I feel like giving players difficulty control via the start menu would be excellent. Items such as:1 - Complete
1) Perks only through Der Wunderfizz (all other machines removed) on/off
2) PaP on/off
3) Faster Zombies on/off
4) Faster Progression (zombies get tougher and faster quicker) on/off
5) Powerups on/off (it would be interesting having to get ammo solely through Vulture Aid!)
6) 4 Perk Limit on/off
Options like these would allow for some much more interesting and challenging gameplay. I'd also add an option to make the map take place at night -- i always thought that default Nacht was way too bright.
I think this one is a mod for the stock map, whereas pros one is a map made from that NDU prefab i always see people talking about ;)I know, it's bloody good.
I know, it's bloody good.lol thank you
(P.S. your perks works brilliantly, except tombstone)
I swear I've seen this somewhere before...
oh wait, I have: http://ugx-mods.com/forum/index.php?topic=6826.0 (http://ugx-mods.com/forum/index.php?topic=6826.0)
I think this one is a mod for the stock map, whereas pros one is a map made from that NDU prefab i always see people talking about ;)
Looks good. In my opinion I would only put the 4 original machines (in their latest editions ofc) in the map, and just have one, maybe two wonderfizz stations for the rest. Also i would do any possible visual upgrades such as, color enhancements, higer res textures. Can't wait, Pro's map is great but it detracts too much from the NDU experience hopefully this will preserve the classic feel.
i dont know if i can change the textures to a higher res version (since im just modding the original map, but i will try) i was gonna try to add a ee like the perk bottle one in NDU Reimagined (but it will give you the perk you shoot rather than just opening pap) but adding the wunderfizz sounds like a great ideaOnly way i know of would be to rebuild the .ff file, but youd need to include all the stuff thats in the original ff, as well as your additions
Only way i know of would be to rebuild the .ff file, but youd need to include all the stuff thats in the original ff, as well as your additionsor i could just get the ndu prefab and do it from a .map file (but i will keep the exact same as the classic ndu no added rooms or anything (might try the prefab))
Im also unsure "which" ff file youd need to edit, I assume common.ff
yea, i mean there will probably be one or two materials that get missed so you might have to do it once or twice if you notice anything is missing ( Bare in mind hte NDU prefab isnt official, so could use a different texture here and there etc is what i mean ;) )i know that the NDU prefab isnt official but i dont have the mapping skills to recreate NDU but i know the basics of mapping so i might use the prefab but only add things like pap, perks (not rooms or anything like that just plain old vanilla NDU)
Played the map solo and with friends for a bit and I know it's a beta but it has a lot of bugs. You can get on top of perk machines by dolphin diving on them.I could fix this but if i did the clip (the thing that stops your from walking through the model) will be too wide, right now its at the perfect width but not height for the perks but the next clip up would be too wide and the perfect height, im gonna give the second ago but if it feels too wide i will revert
There is no gun limit, every time i got a gun from the box it didn't take any guns away and i ended up with all the guns in the box.dont know how you managed to remove the limit since when i tested (right before the beta) i could only have 3 weapons with mule kick and 2 without mule kick but doesn't hurt give it look into and see why its happening
If you can work out the bugs and add some nice custom weapons, this will definitely be one of my favorites when it releases.custom weapons is what im gonna be working on next, after i fix all the bugs, but anyways thanks for the feedback
Had a lot of fun playing this mod! Felt a little overpowered, but it added more fun! Survived untill round 76 (started at round 20) until I got bored. The settings at the beginning were awesome too! I can't wait for the full version to come out buddy! :Dthanks for the feedback, do you think to controls for the settings at the start are ok? or would they need to be changed
just gave it look and i still have the weapon limit, could you tell how you managed to get all weapons or was just buy the box take weapon and it gave your a fourth and fifth and so onThere is no gun limit, every time i got a gun from the box it didn't take any guns away and i ended up with all the guns in the box.
