UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Mods => Topic started by: DidUknowiPwn on July 09, 2015, 12:34:50 am

Title: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on July 09, 2015, 12:34:50 am
Since people have been hitting asset limits a lot more lately I decided to team up with a few friends to create a mod to World at War similar to alterIWnet/FourDeltaOne's IW4M.

Only difference is that this mod will only increase asset pool limits and maybe add some small stuff for general modding. It'll work on both retail and Steam games so that's also a plus.

The downside is that you have to use a modified exe, mainly due to all of us using the Steam as our base we've had to do some stuff to the exe. Nothing "bad" just remove some protection that caused the game to not load. Everything else should be is handled by a DLL (d3d9.dll).

Finished Features:

Planned Features:

Possible Features:

Follow the project on GitHub (https://github.com/DidUknowiPwn/T4M)
Developers
  • Apadayo
  • DidUknowiPwn
  • momo5502

Contributors
  • HitmanVere
  • Ray1235
  • ProGamerzFTW
Videos
! No longer available (http://www.youtube.com/watch?v=VWolE2pQbs8#)
Yay increased asset limits.

Pictures
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcN7jek5.jpg&hash=c861d58d5bed801bad0a24fae9271958799542ca)
No Border!

Last Updated:
07/18/2015
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: Harry Bo21 on July 09, 2015, 12:39:06 am
Quote
Implement new script functions such as a notifyOnButtonPressed or something of the sort.

If you do this? Ill pledge my allegence to you... Ill carry your children... Ill publically humiliate myself at your beck and call...

Hell ill bring you brekfast, just make it happen!  :D
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: vinnyz500 on July 09, 2015, 01:10:33 am
Good luck, i have faith. You should really reach out on all communities to find the best of the best for this project.  ;)
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: DidUknowiPwn on July 09, 2015, 01:12:06 am
Good luck, i have faith. You should really reach out on all communities to find the best of the best for this project.  ;)
Already have them  :please:
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: SirJammy on July 09, 2015, 01:24:59 am
You know, Celtic Ruins was cancelled due to material asset limit...  :poker:
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: thezombieproject on July 09, 2015, 01:30:43 am
your a beast man. you do great stuff for the community keep it up :) im looking forward to this hopefully all works out.

-TZP
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: Dust on July 09, 2015, 01:51:48 am
Oh man, I am really looking forward to this! Hopefully y'all can get it done.
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: DeletedUser on July 09, 2015, 02:48:53 am
You know, Celtic Ruins was cancelled due to material asset limit...  :poker:
( ͡° ͜ʖ ͡°)
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: KDXDARK on July 09, 2015, 03:08:03 am
(https://secure.static.tumblr.com/e6522cfc6dcd3c2b7b77a9d61627b682/dwocyve/3Tin7q81b/tumblr_static_lie-down-try-not-to-cry-cry-a-lot.jpg)

how i feel, i hope this works :)
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: InFInIX on July 09, 2015, 09:55:15 am
For me this comes few weeks to late already set mapping in the dirt cause of these limits. Hope it works  :rainbow: :rainbow: :nyan:
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: ProGamerzFTW on July 09, 2015, 09:59:26 pm
Good luck with the project, looking forward for it. c:
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 10, 2015, 05:34:06 pm
Good progress has been made, check the features everyone :)

Now taking requests for things to implemented.
Got a suggestion write it down here! Or place it in the GitHub issues area.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: RonanMerriman on July 10, 2015, 05:39:11 pm
It'd be nice to increase the terrain verts limit so I don't sweat spinal fluid whenever I place down a patch. I don't if it's possible but it'd be nice to improve the lighting system so that spec maps look less cartoony and more like BO1/2. That'd be awesome.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: vinnyz500 on July 10, 2015, 05:42:00 pm
It'd be nice to increase the terrain verts limit so I don't sweat spinal fluid whenever I place down a patch. I don't if it's possible but it'd be nice to improve the lighting system so that spec maps look less cartoony and more like BO1/2. That'd be awesome.
the spec maps look great actually, just world at war has shit textures. Export them from another game

Another note, very good job on the project dukip
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: KDXDARK on July 10, 2015, 05:46:52 pm
you fixed the ram problem?

it will be cool to increase the max_surfs_scene that shit error and also the "Max numer of disconnected paths exceed"(Actually i know a fix for this) and maybe akimbo? :P

Also like i tell you 8-16 players   :troll:
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 10, 2015, 05:50:42 pm
you fixed the ram problem?

it will be cool to increase the max_surfs_scene that shit error and also the "Max numer of disconnected paths exceed"(Actually i know a fix for this) and maybe akimbo? :P

Also like i tell you 8-16 players   :troll:
MAX_SURFS_SCENE is caused by a person not portaling their maps, the paths no idea, player limit hell no.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: conn6orsuper117 on July 10, 2015, 05:54:12 pm
yippy!!! Hopefully my computer wont crash when I launch big maps when this mod gets launched!
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: RonanMerriman on July 10, 2015, 05:58:50 pm
the spec maps look great actually, just world at war has shit textures. Export them from another game

Another note, very good job on the project dukip


Alright then, I suppose it's grand now if the image limit is increased too.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: KDXDARK on July 10, 2015, 06:02:40 pm
Videos
! No longer available (http://www.youtube.com/watch?v=VWolE2pQbs8#)
Yay increased asset limits.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdhMeAzK.gif&hash=095582225e0cd025d5baac431b56387aea221fe1)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: lilrifa on July 10, 2015, 06:10:08 pm
This looks sick!
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 10, 2015, 06:14:22 pm
Memory limit, memory limit, memory limit.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: MechromancerX on July 10, 2015, 06:15:42 pm
Just wondering, is it also possible through this to raise the amount of zombies that can be alive at the same time? ???
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 10, 2015, 06:16:21 pm
Just wondering, is it also possible through this to raise the amount of zombies that can be alive at the same time? ???
Networking related, not touching that.

