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Messages - marinescdude

can you fix the hand model of the m1911 ?
From the Skye’s BO1 Weapon Ports thread:
Hey! I plan on doing a rework of a majority of what i have publicly posted, including BO1 weapons. The hands issue will be addressed then
Might be quite some time waiting at this point but there's little I can personally do.
4 months ago
Is there a possibility of adding the shell rack/holder to shotguns? I want to use the Hauer 77 as an alternate Stakeout model and it seems to be present as a cosmetic feature looking through some gameplay videos. Looks like the Gallo SA12 (SPAS-12) has it already with the heavy_stock option.
 
Also for cosmetic purposes maybe the Ultrazoom Custom scope for the LW3 - Tundra so I can use it in the L115 Isolator replacement.
And finally the dual mag for M16 so we can use the bolt release animation as well as the M16A1 as a whole for the classic handguard
5 months ago
Is there an expected timeframe for underwater sounds to be implemented for the rest of the weapon packs? It's also required to make it work on Moon and it's particularly a problem for the Black Ops weapon ports as a result. It looks like it's only a matter of editing the sound aliases so I won't necesarrily need to wait for any updates but it is currently quite a pitfall for modders to find the weapon sounds being the same in Moon regardless of oxygen level and not easily knowing why.
Okay turns out from discussions on the Mod Tools discord this was really due to the DuckGroup being set to snp_never_duck from the UIN_MOD template, which evidently would have been solved by the new sound aliases method introduced in recent ports (and hopefully would have been how underwater sounds are introduced to everything else). Needed to clear up being mistaken about what's really happening.
8 months ago
the KS23 shotgun is also only in SIngleplayer
 
the Model 1887 is only on the motorcycle chase but has uses spaz anims outside that but has a full model made. same with molotovs
KS-23 is already in the Black Ops ports, good point about Model 1887 although a lot of places claim it's just a reuse from MW2 (is in fact included in the ports) and as it stands in Black Ops it doesn't quite have enough anims to really use on its own.
 
I don't believe the scope of these ports have ever included handheld grenades (or anything outside of primary/secondary weapons for that matter), though stuff like that does leave us wanting.
9 months ago
Is there an expected timeframe for underwater sounds to be implemented for the rest of the weapon packs? It's also required to make it work on Moon and it's particularly a problem for the Black Ops weapon ports as a result. It looks like it's only a matter of editing the sound aliases so I won't necesarrily need to wait for any updates but it is currently quite a pitfall for modders to find the weapon sounds being the same in Moon regardless of oxygen level and not easily knowing why.

One other question, this is for Black ops 1 weapons, Are the World at War weapons in that game gonna be included as well since they have sprint and dive to prone anims? The Thompson and other WAW has them too but only in the BO1 modtools as raw xanims?

I'd also like to add onto this by pointing out the Sten from the Project Nova mission, it's kind of an oddball that doesn't immediately come to mind for most to port from Black Ops but also isn't actually in the final release of World at War so wouldn't really be included as part of those ports either. Just feels it would be left hanging for a long time without a port to BO III, that's all.
9 months ago
I also need some help with the AK-47 (which I also checked for the BO II ports and found they also need some updates to the camo mask), for some reason the rear iron sights can't have camo applied to them even when almost all the camo mask is white (including where it looks like the iron sights textures are at) or using the $reveal preset.
Is there anything to say in particular about this? It feels like something that should at least be fixable somewhere on my end but there's nothing really in the ak47 GDT that intuitively points to what material/textures that set of iron sights are supposed to use so they remain unchanged by the PaP camo regardless of anything being done by the camo to t5_weapon_mtl_ak47_gunset.

This is what I've currently got it looking like ingame and the iron sights really make it stick out vs how it would look in Mob of the Dead.
"camo mask"
Camo Mask if anyone's interested, but as I said originally the iron sights issue happens regardless of whether this camo mask or $reveal is used.
9 months ago
I'd also like to ask if the texture mapping/camo masks will be addressed for the MP40 (in the upcoming WaW pack as well?). It's not quite possible to match what the original game set up the camo mapping with how the textures are reused for different maps. I've mapped out the most problematic issues in this diagram, if it's not clear looking back at the PaP MP40 in WaW then to explain: with the blue outlined parts I want the rear section to have the camo applied but the front 'rings' to remain unaffected; with the green outlined parts I want the section nearest to the front-end of the gun to not have the camo applied, the middle-position to have the camo fully applied, and the largest section to have the stripe continue down; finally with the yellow section I want the bolt to not have the camo applied but the stock part to have it.


In the demonstration camo mask the white section on the bottom-left shows how far you can go before the front rings get affected, and the separated white stripe in the middle shows where approximately the front parts have that part of the camo applied - obviously in my mod I'll fill out the left part so it's not just a stripe.
9 months ago
Are there any plans to go over the camo masks again (or at least the _camo_mask_bo1.tif files) to make them more accurate to the original game? There are details like the camo not being applied to shells/iron sights/sling mount point on the Stakeout, quite a few things on the receiver (plus the magazine?) on the FAL, and the muzzle for both guns.
I also need some help with the AK-47 (which I also checked for the BO II ports and found they also need some updates to the camo mask), for some reason the rear iron sights can't have camo applied to them even when almost all the camo mask is white (including where it looks like the iron sights textures are at) or using the $reveal preset.
9 months ago
To change the train wallbuy on Shadows of Evil, use this:
 