dont know how you managed to remove the limit since when i tested (right before the beta) i could only have 3 weapons with mule kick and 2 without mule kick but doesn't hurt give it look into and see why its happening
I could fix this but if i did the clip (the thing that stops your from walking through the model) will be too wide, right now its at the perfect width but not height for the perks but the next clip up would be too wide and the perfect height, im gonna give the second ago but if it feels too wide i will revertI'm not sure but without mule kick i can get as many weapons as in the map whether i buy it from the wall or box it just adds it into my arsenal until i have all the weapons. If I have mule kick I can only have 3 weapons just like normal, not sure if it's just on my end but i have downloaded many times and i even reinstalled my waw to make sure mine wasn't broken. Back to the perk machines, i wouldn't worry about fixing them except maybe quick revive because i've randomly dolphin dived near it and got stuck on top of it some how. Also, not a bug but i would re locate the power room wunderfizz, it just looks very out of place.
dont know how you managed to remove the limit since when i tested (right before the beta) i could only have 3 weapons with mule kick and 2 without mule kick but doesn't hurt give it look into and see why its happening
custom weapons is what im gonna be working on next, after i fix all the bugs, but anyways thanks for the feedback
thanks for the feedback, do you think to controls for the settings at the start are ok? or would they need to be changed
Double Post Merge: July 30, 2015, 04:56:46 pm
dont know how you managed to remove the limit since when i tested (right before the beta) i could only have 3 weapons with mule kick and 2 without mule kick but doesn't hurt give it look into and see why its happening
just gave it look and i still have the weapon limit, could you tell how you managed to get all weapons or was just buy the box take weapon and it gave your a fourth and fifth and so on
I could fix this but if i did the clip (the thing that stops your from walking through the model) will be too wide, right now its at the perfect width but not height for the perks but the next clip up would be too wide and the perfect height, im gonna give the second ago but if it feels too wide i will revert
Harry im way ahead of you, ive already done this xD it was the first thing that came to mind, after replying to the comment
Place 2, offset one slightly higher eg :
theyll collide with one another, but that doesnt matter, and will make the barrier 32 higher, but same other dimensions
not a bug but i would re locate the power room wunderfizz, it just looks very out of place.Im trying to have the fizzes in a place where they have access to the sky (so that the ball doesn't go noclip through walls) but im thinking of removing that fizz anyway, but thanks for the feedback on it
could remove its machine and put its "random perk" idea on something else ;)if you mean have the wunderfizzes model be the weapon cabinet im stick with the fizz model
Maybe the weapon cabinet or something
if you mean have the wunderfizzes model be the weapon cabinet im stick with the fizz modeleither that or just drop its start and end animations or something
I never thought that I would appreciate having perks/PaP on Nacht till I experienced it. Now I'm thinking "Where has this been all my life?" lol.
I was really impressed with how good the perk machines looked. Especially the Wunderfizz w/ the floating sphere! The custom viewhands were also really nice. However, as others have said, the map is waaaay too easy with all of this stuff.
I feel like giving players difficulty control via the start menu would be excellent. Items such as:
--Perks only through Der Wunderfizz (all other machines removed) on/off
--PaP on/off
--Faster Zombies on/off
--Faster Progression (zombies get tougher and faster quicker) on/off
--Powerups on/off (it would be interesting having to get ammo solely through Vulture Aid!)
--4 Perk Limit on/off
Options like these would allow for some much more interesting and challenging gameplay. I'd also add an option to make the map take place at night -- i always thought that default Nacht was way too bright.
And btw, I also got the unlimited weapons glitch. Even without Mule Kick I could hold every weapon I got.
And btw, I also got the unlimited weapons glitch. Even without Mule Kick I could hold every weapon I got.
