Black Ops or maybe even Black Ops 2.
These are irrelevant questions until we announce that we have it working.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 13, 2013, 01:43:50 am
These are irrelevant questions until we announce that we have it working.
Alright, then. I hope that you do because the Mustang and Sally are awesome, and so are you guys! Good luck! :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: danila215 on August 13, 2013, 09:33:46 am
What's in progress?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 13, 2013, 11:53:49 am
What's in progress?
http://ugx-mods.com/forum/index.php?topic=710.msg6590#msg6590 (http://ugx-mods.com/forum/index.php?topic=710.msg6590#msg6590)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 13, 2013, 11:57:47 am
How come you decided to port the Balista instead of the DSR 50 and the PDW-50 instead of the AN-94?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 13, 2013, 12:03:46 pm
How come you decided to port the Balista instead of the DSR 50 and the PDW-50 instead of the AN-94?
Because its the shit. Not everyone's gonna like every single weapon, you wanna use them? Then play black ops 2.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Zombie-Slayer935 on August 13, 2013, 08:48:12 pm
Quick question.

Are you going to make a grand release for this mod?

Like make it come with a map that was designed with V1.1? If you could do that it would be nice.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 13, 2013, 08:51:23 pm
Quick question.

Are you going to make a grand release for this mod?

Like make it come with a map that was designed with V1.1? If you could do that it would be nice.
The release of UGX-MOD v1.1 will be accompanied at or soon after release, by UGX Comosea v1.2.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Zombie-Slayer935 on August 13, 2013, 08:54:40 pm
Not like that I mean.

A brand new map not an updated version of  a map.

It seem's a bit cumbersome but it would be cool.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 13, 2013, 08:57:12 pm
Not like that I mean.

A brand new map not an updated version of  a map.

It seem's a bit cumbersome but it would be cool.
Making a whole new map for release would delay the release of the mod by months. Also wouldn't be possible as we have no official level designers to work on something like that. I'm sure some of the community members will have maps for the mod to go on once the mod is released.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 13, 2013, 08:58:20 pm
I'm sure some of the community members will have maps for the mod to go on once the mod is released.
I know of at least four maps offhand that are waiting on the v1.1 release :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Zombie-Slayer935 on August 13, 2013, 10:01:20 pm
WOW! That is pretty good.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: ZMBS DON GOONY on August 14, 2013, 02:06:31 am
I came to say good job on the updates  :o :o
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: danila215 on August 17, 2013, 01:28:58 pm
Dear ugx team,i think,need replace Aug model, on Aug model from black ops and replace recharge sound,on recharge sound from black ops and replace recharge sound and shot sound  Commando,on recharge sound and shot sound from black ops, because i think,so been qualitative.What you think about my idea?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 17, 2013, 01:35:05 pm
Dear ugx team,i think,need replace Aug model on model Aug from black ops(Reload animations,reload song) and replace songs reload and song shot Commando,on songs from black ops, because i think,so been qualitative.What you think about my idea?
Correct grammar please.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: danila215 on August 17, 2013, 02:33:35 pm
Ray1235,Ready.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 17, 2013, 03:20:46 pm
Ray1235,Ready.
Still not correct.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on August 17, 2013, 03:24:17 pm
Dear ugx team,i think,need replace Aug model, on Aug model from black ops and replace reload song,on reload song from black ops and replace reload song and shot song  Commando,on reload song and shot from black ops, because i think,so been qualitative.What you think about my idea?

I would give feedback if I knew what you was even talking about.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: danila215 on August 17, 2013, 03:32:19 pm
Ray1235,Now Ready?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 17, 2013, 03:52:55 pm
Wind & Ice | Elemental Weapons System in UGX Mod v1.1! (http://www.youtube.com/watch?v=m1r6L6d2IYA#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 17, 2013, 04:30:09 pm
Ray1235,Now Ready?
Still not!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: danila215 on August 17, 2013, 05:16:26 pm
Ray1235,Ready.If it's wrong, I give up.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 17, 2013, 06:38:27 pm
Ray1235,Ready.If wrong, I give up.
That second sentence would be gramatically perfect if you added it's between if and wrong.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ty123h on August 18, 2013, 12:30:25 am
Win

An updated HUD is something I've wanted in custom zombies for a long time
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 18, 2013, 08:24:28 am
I want to ask a question about the M4A1's powerdrill. Will it be limited somehow, like after 5 secs it needs a 30-secs cooldown?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 18, 2013, 08:48:17 am
I want to ask a question about the M4A1's powerdrill. Will it be limited somehow, like after 5 secs it needs a 30-secs cooldown?
Powerdrill?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 18, 2013, 09:17:25 am
Powerdrill?
Look at poll results/PaP guns
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on August 18, 2013, 04:05:25 pm
I believe he means the M4A1 Turbine.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on August 24, 2013, 08:20:56 pm
Elemental Machine | Second PaP in UGX Mod v1.1! (http://www.youtube.com/watch?v=7B66izyBbz0#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on August 24, 2013, 08:47:27 pm
interesting, looks good, this elemental stuff hasnt been done before so will be interesting, though as he said in the video, i hope next vid is different like new guns or something, elemental 3 times in a row is a bit boring but great work none the less
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on August 29, 2013, 06:50:31 am
Will you be adding the Wunderfizz random perk machine from Origins or anything form Origins?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on August 29, 2013, 10:19:08 am
i must say i love the Wunderfizz but i do not think it is necessary in the mod but i wouldnt say no to it, but they cant really take anything from it till it comes out for PC next month
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on August 29, 2013, 10:19:51 am
Will you be adding the Wunderfizz random perk machine from Origins or anything form Origins?
Wouldn't the Wonderfizz be too overpowered considering that the UGX mod has no perk limit? Meaning you could just buy from the machine over and over till you have all perks making buying expensive ones like Mule kick a waste of money? Who wants to spend 4000 points on a perk when you can get it for 1500? Other than that there isn't really much else for them to add? The power ups were meh..
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 29, 2013, 10:24:39 am
Wouldn't the Wonderfizz be too overpowered considering that the UGX mod has no perk limit? Meaning you could just buy from the machine over and over till you have all perks making buying expensive ones like Mule kick a waste of money? Who wants to spend 4000 points on a perk when you can get it for 1500? Other than that there isn't really much else for them to add? The power ups were meh..
Yeah. Seems quite overpowered until you add perk limit.
And the Zombie Blood acts same way as Invisibility does.
Although the PaP camo is soooooo cutely awesome :3
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 01, 2013, 04:24:21 am
Gersch Device in UGX Mod v1.1! (http://www.youtube.com/watch?v=jZTaSrWl2qc#)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 01, 2013, 05:12:10 am
Wouldn't the Wonderfizz be too overpowered considering that the UGX mod has no perk limit?
Well, yeah, but this is based on option of the map maker. The map maker can set a perk limit (lets just say 6) and there are 12 perks on the map. I would still want to put in a way to get all of the perks because I know how much I would want it and other people would. Plus, you can change the price, and possibly what perks you can get out of there. For example, I can set the price to use it 2,000 points, and not put Mule Kick in the cycle. Or put the price to 1,500 (or maybe 1,750) and not put the PhD Flopper perk machine on the map and make the Wunder Fizz the only way to obtain it. It's highly customizeable. Also, on a side note, is there any chance you would add the Thunder fist into the map that can be obtained based on the map maker?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on September 01, 2013, 05:42:04 am
Gersch Device in UGX Mod v1.1! (http://www.youtube.com/watch?v=jZTaSrWl2qc#)
Well done kind sir, i am greatly impressed!  :rainbow:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 01, 2013, 06:13:11 am
Can you PLEASE add the QED? Oh, and I believe that the UGX mod was considering replacing the monkeys? Well, is it possible to replace them with the mortar strike grenades from Origins?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 01, 2013, 06:53:58 am
Can you PLEASE add the QED? Oh, and I believe that the UGX mod was considering replacing the monkeys? Well, is it possible to replace them with the mortar strike grenades from Origins?
QED is in the works. Monkeys have officially been replaced with the Gersch + Wicked Bow.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 01, 2013, 11:17:52 am
woohoo, looks sick, Wicked Bow?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 01, 2013, 11:19:31 am
woohoo, looks sick, Wicked Bow?
Wicked Bow is upgraded crossbow.
BTW I would suggest that since the upgraded crossbow takes the weapon slot the arrow should last 2 times more than a monkey bomb.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 01, 2013, 12:24:16 pm
Wicked Bow is upgraded crossbow.
BTW I would suggest that since the upgraded crossbow takes the weapon slot the arrow should last 2 times more than a monkey bomb.
We matched the time up to the one in BO1.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 01, 2013, 12:28:56 pm
sorry guys, slightly off topic, but chat is working
Title: A nice idea for UGX Mod v1.1
Post by: P.S.M. on September 02, 2013, 08:53:49 am
Well, i had an idea that will probably be a good addition to the mod.
The idea consist on a new feature that's called ''restrictions'' (Example: When you are going to choose the gamemode [you need to choose Arcade or Classic] you can select a restriction like No Power , No Doors , Pistols Only , Etc...)
It will be a challenge to the skilled players so i have another idea for this feature  (MOAR IDEAS MOAR!) , there will be ''Leaderboards'' in this page so if you send a message to an administrator with a proof that you get to a high round with a restriction you will appear in the Leaderboards (Like UGX Cabin one).

Also it will be good to make an option to play gun game with another weapons or a specific type of them (Shotguns & Snipers Gun Game for Example)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 03, 2013, 04:55:34 am
Question: Will you be fixing the Black Ops Quick Revive for solo? You know, correct zombie pathing (they run away from you when you are being revived), and an explosive pistol (if you succeed in adding dual wield weapons, can you make the explosive pistol the Mustang and Sallys?)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 03, 2013, 05:30:22 am
Will you be fixing the Black Ops Quick Revive for solo?
It's already fixed in the developer build, so yes.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 03, 2013, 05:34:05 am
Awesome! Can't wait for UGX 1.1 and hopefully we get to see a Mustang and Sally and a fully functional Wave Gun/Zap Gun Dual Wield!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 03, 2013, 11:50:15 am
Awesome! Can't wait for UGX 1.1 and hopefully we get to see a Mustang and Sally and a fully functional Wave Gun/Zap Gun Dual Wield!
http://ugx-mods.com/forum/index.php?topic=924.0 (http://ugx-mods.com/forum/index.php?topic=924.0)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Davstruction123 on September 04, 2013, 12:00:39 am
I don't know if it is already asked but ¿could you release sooner the developer version with the things it has right know or sometime sooner than the standalone it self for beta testing or something? Because if it doesn't come out in some time i'm going to take Hitlers suicide pill at the same time i shoot myself whith a usas 12 thanks for reading and keep up the good work. Also i love you treminaor and saje one  :rainbow: :rainbow: :rainbow:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 04, 2013, 12:02:37 am
I don't know if it is already asked but ¿could you release sooner the developer version with the things it has right know or sometime sooner than the standalone it self for beta testing or something? Because if it doesn't come out in some time i'm going to take Hitlers suicide pill at the same time i shoot myself whith a usas 12 thanks for reading and keep up the good work.
Other then a possible playable beta released in the donor section this will more then likely not be happening.
Also i love you treminaor and saje one  :rainbow: :rainbow: :rainbow:
:3
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Davstruction123 on September 04, 2013, 12:07:04 am
Other then a possible playable beta released in the donor section this will more then likely not be happening.:3
Thanks for the quick response can't wait as i said  :gusta:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ty123h on September 04, 2013, 12:45:58 am
Sorry if this has already been asked.

Is there anything from Origins that will be included in the new mod
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 04, 2013, 01:21:26 am
Sorry if this has already been asked.

Is there anything from Origins that will be included in the new mod
Nope.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ty123h on September 04, 2013, 03:09:46 am
K that's what I thought
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 04, 2013, 04:23:53 am
http://ugx-mods.com/forum/index.php?topic=924.0 (http://ugx-mods.com/forum/index.php?topic=924.0)
So no Wave Gun AND no Mustang and Sally?  :'( :'( :'(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 04, 2013, 06:50:37 am
So no Wave Gun AND no Mustang and Sally?  :'( :'( :'(
They still havent gotten to dual wielding part
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on September 05, 2013, 04:53:26 pm
So no Wave Gun AND no Mustang and Sally?  :'( :'( :'(
if you want those guns you need do this:

1)_ go to Treyarch studios.
2)_ go to the mapping and modding center
3)_ grab your pendrive of 32gb and stole the black ops 1/2 mod tools
4)_ plant the bomb
5)_ kill david vonderhaar
6)_ go outside and detonate the bomb
7)_ go to treminaor house and give him the mod tools

i think that is the easy way :)

and thats is how you completed it! tha da easter egg! :troll:

Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 05, 2013, 04:54:50 pm
black ops 1/2 mod tools
Shouldnt be dev tools?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 05, 2013, 05:11:40 pm
if you want those guns you need do this:

1)_ go to Treyarch studios.
2)_ go to the mapping and modding center
3)_ grab your pendrive of 32gb and stole the black ops 1/2 mod tools
4)_ plant the bomb
5)_ kill david vonderhaar
6)_ go outside and detonate the bomb
7)_ go to treminaor house and give him the mod tools

i think that is the easy way :)

and thats is how you completed it! tha da easter egg! :troll:
Panic Center 2.0 anyone?  :lol:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 05, 2013, 05:12:17 pm
Panic Center 2.0 anyone?  :lol:
YES. PLEASE.
EDIT: Hey you know what? My next map will be PANIC CENTER PART 2!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on September 05, 2013, 07:19:27 pm
Panic Center 2.0 anyone?
Yes, yes, yes, YES! I want it! Also, I can't seem to use emotes. They don't appear when I click them.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 05, 2013, 07:26:48 pm
If someone wants to map the Treyarch HQ (in any way that would be good for zombies), I'll take care of the David Vanderdouche model and do all the objectives scripting...

Just putting that out there  :boss:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 05, 2013, 07:43:48 pm
If someone wants to map the Treyarch HQ (in any way that would be good for zombies), I'll take care of the David Vanderdouche model and do all the objectives scripting...

Just putting that out there  :boss:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 05, 2013, 07:45:41 pm
@Ray1325 So you do the map and any extra scripting, and I do the objectives and the David model?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on September 05, 2013, 08:46:19 pm
i am late :( i was going to give that idea :(

The problem of make the map is we dont know all the HQ
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 05, 2013, 08:50:21 pm
I do the objectives and the David model?
You're gonna create a player model of a specific real life person? O_o
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 05, 2013, 08:51:27 pm
You're gonna create a player model of a specific real life person? O_o
No, I'm going to take one and give it a David face and a 3arc Dev Team shirt  :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 05, 2013, 08:52:04 pm
No, I'm going to take one and give it a David face and a 3arc Dev Team shirt  :troll:
True nuff :P
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on September 06, 2013, 01:40:40 am
No, I'm going to take one and give it a David face and a 3arc Dev Team shirt  :troll:
Maybe if you take the model of the black ops 2, you only edit the body.

Post Merge: September 06, 2013, 02:15:24 am
Black Ops 2 Funny Fail Moments - AGR, Trolling, Ninja Defuse, Spawn, Bouncing Betty Fails (http://www.youtube.com/watch?v=YkUpGWa_xdI#ws)

This maybe can help you
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 06, 2013, 04:44:46 am
@Ray1325 So you do the map and any extra scripting, and I do the objectives and the David model?
I have school right now and my phone accidentaly clicked post -_-
Although I'll make an attempt to make a customize loadout system this weekend.

Post Merge: September 06, 2013, 06:51:23 am
So I got an idea that you're choosing loadout while youre being driven in a van that transports you to the Treyarch's HQ. After every player has chosen their loadout a sergeant explains how will they infiltrate the HQ. Maybe a choosing for silent or loud? Later one of the two maps (one is for silent, second is for loud infiltration) is being loaded (why spearate map? To avoid the annoying limits).
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on September 06, 2013, 03:34:21 pm

1)_ go to Treyarch studios.
2)_ go to the mapping and modding center
3)_ grab your pendrive of 32gb and stole the black ops 1/2 mod tools
4)_ plant the bomb
5)_ kill david vonderhaar
6)_ go outside and detonate the bomb
7)_ go to treminaor house and give him the mod tools


Wow, this is hilarious, lets take it a step further.
1. go to Treyarch studios, Remember Vonderhaar controls the zombies here.
2. Once on the property amid the waves of zombies you have to fight the security guards: zombified versions of Finn, Albert, Sal & Billy. Each of them drop a keycard and all 4 are needed to enter the building.
3. Once inside: Floor 1 resembles a memorable area from Tranzit, once you complete a small list of objectives a boss is released. The boss to kill is Zombified Marlton. Killing him opens the elevator to floor 2.
4. Floor 2 resembles an area from Die Rise. Complete objectives, kill zombified Samuel.
5. Floor 3 resembles an area from Mob of the Dead, complete objectives, kill zombified Abigail.
6. Floor 4 resembles an area from Buried, complete objectives, kill zombified Russman.
7. Floor 5 - you find Vonderhaar cowering in a corner. After taking out the zombies in the area you confront him only to have him turn into a hulking zombie. (possibly stretch his skin over the Warden model from Mob, make it look all freaky.)
8. The Showdown: Mutant Vonderhaar runs to the roof of the building and releases wave after wave of zombies and he has a ton of health - it is up to you to take him down. There is a mystery box on the roof and the PAP machine.

I think this would make a good community project : )
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 06, 2013, 03:39:03 pm
I love the idea although can you specify what those locations are? I'll start basic mapping soon.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on September 06, 2013, 03:45:24 pm
I love the idea although can you specify what those locations are? I'll start basic mapping soon.
I've never played any of the BO2 zombie maps so I'm not sure what location would be best, we'd need someone who's played it to help choose a good area for each. I can write the objectives for each floor if someone can script it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 06, 2013, 03:46:14 pm
I've never played any of the BO2 zombie maps so I'm not sure what location would be best, we'd need someone who's played it to help choose a good area for each. I can write the objectives for each floor if someone can script it.
I played all of them excluding die rise and mob of the dead.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 06, 2013, 04:17:45 pm
I love the idea although can you specify what those locations are? I'll start basic mapping soon.
Do whatever area they raved about in the trailers for each DLC. Then, when you enter the floor, I can play an audio clip of some stupid thing David says in the trailer about the area xD
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 06, 2013, 04:20:19 pm
Do whatever area they raved about in the trailers for each DLC. Then, when you enter the floor, I can play an audio clip of some stupid thing David says in the trailer about the area xD
If youll do a adding (not replacing) custom sound tutorial the ill handle the audio stuff myself.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 06, 2013, 05:15:03 pm
If youll do a adding (not replacing) custom sound tutorial the ill handle the audio stuff myself.
I love how ALL of this came from a post from me being sad about the Wave Gun and the Mustang and Sally not being in 1.1. But seriously, if you get the dual wield mod down, PLEASE put in the Mustang and Sally! There is not point of having dual wield weapons in zombies without the M and S! And I do understand that this is still in development, I'm just saying what I think and what a lot of BO zombie fans would think.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on September 06, 2013, 05:24:30 pm
I love how ALL of this came from a post from me being sad about the Wave Gun and the Mustang and Sally not being in 1.1. But seriously, if you get the dual wield mod down, PLEASE put in the Mustang and Sally! There is not point of having dual wield weapons in zombies without the M and S! And I do understand that this is still in development, I'm just saying what I think and what a lot of BO zombie fans would think.

Bio, quit interrupting! This is not the place for that...oops, my bad, maybe we need to start a new topic for this epic Treyarch map Ray/Trem :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 06, 2013, 06:43:22 pm
Bio, quit interrupting! This is not the place for that...oops, my bad, maybe we need to start a new topic for this epic Treyarch map Ray/Trem :D
Just some more mapping left for creating a WIP topic. I'm working on BO2 style pre-mission loadout customization.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 07, 2013, 07:38:44 pm
It would be AWESOME if you guys made a custom wonder weapon!
Title: Re: A nice idea for UGX Mod v1.1
Post by: treminaor on September 09, 2013, 06:35:11 am
Well, i had an idea that will probably be a good addition to the mod.
The idea consist on a new feature that's called ''restrictions'' (Example: When you are going to choose the gamemode [you need to choose Arcade or Classic] you can select a restriction like No Power , No Doors , Pistols Only , Etc...)
It will be a challenge to the skilled players so i have another idea for this feature  (MOAR IDEAS MOAR!) , there will be ''Leaderboards'' in this page so if you send a message to an administrator with a proof that you get to a high round with a restriction you will appear in the Leaderboards (Like UGX Cabin one).

Also it will be good to make an option to play gun game with another weapons or a specific type of them (Shotguns & Snipers Gun Game for Example)
Your topic has been merged into the v1.1 discussion topic as a reply.

I have previously considered restrictions, and I think they are a pointless addition when you already have control of what you do. You don't need to disable everything but pistols for instance - just don't use anything but pistols. But for modes like Gun Game and Sharpshooter where you are forced to use certain guns, we are currently implementing a way to limit what guns are "in play". For example, you could play a Gun Game round with only Shotguns and Pistols.

If we do support any sort of leaderboards in the future, I would agree with you that a restriction setting would be useful in all modes, to ensure the person actually stuck to the restrictions.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: xsandersx on September 09, 2013, 01:46:46 pm
I want you to create the sliquifier in ugx mod 1.1 !   ;) (PS: It would be awesome if it was pack-a-punchable  :rainbow:)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 09, 2013, 02:25:34 pm
I want you to create the sliquifier in ugx mod 1.1 !   ;) (PS: It would be awesome if it was pack-a-punchable  :rainbow:)

http://ugx-mods.com/forum/index.php?topic=924.0 (http://ugx-mods.com/forum/index.php?topic=924.0)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Avidityplays on September 10, 2013, 09:24:16 pm
I'm not up to date on everything zombie related, so I do not know whether this has been done, nor whether it is possible within world at war, however, the BIG robot from ORIGINS would be cool in a custom map, maybe not exactly a robot as it could be re-textured, something where you could jump in for a while, and which moves off its own accord and can be used to flatten players or zombies.. I have no idea if this is possible, but it would be cool to see
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 10, 2013, 09:30:31 pm
I'm not up to date on everything zombie related, so I do not know whether this has been done, nor whether it is possible within world at war, however, the BIG robot from ORIGINS would be cool in a custom map, maybe not exactly a robot as it could be re-textured, something where you could jump in for a while, and which moves off its own accord and can be used to flatten players or zombies.. I have no idea if this is possible, but it would be cool to see
It would be map specific as the robot has to step differently when the elevation of the map changes. As long as the poly count is low enough then I can't think of a reason it wouldn't be possible. As we are not making a map but a mod this wouldn't be entirely possible so we won't be adding it. I also don't really like the idea, I don't know how the rest of the team feels about it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Avidityplays on September 10, 2013, 09:40:18 pm
Okay, no problem I would suggest more things, but as I said, I am not really up to date with everything COD Zombie! Thanks for replying :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 10, 2013, 09:55:59 pm
im still not sure what i think of the giant robots, but they are map specific with origins designed with them in mind, but i wouldnt be that bothered with them but please no panzer soldat claw zombie, and a side note, with this being a mod, surely you could add the robots in the mod and if mappers wanted them in their map they could add it?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: fatboypro on September 10, 2013, 10:20:32 pm
you should add wonder fizz to UGX mod
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 10, 2013, 10:21:07 pm
im still not sure what i think of the giant robots, but they are map specific with origins designed with them in mind, but i wouldnt be that bothered with them but please no panzer soldat claw zombie, and a side note, with this being a mod, surely you could add the robots in the mod and if mappers wanted them in their map they could add it?
the robot has to step differently when the elevation of the map changes.
Plus the foot positioning has to be right for the robot and you either need an extremely long time for the robots to cross really far away until you can't see them or a large amount of fog. It's very map specific and not fit for a mod, as the whole map would have to be designed in mind of this robot which offers extreme limitations to mappers.

Post Merge: September 10, 2013, 10:22:22 pm
you should add wonder fizz to UGX mod
A machine of this sort has already been done in the community multiple times and would be too overpowered for our mod. It also takes the whole idea of searching for perk locations completely out of the game.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on September 11, 2013, 03:57:16 am
would it be possible to add a solo scoreboard? one thing i dislike about waw is the fact that you cant press tab to view how many kills, headshots, etc, you have on solo. Theres only 1 custom map ive ever seen with a proper solo scoreboard and i believe that was anstalt der untoten. It shouldnt be that hard to do, and it would help a lot of people out.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on September 11, 2013, 04:02:32 am
I agree with the idea a solo scoreboard. The tally system is already in place within the in game contents.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 11, 2013, 04:05:13 am
I agree with the idea a solo scoreboard. The tally system is already in place within the in game contents.
Already on our internal to-do list ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on September 11, 2013, 04:37:31 am
Already on our internal to-do list ;)
where i can change the zombie boss model, because i tried edit the ugxm_boss but it keep with the default
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 11, 2013, 05:12:34 am
where i can change the zombie boss model, because i tried edit the ugxm_boss but it keep with the default
You probably need to edit _zombiemode_spawner.gsc itself.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: lasergray on September 11, 2013, 08:44:35 am
Not saying that i want wonderfizz or anything but i may have a solution to the overpowered problem. How bout limit the times a player could buy from the machine for example: a player can only buy the wonderfizz 2 times, after that they can't buy the machine anymore and have to roam the map to find the rest of the perks. Though the wonderfizz is not really useful but it may be great for players who like to gamble their points away. :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 11, 2013, 10:40:58 am
Not saying that i want wonderfizz or anything but i may have a solution to the overpowered problem. How bout limit the times a player could buy from the machine for example: a player can only buy the wonderfizz 2 times, after that they can't buy the machine anymore and have to roam the map to find the rest of the perks. Though the wonderfizz is not really useful but it may be great for players who like to gamble their points away. :)
In origins its not overpowered because you have to turn on the generator that lasts for few rounds while fighting crusader and normal zombies in a very small area during turning on. And the wunderfizz works the same way as the box.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: zsftw115 on September 12, 2013, 10:31:53 am
Add all of teh staffs, the Wunderfizz, the Mauser C96, and the MG08 RIGHT MEOW!!  :troll: :troll: Lol just kidding. I'm not 4 years old.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 12, 2013, 11:14:12 am
TMG ported the Ray Gun Mark 2 and the have all of the same anims from BO2, even the ones on the gun itself. Is there anyway you can obtain them and combine it with your sound effects (they had the wrong ones) and be able to use that one for 1.1?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 12, 2013, 11:15:45 am
TMZ ported the Ray Gun Mark 2 and the have all of the same anims from BO2, even the ones on the gun itself. Is there anyway you can obtain them and combine it with your sound effects (they had the wrong ones) and be able to use that one for 1.1?
There is a way but out of every UGX Team Member's league. TomBmx got them the anims.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Zombiejelly on September 12, 2013, 12:52:30 pm
There is a way but out of every UGX Team Member's league. TomBmx got them the anims.