Double Post Merge: July 10, 2015, 06:18:52 pm
Memory limit, memory limit, memory limit.
http://i.imgur.com/Ex326u1.png (http://i.imgur.com/Ex326u1.png)
DLL and mod loaded

http://i.imgur.com/QoqZc9F.png (http://i.imgur.com/QoqZc9F.png)
Mod loaded but not any of the injected dll code is ran

http://i.imgur.com/CJVTnLI.png (http://i.imgur.com/CJVTnLI.png)
Mod loaded but dll is removed

So you tell me
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: KDXDARK on July 10, 2015, 06:21:22 pm
Just wondering, is it also possible through this to raise the amount of zombies that can be alive at the same time? ???
there is a option on the _zombiemode.gsc on the start of the code, the limit is 24 or more i cant remember....
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 10, 2015, 06:21:46 pm
No I mean the crash to desktop you get when your map/mod is too big.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 10, 2015, 06:22:37 pm
No I mean the crash to desktop you get when your map/mod is too big.
Got the exact error message?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: HitmanVere on July 10, 2015, 06:25:19 pm
Got the exact error message?

Doesnt give any error, thats the thing. WaW just stops responding
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 10, 2015, 06:26:51 pm
Got the exact error message?
Error: Need 6048036 more bytes of 'main' physical ram for alloc to succeed
Out of memory: filename 'C:\cod5\cod\codsrc\src\universal\physicalmemory.cpp', line 966
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: HitmanVere on July 10, 2015, 06:27:30 pm
Error: Need 6048036 more bytes of 'main' physical ram for alloc to succeed
Out of memory: filename 'C:\cod5\cod\codsrc\src\universal\physicalmemory.cpp', line 966

Weird, never gave me that
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 10, 2015, 06:28:16 pm
Weird, never gave me that
It only gives it rarely, but if you make a logfile and get the crash it will be in there.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 10, 2015, 06:32:12 pm
Error: Need 6048036 more bytes of 'main' physical ram for alloc to succeed
Out of memory: filename 'C:\cod5\cod\codsrc\src\universal\physicalmemory.cpp', line 966

is that related to this?
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FC5fYnfl.png&hash=d923b738ba1b957f51073e60669a2126cbe8bb4b)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 10, 2015, 06:32:59 pm
is that related to this?
(http://i.imgur.com/C5fYnfl.png)
No idea never seen that before I don't think.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 10, 2015, 06:34:08 pm
No idea never seen that before I don't think.

Ahh, I've seen it a couple times for it in a few maps but it's a simple fix anyone can do by setting textures to low and back to auto.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 10, 2015, 06:37:01 pm
Ahh, I've seen it a couple times for it in a few maps but it's a simple fix anyone can do by setting textures to low and back to auto.
Oh yeh, that's the error Quizz's maps give to some people right?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 10, 2015, 06:39:38 pm
Oh yeh, that's the error Quizz's maps give to some people right?

Ahh, yeah, i was trying to remember his name. haha
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: Scobalula on July 10, 2015, 06:40:06 pm
Oh yeh, that's the error Quizz's maps give to some people right?

I think so, I get similar only it says 4096 instead of 10MB, usually fixed by turning spec maps off and textures to Auto before launching mod, then you can turn Spec Maps on once Mod loads.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DeletedUser on July 10, 2015, 06:44:33 pm
This error can happen if a texture is 42mb, had that once :P
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: long cut loser on July 10, 2015, 07:23:02 pm
Idk if some posted this already as I am too lazy to read all the comments atm. If you guys could up the limits for radiant stuff to that would be sweet. Like verts, number of brushes, number of models, lights, etc.

Here is the link to the engine limits page in case you don't already have it.
http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_Engine_Limitation (http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_Engine_Limitation)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: daedra descent on July 10, 2015, 07:23:50 pm
Can you do anything to the AI to make them less derpy? Maybe the ability to use cover without having to put a cover node? 

Guess i could script it but i don't feel like writing thousands of lines of code.  :poker:
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 10, 2015, 07:24:32 pm
Can you do anything to the AI to make them less derpy? Maybe the ability to use cover without having to put a cover node? 

Guess i could script it but i don't feel like writing thousands of lines of code.  :poker:
That's also a no :/
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: daedra descent on July 10, 2015, 07:29:12 pm
That's also a no :/

*starts crying*

Damn it Treyarch y u no implement better AI?!
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: johndoe on July 10, 2015, 08:31:03 pm
Are you going to modify the weapon system to make stuff like akimbo or rechambering after a certain amount of ammo is used like that shotgun in bo2?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: HitmanVere on July 10, 2015, 08:32:13 pm
Are you going to modify the weapon system to make stuff like akimbo or rechambering after a certain amount of ammo is used like that shotgun in bo2?

