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Messages - HitmanVere

Final update is now out! With this I am stopping the support for the map as I will move onto new things. Thanks to everyone who tried out the map <3 What update includes:
Code: xml
Update 1.1.1:
- Carpenter now repairs Zombie Shield's health
- Zombie Shield's health reduced from 35 to 30 due to Carpenter repair & gameplay reasons
- Fixed pathing issue by Pack-a-Punch area
- Added opening on platform in Boss Fight arena where you can dodge missiles in
- Fixed Powerup icon issue when picking up an active powerup
- Quick Revive parts now disappear properly when bought three times in Solo
- Fixed bug with Pack-a-Punch & Zombie Shield
- Fixed visual glitches that would happen, if you didn't own any DLCs
- Fixed round sounds cutting off sometimes
10 days ago
dont know how manual instalation works.... i mean why i didnt come with a .exe just like in WaW maps?

but its a really great map!
Cos the installer is the .exe. It is basically the same thing and I am pretty sure Windows Defender would have started deleting WaW .exe's, if they were more recent
13 days ago
so strange the instalation .... with windows defender and the other stufff.   -1
Not my fault Windows Defender is bad. If it is that much of an issue, just use manual download 
14 days ago
hey man im confused about the perk bottle drops im on round 39 and have only had 1 dropped and that was on round 12. is this a glich or is this the way it was inteded?

Very rare chance to get it, it's 1% chance with golden Shovel
43 days ago
Yep, main menu says 1.1.0 and 1.3.2, but no error messages appear. My game hangs for a couple seconds then simply closes, no errors, no residual processes.

Can you DM me in Discord? I can provide more support there: HitmanVere#7069
45 days ago
My game crashes at the end of round 4 almost every game, and the few that didn't crash then crashed either later at the end of round 5, or earlier, at exactly 5 minutes into the map. I have the newest version of Game_mod and of this map.

So you are definitely on 1.1.0 version of map and Game_Mod 1.3.2 as seen in main menu when starting up? Any error message?
46 days ago
Great map. There's an interesting feeling to play custom zombies in BO1.

Pack-a-punching the buildable shield leads to troubles.

I guess I accidentally broke that when I made Shockwave Claymores upgradable, lmao. I will add it on my To Do list, thanks for reporting and hopefully you had fun at least ❤

How do you get pap? I'm a little confused.

There is a teleporter on other side of map, use it, get what you need and return to the spot where teleporter was
53 days ago
did you fix the glitch with the script (i mean Maps/zombie_ai_quad )??
pls say yes i have been waiting for the next update to come to fix this crap
thanks and goodbye .

It was never an issue I could fix as it is your PC deleting the mod.ff
60 days ago
Perish 1.1.0 Update is now out! Full Changelog in main post
68 days ago
the lightgrid looks fine, if its all uniform and checkered it should render ingame unless you have multiple overlapping textures on the same plane, so when compiled the game won't know what to really show you so they all cancel eachother out somehow lol so you end up with nothing. For me this always happens to patches of bloodstains or decals even blends that sits 100% flush with the wall or floor etc i keep telling people to move the patch or decal 0.25 units away from the wall or at least half its vertices where it blends off so you cannot see it "floating" in front or above the chosen spot.

(Image removed from quote.)

As for light grid, i won't recommend ever doing it this tiny because compiling will take you either years or not compile at all LOL so give or take,  but just to show you the result of a small grid vs big grid as an extreme examplefor comparison: Differences with a light casting the shadow becomes pretty clear. But don't take my word for any of this, just try different things out and stick with the best results :)

Alternatively you can look around online for people or tutorials describing this better than me on a limited time frame minutes before work haha

Very good tips, especially lightgrid size one 👌
104 days ago

Good thing your comment at least said the script name, otherwise I wouldn't know what you mean tbh. Now on try to give more context on issues when reporting to developer, thanks. Anywhos, check, if mods folder has mod.ff. If not, Windows Defender probably removed it
127 days ago
Ah, about something to fix, I just found yesterday a glitch. I don't know if it was unique or if it's always the same, but if you finish the "Password section" of the Easter Egg (when the fire and the Death Machine stop) during a Hellhound wave, you can't finish it, and the wave will never finish.

Huh, I thought I added the dog round check there as well, guess the bug never happened to me directly when testing that part. Added the dog round check for next update, can't start the step, if next or current round is dog round now, similar to other steps. Thanks for reporting
132 days ago

I've finished the map multiple times and finally created my guide on it; but I feel I've left out something. There are 3 blood stained paintings of a man holding an axe, one next to door that you unlock with key, next is next to jugg and last is next to speed cola room. Does anyone have any idea on these. Please let me know.


Don't worry about those, they are just detailing :please: But maybe in the future 🤔

Alright, guide is now live folks. Hopefully, I will finish it today :D

Also, any news of the new update ?

I have done a lot of tweaking here and there on existing stuff, but not bothered to post all details atm (some of the stuff is on my Twitter though) If people reading this topic think something should be tweaked/fixed, then please do say
134 days ago
Hello, would it be possible to have the names of the songs that were used as the "meteor" song, the "Natch der Untoten" song and the ending song ?

Thanks for your answer.

Meteor EE Song:
Nacht Der Untoten Music:
Ending Song:
138 days ago
v_trigger wattill("v_trigger", player);

Should be:

v_trigger waittill("trigger", player);
139 days ago


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