UGX-Mods

Call of Duty 5: World at War => Help Desk => Topic started by: hihellobyeoh on June 09, 2013, 05:04:12 am

Title: *SOLVED*Error with UGX mod version 1.0.3*SOLVED*
Post by: hihellobyeoh on June 09, 2013, 05:04:12 am
i received an error when launching my map in WaW pic below
says i am missing the dlc3_code.gsc

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2rd7lu1.jpg&hash=dca6f1c20084111930eb97f572df056c2d109c04)
Title: Re: Error with UGX mod version 1.0.3
Post by: treminaor on June 09, 2013, 05:10:01 am
Patch your root directory with Sniperbolt's Tutorial Map v2. Soon I will release a UGX Modtools patch that fixes this issue and others without the use of the buggy Sniperbolt patch.
Title: Re: Error with UGX mod version 1.0.3
Post by: hihellobyeoh on June 09, 2013, 04:07:02 pm
ok thx doing now

Post Merge: June 09, 2013, 04:08:57 pm
would i have to repatch with the UGX mod afterwards again or does sniperbolt not touch any of it's files?

Post Merge: June 09, 2013, 04:39:46 pm
nvrm apparently i do as i got the 1600 sound limit error

Post Merge: June 09, 2013, 04:56:06 pm
someone smack me LOL i renamed the zonesource/english/assetlist to nazi_zombie_dl.csv instead of nazi_zombie_dl_ignore.csv, fixed now.

Post Merge: June 09, 2013, 05:03:16 pm
ok now i am still getting an fx limit error, i will browse your vids to see if i forgot anything
Title: Re: Error with UGX mod version 1.0.3
Post by: treminaor on June 09, 2013, 05:07:27 pm
You will need to re-extract our zone source files, dlc3.csv and zombiemode.csv. Sniperbolt will overwrite at least one of those which is the reason for your 400fx error.
Title: Re: Error with UGX mod version 1.0.3
Post by: hihellobyeoh on June 09, 2013, 05:19:28 pm
i did that already but i will try it again thx

Post Merge: June 09, 2013, 05:27:31 pm
i'm still getting the fx error
Title: Re: Error with UGX mod version 1.0.3
Post by: treminaor on June 09, 2013, 05:37:22 pm
i did that already but i will try it again thx

Post Merge: June 09, 2013, 05:27:31 pm
i'm still getting the fx error
Did you recompile all parts of your map? The map.ff, the patch ff, the map's mod.ff, the ugx mod mod.ff, and then used the project mover?
Title: Re: Error with UGX mod version 1.0.3
Post by: hihellobyeoh on June 09, 2013, 05:41:45 pm
Did you recompile all parts of your map? The map.ff, the patch ff, the map's mod.ff, the ugx mod mod.ff, and then used the project mover?

nope i will do that now ( was neglecting the map and patch .ff's)

Post Merge: June 09, 2013, 05:46:42 pm
even doing that it still doesn't work
Title: Re: Error with UGX mod version 1.0.3
Post by: hihellobyeoh on June 14, 2013, 07:06:18 am
hey i am still getting the fx limit error now, i have no idea what is causing it i followed the videos.... well i guess i can only just follow the video's again.
Title: Re: Error with UGX mod version 1.0.3
Post by: treminaor on June 14, 2013, 07:51:07 am
A stock map would only hit the fx limit if either a) you weren't using the included dlc3.csv and zombiemode.csv, or b) you didnt correctly place the mapname_ignore file. Those are the only two possibilities.
Title: Re: Error with UGX mod version 1.0.3
Post by: hihellobyeoh on June 18, 2013, 11:55:42 pm
what i was doing was i was porting a map i had started using sniper bolts scripts, i will restart with sniperbolts map and port in the brushes (which i have yet to really edit at all) and terrain patches. oh i also ported the map from hankey's script placer's prototype tutorial, that is probably why i have problems. i dunno i will check when i get home, i am at class atm ( going to ITT tech for electronics technologies).

Post Merge: June 18, 2013, 11:58:21 pm
by porting in the prototype map i mean i ported the room because that was the basis of the original map i am attempting to remake ( Deadlight 1.2 was the original, seeing as i lost all the files i am remaking it from scratch for Deadlight v2, the only reason it took so long to make v2 was i was waiting for a great working 1.4 mod to base it off of, was waiting for the UGX mod XD).

Post Merge: June 19, 2013, 05:43:52 am
apparently that was my problem, good thing i really wanted to look at the tiny bit of detail i had added so far in my map, or else i would of had to port over TONS of brushes and terrain patches instead of only 100 or so, although when compiling i get alot of lmap errors, even though i am SURE i hit lmap on everything XD, oh well i will fix it LOL

Post Merge: June 19, 2013, 05:45:22 am
Thanks for the help trem, basically i ported all of the brushes and ignored all of the script_structs and all of the scripted things (wallbreaks, etc.)