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Messages - John_Banana

Nice! Thanks for sharing.
 
Also to add on, here are some previews that I have posted which hint at some of the steps, for a visualization:
 

Teaser
www.youtube.com/watch?v=QHHsYeWx-DE
 
Trailer
www.youtube.com/watch?v=KUb_RVJeR6s
 
1 month ago
That is the file I'm talking about, "cod5-remastered-mods.rar". It downloads as a 279 MB zip file and then just has one WAV file in it...(Image removed from quote.)
Decompress the .rar properly using a free program like Winrar or 7-Zip, Windows does not natively support opening .rar's correctly (until Windows 11, but it is still broken) and in your screenshot you are just trying to open it with Windows file explorer.
 
Please help I am dieing to play the OG maps.
 
My version of WOW isnt through steam its a version I have downloaded online.
At first i couldnt get the maps to show in the MOD section in game, I have managed to get them to show (through various trial and error)
But now when i try to load into the mod maps i get the error need to allocate 7.9mb to load image.
I dont have d3d9.dll in the game folder as whenever I do the game just wont launch.
 
I am so close to getting them working but no idea what to do here
UGX does not support piracy, please use the Steam version. It often goes on sale for just 15 bucks.
 
The d3d9 file is required to play this mod, and only works on PC so if you are using Linux or Mac you have to do some extra steps to get the d3d9 file to work.
 
Have you tried using this version? https://github.com/JBShady/T4M-Enhanced/releases/tag/r47
1 month ago
I just tried downloading and the zip file seems to contain only one file; mx_lullaby.wav
You have downloaded the wrong file, the download can be found on GitHub, which is linked on the forum post & can be found here: https://github.com/JBShady/COD5-Remastered/releases/tag/v1.0 There is no zip for the mod you want to grab the cod5-remastered.rar file, and then installation instructions are here too
2 months ago
2024 UPDATE
 
This past year or so I've added some cool stuff, in case you never got a chance to check it out since my last big announcement in 2023:
 
- Added local Highscore Leaderboard & Stats to all maps
- Added Bayonets to Shi No Numa
- Added Mortars to Nacht Der Untoten
- Added custom Achievements to Nacht Der Untoten & Verruckt
- & more bug fixes
 
As for random characters in co-op, I have talked about this many times but it requires rewriting a lot of the code as currently voiceover, voiceover interactions, character models, and character hands are all tied to the player index (0,1,2,3) which is determined by the order of players joining a the lobby, with 0 being the host. It is not so simple as just swapping out a variable, you will have to bug test all of these features with a new random numbering system and it's not something I really care to do, because I personally enjoy the way it is now with Dempsey always being the host, it lets you essentially pick your character and just feels classic WAW to me.
2 months ago
I love this project. I tested this on a clean map. Is it possible if you could make a clean-code version of this? For those people who want to use this mod as their main base, just like a script placer, Thank you
It would be too much work for right now, luckily you can download the mod files off of GitHub and apply whatever you want. Most of the cool stuff in my mod like the aesthetic changes, weapon changes, UI/menu are pretty easy to apply.
3 months ago
Very cool, keep it up. This was also on my to do list but I was only going to do the help door and it would have some restrictions, i.e. you only get the option when all other doors are open and it costs points
3 months ago
"devmap mapname" into console while in the main menu to load the map with cheats enabled
 
for example, "devmap nazi_zombie_factory" for der riese, the other map names end with  _prototype, _asylum, and _sumpf
3 months ago
I thought lowering textures is for the memory issues which our new fork fixed. If you’re getting the over 1600 sound limit that means you did not correctly install T4M, because the whole point is it changes that sound limit. If you’re on Mac or Linux T4M also needs extra steps to work.
3 months ago
Hey, I apologize about necro'ing, but I wanted to ask regarding about being able to disable the code for the screen shake and point sound effect when boarding windows so that it is similar to classic WaW. Coming from BO1 zombies, the minimal boarding effects of WaW were a breath of fresh air since they always made me dizzy as the group's usual window boarder. I know you mentioned that your work was open source, but I can't find the place to look for being able to turn it off.
 
Regardless, thank you for your fantastic contribution to the zombies community! Your mod is fantastic and it's a joy even for recent fans of WaW to experience.
No necroing here, this mod is still active. The point sound effect was always in WAW, my mod makes it like BO1 where you only hear it if you are actually earning points, so you actually hear the sound less in my mod than normal WAW if it was annoying you. As for the shake, it is as simple as deleting the "earthquake()' lines in the _zombiemode_blockers scripts in each of the four maps folders. This can be done by opening each remastered .iwd with winrar and finding the file and making sure it is saved/the .iwd is refreshed, don't technically need to recompile anything since I put all my scripts in the .iwds for easy access.
4 months ago
sexy
edit: its not that sexy tho
 
