UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Mods Releases => Topic started by: treminaor on December 21, 2015, 07:06:35 am

Title: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on December 21, 2015, 07:06:35 am
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYaNp86v.png&hash=84ac23c2bf4fe28aaa58781ed69e0f31)

Hey guys, its time for me to need some testers for UGX Mod v1.1 installation on 3rd party maps. UGX Site Donors  <3 got access to this beta back in August and got first dibs at testing. I've refined it over the last few months and am ready for more testing.

I've been working on a quick modification to the UGX Script Placer called UGX Mod Helper, which will be used to install UGX Mod automatically, generate UGX Mod map scripts automatically, and eliminate the need to ever use the Project Mover again. I will need people to not only test the functionality of this new application but also UGX Mod Standalone v1.1 itself.

I am looking for people with MODDING EXPERIENCE who aren't going to get stuck on small issues or details/problems that aren't even related to UGX Mod. Please don't clutter the thread or waste my time.

If you feel you meet these requirements then please download the mod via the Installation Guide link below. I want to track issues using Jira like I did with Requiem and will probably have a way you can report your own issues that you find, but for now we will use this thread.

To give you an idea of where I'm at currently, I was able to install a totally stock version of WaW, patch it to 1.7, install modtools up to 1.4, and then running the UGX Mod Helper took care of the rest (installed the UGX Modtools Patch (which won't cause the ugx_modder_help error anymore...) and installed UGX Mod v1.1 and generated a working map which I was able to compile and play with no errors). I've also had reports from some early testers that they were able to install the mod successfully to their maps without any issues. One person had to install T4M because they hit some limits after adding the mod.

Known Bugs in v1.1.0

> Start Game and/or Save & Close options button missing from screen (see here (http://ugx-mods.com/forum/index.php/topic,9571.msg108183.html#msg108183) for temporary fix!)

Download & Documentation

>
UGX Mod v1.1 Installation Guide (https://confluence.ugx-mods.com/display/UGXMODS/UGX+Mod+Helper+Application+Guide) - how to use the UGX Mod Helper or manually install the mod.
>
Mapper Documentation (https://confluence.ugx-mods.com/display/UGXMODS/UGX+Mod+Standalone+v1.1+Mapper+Documentation) - what prefabs you need to place, configuration, etc.

Releasing a map with the mod beta on it?

If you're able to install the mod to your map successfully then feel free to release it - there are no restrictions on releases at this time. Please be sure to note in your release thread that you installed the BETA version of UGX Mod v1.1, as there may be bugs that I need to fix and release updates for at a later date.

Goal for non-beta release

My goal is to have a non-beta release by the end of December, but we'll see how that goes.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: animallover on December 21, 2015, 10:06:32 am
I'll give this a few more tries and try to over come the small problems I had with the memory limit. Thank you ugx :)
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: liamsa669 on December 21, 2015, 04:05:44 pm
I think im quallified, if its only testing and not releasing (I am not working on any map curently)... I have tons of experience in finding glitches. Also i do have experience with all types of errors and what causes them. Back when I was an admin at GCZ I even started writing a error lookup tool... even though that was in the alpha stages when I ended up quitting. I feel that I have had tons of experience when I first started mapping with UGX mod. I installed it tons of times only to get errors, that now that I look at it was caused by my own carelessness. Even though I am considered a more "troll" person on this community, there is evidence that I know what Im doing and I have helped countless people out.

Ill tell u how it turns out
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: animallover on December 21, 2015, 06:29:09 pm
anyway of removing some of the guns to add extra memory? or does that not matter at all
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Ray1235 on December 21, 2015, 07:10:03 pm
anyway of removing some of the guns to add extra memory? or does that not matter at all
It is no longer possible with 1.1.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 21, 2015, 09:17:45 pm
It is no longer possible with 1.1.
well i mean originally Trem said he may release a version without the ugx guns in it. Not sure if he still intends to
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: daedra descent on December 21, 2015, 10:28:57 pm
On line 1149 in ugxm_hacker.gsc it is assumed that a door has the .angles KVP when it might not. As such, it may prevent the origin from being set correctly.

Edit: Yes, i know its map related. Just suggesting that you wrap an if statement and print something on-screen to let the mapper know that they need to specify .angles.



Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: sampoltex on December 21, 2015, 11:43:06 pm
can't wait for the public release. i have a map that won't be done until 1.1 is released
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 21, 2015, 11:53:19 pm
If you feel you meet these requirements then please download the mod via the Installation Guide link below

Download & Documentation

> UGX Mod v1.1 Installation Guide (https://confluence.ugx-mods.com/display/UGXMODS/UGX+Mod+Helper+Application+Guide) - how to use the UGX Mod Helper or manually install the mod.
>
Mapper Documentation (https://confluence.ugx-mods.com/display/UGXMODS/UGX+Mod+Standalone+v1.1+Mapper+Documentation) - what prefabs you need to place, configuration, etc.

Releasing a map with the mod beta on it?

Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on December 21, 2015, 11:57:33 pm
well i mean originally Trem said he may release a version without the ugx guns in it. Not sure if he still intends to
I might, but definitely not until the normal version of the mod is finalized - because otherwise I would have to maintain and update two versions which is a pain in the ass.

On line 1149 in ugxm_hacker.gsc it is assumed that a door has the .angles KVP when it might not. As such, it may prevent the origin from being set correctly.

Edit: Yes, i know its map related. Just suggesting that you wrap an if statement and print something on-screen to let the mapper know that they need to specify .angles.
Why would you have a door specified with no angles? I'll look into it.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 22, 2015, 12:03:59 am
I might, but definitely not until the normal version of the mod is finalized - because otherwise I would have to maintain and update two versions which is a pain in the ass.

Yeah i know those struggles thanks to my craftables that were only compatible with "one version" of my perks lol. Nightmare
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: daedra descent on December 22, 2015, 01:31:06 am
Why would you have a door specified with no angles? I'll look into it.

Actually after looking at it again, it isn't because .angles isn't specified. Its because the function doesn't check to make sure that there are buyable doors in the map before running, leading to a developer error.

Adding an if statement after getting the array of doors and returning if its not defined fixes it.

Edit:

The for() loop in that function isn't right either:

	for(i = 0; i < 1; i ++)

which should be:

for(i=0;i<doors.size;i++)






 
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on December 22, 2015, 08:50:43 am
Actually after looking at it again, it isn't because .angles isn't specified. Its because the function doesn't check to make sure that there are buyable doors in the map before running, leading to a developer error.

Adding an if statement after getting the array of doors and returning if its not defined fixes it.

Edit:

The for() loop in that function isn't right either:

	for(i = 0; i < 1; i ++)

which should be:

for(i=0;i<doors.size;i++)
Weird, not sure if I did that for testing or what. You'll notice the correct line is commented right above it.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 22, 2015, 08:54:19 am
its a conspiracy  :troll:

 :D
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: animallover on December 22, 2015, 09:29:26 am
I've fixed the memory limit error. It seems that by not installing the UGX patch manually and letting the helper do it for me it seemed to work perfectly fine.

Double Post Merge: December 22, 2015, 10:41:45 am
Never mind came across this yet again

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F2v1ahr5.png&hash=40b347e6307969eb3285d460db22f999)
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on December 24, 2015, 06:30:39 am
...so any feedback other than what's come back so far? does it work for you? does it not work for you?
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Lukkie1998 on December 24, 2015, 01:32:55 pm
...so any feedback other than what's come back so far? does it work for you? does it not work for you?
I've been able to get the Standalone V1.1 working on an existing map with clean modtools O0. Once everything is working (and I fixed the memory limit error) it will be released!

UGX Mod Helper worked like a charm and did what it was supposed to do.

Lukkie1998
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 24, 2015, 02:44:49 pm
it did work for me but my tools are in a state and causing completely separate issues lol

it is working tho, I have a project ive been working on cleaning up the errors on my side

had no issues at all with the helper or the UGXmod itself
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: alexbegt on December 28, 2015, 05:17:38 am
For some reason when I open the UGX Mod Helper, It doesn't do anything, and then it get's stuck being open in "system". I'm running windows 10 pro x64.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Scobalula on December 28, 2015, 10:31:23 am
For some reason when I open the UGX Mod Helper, It doesn't do anything, and then it get's stuck being open in "system". I'm running windows 10 pro x64.

Currently it works for me on Windows 7, 8.1 and 10, all Pro x64 editions, so something on your end, try running as Admin? Also what do you mean open in "system"?
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: alexbegt on December 28, 2015, 09:27:55 pm
Currently it works for me on Windows 7, 8.1 and 10, all Pro x64 editions, so something on your end, try running as Admin? Also what do you mean open in "system"?

When I ran it as a admin, It caused the Windows explorer to get stuck, with the mouse doing the spinning wheel of death. Also, When I say "open in 'system'", It means I can't delete it because windows thinks a process is running when it isn't because inside of task manager, 'UGX Mod Helper" isn't on the list of tasks, unlocker can't even delete the file without me rebooting my computer.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 28, 2015, 09:34:53 pm
its prob not in the "applications" part of task manager. Look further down

steam for example, appears way down the bottom when it does this
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: alexbegt on December 28, 2015, 09:36:45 pm
its prob not in the "applications" part of task manager. Look further down

steam for example, appears way down the bottom when it does this
I've already checked the whole task manager, It's not on there, because It doesn't open at all.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 28, 2015, 09:53:19 pm
I've already checked the whole task manager, It's not on there, because It doesn't open at all.
then clearly something is wrong with your pc

boot in safe mode and remove it that way
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: alexbegt on December 28, 2015, 09:55:28 pm
then clearly something is wrong with your pc

Like right now the Windows Explorer is stuck open, and I can't close it. This is after running the program as admin, Should the program be 860 KB, That might be the issue.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 28, 2015, 10:07:52 pm
Like right now the Windows Explorer is stuck open, and I can't close it. This is after running the program as admin, Should the program be 860 KB, That might be the issue.
if windows explorer is hanging then its "definately" a issue with your pc

boot into "safe" mode and remove the program that way
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: alexbegt on December 28, 2015, 10:26:12 pm
if windows explorer is hanging then its "definately" a issue with your pc

boot into "safe" mode and remove the program that way

If I reboot, I can remove the program. It only hangs when I open the 'UGX Mod Helper.exe', nothing else.

Before I reboot:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHzp0Lel.png&hash=03d1fc0af5303d76e9a3937fffd7cfdf)

After I reboot, the exe gets deleted Normally, without save mode.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Scobalula on December 28, 2015, 10:34:59 pm
If I reboot, I can remove the program. It only hangs when I open the 'UGX Mod Helper.exe', nothing else.

Before I reboot:
(http://i.imgur.com/Hzp0Lel.png)

After I reboot, the exe gets deleted Normally, without save mode.

Open resource monitor and check what process specifically is using it.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: alexbegt on December 29, 2015, 06:28:47 am
Open resource monitor and check what process specifically is using it.