Code Snippet
gamescript
foreach(ent in GetEntArray("train_buyable_weapon", "script_noteworthy"))
    ent.zombie_weapon_upgrade = "s2_sten";

I've yet to figure out how to change the spawned weapon model, currently returning an error indicating that the .model property of the usual ent.target entity is read-only.
11 months ago
Okay good to see there have indeed been random weapon power-ups publicly available for use, still some changes from natesmithzombies' version (download from KillJoy's megathread) that are required:
 
Code Snippet
cpp
//nsz_powerup_weapon.csc/zm_powerup_random_weapon.csc

//change "weapon" with "random_weapon" so hacker scripts know it's not hackable

function __init__()
{
    zm_powerups::include_zombie_powerup( "random_weapon" );
    zm_powerups::add_zombie_powerup( "random_weapon" );
}
Code Snippet
cpp
//nsz_powerup_weapon.gsc/zm_powerup_random_weapon.gsc

zm_powerups::register_powerup( "random_weapon", &grab_weapon, &setup_weapon );
if( ToLower( GetDvarString( "g_gametype" ) ) != "zcleansed" )
{
    zm_powerups::add_zombie_powerup( "random_weapon", "tag_origin", "", &zm_powerups::func_should_never_drop, POWERUP_ONLY_AFFECTS_GRABBER, !POWERUP_ANY_TEAM, !POWERUP_ZOMBIE_GRABBABLE );
    zm_powerups::powerup_set_statless_powerup("random_weapon");
    zm_powerups::powerup_set_player_specific("random_weapon", 1);
}
Code Snippet
cpp
//nsz_powerup_weapon.gsc/zm_powerup_random_weapon.gsc

//remove weapon_lookup_table function above this, func_should_drop_weapon below this

function setup_weapon( player )
{
    //level.weapon_lookup_table = array::randomize( level.weapon_lookup_table );
    keys = array::randomize( GetArrayKeys( level.zombie_weapons ) );
    if (IsDefined(level.CustomRandomWeaponWeights))
    {
        keys = player [[level.CustomRandomWeaponWeights]](keys);
    }
    weapon_to_give = keys[0];
    //pap_triggers = zm_pap_util::get_triggers();
    for ( i = 0; i < keys.size; i++ )
    {
        if ( zm_weapons::get_is_in_box( keys[i] ) )
        //if ( zm_magicbox::treasure_chest_CanPlayerReceiveWeapon( player, keys[i], pap_triggers ) )
        {
            weapon_to_give = keys[i];
            break;
        }
    }

    //w_weapon = zm_magicbox::treasure_chest_ChooseWeightedRandomWeapon();
    if(zm_weapons::can_upgrade_weapon(weapon_to_give) && !RandomInt(4))
        weapon_to_give = zm_weapons::get_upgrade_weapon(weapon_to_give);
   
    //weapon_to_give = level.weapon_lookup_table[0];
    world_gun = GetWeaponWorldModel(weapon_to_give);
    //self SetModel( world_gun );
    self useweaponmodel( weapon_to_give, world_gun );
    self.weapon_to_give = weapon_to_give;
)
Code Snippet
cpp
//nsz_powerup_weapon.gsc/zm_powerup_random_weapon.gsc

//replace GiveWeapon call with zm_weapons::weapon_give, other no. of weapons/Mule Kick checks are unnecessary

function grab_weapon( player )
{
    weaps = player getweaponslistprimaries();
    gun = self.weapon_to_give;
   
    if( player does_player_have(gun) )
        return;
   
    player zm_weapons::weapon_give( gun, zm_weapons::is_weapon_upgraded(gun) );
}

 
 
 
1 year ago
Now to figure out how to change the position of the weapon model pop-up...
Either relative movement:
Code Snippet
cpp
case "pistol_burst": //RK5
{
    ent.zombie_weapon_upgrade = "t5_olympia";
    ent.origin += (0, 10, 0);
    spawn_loc = struct::get(ent.target, "targetname");
    spawn_loc.origin += (0, 10, 0);
    break;
}
or repositioning altogether
Code Snippet
cpp
case "smg_fastfire": //Vesper
{
    ent.zombie_weapon_upgrade = "t5_aug";
    ent.origin = (3, 926, -30);
    ent.angles = (0, 180, 0);
    spawn_loc = struct::get(ent.target, "targetname");
    spawn_loc.origin = (3, 926, -30);
    spawn_loc.angles = (0, 180, 0);
    break;
}

1 year ago
 

QED Random Weapon Power-Up

China Lake from Skye's Weapon Ports for example only
www.mediafire.com

To-Do:
  • Make weapon-giving power-up specific rather than globally set
  • Add second weaponmodel to dual-wield weapon power-ups
  • Apply PaP camo to weapon models
Credits
Serious for decompiled scripts: https://github.com/shiversoftdev/t7-source
TescoFresco for reference on how to init power-up scripts: https://github.com/tescfresc/TFs-Zombie-Options
 