when i put
 
Code Snippet
Plaintext
level thread level_Start_vox
inside main() function then
 
Code Snippet
Plaintext
level_start_vox()
{
    wait( 5 );
   
    players = get_players();
 
    for( i = 0; i < players.size; i++ )
    {
        players[i].has_talked = 0;
       
        for(;;)
        {
            zombies = getaiarray("axis" );
            close_zombies = get_array_of_closest( players[i].origin, zombies, undefined, undefined, 600 );
           
            for( j = 0; j < zombies.size; j++ )
            {
                if ( (players[i] IsLookingAt(zombies[j]) || close_zombies.size > 0 || players[i].score_total > 500) && players[i].has_talked == 0 )
                {
                    players[i].has_talked = 1;
                    index = maps\_zombiemode_weapons::get_player_index( players[i] );
                    plr = "plr_" + index + "_";
                    players[i] thread create_and_play_dialog( plr, "vox_level_start", 0.25 );
                    break;
                }
                else
                {
                    wait(0.1);
                    continue;
                }
            }
            if(players[i].has_talked == 1)
            {
                break;
            }
            wait(0.05);
        }
    }
}

at the bottom of the .gsc it gave me an error saying "level_start_vox" is already defined in dlc3_code
 
and yeah it was i checked on it, then i removed the "level_start_vox" from main()
 
still same error
 
then i removed it from your code i put at the bottom
 
i got bad syntax error lmfao
 
unless i didnt understand what u mean or ur wrong with the code, i hope u reach out to fix it or fix my mistake
 
anyways danke
- You said you wrote "level thread level_Start_vox" that is incorrect, it should be "level thread level_start_vox();"
- You are on a custom map with script placer, dlc3_code contains some of your "mapname" gsc stuff so you can just follow my tutorial on this file only
- Since the default dlc3 code already threads a function called "level_start_vox", all you really have to do is leave everything unchanged except scroll down to where the level_start_function() is from your dlc3code and replace it with mine, that is literally it, I'm not wrong with the code it's what I use on my nacht der untoten custom mod so it will work for you
 
Good luck
 
5 months ago
Hey ! Your mod is AWESOME no doubt about it, it adds everything I wish plutonium added... But why is there no options to turn off custom weapons ? I just want the game to stay vanilla but with the tesla bug fix and FOV slider and other cool QoL improvements, but being forced to use custom weapons and all really ruins it for me. Also the achievements you added are awesome too ! Thanks for the mod, hope you'll respond (Image removed from quote.)
Responded on youtube already, but in case anyone is wondering my thoughts --I have only added a few custom weapons per map and they are all from multiplayer, it's to the point where you can play a game and still sometimes not notice all the new weapons because they're spread out. A lot of people even download my mod thinking the main feature is custom weapons and that's all the want, so it's a pretty core element. If you're concerned that the gameplay balance is ruined, none of the weapons change any high round strategies or change what "the best weapons are," it's just more fun stuff to play around with. For these reasons, I don't think it's necessary to make a toggle. I have also been trying to encourage the community to modify my mod if they have requests like this, it's easy to do and my mod is open sourced
10 months ago
Just adding this, Wunderwaffe for some reason on Der Riese it just appears black without a camo when Papped.
 
And I got this odd thing too, nears dogs cages in der riese there are the "two brains" for the EE song, and one is near the teleporter on the other side of the map, sure
 
I interacted with the two "brains " near the dogs cages, I got the "interacted" sound effect, but I could still hear the sound effect that means that I still have to interact with it. Meanwhile going on the third one there was no sound effect before interacting with it and after interacting with it. I interacted anyway and the song started.
 
It looks the sfx are all near the first two ones near the dog cages, and there are no sfx on the third one
 
Idk why though, plutonium btw
Thanks for playing.
 
Try turning on your Specular Maps in graphics settings, you basically have "shininess" disabled so that's why they look black.
 
As for the jars, this is how they work in WAW the loop sound does not stop. The interact sound is glitchy and sometimes does not play, same in Vanilla. I have tried to fix it for years but never could figure out why.
1 year ago
Small update, same link as always
- double tap now increases bullet damage by 33% in addition to 33% firerate buff. so on verruckt and snn specifically where there's no pap, some bullet weapons should last a few rounds longer
- rare japanese headbands on SNN zombies
- fixed m1 garand launcher ammo reset bug when revived
 
Reminder, still no one has posted guides or full footage to the easter egg quests, it's more fun for the community to do it so first in the world is still there for the taking
1 year ago
Loving the mod so far, only question I have is, is there a guide for the easter eggs anywhere or is it just a "Figure it out on your own" type thing?
It is but if you join my discord linked on my youtube we have talked about the steps before. The DLC2 trailer also hints at a lot of the steps if you really analyze it
1 year ago
Thanks! The ray gun odds are the same as any regular weapon in Nacht and Verruckt: a complete lottery, same as in vanilla.
1 year ago
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