There is no resource using it, I've checked.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 29, 2015, 06:56:31 am
There is no resource using it, I've checked.
weve already established its a problem with your PC

Best option - fix or just reset your PC back to a proper working state

There really isnt much else we can say other than until you solve it, dont use this
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: alexbegt on December 29, 2015, 10:14:27 pm
weve already established its a problem with your PC

Best option - fix or just reset your PC back to a proper working state

There really isnt much else we can say other than until you solve it, dont use this

I have fixed it, I had to 'refresh' my computer, It removed all my programs, and fixed the issue that was happening.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on December 29, 2015, 10:25:36 pm
awesome :)
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Christian_Freak on December 30, 2015, 10:35:54 am
i placed the wonder box and it doesn't worked for me in gun game it says: "This is disabled because of the gamemode".
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Lukkie1998 on December 30, 2015, 05:58:41 pm
i placed the wonder box and it doesn't worked for me in gun game it says: "This is disabled because of the gamemode".
Gun game is a competitive gamemode. You'll get the weapons, you can't buy them yourself. That's why the mystery box and all wall weapon spawns are disabled in this gamemode.

Lukkie1998
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: TheLapper96 on December 30, 2015, 08:17:11 pm
I've fixed the memory limit error. It seems that by not installing the UGX patch manually and letting the helper do it for me it seemed to work perfectly fine.

Double Post Merge: December 22, 2015, 10:41:45 am
Never mind came across this yet again

(http://i65.tinypic.com/2v1ahr5.png)

Ran into the exact same problem on my end.
Would love to know what caused the problem so I can play around a little with the beta, as I can't get anywhere atm.
Everytime I try to run the map, it crashed and gives me the exact same error as animallover posted.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: animallover on December 31, 2015, 12:09:17 am
Ran into the exact same problem on my end.
Would love to know what caused the problem so I can play around a little with the beta, as I can't get anywhere atm.
Everytime I try to run the map, it crashed and gives me the exact same error as animallover posted.

Huge pain isnt it! I tried many different things but couldnt get it to work! re installed mod tools tried everything!! :(
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on December 31, 2015, 12:10:10 am
Huge pain isnt it! I tried many different things but couldnt get it to work! re installed mod tools tried everything!! :(
It's the engine, not your modtools. Reinstalling won't help. You're hitting a limit that T4M doesn't handle (or you aren't using T4M at all, in which case you need to).
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Sidzzz on December 31, 2015, 09:58:20 am
It's the engine, not your modtools. Reinstalling won't help. You're hitting a limit that T4M doesn't handle (or you aren't using T4M at all, in which case you need to).

(Quote extracted from DUKIP's T4M Page in the Mods section)
Features:
  • Increased asset limits to T5 standard or higher (FX = 600, Image = 4096, Loaded Sound = 2400, Material = 4096, Stringtable = 80, Weapon = 320*, XModel = 1500 [r41])
  • Memory limit has been increased from 314572800 bytes to 343932928 bytes (425721856 bytes in r42 and afterwards)

I'm inclined to believe T4M will help put the problem to rest.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Scobalula on December 31, 2015, 10:38:59 am
I'm inclined to believe T4M will help put the problem to rest.

Well that's still around 425MB~ instead of 314MB so it's still possible to reach it, just a lot harder than before.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Ray1235 on December 31, 2015, 12:02:48 pm
Well that's still around 425MB~ instead of 314MB so it's still possible to reach it, just a lot harder than before.
FS' Nuketown = ~700MB as of now, still runs fine with T4M :please:
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Scobalula on December 31, 2015, 12:10:29 pm
FS' Nuketown = ~700MB as of now, still runs fine with T4M :please:

And there are mods that are half that size that hit the memory limit, go figure.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: TheLapper96 on December 31, 2015, 12:30:26 pm
After installing this "T4M" thing into my WaW, I went back into the game to see if it worked now.

(https://i.imgur.com/eCyWO8t.png)
(https://i.imgur.com/tJ7Q0l4.png)

I really don't know if I did anything wrong honestly.
I just made one room in radiant, built the mod and map, and then tried to play it for a quick test.
But if anyone knows a solution, that would be really helpful.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Sidzzz on December 31, 2015, 01:21:12 pm
And there are mods that are half that size that hit the memory limit, go figure.

Ineffecience is fucking ubiquitous XD
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Scobalula on December 31, 2015, 01:36:25 pm
Ineffecience is fucking ubiquitous XD

Yep, I don't know what some people are doing because I've been adding a lot of stuff to maps I am working on and still haven't hit the "memory limit"...
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Gamefreak2ful on January 02, 2016, 07:55:52 pm
I installed the Mod and it worked great without problems on my Pc.

!!!But wenn my friends installed my Map it was not working at all. They had missing buttons, crashes and were unable to join. They stucked in the "move your mouse" screen.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: conn6orsuper117 on January 03, 2016, 05:24:04 am
I found some In-game bugs:

with solo quick revive where After getting revived all my grenades have been stolen. not just semtex (which still need to be removed from the box >:( ) had gersch devices too.

also I got the hacker from the box, but It didnt give it to me, as well as 3 more weapons. (must've given me semtex instead >:( )
semtex must be the new SMR out the box.

and finally the hazmat zombies still become headless yet they dont die. must be from the abilities they have as acid damage may share the headless damage.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on January 03, 2016, 05:56:42 am
I found some In-game bugs:

with solo quick revive where After getting revived all my grenades have been stolen. not just semtex (which still need to be removed from the box >:( ) had gersch devices too.

also I got the hacker from the box, but It didnt give it to me, as well as 3 more weapons. (must've given me semtex instead >:( )
semtex must be the new SMR out the box.

and finally the hazmat zombies still become headless yet they dont die. must be from the abilities they have as acid damage may share the headless damage.
from what ive seen of the headless thing its not what people think

you hit them, their head vanishes

it does not "gib" it just "turns invisible". But its still there.

This is why they do not die and you do not get +100 for killing them, their head hasnt really come off. Id argue that hitting them in their "invisible head" still counts

Havent looked at why that is, but its still exactly the same as its been since the first release of requiem and sadly was one of the first things i observed
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: HitmanVere on January 03, 2016, 03:44:48 pm
and finally the hazmat zombies still become headless yet they dont die. must be from the abilities they have as acid damage may share the headless damage.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNa2Iip0.png&hash=4bdd2862d0b7219d569a91cdedcd9dfe)
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Dust on January 03, 2016, 04:05:05 pm
(http://i.imgur.com/Na2Iip0.png)

I got annoyed at first with the headless hazmat zombies, but like Trem said, I think it is pretty cool.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: conn6orsuper117 on January 03, 2016, 10:22:25 pm
I got annoyed at first with the headless hazmat zombies, but like Trem said, I think it is pretty cool.


from the map topic: psychopath
...you should NEVER keep such a bug.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: HitmanVere on January 03, 2016, 10:28:20 pm

from the map topic: psychopath

the invisible zombies are completley pointless you should NEVER keep such a bug..

Maybe keep the whole quote next time, since in the map, the zombies were completely invisible, not just heads :please:
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: conn6orsuper117 on January 03, 2016, 10:58:41 pm
Maybe keep the whole quote next time, since in the map, the zombies were completely invisible, not just heads :please:

but still never keep bugs in maps
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on January 03, 2016, 11:17:55 pm
but still never keep bugs in maps
well - its been explained away as a bug they chose to "keep" as a horrer-esque feature
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on January 03, 2016, 11:49:04 pm
I installed the Mod and it worked great without problems on my Pc.

!!!But wenn my friends installed my Map it was not working at all. They had missing buttons, crashes and were unable to join. They stucked in the "move your mouse" screen.
I have this problem too in coop games, it has to do with the persistent settings feature but I haven't had time to look into it yet. I will release an update when its fixed.

I found some In-game bugs:

with solo quick revive where After getting revived all my grenades have been stolen. not just semtex (which still need to be removed from the box >:( ) had gersch devices too.
This didn't happen in Requiem, so that's weird. I am able to reproduce the bug on my end and there aren't any script errors coming up when I revive myself so this will likely take some looking into to fix.

also I got the hacker from the box, but It didnt give it to me, as well as 3 more weapons. (must've given me semtex instead >:( )
No, its not just randomly giving you semtex ^^ the hacker is already known to be bugged, and since you tried to grab it it bugged the box. I still need to figure out what the problem is and fix it.

and finally the hazmat zombies still become headless yet they dont die. must be from the abilities they have as acid damage may share the headless damage.
This isn't a bug im going to fix im so tired of repeating myself on it. They can lose their head but will still remain alive until you finish doing the required amount of damage to their health - and no their head is not invisible. you can't shoot them in the head anymore once they've lost it.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on January 04, 2016, 12:05:58 am
I have this problem too in coop games, it has to do with the persistent settings feature but I haven't had time to look into it yet. I will release an update when its fixed.
This didn't happen in Requiem, so that's weird. I am able to reproduce the bug on my end and there aren't any script errors coming up when I revive myself so this will likely take some looking into to fix.
No, its not just randomly giving you semtex ^^ the hacker is already known to be bugged, and since you tried to grab it it bugged the box. I still need to figure out what the problem is and fix it.
This isn't a bug im going to fix im so tired of repeating myself on it. They can lose their head but will still remain alive until you finish doing the required amount of damage to their health - and no their head is not invisible. you can't shoot them in the head anymore once they've lost it.
then why does no head gib appear ( referring to the "flesh" that fills the gap when the head comes off )
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on January 04, 2016, 12:24:40 am
then why does no head gib appear ( referring to the "flesh" that fills the gap when the head comes off )
They have a headless modelswap...
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Gamefreak2ful on January 04, 2016, 04:37:22 pm
I have this problem too in coop games, it has to do with the persistent settings feature but I haven't had time to look into it yet. I will release an update when its fixed.

My friends have these problems even in Solo Mode and on the map Requiem and other UGX Mod 1.1 maps. That means they can't play any UGX Mod 1.1 map at all. I didn't knew what the problem was because it works great on my pc and on my map (only Requiem has massive graphical glitches).
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Harry Bo21 on January 04, 2016, 07:42:00 pm
My friends have these problems even in Solo Mode and on the map Requiem and other UGX Mod 1.1 maps. That means they can't play any UGX Mod 1.1 map at all. I didn't knew what the problem was because it works great on my pc and on my map (only Requiem has massive graphical glitches).
yea I doubt it's your doing so I wouldn't worry

Also the glitches with textures on requiem seem to be something to do with cods engine rather than the mod. People get that issue on various different maps just requiem is pretty popular, so gets mentioned a lot

One example is lavender town. Lol watch the ngt play though ;)
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on January 04, 2016, 07:49:31 pm
My friends have these problems even in Solo Mode and on the map Requiem and other UGX Mod 1.1 maps. That means they can't play any UGX Mod 1.1 map at all. I didn't knew what the problem was because it works great on my pc and on my map (only Requiem has massive graphical glitches).
For the graphical glitches, turn Specular Maps off in your graphics settings and it will go away.

For other issues, make sure you've visited the UGX Mod Options menu and chosen EVERY setting and clicked SAVE AND CLOSE.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Superchaschper on January 04, 2016, 08:51:38 pm
For the graphical glitches, turn Specular Maps off in your graphics settings and it will go away.

For other issues, make sure you've visited the UGX Mod Options menu and chosen EVERY setting and clicked SAVE AND CLOSE.