Quick Reference
Code Snippet
cpp
//_zm_weap_quantum_bomb.gsc

function init()
{
    ...
    quantum_bomb_register_result("random_weapon_powerup", &quantum_bomb_random_weapon_powerup_result, 60);
    ...
}

function quantum_bomb_random_weapon_powerup_result(position, player)
{
    keys = array::randomize( GetArrayKeys( level.zombie_weapons ) );
    if (IsDefined(level.CustomRandomWeaponWeights))
    {
        keys = player [[level.CustomRandomWeaponWeights]](keys);
    }
    w_weapon = keys[0];
    for ( i = 0; i < keys.size; i++ )
    {
        if ( zm_weapons::get_is_in_box( keys[i] ) )
        {
            w_weapon = keys[i];
            break;
        }
    }

    if(zm_weapons::can_upgrade_weapon(w_weapon) && !RandomInt(4))
        w_weapon = zm_weapons::get_upgrade_weapon(w_weapon);
   
    level.zombie_powerups["random_weapon"].weapon = w_weapon;
   
    dw_weapon = w_weapon.dualWieldWeapon;
    if ( dw_weapon != level.weaponNone )
        level.zombie_powerups["random_weapon"].model_name = dw_weapon.worldmodel;
    else
        level.zombie_powerups["random_weapon"].model_name = w_weapon.worldmodel;

    level thread zm_powerups::specific_powerup_drop("random_weapon", position);
}
Code Snippet
cpp
//_zm_powerup_random_weapon.gsc

#using scripts\codescripts\struct;
#using scripts\shared\ai\zombie_death;
#using scripts\shared\array_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\flagsys_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\system_shared;
#using scripts\shared\util_shared;
#using scripts\zm\_zm_blockers;
#using scripts\zm\_zm_devgui;
#using scripts\zm\_zm_magicbox;
#using scripts\zm\_zm_melee_weapon;
#using scripts\zm\_zm_pers_upgrades;
#using scripts\zm\_zm_pers_upgrades_functions;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_score;
#using scripts\zm\_zm_spawner;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;

#namespace zm_powerup_random_weapon;

//REGISTER_SYSTEM( "zm_powerup_random_weapon", &__init__, undefined )

/*function autoexec __init__sytem__()
{
    system::register("zm_powerup_random_weapon", &__init__, undefined, undefined);
}*/

function init()
{
    zm_powerups::register_powerup("random_weapon", &give_random_weapon, &setup_random_weapon);
    if(tolower(getdvarstring("g_gametype")) != "zcleansed")
    {
        zm_powerups::add_zombie_powerup("random_weapon", "zombie_pickup_minigun", &"", &zm_powerups::func_should_never_drop, 1, 0, 0);
        zm_powerups::powerup_set_statless_powerup("random_weapon");
        zm_powerups::powerup_set_player_specific("random_weapon", 1);
    }
}

function give_random_weapon(e_player)
{
    w_weapon = level.zombie_powerups["random_weapon"].weapon;
    e_player notify(#"hash_31471387");
    e_player zm_weapons::weapon_give(w_weapon, 0, 0, 1);
    wait(0.1);
}

//make sure no missing tags on weapon models
function setup_random_weapon()
{
    self useweaponmodel( level.zombie_powerups["random_weapon"].weapon, level.zombie_powerups["random_weapon"].model_name );
}

Code Snippet
cpp
//_zm_powerup_random_weapon.csc

#using scripts\codescripts\struct;
#using scripts\shared\clientfield_shared;
#using scripts\shared\system_shared;
#using scripts\zm\_zm_powerups;

#insert scripts\shared\shared.gsh;

#namespace zm_powerup_random_weapon;

REGISTER_SYSTEM( "zm_powerup_random_weapon", &__init__, undefined )

/*function autoexec __init__sytem__()
{
    system::register("zm_powerup_random_weapon", &__init__, undefined, undefined);
}*/

function __init__()
{
    zm_powerups::include_zombie_powerup("random_weapon");
    zm_powerups::add_zombie_powerup("random_weapon");
}

2 years ago
Trying to implement JBird632's Custom Claymores to replace Trip Mines needs some specific ordering: first add a new wallbuy .gsc-side while you still have location info then delete the previous ones both server- and client-side.
Code Snippet
cpp
//_zm_weapons.gsc

function init_spawnable_weapon_upgrade()
{
    zm_swap_weapons::swap_claymores();
    zm_swap_weapons::swap_wall_weapon();

Evidently trigger_radius_use did not work on its own so time to use unitriggers and then execute zm_claymore::init at the end of the function...
Code Snippet
cpp
//zm_swap_weapons.gsc

#using scripts\zm\zm_claymore;
#using scripts\zm\_zm_unitrigger;

...

function swap_claymores()
{
    foreach(ent in struct::get_array("claymore_purchase", "targetname"))
    {
        VAL = ent.zombie_weapon_upgrade;
        if(!isdefined(VAL))
        {
            continue;
        }
        spawn_loc = struct::get(ent.target, "targetname");
        claymore = Spawn("trigger_radius_use", spawn_loc.origin, 0, 84, 72);
        claymore.targetname = "claymore_trigger";
        claymore zm_unitrigger::create_unitrigger( "Hold ^3&&1^7 to buy Claymores [Cost: 1000]" , 20, &visibility_and_update_prompt);
        if(isdefined(claymore))
            claymore.spawnmodel = util::spawn_model("wallbuy_claymore", spawn_loc.origin + VectorScale((0, -0.5, 0), 1), spawn_loc.angles);
    }
    thread zm_claymore::init();
}

function visibility_and_update_prompt( player )
{
    if(isdefined(self.hint_string))
    {
        self SetHintString( self.hint_string );
    }
    return true;
}

 
change the waittill from trigger to trigger_activated:
Code Snippet
cpp
//zm_claymore.gsc

function purchaseClaymores()
{
    trigger = GetEnt("claymore_trigger", "targetname");
    trigger.zombie_cost = 1000;    
    trigger SetHintString( "Hold ^3&&1^7 to buy Claymores [Cost: 1000]" );    
    trigger SetCursorHint( "HINT_NOICON" );
    trigger.claymore_triggered = false;
   
    thread give_claymores_after_rounds();

    while(1)
    {
        trigger waittill("trigger_activated", player);
   
        ...
       
