UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Sounder1995

Does anyone know why the end cutscenes to my two maps don't play for those who download them? They play just fine on my computer but don't play for others. I checked the mod folder in appdata, and the nazi_zombie_my_mapname IWD file contains the cutscenes in bik form. Yet they don't play. Any ideas?
7 years ago
WARNING: THIS MAP REQUIRES T4M
Download here:
http://ugx-mods.com/forum/index.php/topic,8092.0.html
MEGA Upload:
mega.nz


MediaFire:
www.mediafire.com


For the cutscenes to play, download and copy them them to your WaW root/main/video folder. (This is a temporary fix until I can find a better solution, if there is one.)
Opening cutscene:
Mega:
Mediafire:
End cutscene:
Mega:
Mediafire:

Opening Cutscene:
https://youtu.be/JRpRyHrcV7UMy second zombies map, and almost certainly my last one for World at War. I started working on this map before Black Ops III mod tools came out, so it was still relevant then. Wanted to finish and publish what I started, so here it is. Descent takes place sometime between the events of Origins and Revelations. The Origins crew are on another mission to rid all the universes of… themselves… Here, we find our brave heroes journeying into the Heart of Africa (okay, not really, but it sounds more poetic that way), on a quest to rid this universe of an unnecessary Edward Richtofen. Set in 1962. Seemed like appropriate post-WWII time to me (see Wolfenstein: The New Order and The Man in the High Castle). Sorry for lack of Origins character models; don’t have Black Ops II for PC.
Warning: Potential Spoilers Below (from this point onward)
Featuring:
Hidden Text
Opening and End Cutscenes
Shotguns have tighter pellet spread when ADS
Underwater Combat
Buildable (with parts in randomized locations)
Black Ops III perk set: Juggernog, Double Tap 2.0, Speed Cola, Quick Revive, Mule Kick, Stamin-Up, Deadshot Daiquiri, Electric Cherry, Widow’s Wine
Working Solo Revive
Pack-a-Punch with Repack (for Black Ops III elemental effects)
Takeo’s Katana
Super Effective Stamin-Up
Mortars
Call of Duty 4, World at War, and Black Ops 1 Weapons
Custom Patriotic Camos (Weapon-Specific)
Your favorite 2 custom wonder weapons from Puns return!
Dive to Prone (“Dolphin Diving”)
Perk Machine Change
Black Ops III Health System (3 hit down without Juggernog, 6-7 hit down with)
Screenshots:
Hidden Text






















Note: When ascending or descending while zombies are “alive,” you may encounter frame drops as the game attempts to determine the proper path for the zombies.
Known Bugs:
Hidden Text
Sometimes images won’t load; exit level and re-launch map to fix.
Double Tap 2.0 appears to not work properly on certain weapons. No rhyme or reason as to which weapons in particular (know it affects wonder weapon and Remington 700). Possibly only occurs for limb shots. No clue why. Connection / frame rate issue?
End cutscene may not play. If this happens, go into your app data, open the Descent mod folder, open the Descent IWD file, copy and paste the end cutscene bik into main/video.
Apparently, sometimes the Repack is free?
Evidently, there's co-op bugs?

Special Thanks:
Hidden Text
Treminaor
F3ARxReaper666
HitmanVere
Rollonmath42
ZOMB1E-KLLR
YaPh1l
ZCT Chaos
ConvictioNDR
Tom BMX
Harry Bo21
Academic Programming
Bamskater
Sniperbolt
JR-Imagine
SajeOne
Scobalula
MakeCents
Call of Duty Wiki
IMFDb
IVIrGadd
Daedra Descent
Blunt Stuffy
DidUknowiPwn
Natesmithzombies
I do not own any DDS or TGA images (aside from wall writings). Music belongs to Kevin Sherwood. I do not own any images or videos in the cutscenes.
Change Log:
Hidden Text
V 1.01: No longer lose betties &/or mortars when you go down.

If the end cutscene does not play for you for whatever reason, you can watch it here:
Spoiler: click to open...
7 years ago
Hello. I'm trying to create my own infinite damage weapon that fires hitscans, but I can't quite figure out how to script it in. Here's what I've been trying:

Inside nazi_zombie_my_mapname.gsc, inside main() at the very bottom, I have

Code Snippet
Plaintext
level thread infinite_damage(self.origin, self.attacker);