The Problem is, (btw I'm one friend of Gamefreak2fuls friends), that there are no SAVE or EXIT Buttons to press, even if I've changed every setting in the new menu. :/

Picture: https://gyazo.com/3d85241b62db0dc300b428d008d3d3d6
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: jasonpage260 on January 04, 2016, 09:12:38 pm
I'm just wondering but was UGX mod standalone 1.1.0 supposed to be release on DEC 31 2015 because im confused of is wil be nice to know thanks. :) :) :) :D
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on January 04, 2016, 09:18:53 pm
I'm just wondering but was UGX mod standalone 1.1.0 supposed to be release on DEC 31 2015 because im confused of is wil be nice to know thanks. :) :) :) :D
...its already available, there's a link in the first post of this topic.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on January 04, 2016, 09:20:10 pm
The Problem is, (btw I'm one friend of Gamefreak2fuls friends), that there are no SAVE or EXIT Buttons to press, even if I've changed every setting in the new menu. :/

Picture: https://gyazo.com/3d85241b62db0dc300b428d008d3d3d6
Delete your config.cfg file from C:\Users\USER\AppData\Local\Activision\CoDWaW\players\profiles\PROFILE\ and then go back to that menu again and choose your settings, the save button should appear.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: Superchaschper on January 04, 2016, 10:10:36 pm
Ok, after 4 tries of deleting the config file and restarting the game it finally worked...in singleplayer.  In coop mode is still the bug with the move your mouse screen.


Thank you for the singleplayer solution. :)
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on January 05, 2016, 12:35:40 am
Ok, after 4 tries of deleting the config file and restarting the game it finally worked...in singleplayer.  In coop mode is still the bug with the move your mouse screen.


Thank you for the singleplayer solution. :)
The coop issue is separate and is related to a bug in the mod, which will be fixed soon.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: treminaor on January 05, 2016, 01:00:05 am
New version of the mod package has been released. To download it, please redownload the UGX Mod Helper.exe and when you generate a map, choose "no" when asked if you have installed the UGX Mod Standalone package already. It will download the latest version.

If you would like to hotfix your existing install, you can download the standalone package manually via this link  (http://ugx-mods.com/downloads/manager/ugx_mod_standalone_v1.1.0.zip)and extract the following files:

mods/mapname/localized_common.ff to codroot/mods/mapname/
mods/mapname/ugx_mod.iwd to codroot/mods/mapname/
raw/fx/maps/zombie/fx_packapunch.efx to codroot/raw/fx/maps/zombie/fx_packapunch.efx

Then recompile your map's fastfile.

The following bugs have been fixed in the update:
> COOP is broken, players will be stuck on the "Please move your mouse if you're stuck on this screen" menu and cannot start playing.
> Grenades are not restored after Solo Quick Revive.
> Hacker Device can't be grabbed from the Mystery Box.
> Elemental Machine has a Pack-a-Punch inside of it when in use.

Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: treminaor on January 05, 2016, 05:20:11 pm
updated the standalone zip to not accidentally contain a couple bo2 perk machine models left over from before we decided to do modelswaps instead of including raw assets.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Gamefreak2ful on January 05, 2016, 07:16:41 pm
Hi, it's me again. I have to report another bug, so please don't shoot me  ;).

I installed the updated standalone and I have now exact the same problems as my friends. The "Save and Exit" button and the "Start game" button is missing. When I delete the config file it still doesn't work. I tried it several times.

I really like your work but it seems not to work well at the moment.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: MidgetBlaster on January 08, 2016, 08:05:28 pm
Hello,
I am also getting the same problem with the "Save and Exit" button and the "Start game" button is missing. Also it seems every time I add any perks I get a unhandled exception error. Without the perks I am able to run it fine however the buttons are still missing.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: treminaor on January 08, 2016, 09:34:19 pm
Go to the UGX Mod Options screen and make sure you have all the settings chosen... theres a new setting for weapon bob and if you haven't set it then you can't play. There's a reason why there's a NEW label on the settings button on the main menu...
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: XEcW22 on January 08, 2016, 10:39:28 pm
AMAZING WORK :D
love it guys
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: psychoboyz843 on January 09, 2016, 03:45:54 am
I don't see the Elemental Machine model, non of the perk models just triggers and stuff
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Harry Bo21 on January 09, 2016, 03:46:57 am
updated the standalone zip to not accidentally contain a couple bo2 perk machine models left over from before we decided to do modelswaps instead of including raw assets.
They swap "in game" to the corect models
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Sidzzz on January 09, 2016, 06:41:50 am
They swap "in game" to the corect models

I'm inclined to believe you used the wrong reply as a quote XD

Double Post Merge: January 09, 2016, 06:45:52 am
I fret my mystery box isn't operational. Does it rely on any other in-game instances? I've tried both prefabs for the box, and they both produce a box model with no hintstring.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Harry Bo21 on January 09, 2016, 07:06:11 am
I'm inclined to believe you used the wrong reply as a quote XD

Double Post Merge: January 09, 2016, 06:45:52 am
I fret my mystery box isn't operational. Does it rely on any other in-game instances? I've tried both prefabs for the box, and they both produce a box model with no hintstring.
no I was highlighting the quote from the guy who made this "stating" that fact already and was answering this guy :

Quote
I don't see the Elemental Machine model, non of the perk models just triggers and stuff

there is a different box altogether in UGX mod.1.1. The coffin
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Sidzzz on January 09, 2016, 08:03:11 am
there is a different box altogether in UGX mod.1.1. The coffin

Yes, I am aware of this. It is the coffin box that isn't operational in my case.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: treminaor on January 09, 2016, 08:39:46 am
Yes, I am aware of this. It is the coffin box that isn't operational in my case.
are you sure you don't have any other old box prefabs on your map? dunno why this would happen honestly.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Sidzzz on January 09, 2016, 08:46:48 am
are you sure you don't have any other old box prefabs on your map? dunno why this would happen honestly.

Nope, absolutely sure. It's just 'ugx_random_box_start.map'. And I have also attempted alternating it with the 'ugx_random_box.map'. Still resultless.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: treminaor on January 09, 2016, 08:52:43 am
Nope, absolutely sure. It's just 'ugx_random_box_start.map'. And I have also attempted alternating it with the 'ugx_random_box.map'. Still resultless.
I used the prefab on multiple maps with no issues. Are you sure other UGX features are working? Are the wall weapon boxes working?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Sidzzz on January 09, 2016, 09:14:21 am
I used the prefab on multiple maps with no issues. Are you sure other UGX features are working? Are the wall weapon boxes working?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FutCEycp.jpg&hash=495365b2ff8939bd6bb641b681a8d39f)

Here's a picture, to put things slightly more explicitly.

And I'm using a simple one-room test map for this, and the things I've implemented into it such as wall weapons, perks and pack-a-punch are all fully operational. I haven't tested the Elemental machine yet, however.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: treminaor on January 09, 2016, 09:16:14 am
The script clearly isn't running at all. It looks to me like you have a script conflict where one file is overriding mine, but since the other features that are weapon related are working I have no fucking clue what to suggest to you.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Sidzzz on January 09, 2016, 11:40:49 am
The script clearly isn't running at all. It looks to me like you have a script conflict where one file is overriding mine, but since the other features that are weapon related are working I have no fucking clue what to suggest to you.

I'm not sure if this'll help at all, but here's what occurs under the influence of a game mode like Gun Game,

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxoBqiPi.jpg&hash=42e58ece52fee6ee0de73860b039e386)

It seems to imply that the hintstring isn't entirely inactive
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Dust on January 09, 2016, 01:21:00 pm
I'm not sure if this'll help at all, but here's what occurs under the influence of a game mode like Gun Game,

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

It seems to imply that the hintstring isn't entirely inactive

Do you only have 1 box in the map? I think I had this problem as well, and had to add both the start box and the other box prefab for it to work.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Sidzzz on January 09, 2016, 01:42:03 pm
Do you only have 1 box in the map? I think I had this problem as well, and had to add both the start box and the other box prefab for it to work.
Nope, just 1. But I shall attempt your proposed solution and report the outcome.

Double Post Merge: January 09, 2016, 04:56:37 pm
Yep, it worked perfectly! Thank you very much! :)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: MidgetBlaster on January 09, 2016, 11:03:17 pm
Anyone have a fix for this? I am able to play my map for like 1 minute until this happens everytime
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F20k418y.png&hash=d55682f2da15e7d9c5faeeff615b87f7)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Harry Bo21 on January 09, 2016, 11:11:26 pm
Anyone have a fix for this? I am able to play my map for like 1 minute until this happens everytime
(http://i65.tinypic.com/20k418y.png)
theres a tag missing on a model, itll be crashing when that model comes into view
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: conn6orsuper117 on January 10, 2016, 12:13:35 am
2 new bugs found:
when I hold the trigger on ADS Only, it spams the message instead of showing only once.
and
When Downing with ADS Only, you loose all your ammo on both guns.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: codmoddd1234 on January 10, 2016, 12:36:49 am
Anyone have a fix for this? I am able to play my map for like 1 minute until this happens everytime

Place the ugx_sentry prefab.map under your map where no player will ever see it.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Dust on January 10, 2016, 12:55:03 am
I am still getting the coop bug, even after updating my files.

Also the elmental machine just has a pink waw missing model thing when the power is off. The model appears once power is on though

nvm. The manual install did not update my files fully. Had to use the ugx mod helper.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Gamefreak2ful on January 11, 2016, 04:52:03 pm
I am still getting the coop bug, even after updating my files.

Also the elmental machine just has a pink waw missing model thing when the power is off. The model appears once power is on though

nvm. The manual install did not update my files fully. Had to use the ugx mod helper.

Same here. With more than 3 people it don't work anymore.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: conn6orsuper117 on January 12, 2016, 03:04:52 am
Found a sound bug with the AUG.
When firing with the AUG paped the gun uses the FG42 Rig (Not sure if its the only gun now that other guns with the bug have been patched)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: treminaor on January 12, 2016, 03:34:16 am
Same here. With more than 3 people it don't work anymore.
Read his edit... it works for him...
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: psychoboyz843 on January 12, 2016, 04:02:11 pm
Please help, I have done the manual and automatic installation but either way I do it im not getting nowhere, i build the mod, and rebuild it after i made a small map, got everything set up, compiled the patch and the map and it loads up like it should but after the loading bar is done the screen goes black, my other issues are when i use the elemental machine it only shows up with the trigger and clip no model inside, same with the new perk machines please help.

Double Post Merge: January 12, 2016, 06:17:02 pm
when I load my map theres no menu its just a black screen

Double Post Merge: January 12, 2016, 07:42:33 pm
Got everything compiled and working, but when i start the game now there is no start game or start button at all please help??????
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: tomikaze on January 12, 2016, 07:47:31 pm
Quote
Got everything compiled and working, but when i start the game now there is no start game or start button at all please help??????
If that happens then at the main menu screen there should be a "Settings" option click that, then click "UGX Mod Options", then click "Weapon bob/sway" and select any of the options - reduced, on or off and then click Save & Close. That will now allow you to have a start button on the UGX menu screen.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: Dust on January 12, 2016, 09:04:10 pm
Since this latest update, the hells retriever is fully white, and when I go to press F to take it, it wont let me sprint or anything until I drink a perk.

It was working fine before the update, and I havent messed with the script that I use to spawn in the retriever.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: iBarnett on January 12, 2016, 10:52:11 pm
Just wondering when the NON-beta release will be released??
I have tried a couple times to install the beta but fail every time I try and do so. And im not about to flood the forum with "silly/noob" questions ( since it says not to ask shit questions about the mod)
Looking forward to the "swapping button" so people can change between making a UGX vs. non-YGx map without having to manually move/remove files.
I hope the NON-beta is simpler then previous versions to install. Because I seem to struggle every time I try and install it 1.0.4 or 1.1.0.
I like to think Im decent at mapping but when it comes to scripting or changing shit around that I have no idea what it is even doing then I get lost real quick.