^ Th perks themselves support this, I think hes just learning how to make a start menu in menu files to give us a way to pick the optionscurrently the start menu is done entirely in gsc, i would try to make it in .menu but i just cant make any sense of of it but ill keep giving it a go
I made these perks as a "system" so you could set specific things, for specific game modes, like limit how many times you can use a particlar perk or perk machine, etc
Ill download it and take a look, that shouldnt be happening
I never thought that I would appreciate having perks/PaP on Nacht till I experienced it. Now I'm thinking "Where has this been all my life?" lol.the start menu was just something i threw in for the lols and it turns out everyone loves it so im gonna be adding more options but i still need to figure out why the zombies health is so low when you start on round 20, as for pap on/off that's already in the menu
I was really impressed with how good the perk machines looked. Especially the Wunderfizz w/ the floating sphere! The custom viewhands were also really nice. However, as others have said, the map is waaaay too easy with all of this stuff.
I feel like giving players difficulty control via the start menu would be excellent. Items such as:
--Perks only through Der Wunderfizz (all other machines removed) on/off
--PaP on/off
--Faster Zombies on/off
--Faster Progression (zombies get tougher and faster quicker) on/off
--Powerups on/off (it would be interesting having to get ammo solely through Vulture Aid!)
--4 Perk Limit on/off
Options like these would allow for some much more interesting and challenging gameplay. I'd also add an option to make the map take place at night -- i always thought that default Nacht was way too bright.
And btw, I also got the unlimited weapons glitch. Even without Mule Kick I could hold every weapon I got.
Ask PWN hes the master of emi have messaged DUKIP and he sent me a very nice and helpful website, heres the link if you want it Harry i know you was talking about addign menu options for your perks in UGX chat the other day http://quakelivehud.blogspot.co.uk/2009/05/extra-1.html (http://quakelivehud.blogspot.co.uk/2009/05/extra-1.html)
And btw, I also got the unlimited weapons glitch. Even without Mule Kick I could hold every weapon I got.i still dont know why people are getting that it might just be that i released a version with buggy weapon limit or something like that
i still dont know why people are getting that it might just be that i released a version with buggy weapon limit or something like thatwhere are the perks called, can you show me?
because their health is set before your setting the round probably, its set in the zombiemode::main() function before any other calls i thinki have modified the the way the zombies health is set
where are the perks called, can you show me?i have left the perk names as the default set of names (im guessing you mean there script names) (https://github.com/WARDOGSK93/NDU-Revamp/blob/master/maps/_zombiemode_perks.gsc#L178)
i meant is its called in _zombiemode.gsc along with the others? like in 1.4 scripts?i have called _zombiemode_perks (https://github.com/WARDOGSK93/NDU-Revamp/blob/master/maps/nazi_zombie_prototype.gsc#L52) right before _zombiemode gets called
Or did you add it to another gsc elsewhere?
as in, where did you put this
i have called _zombiemode_perks (https://github.com/WARDOGSK93/NDU-Revamp/blob/master/maps/nazi_zombie_prototype.gsc#L52) right before _zombiemode gets calledShould be right, ive had a few people report this but are unsure as to what triggers it
Should be right, ive had a few people report this but are unsure as to what triggers itthe thing that is confusing me is the weapon limit has worked all the time for me and a few testers but i guess its one of those things that works but then brakes when you least expect it to
Itll most likely be after youve gone down during a certain instance or something lol, ill look into it
the start menu was just something i threw in for the lols and it turns out everyone loves it so im gonna be adding more options but i still need to figure out why the zombies health is so low when you start on round 20, as for pap on/off that's already in the menuThe zombie health increase always stays the same after round 10/15ish and the zombie count never changes from 24 each round on nacht
The zombie health increase always stays the same after round 10/15ish and the zombie count never changes from 24 each round on nachtzombie counters show current amount "spawned", so 24 at a time is the "cap", there would still be more
zombie counters show current amount "spawned", so 24 at a time is the "cap", there would still be moreno Harry there's only ever been 24 zombies per round on waw
no Harry there's only ever been 24 zombies per round on wawNo Wardog its capped at 24 "at a time" and always has been...
No Wardog its capped at 24 "at a time" and always has been...