I then go on to define infinite_damage() at the bottom of the .gsc file as follows:
Code Snippet
Plaintext
infinite_damage(origin, attacker)
{
self endon( "disconnect" );


players = get_players();

while (1)
{
self waittill( "damage", amount, attacker, direction_vec, point, type );
if(attacker GetCurrentWeapon() == "tokarev" )
{
setPlayerIgnoreRadiusDamage( true );
self.attacker radiusDamage( self.origin, 1, self.maxHealth + 666, self.maxhealth + 666, self.attacker, self.damagemod );
setPlayerIgnoreRadiusDamage( false );
self doDamage( self.maxHealth + 666, self.origin, attacker );
// self doDamage( self.maxHealth + 666, self.origin, self );
// self doDamage( self.maxHealth + 666, self.origin, player );
}
/*
for ( i = 0; i < players.size; i++ )
{
// damagemod = zombies[i].damagemod;
// attacker = zombies[i].attacker;
// weapon = zombies[i].damageWeapon;
zombies = getAIArray( "axis");
for ( j = 0; j < zombies.size; j++ )
{

// current_weapon = players[ j ] getCurrentWeapon();
// if(zombies[j].attacker GetCurrentWeapon() == "tokarev" )
// {
self doDamage( self.maxHealth + 666, self.origin, attacker );
// if(current_weapon == "tokarev" )
// {
// zombies[i] doDamage( zombies[i].Health + 666, zombies[i].origin);
// }
}
}
*/
}
}

Anyone know how to properly script this?
8 years ago
MediaFire Download:

MEGA Download:

To play cutscenes, download them and drag them into your WaW root/main/video folder. (This is a temporary fix until I come up with an easier method, if there is one.)
Opening Cutscene:
Mega:
Mediafire:
End Cutscene:
Mega:
Mediafire:

Opening Cutscene:

My first zombies map ever! Journey deep into the mind of everyone’s favorite German doctor as he experiences the epic insanity of a zombies map grown from a single ridiculous idea meant to spite someone whom hates puns (I can’t even remember who at this point).

Warning: Potential Spoilers Below (from this point onward)

Featuring:
Spoiler: click to open...
Opening and End Cutscenes
Shotguns have tighter pellet spread when ADS
6 Perks: Juggernog, Double Tap 2.0, Speed Cola, Quick Revive, Mule Kick, Stamin-Up
Working Solo Revive
Triple Pack-a-Punch
Super Powerful Obtainable Melee Weapon
Lower Gravity (50%)
Super Effective Stamin-Up
Special Custom Grenade
Call of Duty 4, World at War, and Black Ops 1 Weapons
2 Custom Wonder Weapons
3 Custom Weapon Sounds
1 Aesthetically Interesting Weapon (hidden in World at War game files)
Dive to Prone (“Dolphin Diving”)
10 Extra Points per Kill
Perk Machine Change
Black Ops III Health System (3 hit down without Juggernog, 6 hit down with)

Screenshots:
Spoiler: click to open...














Known Bugs:
Spoiler: click to open...
Sometimes images won’t load; exit level and re-launch map to fix.
After 2nd and 3rd Pack-a-Punch upgrades for wall weapons, you won’t be able to buy ammo until the weapon’s ammo level decreases to below its original un-upgraded max ammo. On the plus side, this upgraded ammo only costs the same as the original un-upgraded ammo!
Strange elemental visual effects may occur due to interaction with Harry Bo21’s perks.
Magazine Ammo Display tops out at 127. Reserve Ammo Display tops out at 999.
Health / Jugg may derp out in co-op.
End cutscene doesn't play for some reason. If this happens, go into your appdata, open the Puns mod, open the Puns IWD file, copy and paste the end cutscene bik into main/video.

Special Thanks:
Spoiler: click to open...
Treminaor
F3ARxReaper666
HitmanVere
Rollonmath42
ZOMB1E-KLLR
YaPh1l
ZCT Chaos
ConvictioNDR
Tom BMX
Harry Bo21
Academic Programming
Bamskater
Sniperbolt
JR-Imagine
SajeOne
Scobalula
Online Media Tutor
Rorke
UGX Dust
MakeCents
Aidan
AlecKeaneDUB
Koan
Call of Duty Wiki
IMFDb
IVIrGadd
SparkyMcSparks
Daedra Descent
Blunt Stuffy
Jei9363
Josemassacre
DidUknowiPwn
N123q45
Deer2014
ProGamerzFTW
Natesmithzombies
Ray1235
Guilhermex12
*Sorry if I forgot anyone!

I do not own any DDS or TGA images (aside from wall writings). Music belongs to Kevin Sherwood. I do not own any images in the cutscenes (aside from my own photos).