Also congrats on getting position 35 in the mod of the year comp.... with a 7 year old game. Not many can compete with that!!

ps. If mod tools are getting released for Blops 3 do you think you'll be making a UGX standalone mod for it or just update 1.1.0 for waw?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: arceus on January 12, 2016, 11:07:51 pm
:lol: what do you see wrong with the subject :P
Sorry but you are not allowed to view spoiler contents.
[/spoiler][/spoiler][/spoiler]
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: daedra descent on January 13, 2016, 12:41:11 am
While beta testing CSGO Nuke, I've found a few UGX Mod related bugs/potential issues/misc:

-Elemental machine's model will only be set after the power is turned on(uses default model before). Tried looking for a non "on" model being set or precached somewhere but i couldn't find it so i can only assume that it isn't set pre power turned on.

-Elemental machine uses same flag as the PAP machine. Meaning if that if the mapper only wants PAP for whatever reason then elemental code would still be running.

-

level.ugxm_settings["allow_pap"]

is used for more than just PAP(elemental machine and trap machine). A level variable should probably be used for each to toggle on/off per machine in ugxm settings.

[email protected] line 2775 in ugx_elemental.gsc, if the trigger is targeting something it will attempt to get an entity but the entity is never used in the function(or elsewhere that i can see):

	if( isDefined( perk_machine.target ) )
{
perk_machine.wait_flag = GetEnt( perk_machine.target, "targetname" );
}

If a flag_wait was added, using script_flag on the existing trigger(assuming it isn't already used) would probably be a better way of doing it(one less entity).

-if perks aren't being used in the map, the triggers for the perks should probably also be deleted before returning(i don't even see an option in the menu to turn them off anyway. Is this coming in a later update or something?).

Some other stuff stuff such as the Aug missing textures and PHD being invisible but i've been told you already know about them.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2015)
Post by: conn6orsuper117 on January 13, 2016, 03:14:13 am
Found a sound bug with the AUG.
When firing with the AUG paped the gun uses the FG42 Rig (Not sure if its the only gun now that other guns with the bug have been patched)

Welp, not all guns. The 420 Stoner has the FG42 Beeping as well.

Also When Reloading the M60 I got the Infamous "Caught Unhandled Exception" Error

EDIT: XM8A1 does Beeping when paped as well.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: TheLapper96 on January 14, 2016, 07:26:49 pm
Found 2 problems.

You need 2 pandora's boxes in the map. 1 will not work, you need more then 1 for some reason, hope that can be fixed.

And the Pack-a-Punch machine, wont work at all. It wont turn on, it does show up in game, but the power for it wont turn on for some reason... ( I have tried multiple PaP machine prefabs, and non of them seem work.)

But other then that, it works. At first it didn't work at all for me, so I guess there is atleast a little bit of progress?  :P
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: TheLapper96 on January 14, 2016, 08:02:24 pm
And I found out a few seconds ago, that placing any vending machine, new or old makes the game crash when the map is done loading...  :-\
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Sidzzz on January 15, 2016, 09:03:55 am
And I found out a few seconds ago, that placing any vending machine, new or old makes the game crash when the map is done loading...  :-\

This isn't due to the perks directly. It's more likely due to you having surpassed a certain game engine limit such as Memory, FX or Sound. Try filtering some of your assets or install T4M, which can be found in the Mods section.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: TheLapper96 on January 15, 2016, 01:17:02 pm
This isn't due to the perks directly. It's more likely due to you having surpassed a certain game engine limit such as Memory, FX or Sound. Try filtering some of your assets or install T4M, which can be found in the Mods section.

I did install T4M, but that didn't fix it.
I'm very new to modding WaW, so if you could explain how to filter assets, that would be great! ^^
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Harry Bo21 on January 15, 2016, 01:24:34 pm
Quote
This isn't due to the perks directly. It's more likely due to you having surpassed a certain game engine limit such as Memory, FX or Sound. Try filtering some of your assets or install T4M, which can be found in the Mods section.

I did install T4M, but that didn't fix it.
I'm very new to modding WaW, so if you could explain how to filter assets, that would be great! ^^
other people are also having this problem, they dont know whats up yet.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Dust on January 15, 2016, 03:52:25 pm
And the Pack-a-Punch machine, wont work at all. It wont turn on, it does show up in game, but the power for it wont turn on for some reason... ( I have tried multiple PaP machine prefabs, and non of them seem work.)

But other then that, it works. At first it didn't work at all for me, so I guess there is atleast a little bit of progress?  :P

The pack a punch works fine for me. Not sure why it wouldnt be working for you.

Same with the perks, a lot of people seem to be having trouble installing the perks into their map, but for me, it worked flawlessly.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: iBarnett on January 15, 2016, 04:50:47 pm
So when I was finished adding weapons I started to then add perks, trap, pap, elemental machines to my map and the red box for the turret. Then compiled and it then just crashed my waw all together. So I slowly deleted shit until it was able to compile and actually launch the game. Ihave now added everything back BUT when adding the turret pre fab back in my map crashes for no reason. So no turret for me... Hope this doesn't break the mod... Is it needed? What is the turret for? I still haven't gotten to all game modes but everything so far work fine without it.

Also I'm finding that in gun game only if you dolphin drive when the player hits the ground it acts as if 1 bullet is shot from your gun on ground impact  but doesn't actually use a bullet. and then auto triggers the reload animation.

And in some areas of my map console spams me with yellow text saying that I have one dog spawn And need ugx-mod tools patch or to add another riser struct.  Pretty sure the ugx-mod 1.1 said it installs ugxmod tools patch on install of the mod and I went into radiant and added riser structs to the certain areas but no luck still yellow text spamming me.

When I had a fire elemental weapon it would not register my kills for a soul chest but ice and others worked fine towards kill count for the soul chest.

One last thing. I'd like to release it to the public so everyone can try but I'm stuck I how to edit the main menu screen so it will say "my map name" instead of example and by example person

Other then those couple issues I can't find much... Going to keep testing and adding more.

Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Harry Bo21 on January 15, 2016, 08:18:00 pm
yes the turret is required, usually placed under the map as i think its only "referenced" when the proper turret in game is used

you need to edit the menu image in "photoshop"
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on January 16, 2016, 11:08:05 pm
Out of curiosity, has anyone been able to get a map with the UGX mod 1.1 to load with developer and developer_script set?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: iBarnett on January 16, 2016, 11:11:26 pm
Out of curiosity, has anyone been able to get a map with the UGX mod 1.1 to load with developer and developer_script set?
If I run the map through launcher and set developer to "1" and developer_script to "1" then it worked just fine never tried through console while in-game though
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on January 16, 2016, 11:17:41 pm
If I run the map through launcher and set developer to "1" and developer_script to "1" then it worked just fine never tried through console while in-game though

So setting developer to 1(or 2), developer_script to 1 and launching your map(i assume pax, right?) works for you? No unhandled exception?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: iBarnett on January 16, 2016, 11:19:47 pm
So setting developer to 1(or 2), developer_script to 1 and launching your map(i assume pax, right?) works for you? No unhandled exception?
Ya on pax. No seemed to work fine.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on January 17, 2016, 12:24:57 am
Ya on pax. No seemed to work fine.

Well... damn.

For me, it crashes everytime with this:

Sorry but you are not allowed to view spoiler contents.

FFS, World at War and its memory issues. What does that even mean? That it failed to allocated memory for a variable?

Guess i'll just need to play around with the UGX Mod scripts and find out...
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Dust on January 17, 2016, 12:55:01 am
Well... damn.

For me, it crashes everytime with this:

Sorry but you are not allowed to view spoiler contents.

FFS, World at War and its memory issues. What does that even mean? That it failed to allocated memory for a variable?

Guess i'll just need to play around with the UGX Mod scripts and find out...

Was that for my map that you tried to use developer and developer_script on?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on January 17, 2016, 01:01:59 am
Was that for my map that you tried to use developer and developer_script on?

No, PAX. However, its the same issue regardless of the map itself. Any map that runs the UGX mod has this issue.

The only exception is UGX Requiem and even that depends on the version:

V1.0 ran in developer mode(though with the glitchy texture issue)

V1.1 crashes with black screen(again, memory limit?)

V1.2 crashes with max script variable error

Edit: The reason i did PAX was because it had less custom scripts than CSGO_Nuke, making it easier for me to debug.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Dust on January 17, 2016, 01:07:49 am
No, PAX. However, its the same issue regardless of the map itself. Any map that runs the UGX mod has this issue.

The only exception is UGX Requiem and even that depends on the version:

V1.0 ran in developer mode(though with the glitchy texture issue)

V1.1 crashes with black screen(again, memory limit?)

V1.2 crashes with max script variable error

Edit: The reason i did PAX was because it had less custom scripts than CSGO_Nuke, making it easier for me to debug.

Oh okay, was just curious. Thought it had something to do with a problem on my map.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: General_101 on January 19, 2016, 01:02:48 am
Not sure if this has been asked before so apologies if so. I installed the UGX mod on my map and it works flawlessly so far. The mod however seems to hide the LAN option from the cooperative screen and disables the coop button all together if one does not have a connection to the internet. I have to assume that this was done to fight pirates but it makes it very annoying in my area as internet isn't always available. To top that i have less latency with my brothers playing on LAN instead of online. Is there a way to change this myself or is the UGX team going to change this?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on January 19, 2016, 02:17:32 am
I just noticed why some people are having problems with the Start Game button and/or the Save & Close button being missing in UGX Mod v1.1 maps. There are two files which MUST be in your map's mod folder in appdata in order for the persistent settings to load properly for players who have never played your map before:

- ugx_userconfig.cfg
- disableXboxController.cfg

I put these files in the root/mods/mapname folder assuming that Launcher would copy them over to the appdata/mods/mapname folder upon compile, but APPARENTLY it ignores cfg files (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Femojipedia-us.s3.amazonaws.com%2Fcache%2F85%2Fd2%2F85d211df6886bde485c426515a7e7515.png&hash=d8a7e4c57a77475f19eaf0a7af135820) So until I figure out a nice way of getting those files to be automatically placed for people, please just make sure you copy them into the appdata folder once yourself. Once you put them there the first time they should stay forever, no need to do it over and over again.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on January 20, 2016, 10:38:43 pm
Any update on the beta Trem? Have you been able to reduce memory usage and/or script variable usage at all?

Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: psychoboyz843 on January 30, 2016, 07:48:55 pm
Hey, i have got everything working good i just need to know how to use the wall weapon prefab?

Double Post Merge: January 30, 2016, 08:40:13 pm
I take that back I read up on it and found out how to do it, can I get a weapons list please???
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: osmightymanos on January 31, 2016, 01:48:52 pm
Feeling silly now all the bits I mentioned in the thread I just made have come up in this thread  :alone:

Full weapons list used to be here but the link no longer seems to work. https://confluence.ugx-mods.com/display/UGXMODS/List+of+weapons+available+in+UGX+Mod+Standalone+v1.1

I too had the issue in which whenever I added a perk to my map, the game would crash upon starting the game. I gave my map source to a friend to check and he confirmed that there was something I had in my map causing the crash. I ended up getting a copy of his map_source and creating my map again in that one. Could be turret related as I don't believe I have that prefab in my map, yet I have had no errors in my map regarding the turrets so far. With the small exception that occasionally when I first go to purchase a turret, and click on purchase, it does not allow me to place the turret, the turret model does not appear, I have to go back to the machine and click buy turret again. Don't think it's charging me it's just not realising I clicked buy? coming up with the hud saying "press F to place turret" though.