    }
   
    ...
   
}
(apparently also needed to change a PlaySoundAtPosition to use zmb_cha_ching instead of purchase)
 
 
and delete the Trip Mine structs:
Code Snippet
cpp
//zm_swap_weapons.gsc, zm_swap_weapons.csc

function swap_wall_weapon()
{

    ...

    foreach(ent in struct::get_array("claymore_purchase", "targetname"))
    {
        VAL = ent.zombie_weapon_upgrade;
        if(!isdefined(VAL))
        {
            continue;
        }
        ent struct::delete();
    }
}

 
And I suppose to find out how to make the claymore weaponmodel pop out of the wallbuy...?
2 years ago
As for the missing effects, try installing the BO3 tools additional assets and see if that fixes it. Thanks!
Haven't any luck doing that, neither did it help to make sure Campaign/Multiplayer was installed. Just must really be overlooking something on my end, and we just started to notice missing PaP muzzle flashes as well from this importing issue...
 
Another thing that might be an oversight on my part is the Dual-Wield CZ-75, having trouble removing the extended barrel off the left gun's model: usual method of hiding tag_long_barrel doesn't seem to work.
Also been pointed out to me the Death Machine sounds don't match the original Black Ops ones, seems they're still the ones from BO II/III?
2 years ago

 
Adds TheSkyeLord's weapon ports to the four Black Ops maps in Zombie Chronicles with accurate wallbuy replacements, mystery box weapons and minigun replacement for the Death Machine power-up. The four WaW (Rezurrection) maps currently have Black Ops weapons as wallbuys.
 
Currently uses BOCW versions of the ballistic knife and crossbow: ballistic knife is fully functional but lacks different models for Bowie/Sickle combinations (damage buff still applies), crossbow lacks warning indicators/sounds and PaP 'monkey bomb' effect. Also at the moment does not replace Grenades or Wonder Weapons.
Claymores are available but Spikemores are not. Shangri-La easter egg cannot be completed because it is tripmine-specific.
 
Also available are optional MP weapons: AK47 (Reznov's Revenge), Uzi (choice between 25- and 32-round mag versions), Skorpion, Stoner63, Enfield, WA2000, PSG1; and the WaW PPSh-41.
 
Other Changes:
  • Adjusted stats based on the original game
  • Added lobby menu option to change perk machine between PhD Flopper or Widow's Wine
  • Added lobby menu options to remove Widow's Wine, Double Tap,Deadshot (for maps like Ascension) from the Wunderfizz pool or from Perkaholic/other sources as well
  • Added lobby menu option to disable double pack-a-punch
  • Set r_modellodbias to 10, r_lodbiasrigid to -1000, r_dof_enable to 0
  • Added Improved BO3 Ray Gun, though set the damage stats back to original and changed the glow material colours to match Black Ops (white, blue when PaP)
  • Changed PaP camo to more closely resemble the original from Black Ops
  • Added lobby menu option to switch HUD perk icons to Black Ops 1 style, or BO III icons recoloured in the Black Ops 1 style
  • Added random weapon power-up to QED and adjusted random weapon 'starburst' pool
  • Added lobby menu option to disable Gobblegum Machine or remove model (collision still applies)
  • Added lobby menu  option to restore classic round change music
  • Added lobby menu option to enable/disable Ray Gun Mark II
  • Restored pre-Zombie-Chronicles zombie sounds, WaW hellhound sounds
  • Added lobby menu option to disable Space Monkey rounds on Ascension
  • Added lobby menu option to add the Kino der Toten AUG Wallbuy from Wii
  • Added lobby menu option to change Deadshot price to 1000
  • Added lobby menu option to change the wallbuy between Claymores or Trip Mines
  • Added lobby menu options to remove Ballistic Knife or Crossbow from the mystery box
  • Added lobby menu options to reintroduce BO III weapons to the mystery box
  • Added lobby menu option to disable Der Wunderfizz or remove model (collision still applies)
  • Added lobby menu options to disable or change PaP camos. Multiple camo selections can either be handled by randomly picking one for the game or changing after every PaP.
  • Added lobby menu option to switch between viewmodel and overlay scope (or the ability to change mid-game) across Dragunov, L96A1, G11
  • Added lobby menu option to replace Demonic Announcer with original Samantha, Moon Richtofen, BO II Richtofen, Origins Samantha, Shadowman
  • Added lobby menu option to restore Classic Mystery Box FX
  • Added lobby menu option to lower weapon when it would be blocked by obstructions (weaponrest_enabled 1)
  • Added lobby menu option to restore "FIVE" quotes in Ascension's Red Telephones
  • Added lobby menu option to disable sliding
  • Restored burp sounds after drinking perks for maps that haven't set them
  • Added lobby menu option to replace all grenade wallbuys with frags, semtexes, or leave it at the map's default. For maps like Kino der Toten and Ascension which didn't originally have semtexes
  • Added lobby menu option to change zombie eye glow to orange, blue, red, white, green, purple, pink, or remove altogether
  • Added lobby menu option to revert Double Tap to its WaW/BO incarnation.
  • Added lobby menu option to switch Quick Revive with Mule Kick on Shi no Numa
  • Added lobby menu option to disable randomised perk machines on The Giant (+ Shadows of Evil and Zetsubou no Shima)
  • Added lobby menu option to enable zombie rolling/side-stepping
  • Added lobby menu option to restore black-and-white vision in Ascension
  • Added ability to pause in co-op with new in-game menu option
  • Added lobby menu option to switch to two-hit-down system, with options that change between the different regeneration delays across the (partially hidden) WaW/BO difficulty level mechanic. Also includes adjustment to the critically injured overlay so there's an option that makes it show up after one hit pre-Jugg.
  • Added lobby menu option to enable or disable custom starting weapon (e.g. for Origins)