I wouldnt say that ::)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 12, 2013, 01:31:46 pm
I wouldnt say that ::)
Zniic confirmed it. And looks like i have to confirm it too.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 12, 2013, 03:59:30 pm
RIGHT MEOW!!  :troll: :troll:
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TMZ ported the Ray Gun Mark 2 and the have all of the same anims from BO2, even the ones on the gun itself. Is there anyway you can obtain them and combine it with your sound effects (they had the wrong ones) and be able to use that one for 1.1?
There are ways we can obtain them from other people, but we are waiting for the release of the official tool from Tom_BMX so that we can rip them directly.

Anyone else who has the RGMii or other BO2 DLC anims has just gotten them as a hand-out from other people. The original source is Tom_BMX, who I assume gave them to Nukem who is now handing them out selectively.

Just remember we had the thing in-game first with our own custom anims and fx :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 12, 2013, 04:05:15 pm
Just remember we had the thing in-game first with our own custom anims and fx :D
If its custom I give more points for that. Keep it up!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 12, 2013, 08:52:13 pm
There are ways we can obtain them from other people, but we are waiting for the release of the official tool from Tom_BMX so that we can rip them directly.
So, when 1.1 comes out, can we expect the Ray Gun Mark II, the Hell's Retriever, and the BlunderGat( or anything else that you port from BO2) to have BO2 anims? (GASP!) OMG, CAN YOU HAVE THE DRINKING A PERK ANIM FROM BO2?! That would be awesome.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: geh233 on September 12, 2013, 09:18:27 pm
i know this topic is ugx mod and not comosea but i think there should be easter eggs to get various new added added to ugx mod 1.1 on comosea.  the elemental machine, hell's retreiver/redeemer, and pandoras box should all be able for use after completing some tasks not on the objectives list. like you must summon the pandora's box by finding a coffin, a teddy bear, candles, and sugar. then you can build it at the marked location. for the elemental machine you could have to do weird tasks (like shoot it with the upgraded dragunov so the lightning will charge it, but only for 3 rounds) this is all off the top of my head but i just dont want to see all of these new features just sitting there so easy to aquire. there is no challenge. i would greatly appreciate this being considered into the map and even a response from a ugx team membere would be appreciated :) PS ascension monkeys would also be awesome!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 12, 2013, 09:19:59 pm
i know this topic is ugx mod and not comosea but i think there should be easter eggs to get various new added added to ugx mod 1.1 on comosea.  the elemental machine, hell's retreiver/redeemer, and pandoras box should all be able for use after completing some tasks not on the objectives list. like you must summon the pandora's box by finding a coffin, a teddy bear, candles, and sugar. then you can build it at the marked location. for the elemental machine you could have to do weird tasks (like shoot it with the upgraded dragunov so the lightning will charge it, but only for 3 rounds) this is all off the top of my head but i just dont want to see all of these new features just sitting there so easy to aquire. there is no challenge. i would greatly appreciate this being considered into the map and even a response from a ugx team membere would be appreciated :) PS ascension monkeys would also be awesome!
I don't know if we will be doing something just like this but we have some ideas up our sleeves so just wait. :3
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: geh233 on September 12, 2013, 10:08:15 pm
I don't know if we will be doing something just like this but we have some ideas up our sleeves so just wait. :3
IEEEEEEEEHEHEHEHEHE!!! *excited 8 year old girl laugh*
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 13, 2013, 05:14:38 am
So, when 1.1 comes out, can we expect the Ray Gun Mark II, the Hell's Retriever, and the BlunderGat( or anything else that you port from BO2) to have BO2 anims? (GASP!) OMG, CAN YOU HAVE THE DRINKING A PERK ANIM FROM BO2?! That would be awesome.
Maybe, maybe not.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 13, 2013, 05:21:11 am
So, when 1.1 comes out, can we expect the Ray Gun Mark II, the Hell's Retriever, and the BlunderGat( or anything else that you port from BO2) to have BO2 anims? (GASP!) OMG, CAN YOU HAVE THE DRINKING A PERK ANIM FROM BO2?! That would be awesome.
The Hell's Retriever anim is just a generic throwing anim in BO2 - nothing to port that we don't already have. As for the rest, yes if the tool comes out before release then we will replace custom anims with the originals.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 13, 2013, 09:21:10 pm
The Hell's Retriever anim is just a generic throwing anim in BO2 - nothing to port that we don't already have. As for the rest, yes if the tool comes out before release then we will replace custom anims with the originals.
Is there any way you can change the round number/ chalk line because the round number in WaW is really pixelated and maybe you can change it to the one in BO2? And IF the tool comes out? I really hope that you get it, because getting the tool into UGX's hands is the PERFECT definition of letting something fall into the right hands. 
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DidUknowiPwn on September 14, 2013, 08:48:45 pm
I didn't get my animations from some random source, I got them directly from Tom. I have some of the Black Ops 2 weapons: AN-94, Blundergat, Hamr, PDW, Peacekeeper, RGM2, M1216, and Thompson (MOTD Edition). Note these are raw anims.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 14, 2013, 08:55:23 pm
I didn't get my animations from some random source, I got them directly from Tom. I have some of the Black Ops 2 weapons: AN-94, Blundergat, Hamr, PDW, Peacekeeper, RGM2, M1216, and Thompson (MOTD Edition). Note these are raw anims.

Anyone else who has the RGMii or other BO2 DLC anims has just gotten them as a hand-out from other people. The original source is Tom_BMX, who I assume gave them to Nukem who is now handing them out selectively.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 14, 2013, 09:17:41 pm
Quantum Entanglement Device in UGX Mod v1.1! - Annoucement at end of video. (http://www.youtube.com/watch?v=W2kBITuBRB8#)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on September 15, 2013, 01:45:13 am
how about creating your own characters? i mean... think about it... replace player models with new ones, find some volunteers for their voices, write some psychopathic shit for them to say... what do you think?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 15, 2013, 01:51:03 am
how about creating your own characters? i mean... think about it... replace player models with new ones, find some volunteers for their voices, write some psychopathic shit for them to say... what do you think?
Creating character models is something a little out of my league at the moment.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on September 15, 2013, 02:00:13 am
Creating character models is something a little out of my league at the moment.
maybe you can create the head and use a normal body.

isnt a bad idea

but it cost a lot of time :(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 15, 2013, 03:07:39 am
I didn't get my animations from some random source, I got them directly from Tom. I have some of the Black Ops 2 weapons: AN-94, Blundergat, Hamr, PDW, Peacekeeper, RGM2, M1216, and Thompson (MOTD Edition). Note these are raw anims.
So you have those anims? Do you have the tool that can rip the anims from the game? Because I feel that the drinking perk anim should be replaced along with all of the perk bottle models to the newest possible ones from BO2 and the Double Tap 2.0 perk machine model. I know that these are small changes, but they would make the game feel more fluent and feel newer.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: twgxzombie on September 15, 2013, 10:45:14 pm
is there any way to add the BO2 Peacekeeper SMG? I have seen this done on MW2 and was just curious to see it be done on WaW? Also is there any way to change the perk icons to the ones that are in BO2 zombies i think they would give the mod a nice look with the new HUD you guys made.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 15, 2013, 10:47:44 pm
is there any way to add the BO2 Peacekeeper SMG? I have seen this done on MW2 and was just curious to see it be done on WaW? Also is there any way to change the perk icons to the ones that are in BO2 zombies i think they would give the mod a nice look with the new HUD you guys made.
The peacekeeper may or may not be making an appearance. It depends on how many weapons we already have in a certain class, what weapons are already left on the list to do, the weapon limit, and our time. As for the hud icons:
UGX-MOD v1.1 FAQ (http://ugx-mods.com/forum/index.php?topic=924.0)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 15, 2013, 11:13:29 pm
i dont see why everyone wantsa the peacekeeper, its just a DLC weapon, far better BO2 weapons to choose from
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 15, 2013, 11:34:04 pm
The peacekeeper may or may not be making an appearance. It depends on how many weapons we already have in a certain class, what weapons are already left on the list to do, the weapon limit, and our time. As for the hud icons:
UGX-MOD v1.1 FAQ (http://ugx-mods.com/forum/index.php?topic=924.0)
Is there any way way for you to port the newest perk bottle models, the BO2 drinking perk anim (if it ever becomes available), and (yes I know I already asked you) the Double Tap 2.0 perk machine? Is I explained in my previous post, I feel that this will give the game a better feel. Also I have 2 requests: that UGX makes their own wonder weapon, and that UGX makes there own perk (I don't really count Sharing Is Caring). I know that UGX has a lot on their plate right now, but I've seen this requested in your videos a couple of times, I think it would be a good idea. 
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 16, 2013, 12:50:03 am
Is there any way way for you to port the newest perk bottle models, the BO2 drinking perk anim (if it ever becomes available), and (yes I know I already asked you) the Double Tap 2.0 perk machine? Is I explained in my previous post, I feel that this will give the game a better feel. Also I have 2 requests: that UGX makes their own wonder weapon, and that UGX makes there own perk (I don't really count Sharing Is Caring). I know that UGX has a lot on their plate right now, but I've seen this requested in your videos a couple of times, I think it would be a good idea.

why is it all you request are the same things? and you get a response? Sharing is Caring is their own perk, there will be DT2, the BO2 drinking ammo is such a minor addition, seems pointless to waste time on it, the actual perk bottle models you see for the briefest of seconds, and we have enough WWs to keep us occupied
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 22, 2013, 03:22:57 pm
I was just playing a Fallout Assault Center (I deeply reminded me of Fallout 3) and I remembered a problem that was really annoying to look at: the character's hands. They don't match, look disgusting, and one half is different than the other. Will this be fixed in 1.1?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 22, 2013, 03:26:39 pm
I was just playing a Fallout Assault Center (I deeply reminded me of Fallout 3) and I remembered a problem that was really annoying to look at: the character's hands. They don't match, look disgusting, and one half is different than the other. Will this be fixed in 1.1?
As said multiple upon multiple times(seriously I should start a counter) that's one of the first things we fixed, in fact if you looked at our videos you would see proof of that.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 22, 2013, 06:37:41 pm
Okay, I see that know, sorry for asking (boy do I feel stupid now). And (I;m sorry for asking again) is there a possibility for a solo scoreboard being added? And/or improved round numbers, all BO2 perk bottle models and a Double Tap 2.0 perk machine? They would be an icing on that delicious cake.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 22, 2013, 07:01:02 pm
a Double Tap 2.0 perk machine? They would be an icing on that delicious cake.

Is there any way way for you to port (yes I know I already asked you) the Double Tap 2.0 perk machine? Is I explained in my previous post, I feel that this will give the game a better feel.

I feel that the drinking perk anim should be replaced along with all of the perk bottle models to the newest possible ones from BO2 and the Double Tap 2.0 perk machine model. I know that these are small changes, but they would make the game feel more fluent and feel newer.

will you also be porting the Black Ops 2 Double Tap machine model? It's a small difference, but it would make it feel like it was straight out of Black Ops 2.

Double tap 2.0 effects will be added.

The model is just a texture change, we will add it with the effects.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 22, 2013, 07:06:56 pm
So you will add the DT 2.0 perk MACHINE? I know that you will add the perk.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 22, 2013, 07:37:17 pm
So you will add the DT 2.0 perk MACHINE? I know that you will add the perk.
No.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 22, 2013, 08:04:28 pm
Oh. 
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 22, 2013, 09:07:15 pm
someone just doesnt get it lol, so in v1.1 DT will look like what it does in BO2 correct? practically no different
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 22, 2013, 09:11:03 pm
someone just doesnt get it lol, so in v1.1 DT will look like what it does in BO2 correct? practically no different
Yes, when you apply the DT2.0 skin to the DT1.0 model, it looks just like DT2.0.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 22, 2013, 09:14:36 pm
OH! Well, thank you :) But will you end up porting all of the Black Ops 2 perk bottle models? And if so, can you release then so I can try to edit them?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 22, 2013, 09:16:17 pm
OH! Well, thank you :) But will you end up porting all of the Black Ops 2 perk bottle models? And if so, can you release then so I can try to edit them?
All the new perks have the updated bottles, there's no sense updating the originals for something three quarters of the people aren't going to notice, looks almost the exact same and will only be shown for about 2 seconds.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 22, 2013, 09:20:14 pm
So the original 4 perks have the same perk bottles as in WaW?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 22, 2013, 09:23:17 pm
So the original 4 perks have the same perk bottles as in WaW?
Yeah.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on September 22, 2013, 09:26:01 pm
 :'(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 23, 2013, 12:21:33 am
your doing the bo2 perk icons arent you if i remember? can you still get the phd one as origins isnt out for PC yet
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 23, 2013, 12:46:27 am
your doing the bo2 perk icons arent you if i remember? can you still get the phd one as origins isnt out for PC yet
I don't really need the source I could always just capture it from an HD screencap. It will still look the same and is a much better solution then forking out the money for a hud image.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 23, 2013, 03:17:06 pm
cool, im not sure if this has been mentioned but will the Hellfire get a buff? its weak compared to the Winters Howl, its range is so small and you cannot walk through the dying zombies and are likely to get stuck and downed
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 23, 2013, 03:18:45 pm
cool, im not sure if this has been mentioned but will the Hellfire get a buff? its weak compared to the Winters Howl, its range is so small and you cannot walk through the dying zombies and are likely to get stuck and downed
Yeah we have plans.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on September 23, 2013, 11:41:50 pm
You could probably find the updated perk icon for PHD in Mob of the deads files, because it was in grief and it had the updated icon then. If not then Origins comes to pc soon...
 
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 23, 2013, 11:44:56 pm
You could probably find the updated perk icon for PHD in Mob of the deads files, because it was in grief and it had the updated icon then. If not then Origins comes to pc soon...
Thanks, I'll take a look.

EDIT: Looks like you were right. :3
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on September 24, 2013, 05:16:00 pm
Awesome :3
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Leask10 on September 25, 2013, 02:46:41 pm
all the people here are going to hate me BUT, as soon as the mod is released will there be a map to play on it or will I need to wait a few days/weeks to play on a map?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 25, 2013, 03:16:27 pm
all the people here are going to hate me BUT, as soon as the mod is released will there be a map to play on it or will I need to wait a few days/weeks to play on a map?
There are a couple of people waiting on the mod to be released to apply to it their maps so I imagine fairly quickly after its released you will be seeing some maps posted here. As well as UGX Comosea v1.2 being released soon after the mod.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 25, 2013, 04:13:24 pm
There are a couple of people waiting on the mod to be released to apply to it their maps so I imagine fairly quickly after its released you will be seeing some maps posted here. As well as UGX Comosea v1.2 being released soon after the mod.

didnt trem say somewhere you guys had something else planned and not just comosea to try the mod?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 25, 2013, 05:32:30 pm
didnt trem say somewhere you guys had something else planned and not just comosea to try the mod?
Idk you'll have to ask him.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on September 25, 2013, 05:37:00 pm
didnt trem say somewhere you guys had something else planned and not just comosea to try the mod?
Ok, guys I can't contain the excitement any longer and I'm sorry to leak this info ahead of time, but...the map that won the ZM box map contest is going to be the map chosen to showcase UGX Mod V1.1!!! Sorry Trem, Saje, etc but the excitement just overwhelmed me.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 25, 2013, 05:38:47 pm
Ok, guys I can't contain the excitement any longer and I'm sorry to leak this info ahead of time, but...the map that won the ZM box map contest is going to be the map chosen to showcase UGX Mod V1.1!!! Sorry Trem, Saje, etc but the excitement just overwhelmed me.
Yeah, after we saw those boxmaps we just couldn't resist breaking all of our principles and embracing a boxmap :troll:

@timelordalex Yes, I did. There will be an announcement at some point describing everything.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 25, 2013, 05:40:08 pm
Ok, guys I can't contain the excitement any longer and I'm sorry to leak this info ahead of time, but...the map that won the ZM box map contest is going to be the map chosen to showcase UGX Mod V1.1!!! Sorry Trem, Saje, etc but the excitement just overwhelmed me.
Wha?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 25, 2013, 05:41:00 pm
Wha?
It's a joke.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 25, 2013, 05:43:36 pm
i get it now but when i first read tomikaze's post i thought you were referring to the map contest, and i instantly thought Ski Resort - with UGX V1.1, hell yeah, but then i read it again and was like darn it, as sadly zNiic does not want to update his map
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 25, 2013, 05:50:28 pm
It's a joke.
At least I know where to look for contests :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeathBringerZen on September 25, 2013, 08:09:25 pm
Ok, guys I can't contain the excitement any longer and I'm sorry to leak this info ahead of time, but...the map that won the ZM box map contest is going to be the map chosen to showcase UGX Mod V1.1!!! Sorry Trem, Saje, etc but the excitement just overwhelmed me.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2Fes9qwi.jpg&hash=7e8e2c85a69873ac2e601b0d202d1c83)



Post Merge: September 25, 2013, 08:10:16 pm
It's a joke.

Oh thank god!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Leask10 on September 25, 2013, 08:50:47 pm
so will it be released this saterday?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 25, 2013, 08:51:52 pm
so will it be released this saterday?
No.
Some Announcements and an Estimated Release Date for UGX Mod v1.1! (http://www.youtube.com/watch?v=VbWNYn8Jhrs#)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: daedra descent on September 25, 2013, 08:58:17 pm
I don't see entirely why people hate box maps so much. Sure there small and have little detailing, but it can still be fun to an extent.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 25, 2013, 09:00:51 pm
I don't see entirely why people hate box maps so much. Sure there small and have little detailing, but it can still be fun to an extent.
It's not so much the idea of a box map. Don't get me wrong when Cinnober released ZM Box I thoroughly enjoyed it. The issue is that if there are tons and tons of box maps the idea gets repetitive to the point where its just not fun to play them. This may not be everyone's opinion but It's the way I see it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeathBringerZen on September 25, 2013, 10:38:30 pm
The issue is that if there are tons and tons of box maps the idea gets repetitive to the point where its just not fun to play them. This may not be everyone's opinion but It's the way I see it.

This.

Box maps can be fun on one or two maps, but the idea of constantly playing one is not appealing. I certainly would not like to see an epic mod wasted on such a map though... especially the recent ZM box maps.

It has to be something grand to display this mod. Something the mod would feel completely at home on.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 26, 2013, 05:11:07 am
An open-world zombie map? :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 26, 2013, 10:35:10 am
An open-world zombie map? :D
NO!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 26, 2013, 10:50:16 am
OMG THE GAME HAS SPOKEN.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 26, 2013, 04:30:53 pm
my guess or certainly what id them to do, is to turn their test map into an official survival like map, like the BO2 ones but it'll be infinitely better, and the map is small and doesnt hold that much other than the mod, so people with low-end PCs like myself will experience the best possible to try out v1.1, yes the perks will be all next to each other and the box but who cares, it'll just be a small playground to play and try out the mod, and if you really want it on a main map, comosea will be updated
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 26, 2013, 04:43:27 pm
my guess or certainly what id them to do, is to turn their test map into an official survival like map, like the BO2 ones but it'll be infinitely better, and the map is small and doesnt hold that much other than the mod, so people with low-end PCs like myself will experience the best possible to try out v1.1, yes the perks will be all next to each other and the box but who cares, it'll just be a small playground to play and try out the mod, and if you really want it on a main map, comosea will be updated
The map will be released to developers to test the features of the mod. I'm sure you will be able to get your hands on it with the current plan.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 26, 2013, 05:44:54 pm
i know but im not a maker, im a player, why is why i think the map should be made into a proper map
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Leask10 on September 28, 2013, 04:30:20 pm
new game modes and mutators look beast!

so a rough idea, could it be released next week?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 28, 2013, 04:47:25 pm
new game modes and mutators look beast!

so a rough idea, could it be released next week?

obviously not... the time frame they have set is December 20th, it could come out earlier than that but thats what they're willing to announce
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Leask10 on September 28, 2013, 04:56:11 pm
aw I thought he said September 20th lol, I think its just cause I am from Scotland.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 28, 2013, 05:03:01 pm
New Gamemode Selection & MUTATORS in UGX Mod v1.1! (http://www.youtube.com/watch?v=c3sEcSn_wKs#)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JR-Imagine on September 28, 2013, 05:47:23 pm
HOLY SH*T! :nyan:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: danila215 on September 28, 2013, 06:51:00 pm
Not Bad New Gamemodes,but i think that mutator ''Zombie Birthday Party'' is stupid!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 28, 2013, 06:54:37 pm
i think that mutator ''Zombie Birthday Party'' is stupid!
You're the only one. And it's a SETTING - no one said you have to turn it on.

https://www.youtube.com/results?q=grunt+birthday+party (https://www.youtube.com/results?q=grunt+birthday+party)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on September 30, 2013, 06:07:58 am
Will you be adding more mutators? Maybe us community guys could think up some cool things for you guys :3
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 30, 2013, 07:11:32 am
Will you be adding more mutators? Maybe us community guys could think up some cool things for you guys :3
At the end of the video I said it was not a complete list, and then immediately after I asked for any community suggestions...

So yes.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on September 30, 2013, 07:14:01 am
How about Nic Cage meteorites striking down on the map? It would only fit for outside maps, but would be scary fun nontheless.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 30, 2013, 07:24:33 am
How about Nic Cage meteorites striking down on the map? It would only fit for outside maps, but would be scary fun nontheless.
lol, that would be funny.

Here's what I've picked out from YouTube comments so far to add to our unannounced list:

-Mario sounds effects similar to this but done intelligently: https://youtube.com/watch?v=5D6z9NUWn40
Also his cover of the Mario theme is terrible, I would be using the official theme song from NES.