Overall though loving the ease of the mod helper and keep the updates rolling out!!!  :D

Double Post Merge: January 31, 2016, 01:57:08 pm
Also another quick thing to note, whenever I first buy a perk in my map (excluding quick revive) I have the bottle drinking animation but the bottle itself is not there. When I then go to buy another perk, the bottles are working correctly.
Title: Re: [Beta] UGX Mod Standalone v1.1.0
Post by: DidUknowiPwn on February 01, 2016, 06:55:57 pm
After installing this "T4M" thing into my WaW, I went back into the game to see if it worked now.

(https://i.imgur.com/eCyWO8t.png)
(https://i.imgur.com/tJ7Q0l4.png)

I really don't know if I did anything wrong honestly.
I just made one room in radiant, built the mod and map, and then tried to play it for a quick test.
But if anyone knows a solution, that would be really helpful.

Old post but I thought about bringing this up anyway since I have the same issue.

Note in console it says "Model: cg_~~" the model passed is a dvar which isn't correct. I spent some time on this issue and haven't been able to figure out where it comes from though the issue comes from a certain combination of xmodels based on what trem had said when I was working on it a while back. I may look at it again (I should) but I don't know if I'll be able to figure out anything new again.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Xxd4rkl0rdxX on February 09, 2016, 07:09:28 pm
For a BETA, there is not too many issues. Well done m8,
can't wait to see what you will be able to do with Black Ops 3 later this year
 :)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: TheLapper96 on February 12, 2016, 04:38:23 pm
Still got the same problem when I try to play a map I made, that has any perk machines.
I turned on developer mode and it says it has to do with a runtime error.
So I guess it has to do with this part of the log:
(https://i.imgur.com/zkBukj1.png)

I hope someone can figure out the problem anyway, because I really want to create a map with ugx 1.1
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on February 12, 2016, 10:42:44 pm
Still got the same problem when I try to play a map I made, that has any perk machines.
I turned on developer mode and it says it has to do with a runtime error.
So I guess it has to do with this part of the log:
(https://i.imgur.com/zkBukj1.png)

I hope someone can figure out the problem anyway, because I really want to create a map with ugx 1.1

Does this:
model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute
{
machines = getEntArray("zombie_vending", "targetname");

if(!isDefined(machines) && machines.size <= 0)
return;
for(i=0; i<machines.size; i++)
{
model = getEnt(machines[i].target, "targetname");
if(isDefined(model.script_noteworthy))
model setModel(model.script_noteworthy);
}

if(!isDefined(getEnt("zombie_vending_elemental", "targetname"))
return;

if(isDefined(getEnt(trig.target, "targetname"))
getEnt(trig.target, "targetname") setModel("ugxm_elemental_machine");
}

help any?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: TheLapper96 on February 13, 2016, 12:45:43 pm
Does this:
model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute
{
machines = getEntArray("zombie_vending", "targetname");

if(!isDefined(machines) && machines.size <= 0)
return;
for(i=0; i<machines.size; i++)
{
model = getEnt(machines[i].target, "targetname");
if(isDefined(model.script_noteworthy))
model setModel(model.script_noteworthy);
}

if(!isDefined(getEnt("zombie_vending_elemental", "targetname"))
return;

if(isDefined(getEnt(trig.target, "targetname"))
getEnt(trig.target, "targetname") setModel("ugxm_elemental_machine");
}

help any?
`

My game doesn't crash anymore, but the map doesn't load.
Bad syntax error, but thanks for trying I guess? ^^;
Anyone else have any ideas?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on February 15, 2016, 11:10:30 pm
`

My game doesn't crash anymore, but the map doesn't load.
Bad syntax error, but thanks for trying I guess? ^^;
Anyone else have any ideas?

Can you post a picture of the error in the console(with developer enabled)? Probably missed a bracket somewhere.

Edit: Think i fixed it. None of the UGX maps that i have work ATM so i can't test anything.

model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute
{
machines = getEntArray("zombie_vending", "targetname");

if(!isDefined(machines) && machines.size <= 0)
return;
for(i=0; i<machines.size; i++)
{
model = getEnt(machines[i].target, "targetname");
if(isDefined(model) && isDefined(model.script_noteworthy))
model setModel(model.script_noteworthy);
}

if(!isDefined(getEnt("zombie_vending_elemental", "targetname")))
return;

if(isDefined(getEnt(trig.target, "targetname")))
getEnt(trig.target, "targetname") setModel("ugxm_elemental_machine");
}
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: TheLapper96 on February 16, 2016, 01:15:10 pm
Can you post a picture of the error in the console(with developer enabled)? Probably missed a bracket somewhere.

Edit: Think i fixed it. None of the UGX maps that i have work ATM so i can't test anything.

model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute
{
machines = getEntArray("zombie_vending", "targetname");

if(!isDefined(machines) && machines.size <= 0)
return;
for(i=0; i<machines.size; i++)
{
model = getEnt(machines[i].target, "targetname");
if(isDefined(model) && isDefined(model.script_noteworthy))
model setModel(model.script_noteworthy);
}

if(!isDefined(getEnt("zombie_vending_elemental", "targetname")))
return;

if(isDefined(getEnt(trig.target, "targetname")))
getEnt(trig.target, "targetname") setModel("ugxm_elemental_machine");
}

Tried, but got a different error, I mean atleast my game doesn't crash? Atleast I get to see the error!

Anyway, here's the console log:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3BXJ1X1.png&hash=64df433e1e42168505323a6be74209be)

Sorry for not posting it last time :P
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: HitmanVere on February 28, 2016, 11:12:41 pm
Played Necro City today with Relaxing and noticed 2 bugs, that are probably mod issues (as both features are in Requiem)
1. Getting Hacker from box replaces your other primary weapon and you lose it, when swapping weapons
2. Elemental teleporter only works on host, if host is in radius. Other players get the electric screen and screen goes black, but instead of teleporting to Elemental room, they stay in teleporter
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on February 28, 2016, 11:53:01 pm
Tried, but got a different error, I mean atleast my game doesn't crash? Atleast I get to see the error!

Anyway, here's the console log:
(http://i.imgur.com/3BXJ1X1.png)

Sorry for not posting it last time :P

What about this?

model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute
{
machines = getEntArray("zombie_vending", "targetname");

if(!isDefined(machines) && machines.size <= 0)
return;
for(i=0; i<machines.size; i++)
{
model = getEnt(machines[i].target, "targetname");
if(isDefined(model) && isDefined(model.script_noteworthy))
model setModel(model.script_noteworthy);
}

elem = getEnt("zombie_vending_elemental", "targetname");

if(isDefined(elem) && isDefined(elem.target))
if(isDefined(getEnt(elem.target, "targetname")))
getEnt(elem.target, "targetname") setModel("ugxm_elemental_machine");
}

Double Post Merge: February 29, 2016, 12:12:46 am
Played Necro City today with Relaxing and noticed 2 bugs, that are probably mod issues (as both features are in Requiem)
1. Getting Hacker from box replaces your other primary weapon and you lose it, when swapping weapons

Looks like its caused by the treasure_chest_give_weapon function. It calls weapon_give but since it isn't threaded treasure_chest_give_weapon just keeps running after weapon_give returns from calling giveHacker().

Atleast, thats the only thing i can think of that could be causing that to happen...
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Xxd4rkl0rdxX on February 29, 2016, 07:26:08 pm
I tried using the fix for Save & Close/Start Game button not appearing, but it still doesn't work?
Any help?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: conn6orsuper117 on March 23, 2016, 12:15:50 am
Do You guys know when the mod will be out of beta?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Gamefreak2ful on March 23, 2016, 02:05:25 pm
I hope as soon as possible. I have a map ready to release and I just have to wait for the UGX-Mod. Treminaor said he is still working on the update.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: conn6orsuper117 on March 27, 2016, 11:26:01 pm
For the next patch can you remove semtex from the box and fix the Headless hazmats?
I tried doing it myself alot already but cant seem to figure it out
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on April 07, 2016, 05:56:58 am
just uploaded a new version of the mod. should fix the issues people are having with the start game and/or save settings buttons being invisible. remember to continue copying your ugx_userconflig.cfg and defaultXboxControls.cfg into your appdata/mods/mapname folder if they are missing before releasing your map.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: whippytrout on April 08, 2016, 07:32:36 am
When I launch the game I still have to go into the ugx settings menu and change stuff, then click save and close in order to see the "Start Game" button. I have to do this every time I launch Call of Duty. Also the "New" text is always beside the settings button. No matter what I try the new text never goes away and I always have to save and close my settings to see the start button.

It seems like a small issue but if I were to release a map using the mod I would get a million complaints about not being able to start the game. lol  :lol:


Please help,

WhippyTrout
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on April 08, 2016, 07:34:04 am
When I launch the game I still have to go into the ugx settings menu and change stuff, then click save and close in order to see the "Start Game" button. I have to do this every time I launch Call of Duty. Also the "New" text is always beside the settings button. No matter what I try the new text never goes away and I always have to save and close my settings to see the start button.

It seems like a small issue but if I were to release a map using the mod I would get a million complaints about not being able to start the game. lol  :lol:


Please help,

WhippyTrout
It sounds like your config.cfg file is read-only. Check the properties on

C:\Users\<USERNAME>\AppData\Local\Activision\CoDWaW\players\profiles\<PROFILE>\config.cfg
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: whippytrout on April 08, 2016, 07:37:21 am
Thanks for replying so quick. You're the man. I just checked and it's not set to read only. What else could it be.



I unchecked the read only on all the folders and files but it still doesn't work. hmmm I don't know what to do
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on April 08, 2016, 07:49:27 am
Thanks for replying so quick. You're the man. I just checked and it's not set to read only. What else could it be.



I unchecked the read only on all the folders and files but it still doesn't work. hmmm I don't know what to do
I don't know, your settings definitely aren't getting saved. Have you played Requiem or Necro City? Do your settings save in those?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: whippytrout on April 08, 2016, 08:05:31 am
Ok so i loaded up Requiem and opened the ugx settings, clicked save and close, then closed Cod WAW and loaded up my map and it works fine as long as I dont open the ugx settings again. If I do, the "new" appears after hitting save and close and I have to click "save and close" before every game to make the "start game" button appear. hahahaha I know, its crazy.

So tomorrow I'm going to send my map to my brother and see if he has any problems on his pc, if not then I guess Requiem solved my problem. lol

If you think of anything else that could be causing this bug please let me know.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on April 08, 2016, 08:07:06 am
Ok so i loaded up Requiem and opened the ugx settings, clicked save and close, then closed Cod WAW and loaded up my map and it works fine as long as I dont open the ugx settings again. If I do, the "new" appears after hitting save and close and I have to click "save and close" before every game to make the "start game" button appear. hahahaha I know, its crazy.