Ascension Easter Egg is soloable and partially uses debug logic hidden in the original script files:
  • For 3-player games and below, the monkey round buttons have a delay of 100.5 seconds rather than the normal 0.5 seconds, allowing them all to be pressed in time
  • In Solo, Lunar Landers automatically collect the letters when in sufficient proximity to them
  • Matryoshka dolls are not needed for Solo in the final Gersh Device weapon combo step
Shangri-La Easter Egg is soloable and uses debug logic hidden in the original script files:
  • For 3-player games and below, the Eclipse mode buttons have a delay of 10 seconds rather than the normal 1 second, allowing them all to be pressed in time
  • Tile-matching step is skipped in solo upon pressing the button, this is a stopgap until I can figure out how to make them automatically match when stepping on one
  • Pressure plate is considered 'stepped on' by default in Solo so going down the slide successfully hits the switch

Base Mod:

www.mediafire.com

Version with TF's Zombie Options:

www.mediafire.com

Installation: extract into the mods folder in your root BO III installation, resulting file directory should look mods\bo_weapons\zone
Quick Installation: copy .zip into mods folder and right-click to choose an 'Extract here' option
Notes:
  • Death Machine spin up time reduced to 0.1s and spin down time reduced to 0.25s (originally 0.25s, 0.5s)
  • Incorrect splash damage, mobility for M72 Anarchy
  • Incorrect far range damage values for shotguns
  • Improved Ray Gun glowy material is set to a white colour normally and blue colour when PaP to match the original Black Ops version
  • Weapon Camo Tables modified to match the parts of the weapons that actually had the Black Ops PaP Camo applied (also used for WaW PaP Camo)

Included is some support for Custom Maps:
  • Call of the Dead - Overrides existing weapons and adds Crossbow, Ballistic Knife (subject to the same lobby menu options as usual). Lobby menu option to replace Death Machine reward with Lightning Bolt (Wunderwaffe DG-2) when defeating George. Perk icon options do not work.
  • Der Riese: Declassified - replaces Mystery Box weapons; perk icons option disabled (already used by map); lobby menu options to restore PPSh-41/MG 42, keep wallbuys or replace with Black Ops weapons.
and support for non-Rezurrection stock maps:
Shadows of Evil
Origins
M14, AK-74u, MP40 are in their original wall positions, StG44 and M1927 wallbuys are left in their BO III incarnations for now, rest of wall weapon placements were suggested by Conn6orsuper117: https://steamcommunity.com/sharedfiles/filedetails/?id=3342640442
Includes weapon changes for dig spots as well: C96, Olympia, Stakeout; L96A1, HS-10; StG44, AK-74u, MP40, SPAS-12

Frequently Asked Questions:
Credits
TheSkyeLord
Scobalula's Cereberus to extract script files for reference purposes from Deadshot.mp4's COTD Chronicles Conversion Mod
Greyhound to extract 'wallbuy model files' from Smurphy's BO2 Origins Mod ... which is just in practice a flat plane ...
Scobalula's  Bo3Mutators for options menu set-up, and Serious for pointing this out to me
Scobabula's HydraX for general asset decompilation, especially map _weapons.csv files
Scobalula's T7MTEnhancements for linking compatibility with Serious A.K.A. shiversoftdev's decompiled scripts
Birdman's XModel Tools For Blender
MikeyRay, Humphrey, MotoLegacy, JBird632 for Customisable PhD Flopper
Logical Edits for Custom Perk Icons set-up
TescoFresco for TF's Zombie Options and the options menu set-up derived from it
Smurphy for Improved BO3 Ray Gun and Remastered WaW PPSh (+ WaW PaP Camo)
Hogarth935 for Black Ops 1 Style PaP Camo
Ronan’s Custom Perk & Powerup Shaders
MakeCentsGaming for reference on how to add optional perk icons
JBird632's Custom Claymores
Serious for decompiled scripts (QED, _zm_powerup_genesis_random_weapon)
pmr360 for Black Ops Cold War Ballistic Knife and Crossbow
natesmithzombies and ZoekMeMaar for Custom Power-Ups, thanks also KillJoy for the Powerups Megathread
Beandon for providing Death Machine announcer voicelines
Cypress for the Monkey Exterminiation Mod used as reference because I apparently did not want to figure out Ascension monkey round code by myself
Scobalula's  Bo3Mutators for options menu set-up
Scobabula's HydraX for general asset decompilation, especially map _weapons.csv files
quizz for pointers on where to find WaW PaP camo (iw_26.iwd)
Kingslayer Kyle for the BO3 Gun Pack used to add Ray Gun Mark II to other maps and for directing me to Scobalula's T7MTEnhancements patch
JariKCoding for the CoDLuaDecompiler used to help fix perk icons in Der Riese: Declassified
Humphrey for Shadows of Evil Perk Shaders
Booris, J.G, Westchief596, VoiceOfJared for Shadow Man Announcer/Dr. Monty Announcer, Origins Samantha Announcer, BO1 Moon Richtofen Announcer, Richtofen Announcer respectively
BetiroVal for Classic Mystery Box FX
N7aster for providing Black Ops explosion sounds (weapons, PhD Flopper) and "FIVE" quotes from Ascension's Red Telephones
FrostIceforge for Custom Zombie Eye Colors
MadKixs for Perks Shaders in BO3 style used for Double Tap and the Alternative Shaders with "Black Ops 1" colors
WETEGG for emptyFXIW.efx file from Infinite Warfare Perk Ports
Harrybo21 for side-stepping implementation from New BT Stuff v3.0.0
Rayjiun for black-and-white visionset and co-op pause functionality
Harrybo21 for Blundergat Weapon Pack's scripting set-up for crossbow bolt FX and PaP 'monkey bomb' effect
Double Post Merge: June 12, 2023, 01:06:24 pm
 