Change Log:
Spoiler: click to open...
V 1.01: Put end cutscene back in.
V 1.02: Fixed bug where you couldn't buy ammo for a first upgraded wall weapon.
     Added invisible wall to starting room to block off glitch spot.
V 1.03: Fixed bug with pathing into and out of secret room.
     Lever cocking animation for Winchester 1887 now more closely matches gun's actual ability to fire.
     Winchester 1887 now has faster movement speed when ADS.
     Removed shell ejects from wonder weapon. If you've acquired it before, you should know why. ;)
     Increased movement speed for the M249 SAW.
     Fixed muzzleflashes for upgraded guns. Previously used world flash for what should've been the view flash.
V 1.04: Added caulk box around map (gave natural Moonlight lighting).
     No more checkerboard in pause screen.
     Added co-op load screen (same as mission screen).
     Blocked off some possibly glitch spots.
     Moved zombie point of interest during end cutscene, so zombies should now be less likely to hit you while
     watching (still recommend you watch while just keeping crawlers)
     Now displays actual map name in menu.
V 1.05: No longer lose betties if you go down.
V 1.06 Fixed bug with perks and power switch not working.
 

If the end cutscene doesn't play for you for whatever reason, you can view it here:
Spoiler: click to open...
8 years ago
I've already changed character_sp_nazi_hellhound_black.gsc, character_sp_nazi_hellhound_black.csv,  character_sp_zombie_dog.gsc, and character_sp_zombie_dog.csv. "zombie_wolf" was commented out in those CSVs. I've also renamed the "zombie_wolf" xmodel to a backup name and renamed the xmodel I want to use as "zombie_wolf." I've also put the zombie_wolf xmodel in my ignore list. Still, the default Hellhounds still show up alongside the other xmodel I'm using for the dogs. Is there any way that I can disable to default Hellhound model entirely? I've seen it done like this on maps like ZM_Desert (nazi_zombie_test1), for example.
8 years ago
A few months ago, I tested whether my mystery box moved properly, and it did. Now it no longer does. I get the teddy bear. Samantha laughs. The box temporarily disappears. It then reappears at its original location, thus not moving at all.

Unfortunately, I did not notice this error until now, so I do not really know where the bug is. I have already replaced _zombiemode_weapons.gsc, my_nazi_zombie_map_name.gsc, and dlc3.gsc each individually with the stock files from raw/maps. None of them did anything. If this is at all helpful and/or relevant information, I am using Harry Bo21's perks (version 4.0.1) and SniperBolt's prefabs for the box.

If anyone knows where the bug may lie, please let me know. Otherwise, I will hopefully be releasing my map in beta soon, and maybe it'll easier then to find the bug?
8 years ago
I do not have the Wunderwaffe DG-2 in my upcoming map, yet strangely when I enter a part of the map, my Jugg stops working permanently. One hit from a zombie, I get permanent red screen and permanent heartbeat sound, with no health regeneration. Another hit, I go down. Re-buying Jugg does not help. A quick Google search suggests this happens in Treyarch's Black Ops (1-2 at least) maps as well...?

It seems that I'm not the only one to encounter this bug / glitch in custom maps. I've no idea why it occurs. Is it just a random bug that can't get fixed (like environmental hazards ending the game for all players in co-op), or is there something in the code that I can change?
8 years ago
Hello, readers. I would totally PM this to JR-Imagine, since this involves his buildables script, but since I haven't reached 20 posts yet (BibleThump), I was wondering if anyone could help me with scripting a door to clear whenever the buildable is finished? I don't entirely get why the buildables_bench_item() function includes a bench parameter; I figure that has something to do with it?
8 years ago
So I added one gun and hit the 400 fx limit. Deleted my appdata in an attempt to save fx. Map didn't work. Deleted map. Recreated map. Still didn't work. Deleted mod tools. Reinstalled mod tools. Recreated map.

Now map has no audio at all except for Harry Bo21's perks (both perk machines and perk dialogue) and the cocking animation for one gun (can't remember which one and too lazy to check; mp40 maybe?). Audio for standard WaW maps (like Nacht der Untoten) work fine. Menu sounds work fine on my map too. Any ideas, folks? I've heard that I might have to reinstall DirectX &/or W@W. Hopefully, it doesn't come to that...  :'(

Also, who wants to see a WIP of my map? It's called Puns...  ;)
8 years ago
So yeah... I got the dreaded BSP error. This happened after I got the dreaded 400 fx error. I thought I'd comment some stuff out in zone_source, then got the BSP error. Deleted the "// " that I'd put into zone_source. Still got the BSP error. I've encountered this error numerous times already and always ended up reinstalling mod tools to fix the problem (which works at least). Google has not been helpful either.

Anyone here know what causes this error and how to fix it? If not, what is actually safe to comment out in order to reduce the fx count? I already did the tutorial that created a singles folder.



Double Post Merge: January 26, 2016, 03:10:05 am
Whoops. Image didn't load. http://prntscr.com/9uwff8
8 years ago
Hello, everyone! First time modder here. Since Tom BMX's apps appear to be compromised, what programs would you guys recommend I use instead to port (CoD) weapons into custom zombies?
8 years ago
Loading ...