So tomorrow I'm going to send my map to my brother and see if he has any problems on his pc, if not then I guess Requiem solved my problem. lol

If you think of anything else that could be causing this bug please let me know.
Either that or I made a mistake in the update, idk. Let me know what happens.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Gamefreak2ful on April 08, 2016, 12:09:30 pm
Thanks for the update Trem. :) It works for me with the settings but when I launch the game from a launcher with parameters it don't work.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: whippytrout on April 08, 2016, 06:55:23 pm
Either that or I made a mistake in the update, idk. Let me know what happens.
Well I sent my brother my map and it's doing the same thing. No start game button unless you "save and close" your settings every time you launch.  :'( Please let me know what to do.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Gamefreak2ful on April 08, 2016, 10:11:35 pm
I have still this problem that only two friends can play my map. The other two stuck on the "Mouse Moving" screen. A reinstall did not work.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: conn6orsuper117 on April 09, 2016, 05:48:03 am
OK So I've added the 1.1 wall buy prefab but every time I change the weapon like the wiki's instructions tell me to, it makes the weapon change to all wallbuy prefabs to that gun
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on April 09, 2016, 07:04:20 am
OK So I've added the 1.1 wall buy prefab but every time I change the weapon like the wiki's instructions tell me to, it makes the weapon change to all wallbuy prefabs to that gun
You need to stamp the prefab before you edit it. Use the stamp button on the tools bar of Radiant.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Gamefreak2ful on April 09, 2016, 10:28:04 pm
Ok so i loaded up Requiem and opened the ugx settings, clicked save and close, then closed Cod WAW and loaded up my map and it works fine as long as I dont open the ugx settings again. If I do, the "new" appears after hitting save and close and I have to click "save and close" before every game to make the "start game" button appear. hahahaha I know, its crazy.

So tomorrow I'm going to send my map to my brother and see if he has any problems on his pc, if not then I guess Requiem solved my problem. lol

If you think of anything else that could be causing this bug please let me know.
Either that or I made a mistake in the update, idk. Let me know what happens.
I have the exact same issue. It only worked one time. And I have still the problem that I can't play my map with more than 2 people. The other 2 stuck at the "Mouse Moving Screen". They just stand there with the UGX-Logo over their head and cant move. This must be fixed, I want to release my map so bad and I like the Mod. :'(
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: conn6orsuper117 on April 09, 2016, 11:12:29 pm
You need to stamp the prefab before you edit it. Use the stamp button on the tools bar of Radiant.
done that, as I said I followed the wiki instructions
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on April 10, 2016, 07:17:02 am
done that, as I said I followed the wiki instructions
well you're not doing it right then because it is the only explanation for the problem you're experiencing.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: whippytrout on April 10, 2016, 07:38:10 am
Hey Trem, do you have any more ideas on what I could do to fix the menu problem? Is it just me or is it everybody?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: General_101 on April 10, 2016, 08:22:52 pm

I have the exact same issue. It only worked one time. And I have still the problem that I can't play my map with more than 2 people. The other 2 stuck at the "Mouse Moving Screen". They just stand there with the UGX-Logo over their head and cant move. This must be fixed, I want to release my map so bad and I like the Mod. :'(
I am also having this issue. Only 2 people can play at a time on my map. It can't be related to weapon bob settings because when the second player leaves the third player is suddenly allowed to play.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: whippytrout on April 11, 2016, 04:45:09 am
I just tried to test using 3 players but my friend who is using a laptop couldn't get the Cooperative button on the main menu to work. So I turned on my laptop and sure enough for some reason the Cooperative button cannot be clicked.  :-[
Trem, is there a way to just release the previous UGX mod menu without all the xbox support and stuff? That might fix all of these issues for now until you can solve what is going on. If not, is there a way for me to use another menu such as the various MW2 menus here on the site without breaking everything?

Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on April 11, 2016, 05:20:57 am
I am also having this issue. Only 2 people can play at a time on my map. It can't be related to weapon bob settings because when the second player leaves the third player is suddenly allowed to play.
Yes it is related. As a test play necro city, it works with 3 people. I fixed it for necro city and i thought I added the patched files to the latest ugx mod standalone release

Trem, is there a way to just release the previous UGX mod menu without all the xbox support and stuff? That might fix all of these issues for now until you can solve what is going on. If not, is there a way for me to use another menu such as the various MW2 menus here on the site without breaking everything?
no and no.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: whippytrout on April 11, 2016, 06:13:56 am
no and no.

Hahahahaha ok just thought I'd ask.  ::)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: General_101 on April 12, 2016, 03:25:10 am
Yes it is related. As a test play necro city, it works with 3 people. I fixed it for necro city and i thought I added the patched files to the latest ugx mod standalone release
no and no.
I just completely cleaned out my COD: WaW. I restarted from scratch with fresh mod tools with mod tools patch 1.0.6 and UGX mod standalone 1.1.1. I also deleted the old map files and only saved the map source and a couple of scripts. After all that I'm still getting the issue where only 2 players may play at a time and the rest stay on the move your mouse a bit screen.

Any suggestions on where to go from here? I am completely lost and am sure I am doing everything right.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Gamefreak2ful on April 12, 2016, 08:00:37 pm
I just completely cleaned out my COD: WaW. I restarted from scratch with fresh mod tools with mod tools patch 1.0.6 and UGX mod standalone 1.1.1. I also deleted the old map files and only saved the map source and a couple of scripts. After all that I'm still getting the issue where only 2 players may play at a time and the rest stay on the move your mouse a bit screen.

Any suggestions on where to go from here? I am completely lost and am sure I am doing everything right.

You do nothing wrong. This a well known bug in the beta. We have to hope that Trem can fix it. You can't do much about it expect you know which files are responsible for the bug (I found the .menu-file with the error message but not the executable script for this screen). I'm waiting patiently for the final fix. I'm sure, Trem will do it someday and then I can reimport all scripts in my map to release it and play it with friends. I'm very proud of the visuals design. Thats the reason why I'm so excited for The UGX-Mod.  :D
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on April 12, 2016, 11:34:12 pm
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 1 * 2 = 2 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 27 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 1 * 2 = 2 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 26 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 1 * 4 = 4 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 65 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 21 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 24 bytes for script usage
ERROR: image 'images/~__-gt5_weapon_sentry_gun_sc-~7edbc3b8.iwi' is missing
ERROR: image 'images/~ugxm_trap_machine_spec-rgb&u~f9cc16c3.iwi' is missing
ERROR: image 'images/~~monitor_spc-rgb&monitor_cos~438a0283.iwi' is missing
 - R_Cinematic_BeginLostDevice()...
DB_BeginRecoverLostDevice()...
R_ResetModelLighting()...
R_ReleaseAllModels()...
R_ReleaseLostImages()...
Material_ReleaseAll()...
R_ReleaseWorld()...
Recovering lost device...
R_ResetDevice()...
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
R_ReloadWorld()...
Material_ReloadAll()...
R_ReloadLostImages()...
R_OptimizeAllModels()...
DB_EndRecoverLostDevice()...
R_Cinematic_EndLostDevice()...
R_AbortRenderCommands()...
R_PushRemoteScreenUpdate()...
Finished recovering lost device.
Database: Assets Sync Started
Database: Assets Sync Finished
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 512 = 0 free buckets
10 subtree has 0 * 1024 = 0 free buckets
11 subtree has 0 * 2048 = 0 free buckets
12 subtree has 0 * 4096 = 0 free buckets
13 subtree has 0 * 8192 = 0 free buckets
14 subtree has 0 * 16384 = 0 free buckets
15 subtree has 0 * 32768 = 0 free buckets
16 subtree has 0 * 65536 = 0 free buckets
********************************
********************************
********************************
MT_AllocIndex: failed memory allocation of 13 bytes for script usage
********************************
0 subtree has 1 * 1 = 1 free buckets
1 subtree has 0 * 2 = 0 free buckets
2 subtree has 0 * 4 = 0 free buckets
3 subtree has 0 * 8 = 0 free buckets
4 subtree has 0 * 16 = 0 free buckets
5 subtree has 0 * 32 = 0 free buckets
6 subtree has 0 * 64 = 0 free buckets
7 subtree has 0 * 128 = 0 free buckets
8 subtree has 0 * 256 = 0 free buckets
9 subtree has 0 * 5

Unhandled exception caught

When running a map with UGX Mod 1.1 in developer_script.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on April 12, 2016, 11:46:24 pm
When running a map with UGX Mod 1.1 in developer_script.
You have too many scripts. UGX Mod has a lot of scripts. This game has very poor memory allocation. Nothing I can do about it that I didn't already do before release.

I just completely cleaned out my COD: WaW. I restarted from scratch with fresh mod tools with mod tools patch 1.0.6 and UGX mod standalone 1.1.1. I also deleted the old map files and only saved the map source and a couple of scripts. After all that I'm still getting the issue where only 2 players may play at a time and the rest stay on the move your mouse a bit screen.

Any suggestions on where to go from here? I am completely lost and am sure I am doing everything right.
thank you for doing this test to confirm that the latest mod release still has this bug. i need to figure out which files I fixed for necro city and merge the changes into the ugx mod release.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on April 13, 2016, 12:38:18 am
You have too many scripts. UGX Mod has a lot of scripts. This game has very poor memory allocation. Nothing I can do about it that I didn't already do before release.

Well, this is pretty consistent across all UGX Mod V1.1 maps, even Requiem after the initial release. The first version(V1.0) worked fine in developer_script and every version and map based off of the UGX Mod V1.1 since has had this issue.

Since this only happens in developer_script, it looks like its caused by a lot of developer comment blocks to me. Did you add any by chance in Requiem V1.1?



Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: treminaor on April 13, 2016, 12:49:09 am
Well, this is pretty consistent across all UGX Mod V1.1 maps, even Requiem after the initial release. The first version(V1.0) worked fine in developer_script and every version and map based off of the UGX Mod V1.1 since has had this issue.
developer_script enables tons more lines of 3arc script to be loaded into memory.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on April 14, 2016, 03:10:21 am
developer_script enables tons more lines of 3arc script to be loaded into memory.

I know. However, like I said, the initial release of Requiem worked fine(and presumably any UGX modded maps based off it), so what was added between V1.0 and V1.1?

Anyway, while I was messing around trying to get that to work I fixed an runtime error in _zombiemode_weapons.gsc where the cost for an upgraded weapon wasn't being handled correctly. Also got rid of the repetitive code when it came to getting the elemental weapon ammo cost.

The accessor function get_elemental_ammo_cost is now used to get elemental weapon cost instead of a bunch of if statements that get the elemental weapon cost. The accessor functions used to get the price for each variant of the weapon also can now return undefined in the event that the weapon hasn't been added to the weapon array.

Honestly, that is still kinda shit since (in an ideal world) a mapper/scripter would have developer and developer_script on and a runtime error would be thrown via assert(), thus no need to check if there is an regular weapon variant in the array at all, but this isn't an ideal world.