I want my empty sprints, but it cant be done :(
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: X0master on July 10, 2015, 08:44:57 pm
This is going to be useful when it comes to der riese mods  :D. By how much did you increase the assets limit?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: lilrifa on July 10, 2015, 08:45:10 pm
I want my empty sprints, but it cant be done :(
I miss empty sprints :(
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: henkownd on July 10, 2015, 08:48:51 pm
Challenge accepted  :)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 10, 2015, 09:29:10 pm
Are you going to modify the weapon system to make stuff like akimbo or rechambering after a certain amount of ammo is used like that shotgun in bo2?
That won't be possible as that requires reworking pretty much a quarter of the game.
We're already going without any debug symbols so that's that.

People keep asking me about the pool sizes look at the video or this table
FX -> 600
Image -> 4096
Loaded Sound -> 2400
Material -> 4096
String Table -> 80
Weapon -> 320 (/2, probably still haven't tested this limit yet)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 10, 2015, 09:44:58 pm
That won't be possible as that requires reworking pretty much a quarter of the game.
We're already going without any debug symbols so that's that.

People keep asking me about the pool sizes look at the video or this table
FX -> 600
Image -> 4096
Loaded Sound -> 2400
Material -> 4096
String Table -> 80
Weapon -> 320 (/2, probably still haven't tested this limit yet)

or look at https://github.com/DidUknowiPwn/T4M/blob/master/t4m/PatchT4.cpp for the current pool sizes. :D
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: daedra descent on July 10, 2015, 09:49:33 pm
That won't be possible as that requires reworking pretty much a quarter of the game.
We're already going without any debug symbols so that's that.

People keep asking me about the pool sizes look at the video or this table
FX -> 600
Image -> 4096
Loaded Sound -> 2400
Material -> 4096
String Table -> 80
Weapon -> 320 (/2, probably still haven't tested this limit yet)

So you can't set the limits to something like 9999 without the engine freaking out?

Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 10, 2015, 09:54:01 pm
So you can't set the limits to something like 9999 without the engine freaking out?
It probably would if people STILL hit the limits at this rate then they're doing something wrong.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 10, 2015, 09:55:10 pm
It probably would if people STILL hit the limits at this rate then they're doing something wrong.

The weapon limit is weird.... I added 100 colts, no error, added 200 more.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUdzqlki.png&hash=369507b6056345ad18d2b9405ccab6fbf1e8d92c)

Edit: This is without T4M.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: daedra descent on July 10, 2015, 09:57:54 pm
The weapon limit is weird.... I added 100 colts, no error, added 200 more.

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

Edit: This is without T4M.

... 256? Thought the limit was like 128 or something.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 10, 2015, 09:59:56 pm
... 256? Thought the limit was like 128 or something.

Exactly...... lol

Double Post Merge: July 10, 2015, 10:32:36 pm
Weapon -> 320 (/2, probably still haven't tested this limit yet)

Tested it, raising the limit did seem to work, not sure if it's exactly divided by two by the engine itself or what. lol
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 10, 2015, 10:36:07 pm
I want my empty sprints, but it cant be done :(
Yeh it can be done OTW has done it.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 10, 2015, 11:14:53 pm
Is the weapon limit actually 128, cause with the limits unchanged, I manage to fit in 171 colts.
https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4 (https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: liamsa669 on July 11, 2015, 12:32:25 am
Is the weapon limit actually 128, cause with the limits unchanged, I manage to fit in 171 colts.
https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4 (https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fugx-mods.com%2Fforum%2FSmileys%2Falive%2Ffacepalm2.gif&hash=48811b40aa324aaa63ee88670ef0f2229b1b6e8a) you do realize the error comes from the engine not launcher? plus just building a mod with 129+ wont cause the error. theres more to adding a weapon than including it to the iwd. -_- I should know, I'm the first person to do 420 ( It was national weed day, so thats why 420 -_- ) weapons without using any external support. -_-
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 11, 2015, 12:49:55 am
(http://ugx-mods.com/forum/Smileys/alive/facepalm2.gif) you do realize the error comes from the engine not launcher?

Yes I know it's the engine.

plus just building a mod with 129+ wont cause the error.

Then why did the ENGINE cause the error at the end of the .mp4 when I added one more weapon... ;-;

Edit: And I also know about adding it into dlc3_code.gsc and zombiemode_weapons.gsc
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 11, 2015, 01:30:14 am
Is the weapon limit actually 128, cause with the limits unchanged, I manage to fit in 171 colts.
https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4 (https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4)
Another thing I'm assuming that's a DLC3 map so we're adding on 62 more weapons give or take 8-10 more from common.ff
Your map has an included set of weapons + your set of mod weapons + common weapons and that would reach the limit.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 11, 2015, 01:44:31 am
Another thing I'm assuming that's a DLC3 map so we're adding on 62 more weapons give or take 8-10 more from common.ff
Your map has an included set of weapons + your set of mod weapons + common weapons and that would reach the limit.

When I tested this out, in the weapons folder, I have 171 included custom weapons + 65 stock weapons which is 236, which leaves the other 20 possibly from the common.ff or whatever like u said?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: daedra descent on July 11, 2015, 01:45:22 am
Are you planning on increasing the AI limit too?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 11, 2015, 02:23:31 am
Are you planning on increasing the AI limit too?
The AI limit is related to networking which I'm not touching.

As for the other weapons there can be duplicates too, WaW doesn't ignore duplicates. I would like to rewrite the asset functions to ignore it just like in BO1 and so on; but, we'll see later.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: Eternal_Fire on July 11, 2015, 10:03:49 am
Are you planning on increasing the AI limit too?