Update Changelog
17ᵗʰ January 2024 21:52 GMT
Added 'monkey bomb' effect to PaP Crossbow
Added FX on projectiles for crossbows and semtex (for the time being PaP crossbow has the same green FX instead of red FX)
Shortened unupgraded crossbow fuse time to 1.5 seconds
Added throwing/activation sound for semtex (extracted from Black Ops II)
7ᵗʰ October 2024 01:18 GMT+1
Added lobby menu option to switch to a two-hit-down system + the health regeneration delay of WaW/BO 'difficulty' mechanics (_gameskill.gsc, I assume the fractional blending mechanic isn't used). Hardened is currently not implemented due to an issue with the set-up for health regen/post-damage invincibility making it too survivable.
Added extra options for Origins map support
Thanks Conn6orsuper117 for the suggestion!
Added support for Origins
31ˢᵗ August 2024 15:26 GMT+1
Fixed perk machines not having light-up FX on Shi no Numa
 
Issues reported by Conn6orsuper117, thanks for the help!
Fixed Locus still being in Nacht der Untoten Mystery Box
17ᵗʰ August 2024 17:02 GMT+1
Thanks N7aster for the suggestion!
Added ability to pause in co-op with new in-game menu option
9ᵗʰ August 2024 19:38 GMT+1
Thanks zombiedude9976 for the suggestion!
Added option to restore original black-and-white vision in Ascension
5ᵗʰ August 2024 23:40 GMT+1
Fixed missing support for zombies side-stepping/rolling in Kino der Toten
 
Thanks Conn6orsuper117 for the suggestion!
Replaced Locus with L96A1 in Nacht der Untoten Sniper Cabinet
5ᵗʰ August 2024 00:18 GMT+1
Added lobby menu option to switch Quick Revive with Mule Kick on Shi no Numa
Added lobby menu option to disable randomised perk machines on The Giant (+ Shadows of Evil and Zetsubou no Shima)
 
Thank you poyzee for the suggestion!
Added lobby menu option to enable zombie rolling/side-stepping
2ⁿᵈ August 2024 22:22 GMT+1
Removed Sten from Mystery Box in Verrückt and Shi no Numa
Fixed one of the Sten wallbuys lacking chalk drawing and StG 44 chalk drawing overlapping M16 wallbuy in Verrückt (issue not present in TF's Zombie Options version)
 
Thanks zombiedude9976 for the suggestion!
Added Black Ops wall weapons to Nacht der Untoten and The Giant
1ˢᵗ August 2024 22:57 GMT+1
Thanks zombiedude9976 for the suggestion!
Added Black Ops wall weapons to Verrückt and Shi no Numa
31ˢᵗ July 2024 23:12 GMT+1
Thanks Bananascopz for the suggestion!
Replaced hellhound sounds with ones from WaW
 
Thanks zombiedude9976 for the suggestion!
Added option to change Der Riese: Declassified wallbuys to Black Ops weapons
10ᵗʰ July 2024 11:32 GMT+1
Thanks TheGoldenBum for the suggestions!
Added option for Alternative Shaders with "Black Ops 1" colors as perk icons
Added Weaponized 115 PaP camo option
Added option to remove zombie eye glow FX
5ᵗʰ July 2024 17:28 GMT+1
Added new material to MP40 PaP model to make WaW camo better match the original game
Adjusted BO1 PaP camo scaling to better match the original game
2ⁿᵈ July 2024 17:43 GMT+1
Changed WaW PaP camo to use assets made by smurphy
 
An old popular request:
Added WaW PPSh-41 as optional weapon
25ᵗʰ June 2024 09:54 GMT+1
Thanks TheGoldenBum for the suggestion and finding how to implement it
Added lobby menu option to revert Double Tap to its WaW/BO incarnation. Perk machine and a proper Shadows of Evil perk icon not implemented yet.
24ᵗʰ June 2024 11:55 GMT+1
Thanks TheGoldenBum for the suggestion!
Added lobby menu option to change zombie eye glow. NOTE: Eyes on the model itself may still be visible through the glow fx
11ᵗʰ June 2024 11:54 GMT+1
Thanks Clapmeister for the suggestion!
Added lobby menu option to replace all grenade wallbuys with frags or semtexes
8ᵗʰ June 2024 11:58 GMT+1
Thanks TheGoldenBum for the suggestion!
Added lobby menu options to remove Double Tap and Deadshot
6ᵗʰ June 2024 12:28 GMT+1
Fixed power-up icons not being replaced in Shadows of Evil
22ⁿᵈ May 2024 17:39 GMT+1
Switching to original round change sounds now plays for the first round
 