-Big Head Mode (characters and/or zombies have big heads)

-X2 (game speed is doubled)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 30, 2013, 07:46:41 am
My suggestion:
8bit- saturation gone WAY too high, texture filter disabled (yes there is a dvar for that), 8bit sounds while dancing to McPixel tune :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on September 30, 2013, 07:58:34 am
Something that would really jam players would be the Recession skull from the Halo CE Remake. Fire 1 bullet at the expense of 2 and a no HUD Hardcore mutator. Half health, guns have more impact on mobility (LMG's would slow down players alot, prehaps about 60-70%?) and perks are worse. Jugg gives 100+ health increase instead of 150, Speed Cola gives 10% reload speed, Stamin-Up gets a 1.4 speed increase instead of 1.7 etc.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 30, 2013, 09:41:53 am
a kinda silly mutator but how about one that makes the box and perk machines really small? or really big
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on September 30, 2013, 09:51:33 am
"No magic" BO2-style mutator
"Start from Round X" with BO2 effects
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on September 30, 2013, 10:23:37 am
"No magic" BO2-style mutator
"Start from Round X" with BO2 effects

yeah and easy, original and hard, so easy and original are like BO2, and hard is like runners from the start then everyone is happy then, and in here we should be able to choose instead of hellhounds whether we want brutus in classic or arcade
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: geh233 on October 01, 2013, 01:53:05 am
mutator: In the dark
Effects:
Pitch black
light when lightning strikes and small light flash when shooting a gun
everyone starts with zippo lighter (found this on trem's youtube Zippo and Lights 1/7/2011 (http://www.youtube.com/watch?v=T5jmEgcWSHI#ws)) and a m9
you cannot replace your zippo lighter
power cannot be turned on
there are no hintstrings on anything (so its harder to find things in the dark)
everyone starts with one placable glowstick
one glowstick regenerates every 5 rounds.

mutator 2: Zombie Surprise!
Effect: zombies explode after being killed
explosion works like semtex; once killed a semtex alarm goes off for about a second then it explodes
this kills takes away 50 health

mutator 3 (specifically for comosea): Let there be light!
Effects:
DAY TIME! and sunny
Backround sounds are this
Forest and Nature Sounds 10 Hours (http://www.youtube.com/watch?v=OdIJ2x3nxzQ#) nature with birds

idea: make xbox controller compatible with xpadder not needed (plugin and play)

idea 2: release ugx mod standalone 1.1 one to two weeks after it is released in comosea (so people can absorb the sweetness)

idea 3 (specifially for comosea): change zombie skins to something like this
http://gyazo.com/24700bb239144298307aef2fa5069852 (http://gyazo.com/24700bb239144298307aef2fa5069852)
http://gyazo.com/0690c363bd35ed515435ad9ecc757b0f (http://gyazo.com/0690c363bd35ed515435ad9ecc757b0f) (it would fit comosea better)


hope you guys consider :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on October 01, 2013, 05:15:22 am
@geh WaW has built in support for xbox controllers you just need to type "exec controller_default.cfg" or something in the console
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 01, 2013, 04:58:56 pm
i would enjoy comosea a lot more if it were day time
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 01, 2013, 05:19:47 pm
i would enjoy comosea a lot more if it were day time
I might try experimenting with some dawn sun settings but I don't want it to be so bright that the lighting we spent so much time on is washed out.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on October 01, 2013, 06:09:58 pm
I disagree, the atmosphere of the map is iconic in my opinion and changing to a day theme would ruin that.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on October 01, 2013, 06:14:10 pm
As the Decider I guess Saje wins  ;D

But seriously, it couldn't hurt to have the option right, or give people a miner's helmet light.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on October 01, 2013, 06:20:37 pm
Give people a miner's helmet light.
Even this would be OK. I realize the map is dark for some people due to monitor settings etc. I would be completely open to that option but a full over hall of the maps atmospheric look is just too far and would be a shame based on what it once was.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 01, 2013, 06:26:03 pm
Even this would be OK. I realize the map is dark for some people due to monitor settings etc. I would be completely open to that option but a full over hall of the maps atmospheric look is just too far and would be a shame based on what it once was.
I can't play Comosea in Windowed mode because the map is just black. Have to play in full screen so that I can change the brightness.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on October 01, 2013, 06:32:25 pm
I can't play Comosea in Windowed mode because the map is just black. Have to play in full screen so that I can change the brightness.
I can, along with many others. If you want to tweak it then OK but not to the point where its daylight. All the fx, fog, and water color would look completely deluded in daylight.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on October 01, 2013, 06:37:02 pm
What would be wrong with offering two version a Daytime version (morning or evening, not full daylight) and a Nighttime version? People will be able to play the one that they like the best.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on October 01, 2013, 06:41:18 pm
I'll try tweaking it myself by a script.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 01, 2013, 06:46:51 pm
What would be wrong with offering two version a Daytime version (morning or evening, not full daylight) and a Nighttime version? People will be able to play the one that they like the best.

yes this is what i was suggesting, i wasnt saying remove the version we have, just a mutator for daylight or night time
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on October 01, 2013, 08:27:40 pm
UGX V1.1 Hardcore Mode
-Timed Gameplay
-It doesn't let you make crawlers
-zombies start with more health
-runners from the beginning
-Every 5 rounds there is a supply drop for weary soldiers which may have ammo, guns, money, standard grenades, semtex, or future UGX gadgets or any combination of these.

Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 01, 2013, 08:45:57 pm
UGX V1.1 Hardcore Mode
-Timed Gameplay
-It doesn't let you make crawlers
-zombies start with more health
-runners from the beginning
-Every 5 rounds there is a supply drop for weary soldiers which may have ammo, guns, money, standard grenades, semtex, or future UGX gadgets or any combination of these.

timed gameplay would eliminate the 5 round thing so thats pointless, and with timed gameplay they'd be no point to remove crawlers
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on October 01, 2013, 09:04:08 pm
timed gameplay would eliminate the 5 round thing so thats pointless, and with timed gameplay they'd be no point to remove crawlers

-Point taken on the whole "no rounds thing". Random supply drops, every 5-10 minutes, how 'bout that?
-There can only be 25 zombies on the map at once, right, so if you had one person round the zombies up and another person perfectly place a grenade throw you could have 25 crawlers that are now easy to manage. This game mode would not allow such sissy gameplay.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on October 01, 2013, 09:27:48 pm
Adding to that. There should be no HUD. Only a points tally.

Then you would have to micro manage ammo and hope you have enough.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on October 01, 2013, 11:58:26 pm
how about being able to see the stats in single player mode? i can't just wait 'til i die to see how many zombies i've killed.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 02, 2013, 02:19:22 am
UGX V1.1 Hardcore Mode
-Timed Gameplay
-It doesn't let you make crawlers
-zombies start with more health
-runners from the beginning
-Every 5 rounds there is a supply drop for weary soldiers which may have ammo, guns, money, standard grenades, semtex, or future UGX gadgets or any combination of these.
Unless the supply drop just appears somewhere on the map, this is map-specific, requires an outdoors area, and for the mapper to place something in Radiant to denote where to have the supply drop.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on October 02, 2013, 05:13:16 am
Unless the supply drop just appears somewhere on the map, this is map-specific, requires an outdoors area, and for the mapper to place something in Radiant to denote where to have the supply drop.
The mapper could define an outdoor and indoor area. When the supplies spawn if its outdoor area it falls from the sky and if its indoor it spawn with the hellhound spawn fx. And because its hardcore mode I would disable wall guns, box, perks'n'stuff. You could be able to get them by supply boxes only.
Edit: Ah I forgot, there should be no powerups in hardcore. Even in the supply box.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 02, 2013, 05:26:27 am
The mapper could define an outdoor and indoor area.
Some people can't even get playable area correct - this is too advanced to expect 100% of people to do.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on October 02, 2013, 05:28:37 am
Some people can't even get playable area correct - this is too advanced to expect 100% of people to do.
Placing script_structs with script_noteworthy "outdoor" or "indoor" and targetname "supply_box_hardcore"?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on October 02, 2013, 11:39:11 am
Placing script_structs with script_noteworthy "outdoor" or "indoor" and targetname "supply_box_hardcore"?
None of our features require the mapper to do any radiant work(minus sentries) and it would be good to keep it that way. Half the maps that have been released have even forgot that misc_turret so I doubt anyone would pay attention to this.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on October 04, 2013, 06:37:32 am
I would love to see some sort of star wars mutator :3 With the star wars songs and the blaster sounds, maybe even find a way to include a lightsaber? Would be so sick! :3 I will try to think of some more suggestions for mutators :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: danila215 on October 06, 2013, 07:53:59 pm
Dear UGXmods,i have 2 questions for you.      1.You add in your mod ''Complexity choice option''?              2.You showed gameplay new version mod before his release?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on October 09, 2013, 02:34:55 am
If the UGX mod team is successful is adding the fully functional dual wielding system into UGX mod 1.1, will the script be released to the public for those who for example want to make a proper dual wield weapon? And when UGX 1.1 is released (proper dual wield or not) will there be an option to have one elemental effect on one weapon and another one on the other weapon?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 09, 2013, 02:36:41 am
If the UGX mod team is successful is adding the fully functional dual wielding system into UGX mod 1.1, will the script be released to the public for those who for example want to make a proper dual wield weapon? And when UGX 1.1 is released (proper dual wield or not) will there be an option to have one elemental effect on one weapon and another one on the other weapon?
All scripts are public, whether you want them to be or not. The second you release your map to the public, all scripts can be accessed, regardless of if they are in the fastifiles or the IWD.

I have already implemented a system where the user can easily specify an elemental effect for any weapon, even new ones.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: daedra descent on October 09, 2013, 03:45:49 am
For 1.1, would it be possible to remove the step that replaces key .csv files in zone_source?

For Example:
UGX's modded dlc3.csv would turn into UGX_mod.csv and have to include the .csv in MAPNAME.csv like so:

// DLC3 Stuff -- Leave This
//include,dlc3,,
include,ugx_mod,,

ugx_mod.csv
include,whatever_here

I know this is possible with adding simple assets, not sure if it'll work for the UGX mod.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 13, 2013, 06:00:00 am
http://youtu.be/UpR3t9WcVIo (http://youtu.be/UpR3t9WcVIo)
Title: Re: [WIP] UGX Mod Standalone v1. BRING BACK THE XM8 AND AUG!!!!!!!!!!!!!
Post by: levarchknight on October 13, 2013, 01:45:32 pm
The M8A1 was meant to be a """""better""""" version of the XM8, but you rmodel was WAYYYYYYYYYYYY better, please bring it back!!!!!!!! Along the Aug as well please bring it bvack as well by ANY chance :) will greatly APPRECIATE it!, if you can leave the M8A1 and the Famas while bringing the XM8 and the Aug then sure as long as they are back! :)
Also can you add the WAVE GUN/ZAP GUN DUAL WIELD? and Zap gun single wields (self explanatory) the red and the blue one thanks!!!!! waiting for response!!!!!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 13, 2013, 02:03:40 pm
dude, you read the FAQ? they are not adding any more WWs
Title: Re: [WIP] UGX Mod Standalone v1. BRING BACK THE XM8 AND AUG!!!!!!!!!!!!!
Post by: Delta on October 13, 2013, 02:18:53 pm
The M8A1 was meant to be a """""better""""" version of the XM8, but you rmodel was WAYYYYYYYYYYYY better, please bring it back!!!!!!!! Along the Aug as well please bring it bvack as well by ANY chance :) will greatly APPRECIATE it!, if you can leave the M8A1 and the Famas while bringing the XM8 and the Aug then sure as long as they are back! :)
Also can you add the WAVE GUN/ZAP GUN DUAL WIELD? and Zap gun single wields (self explanatory) the red and the blue one thanks!!!!! waiting for response!!!!!

Wow, lot's of exclamation marks. (facepalm)

XM8 was made by our 3D Modeller Darkmapper who left UGX Mods a while ago.
To avoid any trouble, we removed all his assets from UGX Mods standalone.

I understand your excitement about more weapons but sometimes less is better.
We have currently enough work, patience is advised, who knoes what's comming next, hu? ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Zombie-Slayer935 on October 17, 2013, 01:06:18 pm
Little request here. Maybe in your new mutators you could add in custom weapons that replace the other weapons. Lets say I want to add in the Mauser and replace it with the Baretta pistol.  And could you please add in the mauser? I will send the money needed to make good models of it.
Title: Re: [WIP] UGX Mod Standalone v1. BRING BACK THE XM8 AND AUG!!!!!!!!!!!!!
Post by: Ray1235 on October 17, 2013, 02:04:48 pm
Wow, lot's of exclamation marks. (facepalm)

XM8 was made by our 3D Modeller Darkmapper who left UGX Mods a while ago.
To avoid any trouble, we removed all his assets from UGX Mods standalone.

I understand your excitement about more weapons but sometimes less is better.
We have currently enough work, patience is advised, who knoes what's comming next, hu? ;)
Why UMP45 is still there?
Anyway I would like moar guns in the mod but currently i guess you used 120 of 128 avaliable space for weapon files which leaves you with 2 more papable guns + 2 nonpapable
And I guess this is why youre not adding the zap gun. I would rather use the free space for dual wield guns ;)
Title: Re: [WIP] UGX Mod Standalone v1. BRING BACK THE XM8 AND AUG!!!!!!!!!!!!!
Post by: treminaor on October 17, 2013, 03:34:42 pm
Why UMP45 is still there?
Because we haven't swapped it yet? lol.
Title: Re: [WIP] UGX Mod Standalone v1. BRING BACK THE XM8 AND AUG!!!!!!!!!!!!!
Post by: Ray1235 on October 17, 2013, 03:38:41 pm
Because we haven't swapped it yet? lol.
Then I want it to be replaced with.... um..... MW2 UMP45? BO2 Skorpion Evo?
Title: Re: [WIP] UGX Mod Standalone v1. BRING BACK THE XM8 AND AUG!!!!!!!!!!!!!
Post by: KDXDARK on October 17, 2013, 04:26:59 pm
Then I want it to be replaced with.... um..... MW2 UMP45? BO2 Skorpion Evo?
peacekeeper, pdw,msmc or mp7? i think in one that weapons
Title: Re: [WIP] UGX Mod Standalone v1. BRING BACK THE XM8 AND AUG!!!!!!!!!!!!!
Post by: SajeOne on October 17, 2013, 06:27:47 pm
Why UMP45 is still there?
Just because it's there now doesn't mean its remaining. Nothing is final until release.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: iBarnett on October 17, 2013, 10:47:02 pm
Just a quick question. If I install ugx mod 1.0 and later want to add in the ugx mod 1.1 will it be a simple patch to add in or will it have to be re-installed like the orig ugx mod??
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on October 17, 2013, 10:48:07 pm
Just a quick question. If I install ugx mod 1.0 and later want to add in the ugx mod 1.1 will it be a simple patch to add in or will it have to be re-installed like the orig ugx mod??
It will be a simple patch. Once the mod is released we will be releasing documentation on how to update the mod version if you have already installed v1.0.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: iBarnett on October 17, 2013, 11:10:44 pm
It will be a simple patch. Once the mod is released we will be releasing documentation on how to update the mod version if you have already installed v1.0.
Ah good to know!! thanks
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 19, 2013, 09:02:40 pm
Just thought I'd mention that the 30cal_bipod_stand node is no longer required in map files when running UGX Mod v1.1 ;)

No more retarded map crashes for people who forget to place the node :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 19, 2013, 09:13:43 pm
just remembered from the community poll, are you guys still doing Ammo-Matic?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 19, 2013, 09:21:47 pm
just remembered from the community poll, are you guys still doing Ammo-Matic?
Yep.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on October 19, 2013, 10:00:22 pm
Just thought I'd mention that the 30cal_bipod_stand node is no longer required in map files when running UGX Mod v1.1 ;)

No more retarded map crashes for people who forget to place the node :)
you just added to ugxm_guns' mod.ff "weapon,sp\30cal_bipod_stand"?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 19, 2013, 10:04:58 pm
you just added to ugxm_guns' mod.ff "weapon,sp\30cal_bipod_stand"?
No... that was already there when the map was crashing. I removed the "script" key from the weaponfile as it's not needed.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 19, 2013, 11:29:05 pm
Yep.

sweet, will there be a vid? or something we must wait for?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 19, 2013, 11:35:41 pm
sweet, will there be a vid? or something we must wait for?
Currently plan to have a vid, yes.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 20, 2013, 11:59:30 am
is it gonna be in the form of the machine it originally had planned to look like in der riese? or your own take?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on October 20, 2013, 01:13:59 pm
gonna be in the form of the machine it originally had planned to look like in der riese
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: NaviLlusShore on October 22, 2013, 03:05:56 pm
have you guys decided an estimated release date?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on October 22, 2013, 03:07:32 pm
have you guys decided an estimated release date?
This december! :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: NaviLlusShore on October 22, 2013, 03:08:29 pm
awesome! cant wait
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on October 26, 2013, 04:35:01 pm
Placable Sentry Turrets in UGX Mod v1.1!  (http://www.youtube.com/watch?v=tSPXoEkkrow#)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RonanMerriman on October 27, 2013, 06:44:57 pm
Would it be possible to add black ops and black ops 2 models for decorative purposes? I'm pretty useless with the whole porting business and I'm sure there are other people who are too. BTW the placable sentry looks amazing! 

 
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on October 27, 2013, 06:46:29 pm
Would it be possible to add black ops and black ops 2 models for decorative purposes?
Would be a waste of asset space in our mod. You want to make cool things you gotta learn to make them happen. :P
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RonanMerriman on October 27, 2013, 08:48:07 pm
Would be a waste of asset space in our mod. You want to make cool things you gotta learn to make them happen. :P


 :'(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: W1NG3D on October 27, 2013, 09:57:28 pm
Would it be possible to add black ops and black ops 2 models for decorative purposes? I'm pretty useless with the whole porting business and I'm sure there are other people who are too. BTW the placable sentry looks amazing!

Best way to go about adding models is for the mapper to do it themselves. If the UGX chums here were to include these assets in the mod, most of which would be un-used by mappers, it would just make for a bigger file size. Whereas a mapper can port whichever models they need, and they can be included in their map's files rather than the mod which everyone has to use.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Commie34 on October 28, 2013, 02:13:54 am
Can you replace the PP19 Bizon with MW3's PP90M1 to make it look more polished/modern like you did with the XM8? It would look pretty cool.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on October 28, 2013, 02:25:13 am
Can you replace the PP19 Bizon with MW3's PP90M1 to make it look more polished/modern like you did with the XM8? It would look pretty cool.
We are doing something else with the PP19. It will look fine.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 09, 2013, 06:25:17 pm
CHAOS MODE in UGX Mod v1.1! (http://www.youtube.com/watch?v=rdUtOr3rVzQ#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on November 09, 2013, 08:05:52 pm
wins
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on November 23, 2013, 05:36:23 pm
Blundergat, Sweeper, & Vitrolic Withering in UGX Mod v1.1! (http://www.youtube.com/watch?v=zly2DZfnHmI#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on November 23, 2013, 08:03:23 pm
wins
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Commie34 on November 23, 2013, 08:07:14 pm
I few weeks ago I commented on one of your videos asking if zombie models from different maps were going to be implemented like in baseball field 2, and I think you said yes. Is this still going to be implemented? Also, I know this is probably a bit much to ask for, but just for the record, can you add one weapon from ghosts now that it is out (I'm not even sure if that can be done, so I by no means expect the answer to be a yes, I was just wondering)?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on November 23, 2013, 08:24:59 pm
I few weeks ago I commented on one of your videos asking if zombie models from different maps were going to be implemented like in baseball field 2, and I think you said yes. Is this still going to be implemented? Also, I know this is probably a bit much to ask for, but just for the record, can you add one weapon from ghosts now that it is out (I'm not even sure if that can be done, so I by no means expect the answer to be a yes, I was just wondering)?
For zombie models, yes we will have new ones. For ghosts weapons we are still discussing it, no official announcement about it can be made at this point.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: eminem on November 24, 2013, 02:27:39 am
are you still doing those vending machine items like the matches and stuff
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 24, 2013, 10:16:12 am
i really hope you dont add anything from ghosts, i dont want to see anything from that garbage game in such a good mod
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: 90Dboy on November 24, 2013, 05:36:45 pm
i really hope you dont add anything from ghosts, i dont want to see anything from that garbage game in such a good mod
The SOFLAM would be a great addition; or atleast to outside maps.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RamboBadass on November 24, 2013, 09:54:08 pm
oh you guys are gods lol
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on November 24, 2013, 09:59:28 pm
i really hope you dont add anything from ghosts, i dont want to see anything from that garbage game in such a good mod

i would like to see some guns from extinction in it, like the chainsaw or the honey badger
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: ocxmwys4mod on November 28, 2013, 02:25:14 am
Beautiful :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: InuKazane on December 01, 2013, 04:17:11 am
can you add a new wonderweapon thats not from call of duty?
i was thinking a weapon from borderlands  2 like the hellfire(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fwww.gamerguides.com%2Fimages%2Flibrary%2F46%2F22432-22321-maliwan-hellfirejpg.png&hash=ca250b02bc6ee27542a242e6c47aaca3) just a idea
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on December 07, 2013, 05:12:35 pm
UGX Weapons Sneak Peak 2 (http://www.youtube.com/watch?v=8QVJ2pPscLI#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on December 07, 2013, 05:23:28 pm
sorry guys for this here but if you can add the gamemode isnipe from MW2, but like gungame with only snipers rifles, quickscope(0.5 seg), no grenades, etc. it going to be cool here is a video:
 
https://www.youtube.com/watch?v=UOwRwwZ7QrU&feature=youtube_gdata_player (https://www.youtube.com/watch?v=UOwRwwZ7QrU&feature=youtube_gdata_player)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on December 07, 2013, 05:28:07 pm
sorry guys for this here but if you can add the gamemode isnipe from MW2, but like gungame with only snipers rifles, quickscope(0.5 seg), no grenades, etc. it going to be cool here is a video:
 https://www.youtube.com/watch?v=UOwRwwZ7QrU&feature=youtube_gdata_player (https://www.youtube.com/watch?v=UOwRwwZ7QrU&feature=youtube_gdata_player)
i think it can be done with the current version of the mod using mutators if i'm not wrong (correct me if i am)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on December 07, 2013, 06:12:44 pm
i think it can be done with the current version of the mod using mutators if i'm not wrong (correct me if i am)
Correct, you can select any weapon classes you want to use in the game, including snipers.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on December 07, 2013, 09:34:40 pm
Correct, you can select any weapon classes you want to use in the game, including snipers.
yes but quickscope?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on December 19, 2013, 10:57:54 pm
any chance of your rough planned release tommorow, what an early christmas present that would be
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on December 19, 2013, 11:03:08 pm
any chance of your rough planned release tommorow, what an early christmas present that would be
No, sorry. I haven't been able to do much of anything for the past two weeks because of semester exams - we are getting pretty damn close to being ready for a beta test, though. We will definitely make some announcements when we get close to that.

We are also really close to beta-testing the new chat and usermenu for the website, along with a few other unannounced things. :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on December 20, 2013, 12:38:45 am
i think they going to release it with a new christmas map, like with the first version
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on December 20, 2013, 11:51:22 am
or the test map which looks just as awesome, but maybe its turned into a wintry map. So will we say anything tommorow, feature wise? or even gameplay?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on December 20, 2013, 05:59:22 pm
or the test map which looks just as awesome, but maybe its turned into a wintry map. So will we say anything tommorow, feature wise? or even gameplay?
Yes, there will be a feature video tomorrow :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: riafgurd on December 20, 2013, 06:04:40 pm
cant wait to see the video tomorrow.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrpeanut188 on December 21, 2013, 08:58:47 pm
SajeOne, I think you should adjust your reload animations for the Tommy Gun and the .44 Magnum. I mean, they are good animations, but they don't fit in the same style as all the other animations. I think the anims should be slighty more aggressive, like when the guy whips the gun so that the cylinder goes back in should be more stern and harder.

As for the Tommy Gun, he looks like he is pulling the magazine from the side, when I personally believe he sound dip his hand more downwards, both taking out the mag and putting another one in. You don't put a mag in from the side, I think making it come from a little more down would give it a better look.

Overall, I think the animations are great, but I don't think they fit with all the other animations that are official.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on December 21, 2013, 09:01:58 pm
Overall, I think the animations are great, but I don't think they fit with all the other animations that are official.
The official anims are made by official people with official jobs who officially get paid lots of money for their years of experience in animating.

Not trying to sound sarcastic or cynical or mean, just saying how it is. Saje and I are aware that the Thompson anim is not the greatest, and we will set it to the official one before the mod releases.

The 44. Magnum is from MW3 and we can't get anims from that game, so it is what it is. Personally I really like the anims he did for it. That and the Glock 18 are some of his best work so far.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrpeanut188 on December 21, 2013, 09:23:54 pm
The official anims are made by official people with official jobs who officially get paid lots of money for their years of experience in animating.
I understand that, that's not the point I'm trying to make.

Not trying to sound sarcastic or cynical or mean, just saying how it is. Saje and I are aware that the Thompson anim is not the greatest, and we will set it to the official one before the mod releases.

The 44. Magnum is from MW3 and we can't get anims from that game, so it is what it is. Personally I really like the anims he did for it. That and the Glock 18 are some of his best work so far.
I understand that you cannot get the official animations. I'm not asking you to change them, I'm trying to offer some constructive criticism to improve the animations that you and/or the other creators of the mod made. They look great, but like many things they are not perfect. The official animations aren't perfect either, but I'm saying that the CoD animations are a lot rougher than the ones you have made.

All in all, they are still good animations, I've done viewmodel anims, and they aren't easy to make, they are VERY time consuming.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DarkWhiss on December 24, 2013, 10:17:11 pm
Sorry that i posted in the wrong forum area. but I suggest making the G18's pack-a-punch dual wield now that you guys can make dual wielding possible. But its just an idea.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on December 25, 2013, 06:34:09 pm
When I saw the video showcasing akimbo, I... lost my shit. I don't know if Treminaor or SajeOne will remember me, or me basically begging them to bring the Mustang and Sally if they got the akimbo down, but... please try your best to bring in the Mustang and Sally in. And in my opinion, I think that the anims could be better. I KNOW that it is difficult and it takes a very long amount of time to make anim, put if it is possible to port the reload anims from BO2, that would be AWESOME!!! Also, does the Ray Gun Mark II have the BO2 anims, or does it still have the custom anims that were showed in the where you showed it off?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on December 28, 2013, 06:09:41 am
This is amazing! A really cool way to get akimbo would be if you got one pistol from the box or something you would then need to get that weapon a second time in order to have one in each hand. I'm not sure if it would work though because I don't know how you guys did this or if that will use up a lot of weapon spots but I think that would be epic and realistic :D Great work guys :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Safetrance on December 28, 2013, 06:31:58 pm
Hi, this is my first post here. I enjoyed UGX mod, I played Comosea and liked the mw weapons being pap-able, and the custom textures are way better than the onces of BO2 zombies. I watch some of your videos about UGX 1.1, fantastic job, keep the good work!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on December 28, 2013, 06:33:54 pm
Hi, this is my first post here. I enjoyed UGX mod, I played Comosea and liked the mw weapons being pap-able, and the custom textures are way better than the onces of BO2 zombies. I watch some of your videos about UGX 1.1, fantastic job, keep the good work!
Off topic but are you the same safetrance from ZM long ago? If so, welcome back man! Haven't spoken to you in quite some time :) I remember you sent me some sweet trance music to use on a random box in one of my older maps.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on December 28, 2013, 08:01:07 pm
Off topic but are you the same safetrance from ZM long ago? If so, welcome back man! Haven't spoken to you in quite some time :) I remember you sent me some sweet trance music to use on a random box in one of my older maps.
His steam says he is, I think.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Safetrance on December 28, 2013, 08:20:53 pm
Off topic but are you the same safetrance from ZM long ago? If so, welcome back man! Haven't spoken to you in quite some time :) I remember you sent me some sweet trance music to use on a random box in one of my older maps.
Yes, I am the same guy from ZM. Oh yea I remember I enjoyed doing some trance sound for your map stuff, the stuff of "Terminator"!