Patched code:

ugx_wallweapon_think()
{
self setCursorHint("HINT_NOICON");
//self UseTriggerRequireLookAt(); //passed in setHintString_fixed below
self.hacked = false;
self.ugx_wallbuy = true;
if(!level.ugxm_settings["allow_wall_guns"])
{
self setHintString_fixed( level.ugxm_strings["hint_disabled"] );
return;
}
model = getEnt(self.target, "targetname");
weapon_name = self.zombie_weapon_upgrade;
if(!isDefined(weapon_name) || !isDefined(level.zombie_weapons[weapon_name])) return;
hint_string = get_weapon_hint( self.zombie_weapon_upgrade );
cost = get_weapon_cost( self.zombie_weapon_upgrade );
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
upgraded_ammo = get_upgraded_ammo_cost( self.zombie_weapon_upgrade );
elemental_ammo = get_elemental_ammo_cost(self.zombie_weapon_upgrade);

if(isDefined(elemental_ammo))
self setHintString_fixed( "Press &&1 to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo_cost + ", Upgraded: " + upgraded_ammo + ", Elemental: " + elemental_ammo + "]", undefined, true);
else if(isDefined(upgraded_ammo))
self setHintString_fixed( "Press &&1 to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo_cost + ", Upgraded: " + upgraded_ammo + "]", undefined, true );
else
self setHintString_fixed( "Press &&1 to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo_cost + "]", undefined, true );

self thread ugx_wallweapon_spin(model);
while(1)
{
self waittill("trigger", player);
if( !player can_buy_weapon() )
{
wait( 0.1 );
continue;
}

if (player player_is_in_laststand() )
{
wait( 0.1 );
continue;
}

if( player isThrowingGrenade() )
{
wait( 0.1 );
continue;
}

if( player isSwitchingWeapons() )
{
wait(0.1);
continue;
}

//too lazy to bother cleaning any of this up, copied from the original script - should work fine.
player_has_weapon = player has_weapon_or_upgrade( self.zombie_weapon_upgrade );
if( !player_has_weapon )
{
// else make the weapon show and give it
if( player.score >= cost )
{
player maps\_zombiemode_score::minus_to_player_score( cost );
self.respin = true;
player weapon_give( self.zombie_weapon_upgrade, false, true );


// UGX_SCRIPT - challenges
player.ugxm_challenge_bought_weapon = true;
// UGX_SCRIPT END
}
else
{
player playsound("no_cha_ching");
player thread maps\nazi_zombie_sumpf_blockers::play_no_money_purchase_dialog();
}
}
else
{
// MM - need to check and see if the player has an upgraded weapon.  If so, the ammo cost is much higher
if(player has_elemental( self.zombie_weapon_upgrade ))
ammo_cost = get_elemental_ammo_cost( self.zombie_weapon_upgrade );
else if ( player has_upgrade( self.zombie_weapon_upgrade ))
ammo_cost = get_upgraded_ammo_cost( self.zombie_weapon_upgrade );
else
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
//treminaor: added swapping code for hacker device.
if(isDefined(self.hacked) && self.hacked)
{
if(player has_upgrade( self.zombie_weapon_upgrade ) || player has_elemental(self.zombie_weapon_upgrade))
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
else
ammo_cost = get_upgraded_ammo_cost( self.zombie_weapon_upgrade );
}

// if the player does have this then give him ammo.
if( player.score >= ammo_cost )
{
if( player HasWeapon( self.zombie_weapon_upgrade ) && player has_upgrade( self.zombie_weapon_upgrade ) )
ammo_given = player ammo_give( self.zombie_weapon_upgrade, true );
else if( player has_upgrade( self.zombie_weapon_upgrade ) )
ammo_given = player ammo_give( self.zombie_weapon_upgrade+"_upgraded" );
else if( player has_elemental( self.zombie_weapon_upgrade ) )
ammo_given = player ammo_give( self.zombie_weapon_upgrade+"_elemental" );
else if( self.zombie_weapon_upgrade == "semtex" ) //dont let them buy semtex ammo when they have 4 already
{
if(player getammocount("semtex") == 4) //max ammo
ammo_given = false;
else
ammo_given = player ammo_give( self.zombie_weapon_upgrade );
}
else
ammo_given = player ammo_give( self.zombie_weapon_upgrade );

if( ammo_given )
player maps\_zombiemode_score::minus_to_player_score( ammo_cost ); // this give him ammo to early
}
else
player playsound("no_cha_ching");
}
}
}

get_weapon_cost( weapon_name )
{
//AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );

if(isDefined(level.zombie_weapons[weapon_name]))
return int(level.zombie_weapons[weapon_name].cost);
else
return undefined;
}

get_ammo_cost( weapon_name )
{
//AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );

if(isDefined(level.zombie_weapons[weapon_name]))
return int(level.zombie_weapons[weapon_name].ammo_cost);
else
return undefined;
}
// UGX_SCRIPT self explainitory
get_upgraded_ammo_cost( weapon_name )
{
//AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );

// Has to be upgraded version
if(isDefined(level.zombie_weapons[weapon_name + "_upgraded"]))
return int(level.zombie_weapons[weapon_name + "_upgraded"].ammo_cost);
else
return undefined;
}
get_elemental_ammo_cost( weapon_name )
{
//AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );
if(isDefined(level.zombie_weapons[weapon_name + "_elemental"]))
return int(level.zombie_weapons[weapon_name + "_elemental"].ammo_cost);
else
return undefined;
}
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: conn6orsuper117 on April 14, 2016, 11:56:30 pm
Found bugs

where you open the box it may play the door stutter animation and you would not be able to see the gun (hooray hintstrings though)

Another bug (or mistake) is the sprint on the thundergun is more slower than the BO1 tgun sprint (guess for balance purpose)

Semtex still in the box even when already have (Doubt you even care anymore)

Knife lunge kinda glitches out (I go flying) with the mk 2 for me.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: OfficialDstreet on April 15, 2016, 02:30:52 pm
there is no start button when I load up the mod
I got singleplayer and then it takes me to the choose gamemode screen but theres no way to start it I tried my controller and it took me back to main menu every time I pushed start on my controller I have the t4m thing in my waw directory so why
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: conn6orsuper117 on April 16, 2016, 04:37:46 pm
there is no start button when I load up the mod
I got singleplayer and then it takes me to the choose gamemode screen but theres no way to start it I tried my controller and it took me back to main menu every time I pushed start on my controller I have the t4m thing in my waw directory so why

just uploaded a new version of the mod. should fix the issues people are having with the start game and/or save settings buttons being invisible. remember to continue copying your ugx_userconflig.cfg and defaultXboxControls.cfg into your appdata/mods/mapname folder if they are missing before releasing your map.

Please read the OP Before posting these.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: CesarikYT on April 27, 2016, 05:47:32 am
I descide to make a zombie map with the UGX 1.1, everything was fine, but when i descide to put perks the problem start, i cant put any type of perk, including the originals, my game crash, if someone know what happen plz tell me

Double Post Merge: April 27, 2016, 11:51:32 pm
People, i have an issue with standalone 1.1, i download the UGX Mod Helper that download the UGX mod standalone 1.1, everything fine, i start building my map, first i put the random box start and another random box, elemental packapunch and normal packapunch, i compile everything and it work, it run, but when i want to buy a pack a punch, it appears a hand icon, not the cost, then i enter to radiant to see what happen and i dont get the answer, then i descide to put some perks in the map, i put jugger for testing and who s who, i compile, but when i enter to the map my game crash and say unhandled exception caught, i remove who s who, the same unhandled exception caught, and i remove all perks and it works, is like when i make the map in the ugx mod helper, all perks fail, and the originals toom any help will be acepted and thankful :alone: (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2F&hash=c22e36df628143899cef2911a2a9f8d9)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: execute on May 01, 2016, 06:54:20 pm
I descide to make a zombie map with the UGX 1.1, everything was fine, but when i descide to put perks the problem start, i cant put any type of perk, including the originals, my game crash, if someone know what happen plz tell me

Double Post Merge: April 27, 2016, 11:51:32 pm
People, i have an issue with standalone 1.1, i download the UGX Mod Helper that download the UGX mod standalone 1.1, everything fine, i start building my map, first i put the random box start and another random box, elemental packapunch and normal packapunch, i compile everything and it work, it run, but when i want to buy a pack a punch, it appears a hand icon, not the cost, then i enter to radiant to see what happen and i dont get the answer, then i descide to put some perks in the map, i put jugger for testing and who s who, i compile, but when i enter to the map my game crash and say unhandled exception caught, i remove who s who, the same unhandled exception caught, and i remove all perks and it works, is like when i make the map in the ugx mod helper, all perks fail, and the originals toom any help will be acepted and thankful :alone: ()
same thing happening to me... idk maybe you need a power switch? gonna try
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Tim Smith on May 02, 2016, 05:57:37 am
Let me explain here. You guys are using a mod for your map. And ugx's mod has way cool stuff right ? Bear in mind waw has a memory limit. So you can't just place everything in your map/mod and exspect it to work. To have to make your own space for assets. Unhandled exception caught. Is an error that you don't have much space for assets. Hope this help : http://ugx-mods.com/forum/index.php/topic,8558.0.html (http://ugx-mods.com/forum/index.php/topic,8558.0.html) 
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on May 02, 2016, 06:38:46 am
Unhandled exception caught. Is an error that you don't have much space for assets.


No, it isn't. Unhandled exceptions can be anything the programmers didn't explicitly "handle" to happen when something goes wrong. Memory related issues may be an example, but it isn't the only situation where you might get it by far.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Tim Smith on May 02, 2016, 06:53:11 am
You're right. But looking at their comments, %100 memory limit.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Gamefreak2ful on May 14, 2016, 03:48:16 pm
I can't wait for a fix. I have to release my new map with the bug so you guys can test it and give feedback to me and the UGX Team for the standalone and the map. At the moment a moderator has to aprove my release.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: conn6orsuper117 on May 16, 2016, 12:05:21 am
Found a bug where the AK-12's elemental (Burning desire) needs a buff, as it does about the same damage as the unpaped version
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: CesarikYT on May 29, 2016, 10:42:38 pm
Man, i have an issue, when i put just 1 perk the game crash with UGX 1.1, i hate this, i was trying to find an answer about a month and nobody helps  >:( :alone:
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: General_101 on May 31, 2016, 09:05:49 pm
Man, i have an issue, when i put just 1 perk the game crash with UGX 1.1, i hate this, i was trying to find an answer about a month and nobody helps  >:( :alone:
Have you tried installing T4M? I have no idea if that might do anything but it might give you help you out.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: fastkill99 on June 05, 2016, 03:19:50 pm
hello, when i try start the game the host can move but the rest of the players just have that "if youre still on this screen, try moving your mouse" and when we move the mouse nothing happens :(
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: oshawat750 on June 07, 2016, 02:31:48 pm
Have you tried installing T4M? I have no idea if that might do anything but it might give you help you out.
Yea I'm having the same problem. Here is what the error says: (https://i.gyazo.com/f659a3235d21228e29fe35ed1d914748.png)

Here is the log that appears with developer 2 and devolper_script 1:
Sorry but you are not allowed to view spoiler contents.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on June 07, 2016, 02:42:56 pm
Yea I'm having the same problem. Here is what the error says: (https://i.gyazo.com/f659a3235d21228e29fe35ed1d914748.png) (https://i.gyazo.com/f659a3235d21228e29fe35ed1d914748.png)

Here is the log that appears with developer 2 and devolper_script 1:
Sorry but you are not allowed to view spoiler contents.