24 zombies per round on waw
I will give it a go later.thats coz hes made the "entire" model unlit
Also, anyone else think that the who's who? machine looks out of place?
thats coz hes made the "entire" model unlitive since removed whos who since i dont have it scripted, im waiting on Sanchez to port his BO1 whos who to waw or for you (Harry) to script whos who
ive since removed whos who since i dont have it scripted, im waiting on Sanchez to port his BO1 whos who to waw or for you (Harry) to script whos whoIll be a while, Alaurence has a waw tutorial for whos who up here already i thought?
Double Post Merge: July 31, 2015, 05:13:48 pm
-Updated WIP
removed DL since public beta is over
Ill be a while, Alaurence has a waw tutorial for whos who up here already i thought?i would it from there but he has a better one in BO1 that hes working on so il ask him if he can port it to waw but right now im optimizing the menu
I still dont have Die Rise, and was never really optimistic about doing Whos Who ( As I never use it myself in game, plus itll interfere with tombstone )
I will look into it some time, but will be a while yet, should prob grab his from the tutorial section ;)
i would it from there but he has a better one in BO1 that hes working on so il ask him if he can port it to waw but right now im optimizing the menuBut his topic describes it as "perfect" and "after months of work" its "identical" to the BO2 one? lol
But his topic describes it as "perfect" and "after months of work" its "identical" to the BO2 one? lolhe has since gotten the BO 2 scripts (which i decompiled for him) and is porting the BO 2 perks to BO 1 so that they are perfect and exactly the same as BO 2
he has since gotten the BO 2 scripts (which i decompiled for him) and is porting the BO 2 perks to BO 1 so that they are perfect and exactly the same as BO 2Again, his topic claims the old version was "exactly the same as BO2" ;)
Again, his topic claims the old version was "exactly the same as BO2" ;)so did his tomb and va but after i pointed things out to him that they didnt do (eg. va shows all perk shaders whe nin BO 2 it only shows the perk shaders for perks you dont own)he decided to port the BO 2 ones
not sure your right about that, certain they show all the time - as I always have all perks on Buried and dont ever remember not being able to see themim pretty sure im right about this anyways when i play buried i can only see the perk shaders of perks i dont own (not all of the vulture shaders just the perk ones)
They are different shaders however, I just used the regular perk symbols
Also like to point out, allegedly I "stole" these from him, yet his suddenly need improving... hmm...
im pretty sure im right about this anyways when i play buried i can only see the perk shaders of perks i dont own (not all of the vulture shaders just the perk ones)lol, not exactly
Double Post Merge: August 01, 2015, 12:50:08 am
that must mean you need to improve yours :D
I found 2 things.thanks for the feedback i will look into it ASAP
1st: I accidentally dolphin dove towards the table near the double barreled, and got stuck.(I went to buy ammo for the 24 bore long range).
2nd: there doesnt appear to be an upgraded version of the ptrs. i stuck the gun into pap, and nothing came back out.
thanks for the feedback i will look into it ASAPlol, i got confused earlier apparently and thought this was ProRevenges Nacht topic
-Updated WIP... and now you know something "I" dont ;)
Check the latest video (i figured out how to script menus :D)
... and now you know something "I" dont ;)gotta say not to make my self sound good or anything like that but for my first menu i have to say it looks good
I found 2 things.This has been fixed (it turns out it was the clip for the pap going through the floor same for perks and fizz now all clips spawn at the pos + 64 units on the y)
1st: I accidentally dolphin dove towards the table near the double barreled, and got stuck.(I went to buy ammo for the 24 bore long range).
I found another one. If players dolphin dive near the bar, they can get stuck in the couch that's on the ceiling.this is a bug that i know about but keep forgetting to fix and i have even had this happen to me :( good thing i had tombstone when it happend xD
-This mod will be released some time today very soon ;D ::)Hyyyype! Good job dude, very excited to see how this pans out
-This mod will be released some time today very soon ;D ::)Sorry for the delay found some last minute bugs that have to be fixed before release and most the mare fixed
Sorry for the delay found some last minute bugs that have to be fixed before release and most the mare fixedGood everyone this mod has finally been relased :D :D click here (http://ugx-mods.com/forum/index.php?topic=7933)