I like the direction the UGX mod is going, truly powerful. I love the 2nd pap feature! If there would be the most thing I would love to see for zombies, that'd be 8 co-op players. Ideal for huge maps, including UGX mod with its great feautures. But 8 co-op could only work with multiplayer engine, I think. The worst thing of BO2 zombies is the grief mode, 8 co-op would have been waaay better than 4vs4.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: eminem on January 02, 2014, 04:19:19 am
are you adding the time bombs?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on January 02, 2014, 05:08:08 am
are you adding the time bombs?
A time bomb is possible for a single map but not a good idea for an installable mod because any new features that the mapper adds beyond default UGX Mod features would not be rewound with the time bomb.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ratchet on January 04, 2014, 05:43:27 am
Any plans for adding staves from Origins?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on January 04, 2014, 06:12:14 am
Any plans for adding staves from Origins?
We don't plan on adding any musical compositions from the origins DLC.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on January 04, 2014, 08:41:23 pm
there gonna be a feature vid today?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 04, 2014, 09:04:45 pm
there gonna be a feature vid today?
No, but we're working on the last one.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on January 04, 2014, 09:30:38 pm
No, but we're working on the last one.

wow the last one? must be getting close to the beta test release. Can not wait to see it
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on January 04, 2014, 09:56:43 pm
oh ok i thought you were gonna show off another mutator, and a question trem, i noticed you play WaW in windowed mode, what screen resolution (if thats the right word) do you use?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RonanMerriman on January 05, 2014, 06:22:43 pm
When will this last feature vid go up, next week or do we have to wait another 2 weeks? The anticipation is killing me!   :pffft:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on January 05, 2014, 06:32:24 pm
When will this last feature vid go up, next week or do we have to wait another 2 weeks? The anticipation is killing me!   :pffft:

it'll go up when its ready i guess, i'd imagine its related to the dual wield feature so there taking a while
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 05, 2014, 06:33:39 pm
When will this last feature vid go up, next week or do we have to wait another 2 weeks? The anticipation is killing me!   :pffft:
It will go up whenever it's ready - not going to try to make it a Saturday release. It will most likely go up by middle of this week, but that assumes we dont come up with any more creative ways to improve the feature.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on January 07, 2014, 07:03:49 pm
Will ammo-matic still  appear in the mod like said in the community poll
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 07, 2014, 07:09:44 pm
Will ammo-matic still  appear in the mod like said in the community poll
No, we eliminated it to save time because we feel it is not very important or interesting.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: eminem on January 07, 2014, 10:18:08 pm
what about the placeable traps are they going to be in the mod?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 07, 2014, 11:06:22 pm
what about the placeable traps are they going to be in the mod?
Yes.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Megadog14 on January 07, 2014, 11:55:37 pm
Yes.
Cant wait for my sentry gun buddy, now Ill finally have someone to play with  :alone:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Safetrance on January 08, 2014, 04:53:22 pm
Wait, placeable sentry gun? UGX mod will feature traps like from BO2? The "Buried" map has the most buildable traps than other maps like tramp, saw and resonant windy thing that works like thunder gun.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on January 08, 2014, 06:28:55 pm
You guys still doing that Sticks and Stones mode btw? saw it on Moddb
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 08, 2014, 06:37:12 pm
You guys still doing that Sticks and Stones mode btw? saw it on Moddb
It may show up as a mutator but not going to make a full gamemode for it. Community interest is low for it and it just delays release.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on January 08, 2014, 06:43:17 pm
well heres hoping, i loved that mode and would prefer that over the other 2 new modes
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ratchet on January 10, 2014, 04:40:20 am
Is the UGX Jukebox going to come as a prefab (eliminating the usual process on the wiki)?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 10, 2014, 05:19:27 am
Is the UGX Jukebox going to come as a prefab (eliminating the usual process on the wiki)?
Yes.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on January 10, 2014, 06:34:41 am
Treminaor, idk if you think on this but what happend if the player(he is dead) he is using who's who, they appear on a open area, but if they appear into a clip and get stucked?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: jjbradman on January 10, 2014, 07:50:28 am
he said script is based on pathnodes so i dont think it can be a pathnode inside a clip so theres nothing to worry i think :P
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 10, 2014, 07:57:29 am
he said script is based on pathnodes so i dont think it can be a pathnode inside a clip so theres nothing to worry i think :P
Unfortunately even if the mapper is dumb enough to place a pathnode in a way that it would be permanently disconnected, it still gets listed in getAllNodes(). So I use bullettraces to check the surrounding area of the node to make sure there is no colliding objects before I spawn the player there.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on January 10, 2014, 12:22:04 pm
Hey Trem since there are so many awesome features and fx how have you not hit the limit on the engine and would the maps have to be smaller so it would work and the mapper doesn't go over?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on January 10, 2014, 12:51:35 pm
Hey Trem since there are so many awesome features and fx how have you not hit the limit on the engine and would the maps have to be smaller so it would work and the mapper doesn't go over?
We've created a couple work arounds in the mod that allow us to cut the FX count down far. The mod also includes a lot of FX(for multiple features) that would work as ambient FX for mappers. As well they will have the ability to add an understandable amount of FX to their map without going over engine limits.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Safetrance on January 14, 2014, 08:37:36 pm
We've created a couple work arounds in the mod that allow us to cut the FX count down far. The mod also includes a lot of FX(for multiple features) that would work as ambient FX for mappers. As well they will have the ability to add an understandable amount of FX to their map without going over engine limits.
Nice one! This allows the mod to have double paping feature. Great job!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on January 15, 2014, 03:39:14 am
Looking forward to the mod. Would the beta be out in the next few weeks?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SakuZon on January 16, 2014, 10:24:29 pm
Looking forward to the mod. Would the beta be out in the next few weeks?
Yea, I'm looking foward to this mod too :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 16, 2014, 11:59:29 pm
Here is an interview I participated in with InvDenial and DeathBringerZen regarding UGX Mod Standalone v1.1
Custom Zombies: Zombie Train ft. Treminaor, Death, TimelordAlex (Death going crazy) Part 1 (http://www.youtube.com/watch?v=T-JlzyuB67U#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: NascarFanatic24 on January 17, 2014, 12:57:20 pm
Here is an interview I participated in with InvDenial and DeathBringerZen regarding UGX Mod Standalone v1.1
Custom Zombies: Zombie Train ft. Treminaor, Death, TimelordAlex (Death going crazy) Part 1 (http://www.youtube.com/watch?v=T-JlzyuB67U#ws)
We definitely had a great time doing it and part 2 is coming up today.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeathBringerZen on January 17, 2014, 05:49:51 pm
Yeah, was a lot of fun. Unfortunately, I was pretty tired, so did not prepare the appropriate questions. I did mainly want to ask about the M&S though, and feel that it got covered appropriately. :P

Also glad we covered things like PHD and the Gersch. They are two of the most eagerly anticipated features for sure.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 17, 2014, 06:17:07 pm
For those of you who like to play with an FOV other than 65, I've got some good news for you: Your FOV setting will be persistant across all UGX Mod-enabled maps ;)

This means you don't need to enter the dvar every time you boot into a map (which runs the UGX Mod), and you don't need to worry about console access to set this command because there is now an FOV Slider in UGX Mod ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on January 17, 2014, 06:18:07 pm
For those of you who like to play with an FOV other than 65, I've got some good news for you: Your FOV setting will be persistant across all UGX Mod-enabled maps ;)

This means you don't need to enter the dvar every time you boot into a map (which runs the UGX Mod), and you don't need to worry about console access to set this command because there is now an FOV Slider in UGX Mod ;)

Like the UGX Options from Comosea but with a slider YAY! if you can add screenshot-mode it going to be cool :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 17, 2014, 09:29:53 pm
Would a minimum FOV of 65 and a maximum of 90 satisfy the full range of people? I see that HL2 and source games limit it to 75-90.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on January 17, 2014, 09:31:24 pm
Would a minimum FOV of 65 and a maximum of 90 satisfy the full range of people? I see that HL2 and source games limit it to 75-90.

yeah that would be good. Hows the feature vid coming along trem?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeathBringerZen on January 17, 2014, 09:32:39 pm
65-90 is appropriate for most PC gamers. I doubt you will see many disgruntled by this to be honest.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 17, 2014, 09:33:49 pm
yeah that would be good. Hows the feature vid coming along trem?
I've been completely distracted with fixing bugs and adding other features such as this persistent FOV. I will get to it eventually and probably talk about more than just the feature I had intended to put in it.

Saje is also working on something that we need before the video can be finished, so that's another thing holding it back. Once he finishes it then I need to do some scripts for it as well.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrpeanut188 on January 19, 2014, 04:41:38 am
Some people I know with the Oculus Rift play custom [email protected] maps. The Oculus Rift uses a FOV value of 110, I don't know anything that requires over that.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 19, 2014, 05:13:07 am
Some people I know with the Oculus Rift play custom [email protected] maps. The Oculus Rift uses a FOV value of 110, I don't know anything that requires over that.
Holy shit, do you have a video of that? lol

I'll set the max to 110 to accommodate Oculus Rift.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Safetrance on January 20, 2014, 12:19:07 am
I play Comosea and BO2 zombies on 80-90 fov, it feels faster than on 60. But 110? That's a lot!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on January 20, 2014, 01:41:46 am
Holy shit, do you have a video of that? lol

I'll set the max to 110 to accommodate Oculus Rift.

I actually want to know how it feels to play Nazi Zombies with the Oculus Rift... :D
Unfortunately I can't seem to find any videos demonstrating it :l
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: xXxCowmanxXx on January 29, 2014, 07:12:46 pm
I am not 100% were to put this but if this dose not go here just tell me :D but anyways UGX MOD 1.1 i think trem it would be cool if he did the voiceovers that would be so cool :D  :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on January 29, 2014, 07:14:53 pm
I am not 100% were to put this but if this dose not go here just tell me :D but anyways UGX MOD 1.1 i think trem it would be cool if he did the voiceovers that would be so cool :D  :)
We have a mutator planned which involves our voices but I don't know if it will be in the beta or not because we haven't started it yet. As far as replacing the voiceovers, I don't know about that one it's a lot of work and added filesize. Probably at least 100mb extra which is not acceptable for most people, including me.

It's a cool idea though :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: xXxCowmanxXx on January 29, 2014, 07:56:27 pm
We have a mutator planned which involves our voices but I don't know if it will be in the beta or not because we haven't started it yet. As far as replacing the voiceovers, I don't know about that one it's a lot of work and added filesize. Probably at least 100mb extra which is not acceptable for most people, including me.

It's a cool idea though :)

ok thanks and thats to bad :( but i just was thinking you would have been good at that but i get about the file size :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on January 30, 2014, 06:25:40 am
A cool mutator that I would absolutely love and use all of the time could be replacing the announcer with Richtofen from Moon Moon: Richtofen as Announcer (http://www.youtube.com/watch?v=cecvlJZtha8#ws) Is this possible or easy to do? I really love the moon sounds :(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on January 30, 2014, 04:37:17 pm
A cool mutator that I would absolutely love and use all of the time could be replacing the announcer with Richtofen from Moon Moon: Richtofen as Announcer (http://www.youtube.com/watch?v=cecvlJZtha8#ws) Is this possible or easy to do? I really love the moon sounds :(

i agree with this, he sounded epic in moon, but they re-did them for BO2 and they sucked (must be because they knew the game sucked), i'd love this a mutator or hell even permanent change
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BuIlDaLiBlE on February 01, 2014, 08:36:25 am
Again no 1.1 -.-
I really hope you doing very cool things if you can't release beta in time.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on February 01, 2014, 11:00:07 am
Again no 1.1 -.-
I really hope you doing very cool things if you can't release beta in time.

dude it takes time, they have to perfect everything in the mod to the point they find no bugs, then they release the beta to donors so more people can try it out and find bugs which they have missed
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on February 01, 2014, 02:08:36 pm
A cool mutator that I would absolutely love and use all of the time could be replacing the announcer with Richtofen from Moon Moon: Richtofen as Announcer (http://www.youtube.com/watch?v=cecvlJZtha8#ws) Is this possible or easy to do? I really love the moon sounds :(
Thanks a lot mate! I've been looking for this for ages!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on February 02, 2014, 07:00:14 am
Thanks a lot mate! I've been looking for this for ages!
Your welcome :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: xXxCowmanxXx on February 03, 2014, 01:58:52 am
Hey this would be so cool to add to the ugx mod, a bo2 weapon fridge that keeps your weapon forever :D till you delete the mod lol :D also a bank to keep your money forever
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on February 10, 2014, 09:31:36 pm
I dont think that is possible srry
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on February 10, 2014, 09:40:33 pm
I dont think that is possible srry
It is possible but we will not be implementing any weapon fridges or cross-map banks.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: daedra descent on February 10, 2014, 10:15:01 pm
It is possible but we will not be implementing any weapon fridges or cross-map banks.

_loadout already has a cross-map weapons script. Don't know if it works though.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on February 10, 2014, 10:18:09 pm
_loadout already has a cross-map weapons script. Don't know if it works though.
Yes, I am aware. It uses the game[] array which extends across level restarts and map changes. It does not extend past mod changes, but there are ways around that too. As I said, we are just not interested in implementing it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on February 12, 2014, 12:56:34 am
Well danm it is possible....UGX you are a god with this game.And are there any new updates or just bug fixes?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BallbagsMcGee on February 12, 2014, 02:12:39 am
Well danm it is possible....UGX you are a god with this game.And are there any new updates or just bug fixes?

i fink there just fixxing the ballbugs now, no more feetures too showe us becos they neede too releese the mod as soon as posibble
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on February 19, 2014, 12:59:32 am
I haven't been updated with UGX mod 1.1 recently and wanted to ask if the Mustang and Sally is being added into 1.1. I know that akimbo weapons work in UGX Mod 1.1 and it wasn't a sure thing that Mustang and Sally was going to make it in, but did it? Or are they still trying?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on February 19, 2014, 01:48:34 am
They said in the video they were not shure if it would work all that well but i have seen awesomepieman with M&S in one of his viedos
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on February 19, 2014, 03:02:00 am
They said in the video they were not shure if it would work all that well but i have seen awesomepieman with M&S in one of his viedos
It's not the same thing - ours would work differently and provide better functionality assuming we are able to do it. The issue currently is that M&S is a projectileWeapon which partially messed up our backend method of doing Akimbo. I have a half-finished M&S but have not touched it since it was last mentioned in a video - for the last week I've been dealing with some other features which have only been revealed in the Donor's section of the forum.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on February 23, 2014, 07:09:54 pm
Hitmarkers, New Zombies, Xbox 360 Controller Support in UGX Mod v1.1! (http://www.youtube.com/watch?v=ZU6nVDzP1uU#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RonanMerriman on February 23, 2014, 07:20:09 pm
Instant erection. Absolutely epic guys! Can't wait! :pffft:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on February 28, 2014, 07:27:17 am
Will you also be adding Xbox One controller support as well? Or will it work with an Xbox One controller just like it does with the 360?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on February 28, 2014, 07:39:44 am
Will you also be adding Xbox One controller support as well? Or will it work with an Xbox One controller just like it does with the 360?
The type of controller you use is regardless as long as it has PC drivers and can be emulated as an Xbox 360 for Windows controller. For instance MotionJoy can emulate a PS3 controller to be recognized as an X360 controller.

Beyond 3rd party tools there is no extended compatibility and we are not in charge of which controllers work with a 6+ year old game.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Alwoke78 on February 28, 2014, 01:30:28 pm
I am very excited about these developments!

I cant wait to play it
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on February 28, 2014, 07:14:10 pm
The type of controller you use is regardless as long as it has PC drivers and can be emulated as an Xbox 360 for Windows controller. For instance MotionJoy can emulate a PS3 controller to be recognized as an X360 controller.

Beyond 3rd party tools there is no extended compatibility and we are not in charge of which controllers work with a 6+ year old game.
So, to use an Xbox One controller all I have to do is have the drivers installed and plugged in? Or am I missing something? Also, I really hope that there is a wireless connecter than I can buy for the Xbox One controller, because I know that there is one that works for the Xbox 360 controller. Also, are there settings for controllers in game? Like sensitivity and vibration? I know that some PC games have that, like Battlefield 4, and if there aren't in game settings, I hope that there is a way to enable vibration.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 04, 2014, 01:53:01 am
The Traps Machine in UGX Mod v1.1! (http://www.youtube.com/watch?v=HHZHBiZNciI#ws)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeathBringerZen on March 04, 2014, 02:23:54 am
Very impressive Trem (& Co). Completely showing Treyarch up if I do say so myself.

This is the type of thing that Treyarch should have done with the traps in Black Ops 2. How could the electric trap not work like yours did? And the fire trap!?! Just brilliant.

Seriously cannot wait to get to try some of these features out. Soon... so soon.  :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: daedra descent on March 04, 2014, 02:36:05 am
The video must not be done processing, it won't load.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 04, 2014, 03:05:36 am
The video must not be done processing, it won't load.
It's been processed for over an hour and has comments, so it should be fine.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: daedra descent on March 04, 2014, 03:07:54 am
It's been processed for over an hour and has comments, so it should be fine.

Must be an issue with YouTube then, a few other videos don't work either and i already cleared my cache.  :-\
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on March 04, 2014, 03:31:23 am
Must be an issue with YouTube then, a few other videos don't work either and i already cleared my cache.  :-\
try with this link: http://www.youtube.com/v/HHZHBiZNciI (http://www.youtube.com/v/HHZHBiZNciI)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: daedra descent on March 04, 2014, 03:33:56 am
try with this link: http://www.youtube.com/v/HHZHBiZNciI (http://www.youtube.com/v/HHZHBiZNciI)

Yeah i got it to work now, its all YouTubes fault.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ege115 on March 04, 2014, 06:25:12 am
Oh, I got this feature idea in my map, and I thought that I was the first one to start make something like this, now this mod has that feature.

Haha, well done UGX!  :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 04, 2014, 02:49:08 pm
Is the running animation sped up with Stamin-Up like the Stamin-Up in the Bamskater BO perks? I hope it isn't, because it's not supposed to be and it annoying when it is. Also, will mappers be able to add their own traps to the trap machine?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 04, 2014, 05:55:01 pm
Is the running animation sped up with Stamin-Up like the Stamin-Up in the Bamskater BO perks? I hope it isn't, because it's not supposed to be and it annoying when it is. Also, will mappers be able to add their own traps to the trap machine?
No, the animation is not sped up.

And technically yes, but I don't expect many will.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 04, 2014, 07:06:14 pm
No, the animation is not sped up.

And technically yes, but I don't expect many will.
Good. Also, are the shaders in the chaos mode final? Because you know that I'm a guy who likes neat shaders, and the ones in chaos mode (in my opinion) are anything but that.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on March 06, 2014, 03:49:00 am
Good. Also, are the shaders in the chaos mode final? Because yiu know that I'm a guy who likes neat shaders, and the ones in chaos mode (in my opinion) are anything but that.
There is no pleasing you -_-
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 06, 2014, 04:02:47 am
There is no pleasing you -_-
That's not true. And you're basing that off of a comment I made on the shaders used in the chaos mode? I'm releasing 3 sets of shaders for perks, and I'll make some for the shaders in chaos mode. I was just asking because the shaders for steady aim, bandoleer, and extreme conditioning looked unfinished and was wondering if they added new ones. I was just asking a question...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 08, 2014, 06:45:15 am
Will UGX 1.1 have support for vibration for the Xbox 360 controller and the Xbox One when its driver will be released? Also, can you add an auto-aim setting for controllers? That's what I'm used to on console, and I think that it would be a good addition for zombies with a controller.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 08, 2014, 07:05:16 am
Will UGX 1.1 have support for vibration for the Xbox 360 controller and the Xbox One when its driver will be released? Also, can you add an auto-aim setting for controllers? That's what I'm used to on console, and I think that it would be a good addition for zombies with a controller.
The PC release does not support vibration. I can't speculate on a controller that isn't even released for PC yet. No, I'm not going to delay beta/release just to add auto-aim.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 08, 2014, 07:06:44 am
The PC release does not support vibration. I can't speculate on a controller that isn't even released for PC yet. No, I'm not going to delay beta/release just to add auto-aim.
Is there any chance of the addition of auto-aim for controllers in the final version?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 08, 2014, 07:08:39 am
Is there any chance of the addition of auto-aim for controllers in the final version?
No.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 08, 2014, 07:18:12 am
No.
Well, thanks for UGX 1.1 anyway! Maybe UGX 1.2 might add some cools features like that. But that's a LONG way off. It would be awesome if they released mod tools for Black Ops 3 and UGX Mod 2.0 was released on that. I REALLY hope that Treyarch releases mod tools for BO3 because by the time that game comes out, WaW will be 7 years old. I feel like it's time for an upgrade to a better engine and better graphics.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 08, 2014, 07:27:52 am
Well, thanks for UGX 1.1 anyway! Maybe UGX 1.2 might add some cools features like that. But that's a LONG way off. It would be awesome if they released mod tools for Black Ops 3 and UGX Mod 2.0 was released on that. I REALLY hope that Treyarch releases mod tools for BO3 because by the time that game comes out, WaW will be 7 years old. I feel like it's time for an upgrade to a better engine and better graphics.
We've stated multiple times on the forums and on YouTube comments that UGX Mod v1.1 is the final update to the mod other than any required bugfix patches released shortly afterwords (ex. 1.1.1).

I'd put money on the fact that you will never see modtools released for a CoD game with Radiant included again. If it were going to happen it would have happened for BO1 by now. And without the possibility of maps there is no point in modding the newer CoD games.

We are moving on to bigger and better non-WaW things after v1.1 which we will announce when we are ready. That's all that I will say right now about the subject, so don't bother asking any questions about future projects yet.

Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 09, 2014, 03:04:31 am
We've stated multiple times on the forums and on YouTube comments that UGX Mod v1.1 is the final update to the mod other than any required bugfix patches released shortly afterwords (ex. 1.1.1).

I'd put money on the fact that you will never see modtools released for a CoD game with Radiant included again. If it were going to happen it would have happened for BO1 by now. And without the possibility of maps there is no point in modding the newer CoD games.

We are moving on to bigger and better non-WaW things after v1.1 which we will announce when we are ready. That's all that I will say right now about the subject, so don't bother asking any questions about future projects yet.
I hate to be persistent about this, but will there be a way for me to add my own script to the preferences to be able to enable auto aim with the controller as well as a script for auto aim lock on to heads with Deadshot?

And IW said that there was a possibility for mod tools for Ghosts (I don't think that's going to happen), but I think that maybe if the community demands it enough, we could get mod tools for BO3.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 09, 2014, 03:09:00 am
I hate to be persistent about this, but will there be a way for me to add my own script to the preferences to be able to enable auto aim with the controller as well as a script for auto aim lock on to heads with Deadshot?

And IW said that there was a possibility for mod tools for Ghosts (I don't think that's going to happen), but I think that maybe if the community demands it enough, we could get mod tools for BO3.
Obviously if you write the script you can add it to your map just like any other script.

I felt that the only reason CoD5 had tools was because Treyarch felt like they had to respond to CoD4. Since then Actovision has seen how much custom maps hurt their DLC sales and put the devs' zombie maps to shame.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 09, 2014, 03:14:51 am
Obviously if you write the script you can add it to your map just like any other script.

I fell that the only reason CoD5 had tools was because Treyarch felt like they had to respond to CoD4. Since then Actovision has seen how much custom maps hurt their DLC sales and put the devs' zombie maps to shame.
No, I meant if I added the script to the preferences options on the UGX mod it self. So, for example, every time I download a map with UGX Mod 1.1, I add the script into the downloaded map and when I select the option for a controller, I will have auto-aim. Is that possible?

And I think that if there was a HUGE response from the community, then maybe Treyarch will consider adding the mod tools.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 09, 2014, 03:23:52 am
No, I meant if I added the script to the preferences options on the UGX mod it self. So, for example, every time I download a map with UGX Mod 1.1, I add the script into the downloaded map and when I select the option for a controller, I will have auto-aim. Is that possible?
Yes.

And I think that if there was a HUGE response from the community, then maybe Treyarch will consider adding the mod tools.
And why would there be one?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 09, 2014, 03:28:32 am
Yes.
And why would there be one?
So I would just have to modify a script that enables auto aim and autom aim for headshots for deadshot daiquiri to be able to work with the preferences? And is there ANY way at all to add vibration?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 09, 2014, 03:35:34 am
So I would just have to modify a script that enables auto aim and autom aim for headshots for deadshot daiquiri to be able to work with the preferences? And is there ANY way at all to add vibration?
Yes.
No.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 09, 2014, 03:37:43 am
Yes.
No.
Thank you. One more question (I'm really sorry if I'm annoying you), is there a way to add that script in a way so that I works across all UGX 1.1 maps? I file location so that I will only need too add it once?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 09, 2014, 03:53:11 am
Thank you. One more question (I'm really sorry if I'm annoying you), is there a way to add that script in a way so that I works across all UGX 1.1 maps? I file location so that I will only need too add it once?
If you drop the script in an iwd in your mods folder it will load for all maps but unless you use an existing file name it won't load itself automatically.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 09, 2014, 04:03:07 am
If you drop the script in an iwd in your mods folder it will load for all maps but unless you use an existing file name it won't load itself automatically.
An existing file name as in a preference that you guys made? So I can just replace it with a preference that I wont use?And if so, is there a way to rename it so that it will come as any name I want it to be in the preferences menu?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 09, 2014, 04:18:03 am
An existing file name as in a preference that you guys made? So I can just replace it with a preference that I wont use?And if so, is there a way to rename it so that it will come as any name I want it to be in the preferences menu?
No, that's not what I meant at all. I don't have time to be any more specific right now, my explaination was sufficient for an experienced modder to follow.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 09, 2014, 11:26:29 am
And I think that if there was a HUGE response from the community, then maybe Treyarch will consider adding the mod tools.