Should be in clientscript/<mapname>_fx.csc in the footsteps function.

footsteps()
{
   clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
   clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
   clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
}
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: oshawat750 on June 07, 2016, 03:59:21 pm
Should be in clientscript/<mapname>_fx.csc in the footsteps function.

footsteps()
{
   clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
   clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
   clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
}
lol this is what mine looks like: (https://i.gyazo.com/c3ece1bb15c4026c7fa226f45512115f.png)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on June 07, 2016, 05:30:46 pm
lol this is what mine looks like: (https://i.gyazo.com/c3ece1bb15c4026c7fa226f45512115f.png)


That is GSC, not CSC. GSC is server while CSC is client(hence clientscripts folder).
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: oshawat750 on June 07, 2016, 05:37:04 pm

That is GSC, not CSC. GSC is server while CSC is client(hence clientscripts folder).
For some reason, when I opened it with Notepad, it considered it .gsc, but when I opened with Notepad++ it says the same thing: (https://i.gyazo.com/87755bfda831aa6c929fa211190d1bb0.png)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on June 07, 2016, 05:57:22 pm
For some reason, when I opened it with Notepad, it considered it .gsc, but when I opened with Notepad++ it says the same thing: (https://i.gyazo.com/87755bfda831aa6c929fa211190d1bb0.png)


Well, either the UGX mod tools patch has it somewhere else or it doesn't have it all(pretty sure its required so this can't be the case). What about <mapname>.csc? Mine looks like this:


#include clientscripts\_utility;
#include clientscripts\_music;
#include clientscripts\_fx;


main()
{
   level.DLC3_Client = spawnStruct(); // Leave This Line Or Else It Breaks Everything


   // Must Change These For Your Map
   level.DLC3_Client.createFX = clientscripts\createfx\Goliath_template_fx::main;
   level.DLC3_Client.myFX = ::preCacheMyFX;


   clientscripts\_load::main();


   println("Registering zombify");
   clientscripts\_utility::registerSystem("zombify", clientscripts\dlc3_code::zombifyHandler);


   clientscripts\dlc3_teleporter::main();
   
   clientscripts\dlc3_code::DLC3_FX();
   
   clientscripts\_zombiemode_tesla::init();


   thread clientscripts\_audio::audio_init(0);


   // Change For Your Map!
   thread clientscripts\Goliath_template_amb::main();


   level._zombieCBFunc = clientscripts\_zombie_mode::zombie_eyes;
   
   thread waitforclient(0);


   println("*** Client : zombie running...or is it chasing? Muhahahaha");
   
}


preCacheMyFX()
{
   // LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
   
   level._effect["snow_thick"]   = LoadFx( "env/weather/fx_snow_blizzard_intense" );
}
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: oshawat750 on June 07, 2016, 06:21:27 pm

Well, either the UGX mod tools patch has it somewhere else or it doesn't have it all(pretty sure its required so this can't be the case). What about <mapname>.csc? Mine looks like this:


#include clientscripts\_utility;
#include clientscripts\_music;
#include clientscripts\_fx;


main()
{
   level.DLC3_Client = spawnStruct(); // Leave This Line Or Else It Breaks Everything


   // Must Change These For Your Map
   level.DLC3_Client.createFX = clientscripts\createfx\Goliath_template_fx::main;
   level.DLC3_Client.myFX = ::preCacheMyFX;


   clientscripts\_load::main();


   println("Registering zombify");
   clientscripts\_utility::registerSystem("zombify", clientscripts\dlc3_code::zombifyHandler);


   clientscripts\dlc3_teleporter::main();
   
   clientscripts\dlc3_code::DLC3_FX();
   
   clientscripts\_zombiemode_tesla::init();


   thread clientscripts\_audio::audio_init(0);


   // Change For Your Map!
   thread clientscripts\Goliath_template_amb::main();


   level._zombieCBFunc = clientscripts\_zombie_mode::zombie_eyes;
   
   thread waitforclient(0);


   println("*** Client : zombie running...or is it chasing? Muhahahaha");
   
}


preCacheMyFX()
{
   // LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
   
   level._effect["snow_thick"]   = LoadFx( "env/weather/fx_snow_blizzard_intense" );
}
#include clientscripts\_utility;
#include clientscripts\_music;
#include clientscripts\_fx;

main()
{
level.DLC3_Client = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These For Your Map
level.DLC3_Client.createFX = clientscripts\createfx\hellokitty_remastered_fx::main;
level.DLC3_Client.myFX = ::preCacheMyFX;

clientscripts\_load::main();

println("Registering zombify");
clientscripts\_utility::registerSystem("zombify", clientscripts\dlc3_code::zombifyHandler);

clientscripts\dlc3_teleporter::main();

clientscripts\dlc3_code::DLC3_FX();

clientscripts\_zombiemode_tesla::init();

thread clientscripts\_audio::audio_init(0);

// Change For Your Map!
thread clientscripts\hellokitty_remastered_amb::main();

level._zombieCBFunc = clientscripts\_zombie_mode::zombie_eyes;

thread waitforclient(0);

println("*** Client : zombie running...or is it chasing? Muhahahaha");

}

preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

level._effect["snow_thick"] = LoadFx( "env/weather/fx_snow_blizzard_intense" );
}
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: daedra descent on June 07, 2016, 06:36:52 pm
#include clientscripts\_utility;
#include clientscripts\_music;
#include clientscripts\_fx;

main()
{
   level.DLC3_Client = spawnStruct(); // Leave This Line Or Else It Breaks Everything

   // Must Change These For Your Map
   level.DLC3_Client.createFX = clientscripts\createfx\hellokitty_remastered_fx::main;
   level.DLC3_Client.myFX = ::preCacheMyFX;

   clientscripts\_load::main();

   println("Registering zombify");
   clientscripts\_utility::registerSystem("zombify", clientscripts\dlc3_code::zombifyHandler);

   clientscripts\dlc3_teleporter::main();
   
   clientscripts\dlc3_code::DLC3_FX();
   
   clientscripts\_zombiemode_tesla::init();

   thread clientscripts\_audio::audio_init(0);

   // Change For Your Map!
   thread clientscripts\hellokitty_remastered_amb::main();

   level._zombieCBFunc = clientscripts\_zombie_mode::zombie_eyes;
   
   thread waitforclient(0);

   println("*** Client : zombie running...or is it chasing? Muhahahaha");
   
}

preCacheMyFX()
{
   // LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
   
   level._effect["snow_thick"]   = LoadFx( "env/weather/fx_snow_blizzard_intense" );
}


Wrong script I guess. With DLC3(nazi_zombie_factory) dlc3_code.csc is used to specify the footsteps even though that *really* should be map specific.


DLC3_FX()(clientscripts\dlc3_code.csc) it should have these:


   clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
   clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
   clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: oshawat750 on June 07, 2016, 06:57:13 pm

Wrong script I guess. With DLC3(nazi_zombie_factory) dlc3_code.csc is used to specify the footsteps even though that *really* should be map specific.


DLC3_FX()(clientscripts\dlc3_code.csc) it should have these:


   clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
   clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
   clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
Yep, I have those:
DLC3_FX()
{
if( isDefined( level.DLC3_Client.createFX ) )
{
[[level.DLC3_Client.createFX]]();
}

_spawnFX();

clientscripts\_fx::reportNumEffects();

clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: CesarikYT on June 22, 2016, 11:49:11 pm
Have you tried installing T4M? I have no idea if that might do anything but it might give you help you out.
What is T4M  ;D
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Mr. Unp3rf3ct on July 02, 2016, 05:41:04 pm
Ok! I have the same problem with the perk crash and the pack a punch not working. I hope someone here can make clear how to fix this, because I dont understand the fixes you are giving
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: MZslayer11 on July 15, 2016, 07:51:20 pm
Hmm. I just decided to give the UGX mod a try and I seem to still be getting this issue with the  Start Game button and the Save & Close button being missing. I tried this fix but it is still not there.

I just noticed why some people are having problems with the Start Game button and/or the Save & Close button being missing in UGX Mod v1.1 maps. There are two files which MUST be in your map's mod folder in appdata in order for the persistent settings to load properly for players who have never played your map before:

- ugx_userconfig.cfg
- disableXboxController.cfg

I put these files in the root/mods/mapname folder assuming that Launcher would copy them over to the appdata/mods/mapname folder upon compile, but APPARENTLY it ignores cfg files (http://emojipedia-us.s3.amazonaws.com/cache/85/d2/85d211df6886bde485c426515a7e7515.png) So until I figure out a nice way of getting those files to be automatically placed for people, please just make sure you copy them into the appdata folder once yourself. Once you put them there the first time they should stay forever, no need to do it over and over again.

Is anyone else still getting this? I am unable to start the game or return to the menu from the UGX settings menu.
Btw this is on a fresh install of the mod-tools on my new PC.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Scobalula on July 15, 2016, 09:33:29 pm
Hmm. I just decided to give the UGX mod a try and I seem to still be getting this issue with the  Start Game button and the Save & Close button being missing. I tried this fix but it is still not there.

Is anyone else still getting this? I am unable to start the game or return to the menu from the UGX settings menu.
Btw this is on a fresh install of the mod-tools on my new PC.

It seems to be because the Weapon Bob Dvar isn't set, it didn't happen to me on my main profile, but it happened on my alt and to several people who tried my map.

Even if I set it in UGX Options Page, it still doesn't save on my alt.

My fix was to just add this to my mapname.csc (can also loop players and set it in gsc):

if(isDefined(GetDvar("ugx_client_weaponbob")))
setClientDvar("ugx_client_weaponbob", "On");

The only issue is the weaponbob setting doesn't get set and so resets every time if it's not set, but I suppose that's better than having 50 people report they can't play. lol
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: MZslayer11 on July 16, 2016, 02:32:22 am
It seems to be because the Weapon Bob Dvar isn't set, it didn't happen to me on my main profile, but it happened on my alt and to several people who tried my map.

Even if I set it in UGX Options Page, it still doesn't save on my alt.

My fix was to just add this to my mapname.csc (can also loop players and set it in gsc):

if(isDefined(GetDvar("ugx_client_weaponbob")))
setClientDvar("ugx_client_weaponbob", "On");

The only issue is the weaponbob setting doesn't get set and so resets every time if it's not set, but I suppose that's better than having 50 people report they can't play. lol

Where exactly did you put this to get it to work?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Scobalula on July 16, 2016, 09:38:38 am
Where exactly did you put this to get it to work?

Here:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.prntscr.com%2Fimage%2F41faa584727f4891aed0cb8295411402.jpeg&hash=c16169b87a5f51e8ff01a76cee298664)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: MZslayer11 on July 16, 2016, 07:14:38 pm
Here:

(http://image.prntscr.com/image/41faa584727f4891aed0cb8295411402.jpeg)

Thank you so much, got it working.
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: 1337Wolfb0i on August 20, 2016, 05:20:49 pm
Hey There, First Off I would like to say that this map, Hogwarts is awesome!
...Until I was unable to play it.
 You see, one time I had this "BRILLIANT" idea to enable xBox controller option.
Now the cursor will not show up in the title screen so I am not able to play the map.
 Also, I couldn't open up console to do the "Disable Xbox Controller" Command, so that doesn't work either.
Any feedback or support would be most appreciated!
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: H0lylel on October 09, 2016, 04:35:34 am
hey i cant prees coop button on all ugx 1.1 maps can anybody help me please i want to play a ugx 1.1 map with my friend but not requiem
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: QUICSKOPFAGITMLG on February 02, 2017, 11:28:42 pm
The co-op button on a UGX 1.1 map that i made is not clickable. The solo button works fine and the game starts fine without any problems. Can someone help please?
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: NameyName02 on July 05, 2017, 09:53:06 am
UR DOWNLOAD LINKS ARE FREAKING BROKEN PLEEEASE FIX THE LINKS!!!!!!!!
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: Luis7381 on October 11, 2017, 04:10:55 am
Mod is really awesome but like i said in the ugx requiem topic, melee system is annoying because you lunge even if zombie are behind barricades. Zombies can double hit you too so it's impossible to use knife properly, even with the axe in requiem. I think it could be replaced with BO2 knifing (kino the rebirth) system or something else that doesnt make you lunge at all  if you plan any update or something else.
Really awesome mod btw. Great job!!  8) 8)
Title: Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)
Post by: holodeckgamer720 on February 13, 2019, 03:41:41 am
Hey, how come whenever I try to play on any ugx mod v1.1 map my cursor doesn't appear and I can't move my mouse.