I'm pretty sure you can change the ai limit in _zombiemode.gsc in the first few lines but it says that it limited at 24 because of networking issues.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: daedra descent on July 11, 2015, 10:44:10 am
I'm pretty sure you can change the ai limit in _zombiemode.gsc in the first few lines but it says that it limited at 24 because of networking issues.

To 32, yes. However for something that i want to make i'd need the AI limit to be 64 atleast(not CoD zombies).
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 11, 2015, 11:00:05 am
To 32, yes. However for something that i want to make i'd need the AI limit to be 64 atleast(not CoD zombies).
All about you, you, you. ::) If it's something that only you need why don't you incorporate that into your own mod then?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: daedra descent on July 11, 2015, 11:58:52 am
All about you, you, you. ::) If it's something that only you need why don't you incorporate that into your own mod then?

Spoiler: click to open...
Would you look at that? Steviewonder replying to one of my replies just to start crap. How (not) unexpected.  ::)

No, increasing the AI limit wouldn't just be for me. I've heard people say in the past that they want to have more zombies in custom maps but couldn't because of the stupidly low AI limit.

Even the source engine has a higher AI limit and thats based off of the Quake 2 engine(as far as i can remember).

Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 11, 2015, 12:10:23 pm
Spoiler: click to open...
Would you look at that? Steviewonder replying to one of my replies just to start crap. How (not) unexpected.  ::)

No, increasing the AI limit wouldn't just be for me. I've heard people say in the past that they want to have more zombies in custom maps but couldn't because of the stupidly low AI limit.

Even the source engine has a higher AI limit and thats based off of the Quake 2 engine(as far as i can remember).
So far all your requests have been about stuff for your groundbreaking 'Soviet mod'. ::)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: gamer9294 on July 11, 2015, 02:19:32 pm
hi man,


very nice good job :)

I think self the important things are:


* 400 Fx
* 2048 Material
* 2400 Images
* 1600 Sounds
* 4096 models (it does not matter if I use static, turret or script models it's counting up :( )
* 128 weapons (it strange but I have reached 110 weapons included upgraded version not the same guns but all differents,  but when I put more guns into the map it will say these are.  128 weapon limit)



but will this also work on a cd version ? because I purchased the game in the store like a toystore or most I buying the game again on steam ? :(




Quote
To 32, yes. However for something that i want to make i'd need the AI limit to be 64 atleast(not CoD zombies).

hi man,  you can not reached the limit to higher 35 it will crash your game.

I have it already tried but sometimes it works but don't try it to make it higher then 35 in the ai limit settings.

because in one of my old maps I have it changed to 38 and it works but some strange thing is that I was trying to do it into a another map but later when I'm almost done it is crashing talking about these error.






Best regards,
Gamer9294
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DeletedUser on July 11, 2015, 02:27:11 pm
In it's current state, it doesn't work with retail version, although it has Steam DRM patch which means that if you get the steam EXE from someone, it will still work, although the patch might be causing some issues.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: gamer9294 on July 11, 2015, 02:47:31 pm
In it's current state, it doesn't work with retail version, although it has Steam DRM patch which means that if you get the steam EXE from someone, it will still work, although the patch might be causing some issues.

okay thank you for responding back :)

then I will going to buy codwaw on steam :)

thank you :)


best regards,
Gamer9294
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 11, 2015, 03:23:03 pm
Could this little dll mod cause problems for online or should it all be fine.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: KDXDARK on July 11, 2015, 04:52:39 pm
Finally people increased limits for waw, 3arc release BO3 full mod tools
(https://pbs.twimg.com/profile_images/2303136903/c11kz5bdn05o1o93z9gi.jpeg)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 11, 2015, 05:26:04 pm
Could this little dll mod cause problems for online or should it all be fine.
Should be fine really, it doesn't mess with anything related to DemonWare so it should be fine.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: steviewonder87 on July 11, 2015, 05:49:12 pm
In it's current state, it doesn't work with retail version, although it has Steam DRM patch which means that if you get the steam EXE from someone, it will still work, although the patch might be causing some issues.
So this only works with the Steam version?  :-\
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DidUknowiPwn on July 11, 2015, 06:21:05 pm
So this only works with the Steam version?  :-\
It should work with Retail I just need a copy of the exe or someone who has it.

Though it probably won't since I'm using addresses specific to the exe.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: ProGamerzFTW on July 11, 2015, 06:58:59 pm
It should work with Retail I just need a copy of the exe or someone who has it.

Though it probably won't since I'm using addresses specific to the exe.

I tried it on a exe given by gamescopyworld and it worked fine.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DeletedUser on July 11, 2015, 07:29:46 pm
Confirmed to work with Call of Duty: World at War v1.7 [WINDOWS] LAN FIX
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: DeletedUser on July 11, 2015, 09:27:31 pm
Now, if only this could increase the brush limit... :rainbow:
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: Scobalula on July 11, 2015, 09:30:04 pm
Now, if only this could increase the brush limit... :rainbow:

That's a BSP limit if I'm not mistaken?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/10/2015]
Post by: daedra descent on July 11, 2015, 10:51:24 pm
So far all your requests have been about stuff for your groundbreaking 'Soviet mod'. ::)

Nope. Left 4 Dead Zombie Mod.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/11/2015]
Post by: DidUknowiPwn on July 12, 2015, 03:36:26 am
Small update, game crashes when running the dll with the DRM patch.