Theres already been pretty much a 'huge response' and its not up to Treyarch on Mod Tools, it's up to Activision - the greedy money whores, there jealous of the content created on WaW by fans and they know if they released Mod Tools again to BO1/2 etc, fan content would out do Treyarch content and they wouldn't get any money from map packs
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 09, 2014, 05:06:05 pm
Theres already been pretty much a 'huge response' and its not up to Treyarch on Mod Tools, it's up to Activision - the greedy money whores, there jealous of the content created on WaW by fans and they know if they released Mod Tools again to BO1/2 etc, fan content would out do Treyarch content and they wouldn't get any money from map packs
I disagree. I think that while there are a lot of good custom zombie maps, there are only a few that would out do the professional work of Treyarch. Personally, I would want both custom zombies and DLC.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 10, 2014, 01:56:52 pm
Can you guys make it so that when you go down, you have 60 secs instead of 30 like BO1/2, as 30 secs really isnt long enough
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Psy0ch on March 10, 2014, 03:22:47 pm
Can you guys make it so that when you go down, you have 60 secs instead of 30 like BO1/2, as 30 secs really isnt long enough
U have 45 Seconds if I´m not wrong :derp: and I think thats enough time
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on March 10, 2014, 03:34:21 pm
Can you guys make it so that when you go down, you have 60 secs instead of 30 like BO1/2, as 30 secs really isnt long enough
i think 30 secs is enough. but i guess it'll be really nice if we'll be able to move around while downed.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 10, 2014, 03:51:01 pm
U have 45 Seconds if I´m not wrong :derp: and I think thats enough time

Nope its 30, and coming from BO1/2 where its 60, its a real pain to revive teammates across a map on WaW, as unless you next to them, there as good as dead
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeathBringerZen on March 10, 2014, 04:19:18 pm

Nope its 30, and coming from BO1/2 where its 60, its a real pain to revive teammates across a map on WaW, as unless you next to them, there as good as dead

It is 45 seconds in Black Ops 1 & 2. I know this 100% as we recently proved that you do not bleed out faster while moving than you do standing still.

Both times we tried it, it took 45 seconds both times.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 10, 2014, 04:37:46 pm
It is 45 seconds in Black Ops 1 & 2. I know this 100% as we recently proved that you do not bleed out faster while moving than you do standing still.

Both times we tried it, it took 45 seconds both times.

hmm i always thought it'd minute, well it still is 30 in WaW, and the difference in time is the difference between death and revive
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 10, 2014, 06:45:58 pm
Do you guys think that this would be fair in all maps? Because often I find myself arriving at a friend a split second after his bleedout expired, and this extra 15 seconds would solve that in nearly every instance.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on March 10, 2014, 07:00:23 pm
@treminaor, i think the current  time is pretty good. But if you want to make the situation easier, let the players move while downed. This is a better idea than increasing the bleedout time in my opinion.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 10, 2014, 07:05:45 pm
i think it should be the same as BO1/2 but clearly no-one is with me, i played a game yesterday and i couldnt revive my teammate and i was 2 secs away, i cant be the only one frustrated by this
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ege115 on March 10, 2014, 07:18:02 pm
i think it should be the same as BO1/2 but clearly no-one is with me, i played a game yesterday and i couldnt revive my teammate and i was 2 secs away, i cant be the only one frustrated by this

You are not alone with your opinion ;).
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: fatboypro on March 10, 2014, 09:05:10 pm
You are not alone with your opinion ;).
i agree with you!  ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: BioAftermath on March 10, 2014, 09:24:24 pm
Are there scripts that allow you to move while downed in co-op? It's just so annoying to not be able to...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 10, 2014, 09:26:50 pm
Are there scripts that allow you to move while downed in co-op? It's just so annoying to not be able to...
I've enabled it before and it results in the person reviving you to constantly lose their revive progress because the person being revived is too dumb to stay still. I also have the same problem frequently while playing BO1 zombies - I think the solution is to enable movement but disable it while being revived.

And  to everyone else personally I think that if movement is added you shouldn't need the extra 15 seconds to get to your friend.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 10, 2014, 09:37:33 pm
I've enabled it before and it results in the person reviving you to constantly lose their revive progress because the person being revived is too dumb to stay still. I also have the same problem frequently while playing BO1 zombies - I think the solution is to enable movement but disable it while being revived.

And  to everyone else personally I think that if movement is added you shouldn't need the extra 15 seconds to get to your friend.

Does this mean you'll add one of them?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 10, 2014, 10:25:39 pm
Does this mean you'll add one of them?
I'm trying to evaluate whether to add one or both.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 10, 2014, 11:01:28 pm
I'm trying to evaluate whether to add one or both.

well i hope you add at least one, if not both as how it should be
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SarcyMoFo on March 11, 2014, 01:29:19 am
I'm all for increasing the duration and/or allowing movement as WaW can be so cruel if you go down
That combined with the ambitious maps people are putting together that even Stamin-Up can't help with I'd welcome some measure being taken
In case of being able to move I totally go for them locking in place whilst being picked up, don't know how many times lost bonus on BO2 because someone fidgeted mid revive...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeathBringerZen on March 11, 2014, 01:58:13 pm
I'm trying to evaluate whether to add one or both.

It would definitely be a nice little addition if you could add both. Being unable to crawl while downed is something that hurts WaW. Especially when you get downed in a tough spot to get revived.

Personally, I think it would be amazing to see it (or both) implemented.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: nabaro on March 24, 2014, 04:17:14 pm
Will the characters be the marines like in the UGX Mod 1.0 or will they be Dempsey and co.?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on March 24, 2014, 09:13:51 pm
Will the characters be the marines like in the UGX Mod 1.0 or will they be Dempsey and co.?
Marines.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on March 24, 2014, 09:21:25 pm
Marines.
But in akimbo video we saw CIA models...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 24, 2014, 09:33:07 pm
But in akimbo video we saw CIA models...

dat survival mode feel
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on March 24, 2014, 09:47:55 pm
But in akimbo video we saw CIA models...
Yes, default is still marines.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 24, 2014, 10:35:43 pm
Yes, default is still marines.

so we unlock other characters?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on March 24, 2014, 10:50:05 pm
so we unlock other characters?
Just as in v1.0.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on March 24, 2014, 11:02:51 pm
hmm i dont remember ever progressing on from marines
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on March 24, 2014, 11:46:40 pm
i hope the "fat russian farmer" keep in the mod :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on March 24, 2014, 11:48:41 pm
Just as in v1.0.
A question Ive been meaning to ask, similar to the controls, will the character unlocks and challenge unlocks be saved to every map running 1.1? also, ive been hearing rumors that someone working on 1.1 wanted ghost models and or anims- will there be ghost weapons in the mod?

Post Merge: March 24, 2014, 11:54:48 pm
A question Ive been meaning to ask, similar to the controls, will the character unlocks and challenge unlocks be saved to every map running 1.1? also, ive been hearing rumors that someone working on 1.1 wanted ghost models and or anims- will there be ghost weapons in the mod?
one more thing (hate to be annoying...) I would LOVE if the cod 4 spec op with that gas mask, and I would love it even more if the Bo2 hazmat suit character is available for unlock!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 25, 2014, 01:30:37 am
A question Ive been meaning to ask, similar to the controls, will the character unlocks and challenge unlocks be saved to every map running 1.1?
Don't have an answer for this yet. It depends on some other things that we are still in early development with. Definitely will not be ready by the time the beta is released and probably won't be ready by the time the mod is released, if ever.

also, ive been hearing rumors that someone working on 1.1 wanted ghost models and or anims- will there be ghost weapons in the mod?
UGX Donators currently know the answer to this question. I suggest you become one if you want to know now ;)

one more thing (hate to be annoying...) I would LOVE if the cod 4 spec op with that gas mask, and I would love it even more if the Bo2 hazmat suit character is available for unlock!
We haven't focused on unlocks or challenges at all yet, and probably won't until after the first few beta builds.
Title: [BUG] Fire Sale Bug, unsure if fixed in v1.1
Post by: ProGamerzFTW on March 26, 2014, 03:45:49 am
Sorry if wrong section. Move if necessary.

This bug can be reproduced if, lets say a small map has 2 or 3 close to reach boxes, and while fire sale ends, all boxes are open. If you do this, the boxes goes away as normal but, the bug that occurs is that the box will no longer function, losing its trigger and its hintstring.

Steps to reproduce:

1. Get a fire sale from the boss.
2. Make all boxes open before fire sale ends.
3. After fire sale ends, try to buy a weapon from the original box.
4. You won't be able too, as its glitched.
Title: Re: [BUG] Fire Sale Bug, unsure if fixed in v1.1
Post by: treminaor on March 26, 2014, 05:33:40 am
Going to make a note of this and move it to the Standalone 1.1 WIP topic. Thanks.
Title: Re: [BUG] Fire Sale Bug, unsure if fixed in v1.1
Post by: timelordalex on March 26, 2014, 05:13:51 pm
Sorry if wrong section. Move if necessary.

This bug can be reproduced if, lets say a small map has 2 or 3 close to reach boxes, and while fire sale ends, all boxes are open. If you do this, the boxes goes away as normal but, the bug that occurs is that the box will no longer function, losing its trigger and its hintstring.

Steps to reproduce:

1. Get a fire sale from the boss.
2. Make all boxes open before fire sale ends.
3. After fire sale ends, try to buy a weapon from the original box.
4. You won't be able too, as its glitched.

yeah this is irritating, or the box model disappears completely on cell block
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on March 26, 2014, 06:46:03 pm
I noticed this happening in Comosea over a year ago but I had no idea what had caused it because it always just happened at a seemingly random time. I'm happy that you were able to reproduce it and I will make sure it gets fixed.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on March 26, 2014, 08:04:19 pm
Don't have an answer for this yet. It depends on some other things that we are still in early development with. Definitely will not be ready by the time the beta is released and probably won't be ready by the time the mod is released, if ever.
UGX Donators currently know the answer to this question. I suggest you become one if you want to know now ;)
We haven't focused on unlocks or challenges at all yet, and probably won't until after the first few beta builds.
Thanks trem, i plan on donnating very soon! :D

Post Merge: March 26, 2014, 09:23:54 pm
Thanks trem, i plan on donnating very soon! :D
About donation, if i buy lets say a mr. elemental shirt- will the money i buy it with be donated and give me access to the donater forum/beta access? if not i might just plain out donate 5.00. 
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on March 26, 2014, 09:37:36 pm
About donation, if i buy lets say a mr. elemental shirt- will the money i buy it with be donated and give me access to the donater forum/beta access? if not i might just plain out donate 5.00.
Yes, buying apparel counts as a donation and will give you the donor status. To get the status when the product is received you must provide proof of purchase in the apparel topic. Tomikaze did this by posting an image of himself with the product.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on March 29, 2014, 11:49:57 am
Yes, buying apparel counts as a donation and will give you the donor status. To get the status when the product is received you must provide proof of purchase in the apparel topic. Tomikaze did this by posting an image of himself with the product.
thx saje!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on April 11, 2014, 08:58:54 am
with any new things you've shown us in devlogs i.e - new weapon 'chalk' and updates to things, do you plan on putting a youtube video up to showcase as well?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on April 11, 2014, 09:22:58 am
with any new things you've shown us in devlogs i.e - new weapon 'chalk' and updates to things, do you plan on putting a youtube video up to showcase as well?
Would just take away from time we spend preparing the beta, so no. Will do something after the beta or public release.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on April 15, 2014, 04:51:22 pm
I know you guys stopped adding stuff due to beta, but i have a very small idea for the traps machine. I think this idea would be a fun little trap to add to the selection. If u guys have played the 2nd mission in the bo2 campaign while you rescue woods, you can find these awesome bear traps to set for enemies while holding off. If you can somehow port these to the traps machine that would be very cool! they can be used to save time when running a small train or to hold of in tight spaces. they can kill 1 zombie at a time, once the zombie is caught it will freak a bit with an animation which can block zombies giving time to the player to gun them down or run away. if Brutus gets caught in one he can do an animation shaking it off and it will take about three to kill him (btw the regular zombies die in one) they would cost 1000-1500 and you would get 3-4 per purchase. Plus they would refill every round. Please tell me what you think of this and if you cant then thanks for reading anyway (due to the beta testing or just not being a good idea) thanks, and keep up the great work UGX Team! ;)   
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on April 15, 2014, 05:12:35 pm
I know you guys stopped adding stuff due to beta, but i have a very small idea for the traps machine.... Please tell me what you think of this and if you cant then thanks for reading anyway (due to the beta testing or just not being a good idea) thanks, and keep up the great work UGX Team! ;)
I know that there are still great ideas out there not being implemented in the new mod, but adding ANYTHING else at this point would just require more work, longer testing time and an even further delayed release date. At some point you just have to say enough, but trust me no one is going to be disappointed when the mod is released  8)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on April 15, 2014, 05:23:46 pm
*sigh* your right when your right tom, i can only dream... but once i play the final product ill forget all about it! ::)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on April 15, 2014, 05:32:15 pm
*sigh* your right when your right tom, i can only dream... but once i play the final product ill forget all about it! ::)

Trem did state it is technically possible for mappers to create their own traps for use in the trap machine - but doesn't expect many people will.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on April 16, 2014, 09:51:34 pm
I know you guys stopped adding stuff due to beta, but i have a very small idea for the traps machine. I think this idea would be a fun little trap to add to the selection. If u guys have played the 2nd mission in the bo2 campaign while you rescue woods, you can find these awesome bear traps to set for enemies while holding off. If you can somehow port these to the traps machine that would be very cool! they can be used to save time when running a small train or to hold of in tight spaces. they can kill 1 zombie at a time, once the zombie is caught it will freak a bit with an animation which can block zombies giving time to the player to gun them down or run away. if Brutus gets caught in one he can do an animation shaking it off and it will take about three to kill him (btw the regular zombies die in one) they would cost 1000-1500 and you would get 3-4 per purchase. Plus they would refill every round. Please tell me what you think of this and if you cant then thanks for reading anyway (due to the beta testing or just not being a good idea) thanks, and keep up the great work UGX Team! ;)

Your wish is our command.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwnFHHEq.png&hash=fa6e4a496d65e23d71f804cccb8d3b63)

It gibs off zombie legs. If they are already crawlers then it kills them. You can carry two and get new ones at the end of each round. Currently they replace your special grenade slot. More info and pictures will be posted to the donors section of the forum later this week.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on April 16, 2014, 10:10:56 pm
I'm surprised you did this trem, guessing it didnt take long
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on April 16, 2014, 10:13:09 pm
OMFG AWESOME nice trem keep it up!


Post Merge: April 16, 2014, 10:15:29 pm
AWESOMMMMME
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on April 16, 2014, 10:28:40 pm
I'm surprised you did this trem, guessing it didnt take long
Saje took care of nearly all of it. We planned to have this in but didn't know if people would want it. Our question was answered.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: animallover on April 16, 2014, 11:12:13 pm
Its looking amazing.. Really can not wait for this!  8)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on April 18, 2014, 12:54:01 am
One VERY last question that i want to confirm, are you still going through with Amm-o-Matic? I was wondering because of Sharing is Caring, im assuming no right?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on April 18, 2014, 12:55:28 am
One VERY last question that i want to confirm, are you still going through with Amm-o-Matic? I was wondering because of Sharing is Caring, im assuming no right?
Yeah, no Amm-o-matic.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on April 18, 2014, 02:54:11 am
Yeah, no Amm-o-matic.
dang, all well still looking forward to all of this trem!  :D I will most likely be donating this weekend finally... :-\
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on April 18, 2014, 02:55:54 am
dang, all well still looking forward to all of this trem!  :D I will most likely be donating this weekend finally... :-\
You'll see some cool stuff that was announced last week in the donor section then ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on April 18, 2014, 09:25:25 am
will there still be something the equivalent of Ammo-Matic or nothing at all?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on April 18, 2014, 04:55:32 pm
will there still be something the equivalent of Ammo-Matic or nothing at all?
Your turret can supply you with small amounts of ammo if you choose the right upgrades.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on April 18, 2014, 05:27:03 pm
Your turret can supply you with small amounts of ammo if you choose the right upgrades.
nice
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on April 18, 2014, 05:50:39 pm
I think it would be fun if you could choose different heads to attach to the top of your turret to make solo playing feel more like playing with a friend. Nic Cage head on top of your turret anyone? The turret head could say funny things appropriate to the situation. It would criticize you for letting it take damage and encourage you when you were doing well   :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: imreigning on April 18, 2014, 06:47:32 pm
Buyable/findable/ buildable - attachments and perks give you certain attachments. Like double tap with also give you a grip...

Unlockable camos - And an achievement machine. You get 50 head shots put your gun in the A - machine for your 50 headshot camo. Get 500 kills with a gun. put it in the machine for an extended mag and accuracy... 100 headshots for another camo.... 75 knifes for a sword..  you can collect your rewards and etc.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on April 18, 2014, 07:45:49 pm
Buyable/findable/ buildable - attachments and perks give you certain attachments. Like double tap with also give you a grip...

Unlockable camos - And an achievement machine. You get 50 head shots put your gun in the A - machine for your 50 headshot camo. Get 500 kills with a gun. put it in the machine for an extended mag and accuracy... 100 headshots for another camo.... 75 knifes for a sword..  you can collect your rewards and etc.
None of this is currently possible in the mod due to the weapon limit. Each variation needs a new file which we simply do not have room for.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeathBringerZen on April 18, 2014, 08:35:08 pm
I think it would be fun if you could choose different heads to attach to the top of your turret to make solo playing feel more like playing with a friend. Nic Cage head on top of your turret anyone? The turret head could say funny things appropriate to the situation. It would criticize you for letting it take damage and encourage you when you were doing well   :D

That would be pretty damn awesome, I'm not going to lie. Make it happen guys!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mazedummy on April 19, 2014, 10:53:33 am
Hello guys :)

I'm watching the development of this awesome mod since the beginning of UGX :)
Back when everything began at ZM.
I also donated a few month ago :D


Now I have a little suggestion and want to know if this may be possible :)

In Call of Duty: Online since November 2013 there is a mode called "Dead Rising" which introduces Cyborg Zombies.
My suggestion would be to bring these Cyborg Zombies to UGX as a Mutator. Simply change the skin an ... kind of material of the zombies to these Cyborg things - that would be absolutely awesome I think ^^

May this be possible at all? If it is possible, would there be a chance to see them in the mod?


I'm REALLY looking forward to the first BETA release :D

Greetings,
mazedummy


I'm from Germany, so please ignore incorrect grammer or something similar :P I think you all know what I want to say :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RamboBadass on April 19, 2014, 11:00:33 am
its basically impossible that game is based almost completely online. theres a small part you install on pc but you cannot get the models for the zombies from it. they could make skins to recover the zombies but it wouldn't prob. be very good. (no harm ment Trem / Sajeone)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mazedummy on April 19, 2014, 11:06:09 am
its basically impossible that game is based almost completely online. theres a small part you install on pc but you cannot get the models for the zombies from it. they could make skins to recover the zombies but it wouldn't prob. be very good. (no harm ment Trem / Sajeone)
Sorry ... i didn't know these file are all online ... I thought you get them via installing the game ...
Didn't know they are streamed ...
OK then it may not be possible at all ...

Thanks for the fast reply :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on April 19, 2014, 03:14:01 pm
Actulley i think its a good idea (not saying anyone thought it wasent) an attempt at it would be nice, im sure the models are out there somewhere. It would be cool to gun a few of those down considering its almost impossible to get the damn game anyway... 
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on April 19, 2014, 04:09:07 pm
Actulley i think its a good idea (not saying anyone thought it wasent) an attempt at it would be nice, im sure the models are out there somewhere. It would be cool to gun a few of those down considering its almost impossible to get the damn game anyway...
C'mon man, this is a zombie game. Blood, gore, limbs flying & heads exploding. You wanna trade that for robots? Just go play a different game altogether.

Got some quarters?
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fwg9EQOH.png%3F1&hash=a1b49df7decf8f340ea36c532217dd8e)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on April 19, 2014, 06:56:57 pm
lol, your right but it would still be cool to see them as a mutator - regular zombies will always rain dominant but robot zombies could still be fun to shoot in the face and watch mech parts and blue plutonium blood scatter all over the place.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on April 19, 2014, 07:06:34 pm
lol, your right but it would still be cool to see them as a mutator - regular zombies will always rain dominant but robot zombies could still be fun to shoot in the face and watch mech parts and blue plutonium blood scatter all over the place.

I would not be opposed to it appearing as a mutator but i dont think it is possible and even if it is, we all want the beta and no more delays
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on April 19, 2014, 09:22:11 pm
Bear traps in zombies makes a whole lot of sense but It does make me wonder why 3arc never bothered to put them it? Doesn't matter now thanks again to the Great UGX Team!  :P

@tomikaze: Is it cool if I come over and play T2? I ended up with the Aerosmith game for christmas.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fwww.arcade-museum.com%2Fimages%2F118%2F1181242156173.jpg&hash=02ad32a861d9e9bb5361352e8197cead)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mazedummy on April 19, 2014, 11:19:35 pm
Actulley i think its a good idea (not saying anyone thought it wasent) an attempt at it would be nice, im sure the models are out there somewhere. It would be cool to gun a few of those down considering its almost impossible to get the damn game anyway...
Downloading and installing the game isn't that big problem you might think of.
I installed it successfully, ready for playing a few months ago ... but I deinstalled it because I couldn't connect to any server ... stupid IP restriction ...
I know, maybe a proxy server would have fixed this issue ... doesn't matter

I won't suggest this as a mutator BEFORE beta ...
I also don't want any delays on the beta ...

To see this Cyborg Zombies as a mutator in the FINAL version von the UGX Mod would still be awesome :)
This may lead to a bit variety in Zombies :D

[...] im sure the models are out there somewhere. [...]
THAT :D I also think getting the models will be eventually possible ;)

Greetings,
mazedummy
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Billybob217 on April 20, 2014, 01:51:10 am
Hello guys :)

I'm watching the development of this awesome mod since the beginning of UGX :)
Back when everything began at ZM.
I also donated a few month ago :D


Now I have a little suggestion and want to know if this may be possible :)

In Call of Duty: Online since November 2013 there is a mode called "Dead Rising" which introduces Cyborg Zombies.
My suggestion would be to bring these Cyborg Zombies to UGX as a Mutator. Simply change the skin an ... kind of material of the zombies to these Cyborg things - that would be absolutely awesome I think ^^

May this be possible at all? If it is possible, would there be a chance to see them in the mod?


I'm REALLY looking forward to the first BETA release :D

Greetings,
mazedummy


I'm from Germany, so please ignore incorrect grammer or something similar :P I think you all know what I want to say :D
This is an amazing idea! This would make an awesome mutator, I would love to see this implemented if possible :D But yeah it should be after the beta if it were to be implemented :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: jei9363 on April 22, 2014, 10:59:30 pm
how will we be placing the perk machines in the map without assets? the same way I did electric cherry?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Gunoftruth on April 22, 2014, 11:07:49 pm
Hey all quick regards to Dead Rising:

I got a beta account to COD:OL.
You can download game and all, but you need a account to even run the game

Also good news:
Open beta will either be May 14 or July 9! (Note this what admin told me)

If you wondering:
No im not from china XD, i just know a admin there.
And yes i am friends with itsgamerdoc who was first to get it then the admin made me a account
Proxy wont do shit LOL. Also you all can download it but just cant play.

If any of the ugx team members want it to port stuff pm me ill give you my account :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on April 23, 2014, 12:31:22 am
how will we be placing the perk machines in the map without assets? the same way I did electric cherry?
I haven't taken that into consideration yet but yes we could just use stock models as placeholders I suppose.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on April 23, 2014, 12:37:49 am
Also good news:
Open beta will either be May 14 or April 9!

Well its way past april 9, so i am guessing it will be may 14?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Gunoftruth on April 23, 2014, 12:54:36 am
OOPS OMG I meant say July 9 *Facepalm* will update
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Alerion on April 23, 2014, 08:45:24 am
If any of the ugx team members want it to port stuff pm me ill give you my account :)

Wouldn't there be the same problem as in Bo2 that using these files will be illegal as long as it's not their account?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on April 23, 2014, 09:16:08 am
Wouldn't there be the same problem as in Bo2 that using these files will be illegal as long as it's not their account?
There's nothing to be concerned about anyway since we don't have any interest in messing with CODOL assets this late in development - same verdict we gave on Origins when it came out - not worth the effort or extra development time.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Gunoftruth on April 25, 2014, 12:45:53 am
I dont think it would be illegal. And yea just wondering if ever you wanted to trem ik there no point to adding to UGX 1.1. :).
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: xXxCowmanxXx on May 27, 2014, 08:34:34 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 from MOTD.  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)? or will it have any ghost guns example alien gun?