Thanks N7aster for the suggestion!
Changed to original PhD Flopper explosion sound as provided by N7aster
Enabled perk drinking burp sounds for maps that haven't set them
Fixed PSG-1 not having sounds
20ᵗʰ May 2024 17:36 GMT+1
On popular request:
Added option to disable sliding
19ᵗʰ May 2024 12:28 GMT+1
In lobby menu options 'Black Ops Features' settings have been split away from 'General' settings
 
Thanks poyzee for the suggestion!
Added option to switch to "FIVE" quotes provided by N7aster for Ascension's Red Telephones
12ᵗʰ May 2024 21:21 GMT+1
Reset explosion FX to the original ports set-up
Changed DuckGroup settings on weapon sounds to ones that would work properly on Moon: no more full volume firing sounds in vacuum
 
Added Black Ops explosion sounds provided by N7aster for PaP M1911, M16A1 grenade launcher, China Lake
 
Issues reported by TheGoldenBum, thanks for the help!
Fixed PaP muzzle flash for Uzi
Fixed PaP camo on PaP PM-63
7ᵗʰ May 2024 20:23 GMT+1
Thanks TheGoldenBum for the suggestions!
Added lobby menu option to restore Classic Mystery Box FX
Added lobby menu option to lower weapon when it would be blocked by obstructions
Fixed Death Machine HUD icon erroneously being reset to BO III version
5ᵗʰ May 2024 15:19 GMT+1
Added camo masks for AK-47, FAL, Stakeout and the WaW camo for MP40
PaP camouflage should now mostly be applied correctly to the weapons, might still need some work
23ʳᵈ April 2024 10:31 GMT+1
Actually fixed Thunder Gun PaP camo
Stopped PaP camo from being applied to Ray Gun batteries
22ⁿᵈ April 2024 17:41 GMT+1
Fixed sniper rifles with changeable scopes having differences in initially-obtained vs maximum ammo counts
Fixed sniper rifles with changeable scopes needing to switch between modes before switching to another weapon
Buffed PaP WA2000 to have ammo capacity of 18+72
 
Thanks TheGoldenBum for the suggestions!
Reverted changes to how PaP camo is applied to Thunder Gun 
Added PSG1
1ˢᵗ April 2024 13:17 GMT+1
Fixed previous Call of the Dead chalk drawings change being applied to all maps
Fixed 2D overlay option not allowing WA2000 to give an upgraded weapon from the PaP machine
 
Issues reported by TheGoldenBum, thanks for the help!
Fixed Thunder Gun not having PaP camo applied
Switched WA2000 PaP camo to be applied to the other parts of the gun rather than the wooden parts
31ˢᵗ March 2024 10:35 GMT+1
Fixed Call of the Dead having extra chalk drawings on top of the map's original ones.
Fixed switchable sniper rifle scope setup doubling reserve ammo
Known issue: default sounds (explosions, wonder weapon reloads) sometimes don't play, this is a problem with building the mod on a different system and is guaranteed to be fixed around the middle of April, though I'll see what I can do until then - just unclear when it does work and when it doesn't
 
Thanks TheGoldenBum for the suggestions!
Added Dr Monty as Demonic Announcer option
Added WA2000
18ᵗʰ March 2024 08:13 GMT
Issue reported by TheGoldenBum, thanks for the help!
Added missing BO II Richtofen Demonic Announcer option, the results in game should now align with the settings
17ᵗʰ March 2024 22:24 GMT
Added as options to replace Demonic Announcer with original Samantha (for maps using custom ones, otherwise leave it as default)/Moon Richtofen/BO II Richtofen/Origins Samantha
Thanks TheGoldenBum for the suggestion!
Added lobby menu option to replace Demonic Announcer with the Shadowman
Adjusted Enfield Black Ops/World at War PaP camo so it's no longer applied to the polymer textures
3ʳᵈ March 2024 22:25 GMT
Fixed Shadows of Evil having BO III weapons regardless of the lobby menu options
3ʳᵈ March 2024 21:21 GMT
Added support for Shadows of Evil
To-do: Change Bootlegger wallbuy model to Sten, replace powerup HUD icons with Black Ops icons
24ᵗʰ February 2024 20:20 GMT
Issue reported by poyzee, thanks for the help!
Fixed check for already-included Ray Gun Mark II (based on worldmodel check from _zm_weapons.csc), should now actually appear in the mystery box on custom maps.
19ᵗʰ February 2024 10:17 GMT
Issue reported by poyzee (Gamer Squirrel), thanks for the help!
Fixed Ray Gun Mark II not appearing on custom maps by including it by default, then removing from mystery box on stock maps that already have it
17ᵗʰ February 2024 12:18 GMT
Issue reported by Monkeyzon, thanks for the help!
Fixed custom Ray Gun Mark II being erroneously added to stock maps.
Prevented custom Ray Gun Mark II FX from overriding stock FX (the issues with said custom FX are yet to be fixed)
 