Disabling this and using a copy of the "LanFix" seems to work in the mean time (as it hasn't been giving me problems). So, I'll notify the DRM patch creator and ask him to take a look into it. Now I can get back into it properly now.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/11/2015]
Post by: ProGamerzFTW on July 12, 2015, 11:39:00 pm
Small update, game crashes when running the dll with the DRM patch.

Disabling this and using a copy of the "LanFix" seems to work in the mean time (as it hasn't been giving me problems). So, I'll notify the DRM patch creator and ask him to take a look into it. Now I can get back into it properly now.


Edit4: Seems that DidUknowiPwn and I verified that it crashes when launched with the debugger attached in Visual Studio so the SteamDRM patch worked fine after all. When we launch the game with the debugger not attached, everything in T4M works fine.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: HitmanVere on July 13, 2015, 10:37:44 pm
Now, we only need memorylimit pushed further (ง ͠° ͟ل͜ ͡°)ง
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: Harry Bo21 on July 13, 2015, 10:40:53 pm
Gspawn anyone? lol im guessing thats a networking thing too though
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: HitmanVere on July 13, 2015, 10:42:22 pm
Gspawn anyone? lol im guessing thats a networking thing too though

You get an entity, you get an entity, everyone gets an entity!
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: Harry Bo21 on July 13, 2015, 11:07:24 pm
please sir... can i have another?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: HitmanVere on July 13, 2015, 11:11:22 pm
please sir... can i have another?

(https://essayfiesta.files.wordpress.com/2013/05/oliver.png)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: DidUknowiPwn on July 14, 2015, 02:39:11 am
Gspawn anyone? lol im guessing thats a networking thing too though

Code Snippet
Plaintext
    if ( dword_18F5D94 == 1022 )
    {
      sub_54E920();
     sub_69AB70((int)"G_Spawn: no free entities", v0, 1);
.....

i r8 8/8 m8 4 the gr8 b8 but ur 2 l8

Edit: Threw a segfault when I replaced the value :(
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: Harry Bo21 on July 14, 2015, 04:14:06 am
Code Snippet
Plaintext
    if ( dword_18F5D94 == 1022 )
    {
      sub_54E920();
     sub_69AB70((int)"G_Spawn: no free entities", v0, 1);
.....

i r8 8/8 m8 4 the gr8 b8 but ur 2 l8

Edit: Threw a segfault when I replaced the value :(

... so.... me carrying your babies? Still on the table  ::)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: steviewonder87 on July 14, 2015, 09:34:51 am
Now, we only need memorylimit pushed further (ง ͠° ͟ل͜ ͡°)ง
This this this this....
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: TheApadayo on July 15, 2015, 04:35:08 pm
This this this this....
The memory limit is entirely based on your own computer. We're simply increasing the number of assets that you can have loaded at once.  This doesn't effect the size of those assets (usually images) which take up loads of memory.

Code Snippet
Plaintext
    if ( dword_18F5D94 == 1022 )
    {
      sub_54E920();
     sub_69AB70((int)"G_Spawn: no free entities", v0, 1);
.....

i r8 8/8 m8 4 the gr8 b8 but ur 2 l8

Edit: Threw a segfault when I replaced the value :(
Messing with any kind of entity limit is going to break compatibility with anyone not running the mod since they'll just crash when trying to allocate a new entity.

Also weapons aren't probably going to work since they're so closely related to playerdata stuff.  If it's anything like IW4 I need to reallocate the weapon pools themselves since they're actually stored outside of the normal database pools. Also anything related to bsp's is going to be a hard limit in the mod tools which would be outside the scope of this project.

We're mostly looking for things to be improved (not completely re-written/redesigned) in order to help bring a 7 year old game somewhat back up to speed.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: HitmanVere on July 16, 2015, 12:19:34 pm
The memory limit is entirely based on your own computer.

So, you are saying I cant play Oil Rig, cos Stevie is hitting it and he has way more memory than me on his PC?  :alone:
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: Scobalula on July 16, 2015, 12:21:09 pm
So, you are saying I cant play Oil Rig, cos Stevie is hitting it and he has way more memory than me on his PC?  :alone:

Everyone's PC is better than yours. :troll:
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: DeletedUser on July 16, 2015, 12:30:04 pm
Messing with any kind of entity limit is going to break compatibility with anyone not running the mod since they'll just crash when trying to allocate a new entity.
Increasing asset limit already breaks compatibility if someone's map exceeds the stock limit :please:
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: steviewonder87 on July 16, 2015, 01:00:49 pm
So, you are saying I cant play Oil Rig, cos Stevie is hitting it and he has way more memory than me on his PC?  :alone:
I probably don't have more memory. But the memory limit is NOT dependent on your PC. It's an engine limit, nothing to do with RAM or anything else. You could have the best PC in the world and you would still get it if I added another gun to my map :P
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: TheApadayo on July 16, 2015, 03:44:58 pm
I probably don't have more memory. But the memory limit is NOT dependent on your PC. It's an engine limit, nothing to do with RAM or anything else. You could have the best PC in the world and you would still get it if I added another gun to my map :P
Then why are all of the memory errors posted here the direct results of failed VirtualAlloc calls?  Granted the memory management is pretty atrocious but I'm not planning on rewriting it anytime soon.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: steviewonder87 on July 17, 2015, 01:32:57 pm
Then why are all of the memory errors posted here the direct results of failed VirtualAlloc calls?  Granted the memory management is pretty atrocious but I'm not planning on rewriting it anytime soon.
No idea. But it's an error you get when you have too much stuff in your mod/map. It's not related to your PC specs at all. It's 100% determined by WAW. And it's literally the ONLY limit I particularly care about, all the others I can overcome with ease tbh. And it's the single biggest reason why maps like mine are about as far as you can take WAW. Without the memory limit the potential for WAW would be insane.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: DidUknowiPwn on July 17, 2015, 02:39:58 pm
No idea. But it's an error you get when you have too much stuff in your mod/map. It's not related to your PC specs at all. It's 100% determined by WAW. And it's literally the ONLY limit I particularly care about, all the others I can overcome with ease tbh. And it's the single biggest reason why maps like mine are about as far as you can take WAW. Without the memory limit the potential for WAW would be insane.
Mind sharing a cope of your mod where it throws it 100% of the time your side?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: steviewonder87 on July 17, 2015, 03:05:05 pm
Mind sharing a cope of your mod where it throws it 100% of the time your side?
That would take hours and hours and require me sending you tons of assets that aren't really 'mine'. If you keep adding hi-poly viewmodels (i.e AW guns) and sounds, etc. you'll hit it soon enough. Maybe Hitman can share his mod since he's getting it to.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: HitmanVere on July 17, 2015, 03:13:45 pm
That would take hours and hours and require me sending you tons of assets that aren't really 'mine'. If you keep adding hi-poly viewmodels (i.e AW guns) and sounds, etc. you'll hit it soon enough. Maybe Hitman can share his mod since he's getting it to.

Same here, got a lot of assets not ported by me :lol:
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: DeletedUser on July 17, 2015, 03:34:18 pm
Um, I think he meant a compiled mod
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: HitmanVere on July 17, 2015, 03:39:09 pm
Um, I think he meant a compiled mod

Thats what I was wondering also
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: DidUknowiPwn on July 17, 2015, 03:44:11 pm
Nobody wants raw pft yes compiled please  :-[
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: steviewonder87 on July 17, 2015, 04:15:18 pm
Nobody wants raw pft yes compiled please  :-[
You probably already have a copy of Hitman's map anyway, so Hitman add another gun and hit the limit then send it over to PWN and let's get rid of this memory limit once and for all :P
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: HitmanVere on July 17, 2015, 04:17:58 pm
You probably already have a copy of Hitman's map anyway, so Hitman add another gun and hit the limit then send it over to PWN and let's get rid of this memory limit once and for all :P

He doesnt :please: I might send it, when I hit it ;)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: DidUknowiPwn on July 17, 2015, 04:20:53 pm
He doesnt :please: I might send it, when I hit it ;)
You know the sooner the better.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: HitmanVere on July 17, 2015, 04:33:53 pm
You know the sooner the better.

Compiling atm, checking if I hit the limit and then uploading it
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: TheApadayo on July 18, 2015, 06:51:37 pm
Compiling atm, checking if I hit the limit and then uploading it
Should be fixed now. I increased the blocksize for g_mem so it should have more room to alloc memory for the DB.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: HitmanVere on July 18, 2015, 10:06:11 pm
@steviewonder87 Open the champaigne, memorylimit is increased!

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2F3.bp.blogspot.com%2F-H-PKNlrFg0A%2FUksPlnc2p9I%2FAAAAAAAAAQs%2FHTWTfnSI9zs%2Fs1600%2Fshampanja.png&hash=f34534050d06e7fe0002f85cdeded934639524f1)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/12/2015]
Post by: steviewonder87 on July 19, 2015, 02:36:42 pm
@steviewonder87 Open the champaigne, memorylimit is increased!

(http://3.bp.blogspot.com/-H-PKNlrFg0A/UksPlnc2p9I/AAAAAAAAAQs/HTWTfnSI9zs/s1600/shampanja.png)
Really?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fcdn.meme.am%2Finstances%2F61240588.jpg&hash=af2655879435265c66972a46d30dbebfa1b224cc)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: daedra descent on July 19, 2015, 03:06:49 pm
Could you make a step by step how to on compiling/building this? Everytime i try i get this:

Code Snippet
Plaintext
Error	1	error C1083: Cannot open include file: 'buildnumber.h'

Haven't use Vis Studio so i have no freaking clue what i'm supposed to include.   :-\
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DeletedUser on July 19, 2015, 03:55:31 pm
Could you make a step by step how to on compiling/building this? Everytime i try i get this:

Code Snippet
Plaintext
Error	1	error C1083: Cannot open include file: 'buildnumber.h'

Haven't use Vis Studio so i have no freaking clue what i'm supposed to include.   :-\
It worked fine for me on Visual Studio 2013, just open the solution and compile.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: ProGamerzFTW on July 19, 2015, 03:57:06 pm
It worked fine for me on Visual Studio 2013, just open the solution and compile.

I got the same error with the latest revision, I'm guessing he forgot to upload the file to github, unless we have to do something else now.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on July 19, 2015, 04:07:14 pm
buildnumber.h is generated by gitrev.bat
Code Snippet
Plaintext
// generated by gitrev.cmd
#define COMMIT 37
#define COMMIT_STR "37"
#define BUILDHOST "UNKNOWN"
though gitrev is broken for me and I have no idea why :|
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: daedra descent on July 19, 2015, 06:11:25 pm
buildnumber.h is generated by gitrev.bat
Code Snippet
Plaintext
// generated by gitrev.cmd
#define COMMIT 37
#define COMMIT_STR "37"
#define BUILDHOST "UNKNOWN"
though gitrev is broken for me and I have no idea why :|

That did the trick. Thanks.