Anyways keep up the good work :D :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on May 27, 2014, 08:38:13 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 from MOTD.  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)? or will it have any ghost guns example alien gun?

Anyways keep up the good work :D :)

They said at least 100 times now. They wont be adding electric cherry or any weapons from origins because they feel it wont be beneficial to the mod.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: haxman123 on May 27, 2014, 08:39:00 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 from MOTD.  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)? or will it have any ghost guns example alien gun?

Anyways keep up the good work :D :)

I agree this mod with all updates will be beast :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrpeanut188 on May 29, 2014, 05:06:41 am
They said at least 100 times now. They wont be adding electric cherry or any weapons from origins because they feel it wont be beneficial to the mod.
The STG is pretty sexy and I can understand why they wouldn't add it, and I can see why they wouldn't want to add another perk but they should add an option to include it in the map, Electric Cherry is an amazing perk, and I know for my map that's extremely close-quarters it's practically a requirement.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: NaziZombiesHD on May 29, 2014, 05:10:14 am
Will it be possible, when the mod is released to replace certain guns in the mod with your own?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on May 29, 2014, 05:11:55 am
Will it be possible, when the mod is released to replace certain guns in the mod with your own?
Yes, it already was in 1.0 and still will be now.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on May 29, 2014, 07:31:44 am
The STG is pretty sexy and I can understand why they wouldn't add it, and I can see why they wouldn't want to add another perk but they should add an option to include it in the map, Electric Cherry is an amazing perk, and I know for my map that's extremely close-quarters it's practically a requirement.
People should be able to add their own perks just fine. I've rewritten a lot of the _zombiemode_perks functions to be more efficient and also written a lot of custom funcs and helper funcs in there as well that would make adding perks much easier for scripters, albeit slightly different. Should be straightforward for someone who understands scripting at even a intermediate level.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 11, 2014, 04:27:31 pm
It's not cancelled you trolls.

Everything is fine, image limit was solved a week ago.

All of the recent posts asking if it was cancelled have now been removed before anyone else thinks it was actually true.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Mind-X-Panda on June 11, 2014, 04:30:45 pm
good to hear trem keep up the good work :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 11, 2014, 04:31:05 pm
I had people lol
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: daedra descent on June 11, 2014, 04:36:47 pm
I wasn't trolling about the UGX forge. I really think you guys should either finish it or release the source for it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on June 11, 2014, 04:47:06 pm
 :lol: trem you do not understand the emotional distress i was just going through :lol:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: xXxCowmanxXx on June 11, 2014, 04:55:01 pm
Good to hear trem  ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on June 11, 2014, 04:55:53 pm
:lol: trem you do not understand the emotional distress i was just going through :lol:
Ha, ha. I'm sure he squashed this as soon as he could; just think if he would have let this go for a few days. That would have been SO mean  :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: P0tZ on June 11, 2014, 04:58:16 pm
It's not cancelled you trolls.

Everything is fine, image limit was solved a week ago.

All of the recent posts asking if it was cancelled have now been removed before anyone else thinks it was actually true.

that is good to hear trem :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on June 11, 2014, 05:03:57 pm
I knew you guys were trolling but i just didn't say anything, wanted to see how far it would go
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 11, 2014, 05:11:07 pm
I wasn't trolling about the UGX forge. I really think you guys should either finish it or release the source for it.
The only source to it is a shitty menu file that you can see in that video and some code for objects following the cursor. Like I said we haven't touched it in years yet for some reason the topic kept getting bumped and gave people the impression that it was a new topic.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: geh233 on June 12, 2014, 05:02:09 am
soo um any um updates?   :o
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: ssohpkc on June 17, 2014, 06:17:12 am
Any new update trem?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 17, 2014, 06:53:26 am
Working on the map and Bryan's still got some stuff to test. We're making progress as always.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on June 19, 2014, 07:31:41 am
Not trying to sound like a ignorant prick or anything, but is there any chance of putting down a release date down for the mod and map?  :poker:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 19, 2014, 09:32:17 am
Not trying to sound like a ignorant prick or anything, but is there any chance of putting down a release date down for the mod and map?  :poker:
Release dates are not realistic to set until everything is done and you plan to sit around for couple days after setting the date on the same day you finished everything ::)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on June 19, 2014, 10:42:35 am
well, in that case, what is the percentage of completion of the mod and map? (if that's ok with you).
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on June 19, 2014, 12:53:24 pm
“A delayed game is eventually good, a bad game is bad forever.”

― Shigeru Miyamoto



That being said, I'd say 90%. Hang tight and go make a grilled cheese and read some Sears catalog.

(Disclaimer: I love Sears catalog.)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: trewajg on June 19, 2014, 02:21:03 pm
after so many time and features added what else can be done to the mod before it releases?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 19, 2014, 03:05:19 pm
after so many time and features added what else can be done to the mod before it releases?

bug testing...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Delta on June 19, 2014, 03:15:11 pm
after so many time and features added what else can be done to the mod before it releases?

Adding features is one thing. - But we need to make sure all these features are bug free.
Also - Our mod will be used in many custom maps and we need to make sure that the mapper won't hit any engine limits with our package and their map content.

Thats why treminaor started a while ago a forum poll to ask mappers about some map specifc information.

We know it's been a while now, but it's worth to wait a bit more and then experience a much better release - this won't be a Watch Dogs release ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: trewajg on June 19, 2014, 11:34:56 pm
Adding features is one thing. - But we need to make sure all these features are bug free.
Also - Our mod will be used in many custom maps and we need to make sure that the mapper won't hit any engine limits with our package and their map content.

Thats why treminaor started a while ago a forum poll to ask mappers about some map specifc information.

We know it's been a while now, but it's worth to wait a bit more and then experience a much better release - this won't be a Watch Dogs release ;)

Do you know how many people are working on it?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on June 20, 2014, 01:49:55 am
Do you know how many people are working on it?
Two primarily. Myself working on assets needed for the mod. Treminaor working on scripts for the mod.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on June 20, 2014, 03:46:13 am
I'm not sure if you guys have mentioned this before at all, but is there any chance that you can add in a slider for those who want to change the sensitivity on their Xbox 360 controller?

It really bothers me having to open the console again and again just so I can change my controller sensitivity
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Cold_banana on June 20, 2014, 04:14:29 am
And is it possible if you could add a controller vibration function?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 20, 2014, 10:09:42 am
And is it possible if you could add a controller vibration function?

Not possible.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on June 20, 2014, 01:56:18 pm
Not possible.

If they haven't added it yet, could they at least consider making a slider for the controller sensitivity?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on June 21, 2014, 02:35:28 pm
I am bursting at the seams with excitement.

Post Merge: June 21, 2014, 02:35:57 pm
I am bursting at the seams with excitement. It is like waiting for a map pack to be released.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 23, 2014, 06:02:07 am
How about a WIP for the map that has 1.1 in it?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 23, 2014, 06:14:53 am
How about a WIP for the map that has 1.1 in it?
It's a surprise, so a WIP would be counter-intuitive to our goal of making you surprised.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on June 23, 2014, 07:09:24 am
20B93A32B6B7BB39
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 23, 2014, 10:38:07 am
I think hes only asking that as he is getting tired of waiting this long with no updates or nothing, small things can help keep up excitement
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Chunkdogg9 on June 23, 2014, 10:51:22 am
I think hes only asking that as he is getting tired of waiting this long with no updates or nothing, small things can help keep up excitement

That's why I asked.

Cause we haven't had any news to keep us excited for it. I thought maybe a small look at the map and some guns would keep us going for a bit.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ramiabdh on June 23, 2014, 01:31:38 pm
What do you mean by embedding disabled?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 23, 2014, 07:22:00 pm
Solo scoreboard added to TAB menu:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fggjg2Zh.jpg&hash=5799e777ea8181d8dcd5faa51f208a2b)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrtn on June 23, 2014, 07:41:47 pm
Holy shit, this mod looks amazing, can't wait to play it. Good job guys :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Alerion on June 23, 2014, 07:51:31 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fggjg2Zh.jpg&hash=5799e777ea8181d8dcd5faa51f208a2b)

Dat Walking Dead decal on the doors  :lol:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on June 23, 2014, 08:05:40 pm
20B93A32B6B7BB39

I love how nobody has said anything about this message yet

This obviously means something...Swag is trying to hint at something here :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on June 23, 2014, 08:28:10 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fwww.lolroflmao.com%2Fwp-content%2Fuploads%2F2013%2F02%2FSomeone-get-a-grammar-zombie-on-this.jpg&hash=19659b95025f6e6cbaa3d3d0b41e6fc1)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on June 23, 2014, 08:31:09 pm
Solo scoreboard added to TAB menu:

Whoa, C'mon now! How 'bout a little "spoiler alert" on the picture. I didn't want to know EVERYTHING about the map before it comes out, sheesh.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: n123q45 on June 23, 2014, 09:45:50 pm
I love how nobody has said anything about this message yet

This obviously means something...Swag is trying to hint at something here :troll:
i dont think anyone wants to pull off a david vonderhaar here
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on June 23, 2014, 09:54:20 pm
i dont think anyone wants to pull off a david vonderhaar here

I don't get it :derp:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on June 23, 2014, 10:02:30 pm
I do!!

Example: When origins came out, there were several transcribed pieces of text that were in some sort of code detailing story like the audio logs around the map. The were solved about 3 months after the map's release.

Vonderhaar has been notorious for this right around the time Der Riese came out. Started to get really bad around the time Ascension's release.

I followed the COD Wiki every day for a while.  :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: n123q45 on June 23, 2014, 10:30:47 pm
apparently we have a winner!!!!!^ your prize... nothing. but ur on the right track
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fbrutalgamer.com%2Fwp-content%2Fuploads%2F2011%2F04%2Fwinner_winner_chicken_dinner_tshirt-p235045817309842357o0hd_400.jpg&hash=a53e55485c34e125af7bd32c8731e946)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on June 23, 2014, 10:54:11 pm
Last off topic note: I need to eat less chicken, prolly gonna grab some after I eat this Pop-Tart though.

Anyways, I dig the sheer amount of detail put in the test map. That Walking Dead reference also gets a +1 from me.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on June 24, 2014, 01:49:45 am
Solo scoreboard added to TAB menu:
someone told me this was impossible to do when I was newer to the community, same with dolphin diving & dual wield weapons. Funny how ALL THREE of them are now possible. Awesome job trem :rainbow:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: trewajg on June 24, 2014, 02:23:40 pm
someone told me this was impossible to do when I was newer to the community, same with dolphin diving & dual wield weapons. Funny how ALL THREE of them are now possible. Awesome job trem :rainbow:

Yeah, such brilliant minds do so much on a stone age game, releasing mod tools ore not for the next game there is allways a way arround. Keep up the good work  :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: ProGamerzFTW on June 24, 2014, 11:16:56 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fwinpic.co%2F1lc26ec4.png&hash=642ffac9df9ed59d1b9601e5b9b491d0)

But I wanna gamble!  :poker:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on June 27, 2014, 08:46:49 pm
Will there be any rocket launchers in the mod? :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 27, 2014, 08:48:11 pm
Will there be any rocket launchers in the mod? :troll:
Waste of a weaponslot & fx imo, so no.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on June 27, 2014, 08:55:49 pm
Waste of a weaponslot & fx imo, so no.

...Darn.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on June 27, 2014, 09:01:49 pm
YEARS ago I requested they implement the "Tomikaze Pistol" and to this day - nothin'! I don't think they are taking requests  >:(  (frownyfacehatredhurtfeelings)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on June 27, 2014, 09:22:28 pm
YEARS ago I requested they implement the "Tomikaze Pistol" and to this day - nothin'! I don't think they are taking requests  >:(  (frownyfacehatredhurtfeelings)

Please, explain to me what this tomikaze pistol was supposed to be...I may seem "interested" in it :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ramiabdh on June 27, 2014, 09:41:36 pm
I'm counting the days for this mod to be released on a custom zombie map, I'd rather thank everybody who's working on this mod to get it done for release to mappers and beta testers :D :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Guilhermex12 on June 28, 2014, 12:37:50 am
I'm waiting this mod is 6 months, i excited to play this mod on a custom map! It would be great if this mod coming for Der Riese and the other Default maps of the game. This is possible? Ugx mod for nacht der untoten, Verruckt, Shi no Numa and Der riese?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 28, 2014, 12:41:28 am
Der Riese and the other Default maps of the game. This is possible? Ugx mod for nacht der untoten, Verruckt, Shi no Numa and Der riese?
No, that is not possible because those maps cannot be recompiled with our alternate files.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Guilhermex12 on June 28, 2014, 12:45:22 am
Hmm, ok  :)
with this mod is possible to play with PS3 controller  ???

Post Merge: June 28, 2014, 12:49:23 am
Ah, one more question, the Blundergat is one hit kill forever, or then go make crawler at round 20 same of Mob of the dead?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on June 28, 2014, 12:51:16 am
Hmm, ok  :)
with this mod is possible to play with PS3 controller  ???

This question has been answered already (I'm not sure if the answer is on this thread), but here's the answer anyway:

The only controllers CoD: WaW supports are Xbox 360 controllers. The most easiest way to play the game with a PS3 controller is to use a program called MotioninJoy. What it does is that you connect your PS3 controller to your PC and with this program, you can trick the PC into thinking that you're using an Xbox 360 controller.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Guilhermex12 on June 28, 2014, 12:59:51 am
Hmm, already heard of this program.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: trewajg on June 29, 2014, 01:00:10 am
will there be switchable dificulties (casual,normal,hard)?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on June 29, 2014, 02:11:31 am
will there be switchable dificulties (casual,normal,hard)?
Nope, there won't be any difficulty settings for Classic mode or Arcade mode. You can change the settings on competitive game modes that will make the game harder or easier.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: geh233 on June 29, 2014, 06:58:41 pm
i hate saying this stuff, but umm uhh whats the uhhm satus?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on June 29, 2014, 07:11:38 pm
i hate saying this stuff, but umm uhh whats the uhhm satus?
New devlog: http://ugx-mods.com/forum/index.php?topic=3291.msg34043#msg34043 (http://ugx-mods.com/forum/index.php?topic=3291.msg34043#msg34043)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on June 29, 2014, 07:35:34 pm
New devlog: http://ugx-mods.com/forum/index.php?topic=3291.msg34043#msg34043 (http://ugx-mods.com/forum/index.php?topic=3291.msg34043#msg34043)

It says I need an account to access the page

Post Merge: June 29, 2014, 07:40:40 pm
On second thought forget what I have said above
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrpeanut188 on July 04, 2014, 02:32:21 am
It says I need an account to access the page

Post Merge: June 29, 2014, 07:40:40 pm
On second thought forget what I have said above
Yes it's donator section.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JoshZombieBoy on July 04, 2014, 09:54:02 am
Hmm, ok  :)
with this mod is possible to play with PS3 controller  ???

Post Merge: June 28, 2014, 12:49:23 am
Ah, one more question, the Blundergat is one hit kill forever, or then go make crawler at round 20 same of Mob of the dead?

I don't have this MOD and I'm able to play it with a PS3 controller. I don't get the big deal. Just a simple small program that does the job.

Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: daedra descent on July 04, 2014, 10:41:00 am
I don't have this MOD and I'm able to play it with a PS3 controller. I don't get the big deal. Just a simple small program that does the job.

Its for the menus.

IMO it doesn't make any sense to me. Your (probably) going to have a mouse and keyboard right in front of you anyway so its not like its the only way to navigate the menus.

Still nice to have i guess... I probably won't use it since i play with a mouse and keyboard(FTW!).
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on July 05, 2014, 09:26:39 pm
New devlog: http://ugx-mods.com/forum/index.php?topic=3291.msg34043#msg34043 (http://ugx-mods.com/forum/index.php?topic=3291.msg34043#msg34043)
I can't seem to be able to access this section...hmmm ???
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 05, 2014, 09:32:08 pm
I can't seem to be able to access this section...hmmm ???

Only people who donated to this site can access that page
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on July 07, 2014, 12:00:04 pm
Only people who donated to this site can access that page
Damn
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on July 07, 2014, 12:19:33 pm
The devblogs become public a month after they are posted :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ramiabdh on July 07, 2014, 01:24:51 pm
I would like to ask ask a question: you showed that the hacker hacked perk machines,doors, etc. But you didn't show if it hacked something like excavators, are there gonna be excavators, or something similar??
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 07, 2014, 02:05:44 pm
I would like to ask ask a question: you showed that the hacker hacked perk machines,doors, etc. But you didn't show if it hacked something like excavators, are there gonna be excavators, or something similar??

Not many people put excavators in their map though, so I'm not really sure what the answer to your question will be
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: conn6orsuper117 on July 07, 2014, 05:59:08 pm
Not many people put excavators in their map though, so I'm not really sure what the answer to your question will be
I hope not, they always trap me, and kill me when they come down.
And when hacking, a zombie always assassinates me -_-
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 07, 2014, 06:00:34 pm
I would like to ask ask a question: you showed that the hacker hacked perk machines,doors, etc. But you didn't show if it hacked something like excavators, are there gonna be excavators, or something similar??
If a mapper wants to put an excavator in their map then yes they could make it hackable using the script in UGX Mod v1.1.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: soldjaguy on July 08, 2014, 02:31:45 pm
I Wondering When The UGX MOD V1.1 Will Be Available To The Public, They Said Jan Maybe Feb Would Be A Beta But There Still Isnt Even That Out And Its Been 5 Months Passed Due. Just Please Tell Us The Realese Date.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: ProGamerzFTW on July 08, 2014, 02:37:05 pm
I Wondering When The UGX MOD V1.1 Will Be Available To The Public, They Said Jan Maybe Feb Would Be A Beta But There Still Isnt Even That Out And Its Been 5 Months Passed Due. Just Please Tell Us The Realese Date.

There isn't a release date yet as they are fixing all the bugs that they find.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on July 08, 2014, 03:06:52 pm
I Wondering When The UGX MOD V1.1 Will Be Available To The Public, They Said Jan Maybe Feb Would Be A Beta But There Still Isnt Even That Out And Its Been 5 Months Passed Due. Just Please Tell Us The Realese Date.
That could not have been fun hitting the Shift key at the beginning of every word. Those sentences must have taken forever to type.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: hellion2099 on July 09, 2014, 05:57:22 am
lmao
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on July 09, 2014, 07:07:48 am
If we had a release date then we would have put it out there, it'll be out when its ready.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Guilhermex12 on July 11, 2014, 10:50:12 pm
Now, August is the correctly date?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 11, 2014, 11:02:19 pm
Now, August is the correctly date?

Remember, they said "MIGHT".

They don't know for sure whether the beta will be released in August or not.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 12, 2014, 06:16:12 am
Remember, they said "MIGHT".

They don't know for sure whether the beta will be released in August or not.
Also, beta = donator only :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrpeanut188 on July 13, 2014, 04:16:19 am
Question, where did you get this release date, ergherm, 'Might release date' from?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 13, 2014, 04:34:47 am
Question, where did you get this release date, ergherm, 'Might release date' from?

Well, in the front page, it has always said that "The beta might be released in (insert month here) 2014".
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Guilhermex12 on July 14, 2014, 07:39:35 pm
Ah yeah, the UGX mod 1.1 is only to donators  :(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 14, 2014, 07:42:35 pm
Ah yeah, the UGX mod 1.1 is only to donators  :(
Hell no, only beta
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrpeanut188 on July 19, 2014, 02:25:06 am
Well, in the front page, it has always said that "The beta might be released in (insert month here) 2014".
Oh wow that finally updated.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 19, 2014, 02:41:06 am
Oh wow that finally updated.
Lol I should just replace the month with a PHP function that prints (current_month + 1).
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on July 19, 2014, 03:25:18 am
Lol I should just replace the month with a PHP function that prints (current_month + 1).
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F0fCydG0.jpg%3F1%3F1267&hash=b9f3009f321f8ce69416b8246546a5e3)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on July 19, 2014, 04:19:27 am
Lol I should just replace the month with a PHP function that prints (current_month + 1).
Lol :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrpeanut188 on July 19, 2014, 07:26:39 am
Lol I should just replace the month with a PHP function that prints (current_month + 1).
Not sure I could take it, the timer of destiny (http://overkillsoftware.com/whatsnext/) is at 25 days and the hype train is already supersonic.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: youngmoney on July 21, 2014, 12:23:13 am
can you please change the "Press F to _____" to the xbox strings when xbox controller support is turned on
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on July 21, 2014, 02:28:36 am
How much longer until the latest devlog is released to the rest of the community?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: trewajg on July 21, 2014, 02:41:42 am
How much longer until the latest devlog is released to the rest of the community?

the devlog was released at june 29 so it should be public at 29 july (a month later)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 21, 2014, 02:43:55 am
How much longer until the latest devlog is released to the rest of the community?
Right now. (http://ugx-mods.com/forum/index.php?topic=3496) :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: trewajg on July 21, 2014, 03:20:51 am
Right now. (http://ugx-mods.com/forum/index.php?topic=3496) :)

good thing I was wrong
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 21, 2014, 03:24:44 am
good thing I was wrong
Normally you would be right but I decided to put it out 9 days early since there's been such a long gap :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on July 21, 2014, 05:07:13 am
Right now. (http://ugx-mods.com/forum/index.php?topic=3496) :)
Sweet.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 21, 2014, 05:10:18 am
can you please change the "Press F to _____" to the xbox strings when xbox controller support is turned on

Actually, I was wondering about the same thing too.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fce607b072577109846e8f404bc7f5437.png&hash=07ed6c091114d0d21d69d88b7f229054)

In the PC version, say you replace the "Use" function with the X button on your controller. Instead of showing the X button like in the picture above, it just shows the "X" letter with a blue font.

Is it possible for you to add pictures of the buttons for commands (more like the picture shown above) when you have the 360 controller enabled with v1.1 of the UGX Mod?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on July 21, 2014, 05:14:59 am
Actually, I was wondering about the same thing too.

(http://i.gyazo.com/ce607b072577109846e8f404bc7f5437.png)

In the PC version, say you replace the "Use" function with the X button on your controller. Instead of showing the X button like in the picture above, it just shows the "X" letter with a blue font.

Is it possible for you to add pictures of the buttons for commands (more like the picture shown above) when you have the 360 controller enabled with v1.1 of the UGX Mod?
as far as i know, it's not possible to detect if the player is using a controller or not.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 21, 2014, 05:27:15 am
as far as i know, it's not possible to detect if the player is using a controller or not.

This probably won't mean anything, but I'll mention it anyway.

If you look around with the mouse while aiming at the zombies...of course, nothing happens lol.

But if you try doing that with a controller...the camera kinda locks on to them. Same thing if you try ADS-ing at them.

Do you suppose this could mean anything? Again, the example I gave above may or may not be irrelevant, but I just wanted to point it out.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on July 21, 2014, 05:29:31 am
This probably won't mean anything, but I'll mention it anyway.

If you look around with the mouse while aiming at the zombies...of course, nothing happens lol.

But if you try doing that with a controller...the camera kinda locks on to them. Same thing if you try ADS-ing at them.

Do you suppose this could mean anything? Again, the example I gave above may or may not be irrelevant, but I just wanted to point it out.
the game itself may be able to detect it. what i was trying to tell is that i haven't seen anything in the scripts that's related to controllers.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 21, 2014, 05:51:09 am
This probably won't mean anything, but I'll mention it anyway.

If you look around with the mouse while aiming at the zombies...of course, nothing happens lol.

But if you try doing that with a controller...the camera kinda locks on to them. Same thing if you try ADS-ing at them.

Do you suppose this could mean anything? Again, the example I gave above may or may not be irrelevant, but I just wanted to point it out.
That's just aim assist. And the aim assist settings are the same regardless of if a controller is in use or not because they are just dvars and weaponfile settings. The problem is not me knowing when the controller is in use - I rely on the user enabling the support for it in the UGX Mod Settings menu for that. The problem is that hintstrings are engine drawn and I cannot change how they appear without either making my own or changing the way everyone in the game sees them. I have made my own hintstrings but I still do not feel like adding in the support for an X button in them because as I've said previously in this topic I cannot tell if they have rebound it to something other than X. And frankly I don't think anyone is going to lose anything from not seeing the freaking X button on their hintstrings. They already get the bind name in it (and no I can't access that), I think that's enough.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: youngmoney on July 21, 2014, 04:40:07 pm
That's just aim assist. And the aim assist settings are the same regardless of if a controller is in use or not because they are just dvars and weaponfile settings. The problem is not me knowing when the controller is in use - I rely on the user enabling the support for it in the UGX Mod Settings menu for that. The problem is that hintstrings are engine drawn and I cannot change how they appear without either making my own or changing the way everyone in the game sees them. I have made my own hintstrings but I still do not feel like adding in the support for an X button in them because as I've said previously in this topic I cannot tell if they have rebound it to something other than X. And frankly I don't think anyone is going to lose anything from not seeing the freaking X button on their hintstrings. They already get the bind name in it (and no I can't access that), I think that's enough.
you could say the same thing for an A button following around the player in the main menu, but you still implemented it anyway... (youtube.com/watch?v=ZU6nVDzP1uU)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2Fvyboyq.png&hash=0b2171e73f64c6509b3ca43abc9a3e18)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 21, 2014, 04:45:36 pm
you could say the same thing for an A button following around the player in the main menu, but you still implemented it anyway... (youtube.com/watch?v=ZU6nVDzP1uU)
Exactly.
Would be very cool too see implemented :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 21, 2014, 05:03:53 pm
you could say the same thing for an A button following around the player in the main menu, but you still implemented it anyway... (youtube.com/watch?v=ZU6nVDzP1uU)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2Fvyboyq.png&hash=0b2171e73f64c6509b3ca43abc9a3e18)

Isn't the A button the only button on a 360 controller that can open things and whatnot in the menu (Singleplayer, Options, Mods, etc.) in WaW?

