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Messages - gympie6

Thank you! I am trying to do my best. :)
4 days ago
You're welcome! :)
5 days ago
Hi Gympie, for some reason this doesn't create my mod's patch file when creating a new map. Do you know why?
Hi Ghetto_Wizzz, that's a new feature of the scriptplacer. Note:
 
'You no longer have to compile the MAPNAME_patch file! It's already added to your mod.csv & modbuilder'
 
It's still secretly created in your zone_source folder.
 
I always found it unnecessary to compile two times just to include some files into the mod.
8 days ago
j_thumb_le_1 - this effect is not present in waw files
That's a bone tag in the zombie model...
I think you should follow a 'how to add fx' tutorial and try this again.
2 months ago
The scripting for WaW and BO1 is the same, I also searched for keywords from electricity_zombie_fx() in WaW files, and didn't find it, this function is simply useless and doesn't work
Are you blind or stupid? Did you follow my tutorial at all? (The code is literally there)
The code is using fx that is already loaded for Der Reise style maps.
If the fx is not loaded on your map then you have to solve it yourself.
2 months ago
Makes no difference to me. As far as I'm concerned, endings are bad. Simple as. Period. Nothing more to it. Buyable or not.
 
 
 

Double Post Merge: May 02, 2025, 12:47:36 pm

I was neutral towards them. I usually used them as an opportunity to feed the furnaces. I think you should consider giving the player some kind of reward when they complete the round. A max ammo or something, maybe? It just feels logical. But it doesn't make a huge difference either way.
I decided not to because they already drop powerups like normal.
2 months ago
So I finally sat down and gave it a good proper playthrough. Here are my thoughts.
 
Visuals: The level of detail itself was good. It felt very professionally done. There weren't bizarre empty spaces, nor was there excessive clutter, and things sort of made sense in terms of where they were placed. On the flip side, I think the outside may have been a little too white. I understand that you're going for an apocalyptic ice age theme...but some color here and there still wouldn't have hurt. Notably the new perk machines were quite bland. I will say that I very much enjoyed the interiors (the bunker and the...green area). They were nice looking, mysterious. I thought they were really cool. Kudos on taking a really awful map (Tranzit is in my opinion the worst map I've ever played, especially the farm) and making it actually very good, and fairly fun to play on. All while staying somewhat true to the original map. It was very good. It was detailed. The interior areas were mysterious and exciting looking. The map layout enabled me to CHOOSE whether I wanted to camp or train, which is something a lot of map makers don't get. But also the exterior could have used a tiny bit of added color, and the perk machines were dull looking.
 
Guns: I'm sure some people like all these modern weapons. They're not to my liking. That said, all of them functioned as intended. They didn't glitch out or anything. The models looked right. Only issue I had was that because PhD flopper is acquired through an easter egg, and I didn't know. I like to use PhD flopper with the upgraded starting pistol. However, once you put the full auto upgraded on the starting pistol, or Mustang & Sally, there is no way to un-upgrade it. So I sort of had my planned build screwed up because I couldn't unupgrade my Auto-Colt, and I didn't know that PhD was even on the map. Long story short, please make it possible to remove the auto-upgrade from the Colt.
 
Gameplay: It was okay. As I said earlier, because of the way you set up the map, the player has the option to decide for themselves if they want to camp, or train. That's really good because a lot of map makers make maps that force you to play a certain way, and it's not the map-makers job to tell players how to play. That said, the outside area, since it's Tranzit Farm, is in my opinion basically off limits. But that isn't your fault, since in a sense you didn't make that part of the map. But outside, there's nowhere to camp, and it's not that suitable for training. Thus the player is sort of forced to stay in the underground lab area. I'm not sure how you'd actually fix this, but I figured I'd bring it to your attention. Furthermore, I didn't particularly care for the mechanic involving the furnaces. I understand the logic of why they were added. But frankly it just feels like a chore. It didn't make the map more fun for me. I just thought "damn...I guess I have to go stand next to the furnace and kill them for this round." I'd consider scrapping it, or adding more furnaces around the map. Also, I see that you used that spawn system that they implemented in BO1 where zombies will die, and then respawn closer to you. I personally find it very annoying. It adds tedium.
 