Been trying to add more weapons to a pre existing map however the EXE just crashes on a specific spot everytime on all maps without any actual engine error - regardless of whether the maps running in dev or not. You know whats up with that?

Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on July 19, 2015, 06:46:17 pm
Which map and what's the stop address?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: daedra descent on July 23, 2015, 03:07:14 am
Which map and what's the stop address?

The town remake(nazi_zombie_town). Didn't get a stop address, the game & console just crashed.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on July 23, 2015, 03:46:47 am
If you can duplicate the error again send me steps & files.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: daedra descent on July 23, 2015, 05:27:21 am
If you can duplicate the error again send me steps & files.

Hmm... got it working on Escape Asylum. Must just have been an issue with the patch having custom assets in it and i just compiled the scripts assuming it was stock.

Oh well, tried it with another map(escape_asylum) and it (almost) works perfectly:

Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F34500616aa95b04fa1b0b866f4084efb.jpg&hash=d434b4c13f3297c00eda836b5c7a1d83dc0e3d7a)

with the one problem being the exe still has trouble loading assets. The first time i tried loading it told me it couldn't find some custom script, then it told me it couldn't find _zombiemode.gsc... after like the fourth try it actually loaded.

Also, can you add more FF names(like, <mapname>_mod? Having more FF names would be real nice.


Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: conn6orsuper117 on July 23, 2015, 06:06:07 am
Just a couple of questions (yeah Im back):
So can this modification be applied to Custom maps or do you just Installed it a certain way to apply to All of WAW?
and
Will this give a performance boost (if not already when the engine gets expanded) Even with a slow computer?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on July 23, 2015, 06:24:25 am
The compiler throwing errors is solely related to WaW being retarded I had the same issue before but was because I had duplicate functions.

Adding more FF's to load is possible but I don't see a reason why.

Edit2: Forgot to answer other question, the patch will apply only to SP.
 As for performance boosts it won't, unless you assume the giant frame drops from ragdoll allocation failed and other console spasm is a boost.

Edit: I'll take a look at the function related to SRE and try to figure out what's missing. It might need a good overhaul though.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: daedra descent on July 23, 2015, 06:33:06 am
Adding more FF's to load is possible but I don't see a reason why.

Because some maps already utilize all of the FFs(that i know of anyway), such as:

mod.ff
<mapname>.ff
<mapname>_patch.ff
localized_<mapname>.ff
<mapname>_load.ff

Is there more?
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on July 23, 2015, 06:36:39 am
Because some maps already utilize all of the FFs(that i know of anyway), such as:

mod.ff
<mapname>.ff
<mapname>_patch.ff
localized_<mapname>.ff
<mapname>_load.ff

Is there more?
What more do you need really? mod.ff shouldn't actually contain anything, custom assets and such should be going in your map fastfiles regardless.
localized is for sounds and strings related to different languages.
_load should contain absolutely nothing but load screen materials.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: daedra descent on July 23, 2015, 06:43:50 am
What more do you need really?

Only one or two.

Quote
mod.ff shouldn't actually contain anything, custom assets and such should be going in your map fastfiles regardless.

Yeah but not everyone does that which is why having a few more could be very helpful for something like a precompiled custom weapon pack or something if they already used their other FFs for BO perks or something.

Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on July 23, 2015, 06:53:09 am
Only one or two.

Yeah but not everyone does that which is why having a few more could be very helpful for something like a precompiled custom weapon pack or something if they already used their other FFs for BO perks or something.
I guess I'll try to do a method a friend told me about earlier, mod.auto.ff
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: Harry Bo21 on July 25, 2015, 01:33:51 am
The compiler throwing errors is solely related to WaW being retarded I had the same issue before but was because I had duplicate functions.

Adding more FF's to load is possible but I don't see a reason why.

Edit2: Forgot to answer other question, the patch will apply only to SP.
 As for performance boosts it won't, unless you assume the giant frame drops from ragdoll allocation failed and other console spasm is a boost.

Edit: I'll take a look at the function related to SRE and try to figure out what's missing. It might need a good overhaul though.

that reminds me, can you increase the max ragdoll count? Try to stop random frozen zombies on occasion?

Its alright if you set bodies to tiny in the menu, but those that dont assume all thunderguns are bugged lol
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: smasher248 on July 25, 2015, 03:42:03 pm
omfg, 3 cheers for the god of waw, we all love u :)
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on July 25, 2015, 04:01:19 pm
that reminds me, can you increase the max ragdoll count? Try to stop random frozen zombies on occasion?

Its alright if you set bodies to tiny in the menu, but those that dont assume all thunderguns are bugged lol
ai_corpseCount has no limit, well it does at 32 but you can set it to be higher as there's no "real" limit.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: TheApadayo on July 26, 2015, 05:55:45 pm
There is absolutely no reason to add more fastfiles to get loaded. Each one already has a purpose.
mapname.ff - anything specific for the map
mapname_patch.ff - any kind of patches that allow for downloading a smaller update instead of re-downloading the entire map
localized_mapname.ff - anything that needs to be different for each language such as localization, sounds, and maybe images
mapname_load.ff - anything loaded before the map officially loads (offtopic: idk why they didn't just make an automatic system for loading the loadscreen as it is the only thing ever put into this fastfile)
mod.ff - anything global related to the mod that isn't map specific (if you have more than one map in the mod)

everything that you could ever want to add falls into one of these files.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: daedra descent on July 26, 2015, 06:58:03 pm
There is absolutely no reason to add more fastfiles to get loaded. Each one already has a purpose.
mapname.ff - anything specific for the map
mapname_patch.ff - any kind of patches that allow for downloading a smaller update instead of re-downloading the entire map
localized_mapname.ff - anything that needs to be different for each language such as localization, sounds, and maybe images
mapname_load.ff - anything loaded before the map officially loads (offtopic: idk why they didn't just make an automatic system for loading the loadscreen as it is the only thing ever put into this fastfile)
mod.ff - anything global related to the mod that isn't map specific (if you have more than one map in the mod)

everything that you could ever want to add falls into one of these files.