If so, it would make sense to only put that A button picture for the main menu since no other button can open anything else...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 21, 2014, 05:26:43 pm
you could say the same thing for an A button following around the player in the main menu, but you still implemented it anyway... (youtube.com/watch?v=ZU6nVDzP1uU)
You can't bind the A button to anything else  :kidding:
Isn't the A button the only button on a 360 controller that can open things and whatnot in the menu (Singleplayer, Options, Mods, etc.) in WaW?

If so, it would make sense to only put that A button picture for the main menu since no other button can open anything else...
Yep.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 21, 2014, 05:56:23 pm
You can't bind the A button to anything else  :kidding:
was not aware of this... :o
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 21, 2014, 06:02:20 pm
was not aware of this... :o

Perhaps you can bind the A button to something else if you open the config file for WaW (located in "*insert PC username here*\AppData\Local\Activision\CoDWaW\players\profiles\*your profile name*" and search for anything controller-related...

Not sure if that'll actually work, though. The only time I had to open the config file for controllers was when I wanted to bind the Y button to a function that the keyboard options didn't have :L
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 21, 2014, 07:29:20 pm
No, you can't rebind what controls are used for the menus. They are hardcoded.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 21, 2014, 10:24:48 pm
you should do a poll and find out how many people want full xbox hintstrings and all when compatibility is turned on... if the majority of people wouldn't rebound their controls and want to see it then you could implement it!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: n123q45 on July 21, 2014, 11:24:45 pm
i would love to see that. Itll be something never thought about before
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: youngmoney on July 21, 2014, 11:51:20 pm
sounds like a good idea ::)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: falumpagus907 on July 22, 2014, 02:17:22 am
would love to see xbox hintstrings :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on July 22, 2014, 04:52:42 am
If you have played zombies enough, Why would you want the game to remind you of the exact button you need to press to pick up an item?

Once a player opens a door or buys a weapon for the first time, they will know that X reloads and does things.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on July 22, 2014, 04:54:24 am
If you have played zombies enough, Why would you want the game to remind you of the exact button you need to press to pick up an item?

Once a player opens a door or buys a weapon for the first time, they will know that X reloads and does things.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fstatic1.gamespot.com%2Fuploads%2Foriginal%2F174%2F1744573%2F2565863-3853767-4957010%252B_3d402eb6c781d9c88cd3419c33f6e390.png&hash=51909a0cc9f6f848e7c9b98b39714505)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 22, 2014, 04:57:55 am
If you have played zombies enough, Why would you want the game to remind you of the exact button you need to press to pick up an item?

Once a player opens a door or buys a weapon for the first time, they will know that X reloads and does things.
Players also know how much the doors and weapons cost after playing a given map a few times, so why not just get rid of those? It's an aesthetic touch to the gamemode that (obviously) players appreciate and more importantly want to see...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on July 22, 2014, 05:07:16 am
I'm sorry sir but I do not think that points and a picture of a button are even in the same league. Apples to Oranges.

We use xbox controllers because we A. Need a controller and B.Came from playing the Xbox Version first. We know what the controls are and hintstrings would only baby us when half of these maps make you eat dirt over and over again with grueling difficulty.

I mean if mappers want authenticity it is theirs to choose I suppose but it is not worth derailing UGX's development in my eyes.

Edi: Gun and door prices fluctuate between maps. That too. Interesting debate AmI→?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: youngmoney on July 22, 2014, 05:08:01 am
Players also know how much the doors and weapons cost after playing a given map a few times, so why not just get rid of those? It's an aesthetic touch to the gamemode that (obviously) players appreciate and more importantly want to see...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2F2sbsob6.jpg&hash=72767336177cce6ca0db441aa8dec69e)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on July 22, 2014, 05:12:11 am
Question, Do you want to delay the release of UGX 1.1 any longer? Now I know its prob a small thing but there is a possibility it could delay the release......even longer, besides they already stated they aren't adding anything new they're just testing the mod extensively to make sure its as how they want it. And I agree moonmaster.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 22, 2014, 05:15:11 am
I'm sorry sir but I do not think that points and a picture of a button are even in the same league. Apples to Oranges.

We use xbox controllers because we A. Need a controller and B.Came from playing the Xbox Version first. We know what the controls are and hintstrings would only baby us when half of these maps make you eat dirt over and over again with grueling difficulty.

I mean if mappers want authenticity it is theirs to choose I suppose but it is not worth derailing UGX's development in my eyes.
... :lol: some MANY players desire the full console experience on custom zombies. Like I said before, we know what the buttons do, but we enjoy the aesthetic touch it provides. Trem made it sound like it was quite possible so I don't think it would be derailing UGX 1.1's development.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on July 22, 2014, 05:19:37 am
... :lol: some MANY players desire the full console experience on custom zombies. Like I said before, we know what the buttons do, but we enjoy the aesthetic touch it provides. Trem made it sound like it was quite possible so I don't think it would be derailing UGX 1.1's development.
They are about a month from release or as Trem likes to say current month +1. I dont think people would like it all that much if it was Current month +3 lol.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: youngmoney on July 22, 2014, 05:19:51 am
Question, Do you want to delay the release of UGX 1.1 any longer? Now I know its prob a small thing but there is a possibility it could delay the release......even longer, besides they already stated they aren't adding anything new they're just testing the mod extensively to make sure its as how they want it. And I agree moonmaster.
it wouldn't delay the release that much longer if at all... and funny that you say nothings being added to the mod when Trem implemented a solo scoreboard not to long ago.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 22, 2014, 05:23:01 am
it wouldn't delay the release that much longer if at all... and funny that you say nothings being added to the mod when Trem implemented a solo scoreboard not to long ago.

The solo scoreboard may seem like a small thing to you, but I think it actually took Trem a while to fully implement it and make it work without any bugs of some sort
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on July 22, 2014, 05:23:08 am
I'm sorry to break it to you, but the hint strings are made with... well... strings. That means we can only use alphanumerical characters on hint strings which means we can't add any images on them. Maybe it's possible to show the button's image using a hud element but due to the engine limits, it'll eventually break the gameplay.

Also, since we need to load a cfg to make an xbox controller to work on waw, we can't detect if the player is using a controller or a keyboard and a mouse with gsc which means it's impossible to do what you want.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 22, 2014, 05:23:27 am
They are about a month from release or as Trem likes to say current month +1. I dont think people would like it all that much if it was Current month +3 lol.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2Ffkv66q.jpg&hash=21fcedd03a95a62a07dc4a0baa20caea)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on July 22, 2014, 05:24:40 am
Actually the solo score board was put on a wile ago since the donators get the devlog a month or so before the rest of the community does..

Post Merge: July 22, 2014, 05:25:07 am
(http://i59.tinypic.com/fkv66q.jpg)
LOL
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on July 22, 2014, 05:27:01 am
it wouldn't delay the release that much longer if at all... and funny that you say nothings being added to the mod when Trem implemented a solo scoreboard not to long ago.
That was already planned from the start. Here and there things are added that we have on a list of items required for release. Mostly this includes bugs and provided that is what we spend almost all of our time with as of now but occasionally a small addition pops up that hasn't been added yet. That doesn't change that we are pretty much done implementing features. He said that because that was our own statement. Nothing extremely relevant is being added to the core mod itself apart from what has already been showcased.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: youngmoney on July 22, 2014, 05:27:17 am
The solo scoreboard may seem like a small thing to you, but I think it actually took Trem a while to fully implement it and make it work without any bugs of some sort
that's exactly my point... the kid said nothing was being added to the mod but that's a pretty major addition, no?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on July 22, 2014, 05:27:58 am
I'm sorry to break it to you, but the hint strings are made with... well... strings. That means we can only use alphanumerical characters on hint strings which means we can't add any images on them. Maybe it's possible to show the button's image using a hud element but due to the engine limits, it'll eventually break the gameplay.

Also, since we need to load a cfg to make an xbox controller to work on waw, we can't detect if the player is using a controller or a keyboard and a mouse with gsc which means it's impossible to do what you want.
Exactly therefore delaying the mod even more. +1 john
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 22, 2014, 05:35:15 am
That was already planned from the start. Here and there things are added that we have on a list of items required for release. Mostly this includes bugs and provided that is what we spend almost all of our time with as of now but occasionally a small addition pops up that hasn't been added yet. That doesn't change that we are pretty much done implementing features. He said that because that was our own statement. Nothing extremely relevant is being added to the core mod itself apart from what has already been showcased.
i'm just about done fighting for it but... this could be one of those 'small additions' you speak of, as it's not an extremely relevant/video devoted to it type of addition and you didn't say you guys are completely done implementing features to the mod yet so a boy can dream can't he?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on July 22, 2014, 05:42:18 am
i'm just about done fighting for it but... this could be one of those 'small additions' you speak of, as it's not an extremely relevant/video devoted to it type of addition and you didn't say you guys are completely done implementing features to the mod yet so a boy can dream can't he?
We're not going to add more items to our list as it's big enough as it is. These are things that were added during the v1.1 poll we had when the mod was first in it's infancy. Right now we are trying to rule out all additions that aren't going to be worth our time and from the team's perspective this is not one of them. We are in bug fixing stages and it is going to stay this way until we have an acceptable beta ready for our testers.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 22, 2014, 07:28:39 am
I appreciate everyone's enthusiasm for the mod and how passionate people are about feature requests but it'd be nice if people would accept that no means no.

I don't want to bother coding the X button in the hitnstrings, I've given some valid reasons why and I could give more but it would be wasting my own breath.

To the guy who is debating that the solo loadscreen was a major addition, I wrote that down as a planned feature over a year ago. I think we know more about the mod we are developing than you do so please don't try to debate us on that...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: n123q45 on July 22, 2014, 12:13:57 pm
but it would be wasting my own breath.
u dont use your breath to type something silly :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 22, 2014, 04:21:32 pm
that's exactly my point... the kid said nothing was being added to the mod but that's a pretty major addition, no?

The solo scoreboard really isn't that much of a major addition...that's not really what I was implying but whatever
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 22, 2014, 05:00:21 pm
you guys were talking about eliminating features... is that just for until there's beta out for donors?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on July 22, 2014, 06:36:22 pm
Honestly, I agree entirely that implementing the X button image is a waste of time. I don't know why, but I prefer having a blue capital X instead. It just feels fresh to me, and would save time to just do that rather than taking the time to put in a useless image. Seriously, what would that image benefit towards? As for the solo scoreboard, I would not classify it as a "Major Feature", but more as an interesting achievement. I bet if the solo scoreboard was made before the "New Features" video, it would simply just be included as a new feature, not some huge "ermagherd" I cant wait to go and use feature... I think we should just let UGX do what they have to do, and give them their space. All because there adding little things (that they already planned to have) along with bug testing dose not mean it will take longer. Why? Because it was originally planned purposely to be added. Stuff like that "X" button thing dose require time, and dose not need to be added. CASE CLOSED! :please:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on July 22, 2014, 07:10:39 pm
Alright, I know that Xbox hintstrings were like half of what this Mod had going for it but what about the few other cool features still out there like the upgradeable turret system, the awesome elemental weapons and the insane total weapon count that will be in this mod? I don't know about you, but thinking about those things and I'm almost halfway to forgiving them for the whole hintstring issue. Oh, and on top of that a brand new mysterious map to play with these new toys on. Oh, I think my forgiveness meter just hit 75%.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: falumpagus907 on July 24, 2014, 01:47:06 am
no hint strings... unforgivable!  >:(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RamboBadass on July 24, 2014, 02:14:21 am
no hint strings... unforgivable!  >:(
slap yourself.... go on ill wait

Post Merge: July 24, 2014, 02:20:40 am
... :lol: some MANY players desire the full console experience on custom zombies.
then go play on a console.....  ???
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 25, 2014, 12:37:02 am
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWLIlAag.jpg&hash=25694f9cf26d2e084cf1734d4bc77772)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RamboBadass on July 25, 2014, 12:45:29 am
WTF
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on July 25, 2014, 12:46:59 am
Some trippy Sh*t Here...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 25, 2014, 12:57:59 am
UGX is going to poke fun at us just like Treyarch used too... Except UGX won't disappoint us upon release and Treyarch would. :o
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on July 25, 2014, 01:10:06 am
Oh I think I know what's going on here. Your first objective is going to be to crawl around until you find your missing contact lens. Groundbreaking gameplay feature! +1
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on July 25, 2014, 01:39:36 am
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWLIlAag.jpg&hash=25694f9cf26d2e084cf1734d4bc77772)
'What are you doing in my swamp?'
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 25, 2014, 01:46:37 am
'What are you doing in my swamp?'

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi2.kym-cdn.com%2Fphotos%2Fimages%2Ffacebook%2F000%2F488%2F225%2Faf5.jpg&hash=2eb7891d7e7053394b85ec26f1ce24e1)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on July 25, 2014, 01:48:00 am
(http://i2.kym-cdn.com/photos/images/facebook/000/488/225/af5.jpg)
oh, it's all ogre now mate
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 25, 2014, 01:49:36 am
oh, it's all ogre now mate

(https://fbcdn-profile-a.akamaihd.net/hprofile-ak-xpa1/t1.0-1/c62.0.160.160/p160x160/10155643_635839383137709_244853071226115346_n.jpg)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on July 25, 2014, 01:52:14 am
(https://fbcdn-profile-a.akamaihd.net/hprofile-ak-xpa1/t1.0-1/c62.0.160.160/p160x160/10155643_635839383137709_244853071226115346_n.jpg)
This is proving that 'ogres are like onions'
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DarkWhiss on July 25, 2014, 03:02:41 am
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWLIlAag.jpg&hash=25694f9cf26d2e084cf1734d4bc77772)
That the test map?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: youngmoney on July 25, 2014, 03:38:32 am
ftw i want to play so bad
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on July 25, 2014, 02:53:18 pm
(http://i2.kym-cdn.com/photos/images/facebook/000/488/225/af5.jpg)
hehe, my friend made that pic... :lol:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RamboBadass on July 25, 2014, 03:28:52 pm
hehe, my friend made that pic... :lol:
so .... do you want a cookie? :lol:


Post Merge: July 25, 2014, 03:29:43 pm
That the test map?
yes
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on July 25, 2014, 03:30:01 pm
so .... do you want a cookie? :lol:
nope, I want an onion m8 :please:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 25, 2014, 04:11:41 pm
There should be an option in UGX Mod v1.1 called Shrek Mode where you get to play as Shrek and fight the evil forces of evil known as donkeys :troll:

And....if you get the Onion powerup, it'll all be ogre now :please:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on July 25, 2014, 05:12:57 pm
There should be an option in UGX Mod v1.1 called Shrek Mode where you get to play as Shrek and fight the evil forces of evil known as donkeys :troll:

And....if you get the Onion powerup, it'll all be ogre now :please:

https://www.youtube.com/watch?v=jqU6DslR7wI (https://www.youtube.com/watch?v=jqU6DslR7wI)

https://www.youtube.com/watch?v=Hd3b1O9p8bw (https://www.youtube.com/watch?v=Hd3b1O9p8bw)

imagine this on UGX Mod  :lol:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JadenSzewczak on July 25, 2014, 05:14:57 pm
https://www.youtube.com/watch?v=jqU6DslR7wI (https://www.youtube.com/watch?v=jqU6DslR7wI)

https://www.youtube.com/watch?v=Hd3b1O9p8bw (https://www.youtube.com/watch?v=Hd3b1O9p8bw)

imagine this on UGX Mod  :lol:
instead of the tank it would be brutus... these are the coolest mutations ever :rainbow:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Demolishization on July 25, 2014, 08:44:13 pm
THIS MOD LOOKS EPIC!!!! :D

But why does the Scavenger + S-12 Shotgun reload like the m16 from call of duty 4?

Scavenger + S-12 Shotgun Reloads from ugx videos
https://www.youtube.com/watch?v=_ZStNcuWibI (https://www.youtube.com/watch?v=_ZStNcuWibI)
https://www.youtube.com/watch?v=KS2WaPhiXG0& (https://www.youtube.com/watch?v=KS2WaPhiXG0&)

M16A4 reload in Call Of Duty 4
https://www.youtube.com/watch?v=80nKmNogJzY (https://www.youtube.com/watch?v=80nKmNogJzY)

It looks like a lot of the guns use the same looking reaload idk why tho.... :D :) :D ;) :D ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on July 25, 2014, 08:47:01 pm
THIS MOD LOOKS EPIC!!!! :D

But why does the Scavenger + S-12 Shotgun reload like the m16 from call of duty 4?

Scavenger + S-12 Shotgun Reloads from ugx videos
https://www.youtube.com/watch?v=_ZStNcuWibI (https://www.youtube.com/watch?v=_ZStNcuWibI)
https://www.youtube.com/watch?v=KS2WaPhiXG0& (https://www.youtube.com/watch?v=KS2WaPhiXG0&)

M16A4 reload in Call Of Duty 4
https://www.youtube.com/watch?v=80nKmNogJzY (https://www.youtube.com/watch?v=80nKmNogJzY)

It looks like a lot of the guns use the same looking reaload idk why tho.... :D :) :D ;) :D ;)
Lazy animators, I guess....
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Demolishization on July 25, 2014, 08:50:30 pm
Lazy animators, I guess....

I always wonder why they are m16a4 reload I wonder if they use that on the Blundergat.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 25, 2014, 08:52:16 pm
I always wonder why they are m16a4 reload I wonder if they use that on the Blundergat.
Why the hell would we use the M16 reload on something that doesn't even look like the M16? And the S12 was cut from the mod a long time ago, we have enough semi auto shotguns which have the correct animations. Not a single animation in the mod is based on the M16 anymore, and over 90% are the legit ripped anims so there's nothing left for people to complain about.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Demolishization on July 25, 2014, 08:55:12 pm
Why the hell would we use the M16 reload on something that doesn't even look like the M16? And the S12 was cut from the mod a long time ago, we have enough semi auto shotguns which have the correct animations. Not a single animation in the mod is based on the M16 anymore, and over 90% are the legit ripped anims so there's nothing left for people to complain about.

Will the 44 magnum + G18 In the mod will use the real animations and fal?  :D :) :D ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on July 25, 2014, 09:01:41 pm
Will the 44 magnum + G18 In the mod will use the real animations and fal?  :D :) :D ;)
Nope, pretty sure they went with the M16 animations on the 44 Magnum.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 25, 2014, 09:03:13 pm
Will the 44 magnum + G18 In the mod will use the real animations and fal?  :D :) :D ;)
The FAL uses MW2 anims now, G18 looks perfect as it is and we do not have the authentic animations. 44 magnum anims get the job done too since we don't have the authentic animations. Those two and the Honey Badger are the only guns left which don't have authentic animations already. And I'm happy with all three as they are and I'm sure not going to waste time on something that isn't broken at this point.

Nope, pretty sure they went with the M16 animations on the 44 Magnum.
Yeah we secretly use M16 on everything, even the third person player animations.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Demolishization on July 25, 2014, 09:08:11 pm
The FAL uses MW2 anims now, G18 looks perfect as it is and we do not have the authentic animations. 44 magnum anims get the job done too since we don't have the authentic animations. Those two and the Honey Badger are the only guns left which don't have authentic animations already. And I'm happy with all three as they are and I'm sure not going to waste time on something that isn't broken at this point.
Yeah we secretly use M16 on everything, even the third person player animations.

OK thanks for all your help can't wait till the UGX MOD V1.1 can't wait to use the FAL from mw2 in a lot of maps :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RamboBadass on July 25, 2014, 10:17:57 pm
Yeah we secretly use M16 on everything, even the third person player animations.
Lol
# top secret
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 26, 2014, 01:32:03 am
...i could've sworn I posted a picture here in this thread... :o
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on July 26, 2014, 01:33:46 am
...i could've sworn I posted a picture here in this thread... :o
You did, and it was encouraging more off topic spam so I removed it like i removed all the other spam. It was fummy though, I'll give you that :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on July 26, 2014, 01:34:59 am
You did, and it was encouraging more off topic spam so I removed it like i removed all the other spam. It was fummy though, I'll give you that :D

Looks like I've found myself a new profile picture :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 01, 2014, 09:18:38 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLi8cSTf.jpg&hash=39c09d92f44afd989487d31377688cb4)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on August 01, 2014, 09:22:54 pm
dat the map name? You've really added to this map havent you? I would've been pleased to see it when it first started with all the perks in a row :L and PHD!!!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on August 01, 2014, 09:23:33 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLi8cSTf.jpg&hash=39c09d92f44afd989487d31377688cb4)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fstatic1.gamespot.com%2Fuploads%2Foriginal%2F1188%2F11888561%2F2562405-6086807432-Happe.gif&hash=4612fbdc6c62b58395d8df1869588409)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: GerardS0406 on August 01, 2014, 09:27:46 pm
Why the hell would we use the M16 reload on something that doesn't even look like the M16? And the S12 was cut from the mod a long time ago, we have enough semi auto shotguns which have the correct animations. Not a single animation in the mod is based on the M16 anymore, and over 90% are the legit ripped anims so there's nothing left for people to complain about.
What no more S12 That is my favorite weapon!  :'(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on August 01, 2014, 09:36:36 pm
What no more S12 That is my favorite weapon!  :'(
they can't satisfy everyone you know :|
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: NaziZombiesHD on August 01, 2014, 09:38:44 pm
Can't wait for the beta and to add this to my map!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: GerardS0406 on August 01, 2014, 10:03:26 pm
they can't satisfy everyone you know :|
yea i know! :/ well I hope they can Finish the mod soon! I'm excited!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on August 01, 2014, 10:40:43 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLi8cSTf.jpg&hash=39c09d92f44afd989487d31377688cb4)
Meanwhile in my mind:
http://youtu.be/9Lc6FjkCr3k (http://youtu.be/9Lc6FjkCr3k)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RamboBadass on August 02, 2014, 02:33:17 am
I see PHD
 :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on August 02, 2014, 05:17:10 am
Leaked UGX Mod V1.1 gun pic

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcYHB4sN.jpg&hash=9e385e1fcd18c37817a598be9359d250)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: n123q45 on August 02, 2014, 01:05:50 pm
lol ballbags ftw
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on August 02, 2014, 01:27:08 pm
Well ill tell ya hwat, Requiem is WAY better than Artemovesk! My god the beta must be close! :gusta:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: conn6orsuper117 on August 02, 2014, 04:47:56 pm
And just when all hope seems lost...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLi8cSTf.jpg&hash=39c09d92f44afd989487d31377688cb4)
...One man puts the darkness to the end.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on August 02, 2014, 05:04:18 pm
Leaked UGX Mod V1.1 gun pic

(http://i.imgur.com/cYHB4sN.jpg)

Obviously fake, there isn't enough of BMAN in there.

YOU'VE JUST BEEN:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi2.kym-cdn.com%2Fphotos%2Fimages%2Fnewsfeed%2F000%2F397%2F058%2Fc1e.gif&hash=60a23f2d00d6496b6533017ef42accc2)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: rocky101010 on August 02, 2014, 05:55:35 pm
Suggestion:

I know this would be extremely difficult but add more slots to the multiplayer lobbys so you can play with more than 3 other people at one time
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on August 02, 2014, 06:06:10 pm
Suggestion:

I know this would be extremely difficult but add more slots to the multiplayer lobbys so you can play with more than 3 other people at one time

1. They're not taking any more suggestions. Apart from that, more features would just delay the beta more which isn't what people want

2. I believe Tom_BMX attempted to create 4+ Zombie Lobbies, but it couldn't happen due to engine limitations or something like that I think
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: n123q45 on August 02, 2014, 06:28:38 pm
1. They're not taking any more suggestions. Apart from that, more features would just delay the beta more which isn't what people want

2. I believe Tom_BMX attempted to create 4+ Zombie Lobbies, but it couldn't happen due to engine limitations or something like that I think
actually he was verry close till he comepletely broke the engine :( but ya tom bmx tried
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: CyberMan1011 on August 03, 2014, 06:26:06 pm
actually he was verry close till he comepletely broke the engine :( but ya tom bmx tried

How, may I ask, did he break it?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DidUknowiPwn on August 03, 2014, 07:00:44 pm
How, may I ask, did he break it?
It's hardcoded to only allow 4 players in any session. So he'd have to modify each check that limits it to 4, which is probably a couple dozens and then obviously engine limits.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: conn6orsuper117 on August 06, 2014, 07:28:25 pm
I have a question about the who's who perk:
In the video I saw the revive icon change color like in coop zombies, is that a bug or intended. :derp:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 06, 2014, 07:51:12 pm
I have a question about the who's who perk:
In the video I saw the revive icon change color like in coop zombies, is that a bug or intended. :derp:
Intended. I deliberately went to the effort of making it do that because we believe it is a valuable feature to have for Who's Who.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: conn6orsuper117 on August 06, 2014, 08:42:31 pm
Intended. I deliberately went to the effort of making it do that because we believe it is a valuable feature to have for Who's Who.
So if we didn't revive our player in time it game over? Or do we get automatically revived?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on August 06, 2014, 08:43:20 pm
So if we didn't revive our player in time it game over? Or do we get automatically revived?
That's the time you have until you become your ghost permanently, losing all of your gear.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: conn6orsuper117 on August 07, 2014, 04:55:00 pm
Btw you might have already solved the PhD flopper dive, but JBird632 already has the code to dolphin diving if you can't solve it.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on August 07, 2014, 05:23:51 pm
Btw you might have already solved the PhD flopper dive, but JBird632 already has the code to dolphin diving if you can't solve it.
Like we have stated, Dolphin Diving will stay the same as it was in our Video on our channel, we would have to make custom diving animations for every gun not from Black Ops 1 or 2 which takes time. We are not willing to delay the mod longer with such a small feature.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: greazb on September 11, 2014, 11:20:20 pm
This mod looks EPIC!!!!!!