Other: The easter egg was fine. I disabled the buyable ending, of course. But I liked that it wasn't overly complicated, and it rewarded you. Having said that, I think you shouldn't make the easter egg a requirement to open the greenhouse. To be honest, I wouldn't have done the easter egg if it wasn't for me wanting to explore that area. So maybe make it so that you can just open that door normally, and then the panels just spawn the boss. Because forcing me to do an easter egg just to open a room I'd like to explore (a big room) feels a little like I'm being forced to do something that should be optional. Something I categorically did not like was the frost-gat thing. I looked it up. Yes, I know. A UFO spawns in the sky around where you spawn and you have to shoot it down. It never appeared for me. I stood around looking for about 10 minutes. In the end, I have better things to do than wait around staring at the sky for some UFO, especially with those damned furnaces going out. Find some way to make this feel like less of a drag. Maybe add a music easter egg as well.
 
Overall: 8/10. You took a really bad map and made it quite good. The level of detailing is superb, and the gameplay was also very solid. The map is really only held back by a few minor issues.
 
Pros
-Lets you play how you want.
-Excellent detail.
-Easter egg is not overly complicated or tedious, and rewards the player for their effort.
-Creative.
 
Cons
-No music easter egg.
-Exterior is a little bland.
-Can't unupgrade the auto-colt.
-BO1 spawn system.
-Frost gat feels very tedious to get.
-Furnace system is a bit annoying.
Thanks for the review. :) 
I do understand the Pro's and Con's which I might consider for my next maybe... upcoming map...
How did you experience the rush rounds with the siren going off in the background?
2 months ago
I tried this for BO1, the sound doesn't work, the headwear model works on zombies, and when zombies hit the character, there's a lightning effect in front of the eyes and a feeling of slowdown, that's it, there's no sound, but I solved this, I put "zmb_elec_start", it's the only sound one that works, I checked other put sounds zmb_elec, besides, it doesn't work as loud as I would like, and secondly, the most important thing, zombies don't appear with the electricity effect like in your picture,meaning the function - electricity_zombie_fx() doesn't work
This tutorial is for World at War with sounds and fx's so yeah of course things are missing, so you have to include them yourself... Just saying...
2 months ago
Maybe you have noticed that the player is facing into one direction and is unable to rotate?
How to fix this?
Using a script_origin is the answer!
 
Code Snippet
Plaintext
script_model = spawn("script_model", player getTagOrigin( tag ) );
script_model.angles = player GetTagAngles( tag );
script_model SetModel( "tag_origin" );

script_origin = spawn("script_origin", player getTagOrigin( tag ) );
script_model linkto(script_origin);
script_origin linkto(player);
By linking the  'script_model' to a 'script_origin' and then to the player, this issue no longer occurs. :)
3 months ago
It's best to go here: Gympie6's Scriptplacer
And download the Sniper Bolt's Tutorial V2.0 zip file.
This includes the mystery box prefabs.
4 months ago
Normally it's `sound,SOUNDALIASFILE,,all_sp`
 
If it doesn't work it could be that the porter used the wrong sound names or they are missing.
 
You can check it by comparing the weapon file and the sound alias.
 
There is a tool what can help you inspect the weapon file called: UGX WeaponsEditor++ v1.0.0
5 months ago
hmmm?
 
To add weapons to a mod these are the steps you need to do:
  • Is the weapon added to _zombiemode_weapons.gsc
  • Is the weapon added to _dlc3_code.gsc
  • Is the weapon added to the Call of Duty World at War\mods\MODNAME\weapons\sp folder
  • Is the weapon added to the modbuilder or mod.csv file?
  • Is everything related to this checked in the modbuilder?

5 months ago
The only thing I can think of is that your weapon file is not in the weapons folder in 'mods/MAPNAME/weapons/sp'?
5 months ago
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