Yeah but few people actually use the FastFiles as they are supposed to be used. Most people these days just add assets to their mod.ff and use their patch for Black Ops perks.  :gusta:

Isn't there a limit on how much can be included into a FF anyway? I vaguely remember getting one from launcher after adding a bunch of stuff. Might have just been something else.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: TheApadayo on July 26, 2015, 08:09:25 pm
Yeah but few people actually use the FastFiles as they are supposed to be used. Most people these days just add assets to their mod.ff and use their patch for Black Ops perks.  :gusta:

Isn't there a limit on how much can be included into a FF anyway? I vaguely remember getting one from launcher after adding a bunch of stuff. Might have just been something else.
Well we aren't in the business of fixing people's laziness.  There is no limit to each individual fastfile, only a hard limit to the total loaded assets at once.  And if you can even come close to the number of assets in common_mp.ff then I would be surprised.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on July 26, 2015, 09:10:35 pm
There is absolutely no reason to add more fastfiles to get loaded. Each one already has a purpose.
mapname.ff - anything specific for the map
mapname_patch.ff - any kind of patches that allow for downloading a smaller update instead of re-downloading the entire map
localized_mapname.ff - anything that needs to be different for each language such as localization, sounds, and maybe images
mapname_load.ff - anything loaded before the map officially loads (offtopic: idk why they didn't just make an automatic system for loading the loadscreen as it is the only thing ever put into this fastfile)
mod.ff - anything global related to the mod that isn't map specific (if you have more than one map in the mod)

everything that you could ever want to add falls into one of these files.
This.

People releasing standalones should just release their source so people can compile it properly into their maps.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: KDXDARK on July 26, 2015, 09:33:59 pm
There is absolutely no reason to add more fastfiles to get loaded. Each one already has a purpose.
mapname.ff - anything specific for the map
mapname_patch.ff - any kind of patches that allow for downloading a smaller update instead of re-downloading the entire map
localized_mapname.ff - anything that needs to be different for each language such as localization, sounds, and maybe images
mapname_load.ff - anything loaded before the map officially loads (offtopic: idk why they didn't just make an automatic system for loading the loadscreen as it is the only thing ever put into this fastfile)
mod.ff - anything global related to the mod that isn't map specific (if you have more than one map in the mod)

everything that you could ever want to add falls into one of these files.
you forgot localized_common  :troll:
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: ProRevenge on September 12, 2015, 01:17:38 pm
Alright, FX limit is hitting me hard right now, so im using this mod for the time being, however whenever I add it, I suffer a 90% drop in framerate, no lies.

I can run solid 90FPS all the time on my map, I add T4M, and run it, 8/9FPS all game, it is unplayable.
I would love to make use of this mod, but for some reason it kills my game performance dead in its tracks, any idea why?
Title: Re: [WIP] T4M - Modification to WaW itself
Post by: RadimaX on September 12, 2015, 01:59:33 pm
You know, Celtic Ruins was cancelled due to material asset limit...  :poker:

Now UN-Cancel it one year later :D just like i did with desertstorm haha
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DidUknowiPwn on September 12, 2015, 05:13:37 pm
Alright, FX limit is hitting me hard right now, so im using this mod for the time being, however whenever I add it, I suffer a 90% drop in framerate, no lies.

I can run solid 90FPS all the time on my map, I add T4M, and run it, 8/9FPS all game, it is unplayable.
I would love to make use of this mod, but for some reason it kills my game performance dead in its tracks, any idea why?
What the hell?
Send me a copy of your map I'll check it out.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DeletedUser on September 12, 2015, 09:45:18 pm
i dont know if this has been posted yet but im too lazy to look myself. ::) but what i think would be cool is to increase the amount of zombies that can spawn at one time. and also i would like to be able to increase/decrease the distance that a Projectile weapon pushes a player backwards when firing.
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: HitmanVere on September 12, 2015, 09:47:06 pm
i dont know if this has been posted yet but im too lazy to look myself. ::) but what i think would be cool is to increase the amount of zombies that can spawn at one time. and also i would like to be able to increase/decrease the distance that a Projectile weapon pushes a player backwards when firing.

1st. Answered multiple times, dont CBA and look at the answers
2nd. Weaponfile
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: DeletedUser on September 12, 2015, 10:11:37 pm
1st. Answered multiple times, dont CBA and look at the answers
2nd. Weaponfile

Oh ok thanks
Title: Re: [WIP] T4M - Modification to WaW itself [Update 07/18/2015]
Post by: Scobalula on September 13, 2015, 12:52:53 am
1st. Answered multiple times, dont CBA and look at the answers
2nd. Weaponfile

Funny thing is I'm pretty sure DD already asked his first question in this thread earlier,  it can be changed in one of the gcs but it's networking related iirc.

Also this isn't the General Help section.