Will there be any Call of Duty: Online guns? :/
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 11, 2014, 11:21:02 pm
This mod look EPIC!!!!!!

Will there be any Call of Duty: Online guns? :/
Nope. Newest game we went up to was Ghosts I think (or was it MW3? I don't know anything above BO1 very well).
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: greazb on September 11, 2014, 11:21:38 pm
Nope. Newest game we went up to was Ghosts.

Will the mod have all ghost guns :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on September 11, 2014, 11:22:06 pm
Will the mod have all ghost guns :)
No. Look at our YouTube channel: http://youtube.com/UGXMods (http://youtube.com/UGXMods)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: greazb on September 11, 2014, 11:30:11 pm
No. Look at our YouTube channel: http://youtube.com/UGXMods (http://ugx-mods.com/UGXMods)

But I see no ghost guns :/
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: NaziZombiesHD on September 12, 2014, 12:08:53 am
But I see no ghost guns :/

Become a donator.  ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: SajeOne on September 12, 2014, 12:12:51 am
Become a donator.  ;)
Don't think that's what he meant but yeah become a donor! :P

There will be ghost guns, there's currently 3 in the mod.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: greazb on September 12, 2014, 06:57:44 pm
Don't think that's what he meant but yeah become a donor! :P

There will be ghost guns, there's currently 3 in the mod.

 :rainbow: :rainbow: Honey badger?  :derp:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on September 12, 2014, 06:59:20 pm
:rainbow: :rainbow: Honey badger?  :derp:

Might be  :nyan:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DamianoTBM on September 12, 2014, 07:18:10 pm
:rainbow: :rainbow: Honey badger?  :derp:
Yep  :P
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MistaC4 on September 12, 2014, 09:09:21 pm
It's hardcoded to only allow 4 players in any session. So he'd have to modify each check that limits it to 4, which is probably a couple dozens and then obviously engine limits.
And to add even though its been like a month.... I beleive Zombies for Bo2 was using the Multiplayer engine so they could have 8 players....or more.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Requiem on October 03, 2014, 11:26:33 pm
Can you find the other pieces?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzCamYeV.png&hash=974b2327ab1c45ef3468b9bab5eeb9c8)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on October 03, 2014, 11:32:29 pm
Can you find the other pieces?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzCamYeV.png&hash=974b2327ab1c45ef3468b9bab5eeb9c8)
:accepted:

Double Post Merge: October 03, 2014, 11:39:54 pm
I just remembered, couldn't you get the Brutus anims easily with Lemon now? That would be nice to see...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 03, 2014, 11:41:51 pm
I just remembered, couldn't you get the Brutus anims easily with Lemon now? That would be nice to see...
We could but it's not high priority right now.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on October 03, 2014, 11:57:42 pm
We could but it's not high priority right now.
True...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on October 03, 2014, 11:57:49 pm
Can you find the other pieces?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzCamYeV.png&hash=974b2327ab1c45ef3468b9bab5eeb9c8)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2Ffd9bcf121d431801c09f40b0868b753e.png&hash=1f9493225b338d20bd59d043f6258627)

Come on, I want to complete this :C
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on October 04, 2014, 12:00:07 am
Keep looking
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on October 04, 2014, 12:14:48 am
Keep looking

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F369eb7a1bbe046771a010595e6182cd0.png&hash=1cd7d87f9cf699e9922c674594bdbaee)

Almost there
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: RamboBadass on October 04, 2014, 02:27:31 am
Quote
I just remembered, couldn't you get the Brutus anims easily with Lemon now? That would be nice to see...


Umm what yes its very easy to get them .... Cellbreaker  is part of the anim name ....some of the fist ones pulled when exporting for motd
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MZslayer11 on October 04, 2014, 03:25:52 am
Looks Awesome!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: conn6orsuper117 on October 04, 2014, 03:45:51 am
Keep looking
What Am I looking for, Im late for da party
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Requiem on October 04, 2014, 07:36:37 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1XKYYXM.png&hash=7c1a157c5393e65a77d3d2ca2aea856b)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on October 04, 2014, 08:09:34 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F80db763ee074eadacd750eb1dd094633.png&hash=6bbd639788bab13378294da7a02b2a47)

Give me the sticker!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 04, 2014, 08:10:35 pm
^ this is the part where we get rewarded :L
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on October 04, 2014, 08:13:45 pm
^ this is the part where we get rewarded :L
i second that
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 04, 2014, 08:14:52 pm
^ this is the part where we get rewarded :L
Why? Hitman did all the work for you.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on October 04, 2014, 08:16:35 pm
Why? Hitman did all the work for you.

 :lol: I want to thank Alerion for getting the last piece, so we both did it :D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeathBringerZen on October 04, 2014, 08:17:19 pm
(http://gyazo.com/80db763ee074eadacd750eb1dd094633.png)

Such Detail! Much Sexy!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on October 04, 2014, 08:19:48 pm
I think the rule was that the person who completed the picture got a beta of the map immediately. Congrats Hitman!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Alerion on October 04, 2014, 08:23:07 pm
I helped him though:D
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on October 04, 2014, 08:23:32 pm
I think the rule was that the person who completed the picture got a beta of the map immediately. Congrats Hitman!

Its not, Trem said it :C
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 04, 2014, 09:20:28 pm
Why? Hitman did all the work for you.

I found a lot of the pics, but hitman put them together and posted them here
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: jorgep28 on October 05, 2014, 11:39:17 pm
Why? Hitman did all the work for you.
But maybe he is so good that he is going to share the prize with all of us :/
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Harry Bo21 on October 06, 2014, 01:07:52 am
But maybe he is so good that he is going to share the prize with all of us :/
That would defeat the purpose ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on October 06, 2014, 09:01:31 am
That would defeat the purpose ;)

But what if theres no price?  :poker:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on October 06, 2014, 10:29:34 am
But what if theres no price?  :poker:
Maybe the pic is the price?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on October 06, 2014, 10:35:45 am
Maybe the pic is the price?

What if UGX is not kill?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 14, 2014, 08:10:25 pm
I have 2 quick questions which you dont have to answer but:
1. I take it Comosea is not being updated with v1.1?
2. Have you found out a way to give us and upgrade the retriever?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrthomas3697 on October 14, 2014, 09:04:09 pm
I know you said that you won't be taking any suggestions on new feature, but I thought I might as well ask. Would it be possible to include a feature with UGX Mod v1.1 that skips the  waiting time between rounds, similar to that on Dead Ship. I'm asking cause on later rounds it can be a bit annoying having to wait. And maybe to make sure it's not used when not all players want to skip the waiting time make it have to be requested by all players to work.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on October 14, 2014, 09:11:41 pm
I know you said that you won't be taking any suggestions on new feature, but I thought I might as well ask. Would it be possible to include a feature with UGX Mod v1.1 that skips the  waiting time between rounds, similar to that on Dead Ship. I'm asking cause on later rounds it can be a bit annoying having to wait. And maybe to make sure it's not used when not all players want to skip the waiting time make it have to be requested by all players to work.

The reason he did that is because he increased the waiting time to 30 seconds and most people didnt want to wait that long, its not that long on normal zombie maps.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on October 14, 2014, 09:17:57 pm
I have 2 quick questions which you dont have to answer but:
1. I take it Comosea is not being updated with v1.1?
2. Have you found out a way to give us and upgrade the retriever?
1. Probably not, I won't want to spend the time.
2. For Requiem, yes. For standalone, we are considering just throwing it at the PaP but have not decided yet.

Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on October 14, 2014, 09:28:45 pm
2. For Requiem, yes. For standalone, we are considering just throwing it at the PaP but have not decided yet.

Of course, mappers will be able to script a easter egg to upgrade the retriever if they want to
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MAK911 on October 14, 2014, 09:38:33 pm
The reason he did that is because he increased the waiting time to 30 seconds and most people didnt want to wait that long, its not that long on normal zombie maps.
But sometimes you do need that much time so it would be a very nice feature. I think 15-20 seconds is enough, but that's my opinion.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Dust on October 14, 2014, 09:41:12 pm
But sometimes you do need that much time so it would be a very nice feature. I think 15-20 seconds is enough, but that's my opinion.

Ya I agree, it would be nice to see that much time between rounds with a skip wait, but he was just talking about the skip wait and not the increased wait time im pretty sure.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: mrthomas3697 on October 14, 2014, 09:54:00 pm
Ya I agree, it would be nice to see that much time between rounds with a skip wait, but he was just talking about the skip wait and not the increased wait time im pretty sure.
I was talking about the skip function but I guess having both won't hurt especially with how large and complex custom maps are becoming  ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: geh233 on October 16, 2014, 08:32:29 pm
this mod is going to be fantastic, but i really hope that the main page toopic will not be changed from "hopefully October 2014" to "hopefully November 2014"
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 16, 2014, 08:58:58 pm
this mod is going to be fantastic, but i really hope that the main page toopic will not be changed from "hopefully October 2014" to "hopefully November 2014"

The first Comosea beta was released October 2012, I wouldnt put it past the Requiem beta to come out 2 years later but same month (perhaps even 28th October again)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on October 16, 2014, 09:20:30 pm
The first Comosea beta was released October 2012, I wouldnt put it past the Requiem beta to come out 2 years later but same month (perhaps even 28th October)
**Leaked** UGX Mod Release date!!! 28/10/14!!! loominarti conf1rmed!!!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on October 17, 2014, 12:28:55 am
**Leaked** UGX Mod Release date!!! 28/10/14!!! loominarti conf1rmed!!!
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fwww.nairaland.com%2Fattachments%2F1573355_the-illuminati_jpeg890495712403ec5fef85b53b0a65a1ab&hash=254260108735e3bb94a0ec6a9cfd3c3c) I freakin knew it... :lied:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on October 17, 2014, 01:02:53 am
All will become clear soon
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on October 17, 2014, 05:35:19 pm
All will become clear soon

about the illuminati? fuck it is real
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on October 17, 2014, 06:52:05 pm
All will become clear soon
*insert dramatic music here*
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on October 17, 2014, 08:00:50 pm
The Pindar Swagovich is the top tier, El Presidente, all seeing eye. So when he says that all will become clear, you know that you can trust him...with your life...and the lives of your virgin daughters.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on October 17, 2014, 08:03:16 pm
The Pindar Swagovich is the top tier, El Presidente, all seeing eye. So when he says that all will become clear, you know that you can trust him...with your life...and the lives of your virgin daughters.
Hide your kids, hide your wife, the illuminati are coming to town
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: conn6orsuper117 on October 18, 2014, 07:41:24 pm
Hide your kids, hide your wife, the illuminati are coming to town
Dont you mess about :)
let the ACDC chain begin :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on November 08, 2014, 11:14:56 am
I have worked with the earlier UGX mod and Im hitting image limit, which means less features  >:( Is there way to have delete asset option in version 1.1?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 08, 2014, 11:25:39 am
I have worked with the earlier UGX mod and Im hitting image limit, which means less features  >:( Is there way to have delete asset option in version 1.1?
Be more efficient with your image usage.

I've mentioned before I will try to release an alternate version of v1.1 standalone which only has the scripted features and the wonderweapons included for people who want to do their own guns or whatever else. Might just provide different localized_common.ff's for different gun combinations or something. But that's all irrelevant until the first full version of 1.1 standalone is released and working.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on November 08, 2014, 11:29:20 am
Be more efficient with your image usage.

I've mentioned before I will try to release an alternate version of v1.1 standalone which only has the scripted features and the wonderweapons included for people who want to do their own guns or whatever else. Might just provide different localized_common.ff's for different gun combinations or something. But that's all irrelevant until the first full version of 1.1 standalone is released and working.

That is good to hear for some people, who want to add their own stuff :P But yeah, working with FF files is bitch, when it is trying to include all model images, even when model is not added, is there way to use ignore files to UGX mods models?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 08, 2014, 11:32:11 am
That is good to hear for some people, who want to add their own stuff :P But yeah, working with FF files is bitch, when it is trying to include all model images, even when model is not added, is there way to use ignore files to UGX mods models?
You can't ignore anything which is already compiled.... all ignoring does is exclude files from an FF compile. If the ff is already compiled and you do not have the source files necessary to compile it yourself there is nothing you can do. And since I cant legally distribute all of the assets in their raw format you are out of luck.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on November 08, 2014, 11:37:29 am
You can't ignore anything which is already compiled.... all ignoring does is exclude files from an FF compile. If the ff is already compiled and you do not have the source files necessary to compile it yourself there is nothing you can do. And since I cant legally distribute all of the assets in their raw format you are out of luck.

And giving them in raw format now would take too long to put them in map and delete the other stuff, and time is money now  :-\ Oh well, thanks for answering
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 08, 2014, 11:40:16 am
And giving them in raw format now would take too long to put them in map and delete the other stuff, and time is money now  :-\ Oh well, thanks for answering
That wouldn't work anyway... you don't have the included xanims, or fx in raw format and it is impossible to get from the FFs with the currently available tools. On top of that you would need to remake all of the GDTs for the images in order to get the materials into your raw direcotry and export all of the xmodels and redo the GDTs for those too.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MAK911 on November 09, 2014, 05:45:54 am
@treminaor just messaged me. We have our own official perk jingle for Sharing Is Caring! http://www.youtube.com/watch?v=gKVNI9jeFK4 (http://www.youtube.com/watch?v=gKVNI9jeFK4)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on November 09, 2014, 05:52:04 am
@treminaor just messaged me. We have our own official perk jingle for Sharing Is Caring! http://www.youtube.com/watch?v=gKVNI9jeFK4 (http://www.youtube.com/watch?v=gKVNI9jeFK4)
And this is how AW got leaked...
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: n122q45 on November 09, 2014, 06:11:32 am
look out, new standalone models: (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2Fba594c40aaa2591bb4ceac72e640b690.png&hash=9c9513db8e36b8b8b16a53af302ea072)  :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DarkWhiss on November 09, 2014, 07:49:03 am
@treminaor just messaged me. We have our own official perk jingle for Sharing Is Caring! http://www.youtube.com/watch?v=gKVNI9jeFK4 (http://www.youtube.com/watch?v=gKVNI9jeFK4)
You sure it's not this?  :troll: http://www.youtube.com/watch?v=RPQIwGZj4-I (http://www.youtube.com/watch?v=RPQIwGZj4-I)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ramiabdh on November 09, 2014, 11:56:09 am
And this is how AW got leaked...

Are you saying AW was made up from little girls cartoon shows??
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MAK911 on November 09, 2014, 02:04:10 pm
Are you saying AW was made up from little girls cartoon shows??
That's they only place the COD Devs would never steal from.

Double Post Merge: November 09, 2014, 03:44:59 pm
look out, new standalone models: (http://i.gyazo.com/ba594c40aaa2591bb4ceac72e640b690.png)  :troll:
Saje is the purple pony and Delta is the pink pony. Sadly, the names couldn't fit in the picture.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 11, 2014, 09:08:44 pm
"The time is almost upon us"? Explain! Explain! Explain!
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on November 11, 2014, 09:11:37 pm
"The time is almost upon us"? Explain! Explain! Explain!
:pffft:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on November 11, 2014, 09:11:59 pm
"The time is almost upon us"? Explain! Explain! Explain!
Where did you read this info?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on November 11, 2014, 09:15:07 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrSOV2Vb.png&hash=1030221eccfe246ee7d0b1272b98567d)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: moonmaster1 on November 11, 2014, 10:41:21 pm
You have my undivided attention.  :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: jorgep28 on November 11, 2014, 11:24:45 pm
(http://i.imgur.com/rSOV2Vb.png)
You are slowly killing me  :'(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: xXxCowmanxXx on November 12, 2014, 12:02:44 am
Can't wait to beta test :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: DeletedUser on November 12, 2014, 12:03:07 am
(http://i.imgur.com/rSOV2Vb.png)
For the love of god, the teasing is real... :o
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: JiffyNoodles on November 12, 2014, 12:03:42 am
Can't wait to beta test :)
Bit late for that now i think
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on November 12, 2014, 12:49:15 am
Bit late for that now i think
Nope there will still be a donor beta. A game/mod is never bug free i'm sure there will be a few. Most game breaking issues have been fixed hence the length of the mod coming
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: KDXDARK on November 12, 2014, 01:02:33 am
I always wake up thinking of it, i always pray to all the UGX Team Members for get it finished...UGX MOD is love, UGX MOD is life. ( ͡° ͜ʖ ͡°)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: geh233 on November 12, 2014, 04:51:11 am
i am setting my alarm clock for 5am, hoping that it will be released..

Double Post Merge: November 12, 2014, 02:13:15 pm
that was a poor choice..
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on November 12, 2014, 03:30:37 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FacI3Kpv.png&hash=582c40242c5029b102400dc0eabae64c)
                                       
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZDezESV.jpg%3F2&hash=bcbb54dcf63e6a2dafff265ced5d0668)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 13, 2014, 06:40:45 pm
I feel i'd be unable to help myself watching gameplay, but i dont particularly want it spoiled by watching gameplay, as i'll have nothing to look forward when playing it, could you do a trailer too? and i'll just watch that
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 13, 2014, 06:46:04 pm
I feel i'd be unable to help myself watching gameplay, but i dont particularly want it spoiled by watching gameplay, as i'll have nothing to look forward when playing it, could you do a trailer too? and i'll just watch that
Yeah if you don't want the objectives in the map spoiled then I suggest avoiding the video. I don't know if we will have time to make a trailer before the donor release - but there will be one before the public release.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on November 13, 2014, 06:55:42 pm
Yeah if you don't want the objectives in the map spoiled then I suggest avoiding the video. I don't know if we will have time to make a trailer before the donor release - but there will be one before the public release.

If you send me the beta earlier, then I can make one :troll:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Ray1235 on November 13, 2014, 07:00:50 pm
I'm better at this than you. I can make one. With actors.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 13, 2014, 07:42:19 pm
Yeah if you don't want the objectives in the map spoiled then I suggest avoiding the video. I don't know if we will have time to make a trailer before the donor release - but there will be one before the public release.

i have no objections if you'd rather release the beta than make a trailer :L, will the gameplay vid come with a date of beta release?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 13, 2014, 07:48:46 pm
will the gameplay vid come with a date of beta release?
Yes.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: MrSlagovich on November 13, 2014, 08:04:20 pm
Yeah if you don't want the map to be spoiled i would avoid the video till you've played it yourself.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 13, 2014, 09:27:40 pm
Yeah if you don't want the map to be spoiled i would avoid the video till you've played it yourself.

maybe vid tomorrow, and release Saturday ayy? i just dont want too long between vid and beta release
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 13, 2014, 09:35:05 pm
i just dont want too long between vid and beta release
Don't worry  ;)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: steviewonder87 on November 13, 2014, 09:36:38 pm
maybe vid tomorrow, and release Saturday ayy? i just dont want too long between vid and beta release

I really don't get why you're so hyped for this Alex lol, don't you play on the lowest possible settings for WAW? No matter how epic Requiem is it will just look like this for you anyway  :lol:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2F35c1jch.png&hash=788e46bf745a0473a9043e80d2f22592)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 13, 2014, 09:56:02 pm
I really don't get why you're so hyped for this Alex lol, don't you play on the lowest possible settings for WAW? No matter how epic Requiem is it will just look like this for you anyway  :lol:

(http://i59.tinypic.com/35c1jch.png)

ive always played lowest settings so i dont know any different, it doesnt bother me much tbh, FR only bothers me on certain maps, comosea actually being one, but i hear requiem has been portaled well.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: n122q45 on November 13, 2014, 09:58:04 pm
ive always played lowest settings so i dont know any different, it doesnt bother me much tbh, FR only bothers me on certain maps, comosea actually being one, but i hear requiem has been portaled well.
I always have my settings on the lowest rates because it allows me to load all the model i want and untill theres like 70 million verts, frame rate isnt low. I will only change it when im doing a video or running to make sure everything looks good on high specs
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on November 13, 2014, 10:11:27 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQuWAn9O.jpg%3F1&hash=41d15a1a03127c8a239a707e478664a7)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMlPxCnH.jpg%3F1&hash=d4fe468af10791203d4878f7e05714f8)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: johndoe on November 13, 2014, 10:15:41 pm
(http://i.imgur.com/QuWAn9O.jpg?1)

(http://i.imgur.com/MlPxCnH.jpg?1)
#getrektm9
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 13, 2014, 10:21:06 pm
Then I emerge as him, and destroy Stevies plane.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbjAI9El.jpg&hash=b7915f384353f5a08620b86bb1334007)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: steviewonder87 on November 13, 2014, 10:42:24 pm
Then I emerge as him, and destroy Stevies plane.

(http://i.imgur.com/bjAI9El.jpg)
Don't you mean him Alex?  ;D

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2Fk4uq78.jpg&hash=84a4ba47d5b83b670acc28f22932b1ef)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 13, 2014, 10:43:30 pm
using the same 'joke' twice pffft
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: steviewonder87 on November 13, 2014, 10:45:00 pm
using the same 'joke' twice pffft
Hey if it ain't broke....
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 13, 2014, 10:48:33 pm
Hey if it ain't broke....

like my picture, then dont fix it
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: steviewonder87 on November 13, 2014, 10:55:34 pm
I'm sorry Alex, didn't mean to offend :) How about we all start a donation pot to get you a new laptop so you can enjoy the beauty of WAW to it's fullest? Friends?  :cute:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 13, 2014, 11:36:22 pm
I'm sorry Alex, didn't mean to offend :) How about we all start a donation pot to get you a new laptop so you can enjoy the beauty of WAW to it's fullest? Friends?  :cute:

ok who told you off for bullying me? its not like you to just stop, and im up for the donation pot.


On-topic, in the background, theres that UGX requiem postet, am i dumb and has that been there a while or is it recent, ive just noticed it
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 13, 2014, 11:45:29 pm
ok who told you off for bullying me? its not like you to just stop, and im up for the donation pot.


On-topic, in the background, theres that UGX requiem postet, am i dumb and has that been there a while or is it recent, ive just noticed it
It's been there since Tuesday night 
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: xXxCowmanxXx on November 15, 2014, 03:39:53 am
I am not sure where to post this but i'll post this here so i enter for the beta,  by clicking on the link on the main page and enter my WAW user name and it said to download the ugxmods launcher and i can't find the download link? :(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 15, 2014, 03:54:07 am
it said to download the ugxmods launcher and i can't find the download link? :(
No, it says this:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Frfkx4UK.png&hash=c2eb79b28ab0f7f408d2e96c4a46b1ea)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: xXxCowmanxXx on November 15, 2014, 04:18:11 am
No, it says this:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Frfkx4UK.png&hash=c2eb79b28ab0f7f408d2e96c4a46b1ea)

Oh ok sorry :(
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: treminaor on November 15, 2014, 04:18:50 am
Oh ok sorry :(
No problem.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 15, 2014, 01:37:20 pm
No problem.

i actually got that message too, but i guess we download that when beta is ready
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: HitmanVere on November 15, 2014, 01:47:15 pm
i actually got that message too, but i guess we download that when beta is ready

I dont think so, since its presumably still in alpha/beta state and its not fully functioning, which could cause some problems for users

Edit: I was wrong :poker:
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: timelordalex on November 15, 2014, 03:06:18 pm
how far Requiem has come from just this

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLEDt1kC.jpg&hash=a8376e2bb3707f0a137f854bf61c384c)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: tomikaze on November 15, 2014, 03:14:06 pm
how far Requiem has come from just this

You are SO right man. It cracks me up to see that pic and to know what the map looks like now. Just crazy.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: GdayitsVishnu on December 09, 2014, 10:04:52 am
Getting early access to this beta was worth every penny, but i really would love for the tombstone perk to be fixed :) other then that theres no problems with gameplay, just some glitches but thats normal for a great map! thanks trem
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: Harry Bo21 on December 09, 2014, 10:15:47 pm
this topic is for the UGX standalone 1.1, rather than the map - Requiem ;)

None the less, correct - that map is awesome :)
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: GdayitsVishnu on December 13, 2014, 06:21:50 am
this topic is for the UGX standalone 1.1, rather than the map - Requiem ;)

None the less, correct - that map is awesome :)

true, but i just really wanted to show my respect for such hard work, David Vonderhaar would be proud

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fs2.quickmeme.com%2Fimg%2F72%2F724c01e38a41242bc2e908bbb661058594167ccf74e48921e288b75345b9dfcd.jpg&hash=259c8bb4418f9fec7bd7c8e29c0fc036)

yes there was lag vonderhaar..there was lag.
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: philipeininger on December 23, 2014, 01:00:09 pm
How can i add my own guns to this mod?
Title: Re: [WIP] UGX Mod Standalone v1.1
Post by: abritishguy2 on December 30, 2014, 06:24:49 pm
Will-do. Apparently there is some chanting noise that plays while you're in Who's Who?
At the start it goes "Who's who" That's all the Chanting is quote me if I'm wrong