Re-implemented lobby menu option for round change sounds
Thanks Gamer Squirrel for the suggestion!
Added Ice PaP camouflage option
8ᵗʰ February 2024 14:06 GMT
Thanks Gamer Squirrel for the suggestion!
Added option to replace Death Machine powerup with Lightning Bolt (Wunderwaffe DG-2) after defeating George on Call of the Dead (name for zm_powerups::specific_powerup_drop is "tesla")
4ᵗʰ February 2024 13:25 GMT
Issue reported by Gamer Squirrel (poyzee), thanks for the help!
Fixed PhD Flopper perk icon not showing in Der Riese: Declassified
30ᵗʰ January 2024 12:28 GMT
Thanks Clapmeister for the suggestion!
Added lobby menu options to restore PPSh-41, MG 42 to Der Riese: Declassified
 
Added Circuits/WaW camo to stock weapons
 
Issue reported by poyzee, thanks for the help!
Made sure the Ray Gun Mark II is added to maps that did not already have it
27ᵗʰ January 2024 17:46 GMT
Added lobby menu option to switch between viewmodel and overlay scope (or the ability to change mid-game) across Dragunov, L115, G11
 
Issue reported by poyzee, thanks for the help!
Fixed Ballistic Knife with Sickle erroneously being added to Call of the Dead
Disabled Perk Icon change functionality on Der Riese: Declassified due to being redundant
26ᵗʰ January 2024 10:38 GMT
Fixed Black Ops PaP Camo being erroneously applied to parts of AUG, Commando, FAMAS, G11, Galil, M14, M16, AK74u, MP5K, MPL, Spectre, HK21, RPK, Dragunov, L115, HS10, SPAS-12
 
Thanks Clapmeister for the suggestion!
Added lobby menu option for WaW Camo, uses same camo rules as Black Ops
KNOWN BUG: Camo does not get applied to G11
25ᵗʰ January 2024 11:17 GMT
Thanks poyzee for the suggestion!
Added support for Call of the Dead and Der Riese: Declassified
23ʳᵈ January 2024 12:56 GMT
Thanks Clapmeister for the suggestion!
Made Ascension Easter Egg soloable
20ᵗʰ January 2024 15:24 GMT
Issue reported by poyzee, thanks for the help!
Fixed batteries rendering over the Ray Gun glowy material when using the Black Ops PaP camo during the reload animation, they are now only slightly visible behind the glowy material (this happens with other vanilla camos)
On request added option to restore Black Ops III Circuits camo for Black Ops weapons/Ray Gun/Crossbow/Ballistic Knife only (custom camos cannot be added to stock weapons)
13ᵗʰ January 2024 11:52 GMT
Thanks poyzee for the suggestion!
Changed Ray Gun glowing material to white (blue when PaP) to match the original Black Ops version
5ᵗʰ January 2024 14:16 GMT
Thanks poyzee for the suggestion!
Added lobby menu options to disable or change PaP camos.
20ᵗʰ December 2023 18:24 GMT
Issue reported by TheGoldenBum, thanks for the help!
Fixed erroneous removal of Enfield lobby menu option
19ᵗʰ December 2023 17:16 GMT
Thanks TheGoldenBum for the suggestion!
Added option to disable Der Wunderfizz
 
Issue reported by Bananascopz, thanks for the help!
Fixed waterslide step not working for 2/3-player games
12ᵗʰ December 2023 18:27 GMT
Thanks TheGoldenBum for the suggestion!
Changed red dot to higher resolution texture (BO III red dot)
Added Enfield weapon option
9ᵗʰ December 2023 12:48 GMT
Fixed optional weapons not having their model cycle through the box (changed .csc code from clientfield to DVAR method)
Fixed disabled weapons still having their model cycle through the box (RemoveZombieBoxWeapon)
8ᵗʰ December 2023 11:12 GMT
Made AK47/Uzi/Skorpion/Stoner63 options off by default
 
Thanks Dobonhonkeroo for the suggestion!
Added options to reintroduce BO III weapons to the mystery box
 
Thanks Clapmeister for the suggestion!
Added options to remove Ballistic Knife or Crossbow from the mystery box
 
Issue reported by Clapmeister, thanks for the help!
Reduced M72 Law 'Raise' time to 1.1, 'First Raise' time to 1.4
Reduced Death Machine 'First Raise' time to 1.55
 
Issue reported by TheGoldenBum, thanks for the help!
Changed all remaining PaP viewmodel muzzleflash to available effect (fx\zombie\fx_muz_lg_mg_1p_ug_zm/fx_muz_sm_pistol_1p_ug_zmb/fx_muz_rocket_xm_1p_ug_zmb.efx → fx_muz_md_rifle_1p_ugw_zmb)
25ᵗʰ November 2023 14:39 GMT
Changed Mod Options system to be based on Scobalula's Bo3Mutators, map restarts no longer occur to implement certain features
Made Shangri-La Easter Egg soloable, claymores do not in fact work during the trip mine step
28ᵗʰ October 2023 15:45 GMT+1
Swapped Shangri-La and Moon grenade wallbuys for semtex
Currently a port from the maingame BO III semtex, which doesn't have the throwing or beeping sounds of previous games
Uses standard grenade indicators as a placeholder, hud_icon_sticky_grenade doesn't seem to work
23ʳᵈ October 2023 18:21 GMT+1
Thanks Clapmeister for the suggestion!
Added lobby menu option to choose between Claymores and Trip Mines, if Shangri-La easter egg wasn't fixed behind-the-scenes
22ⁿᵈ October 2023 15:14 GMT+1
Set ADS spread to 0 and enabled Is Sniper Weapon on Dragunov, L115A1
Enabled ADS Sway View Instead of Gun on D115 Disassembler, L115 Isolator
 
Changed lobby menu option to be a drop-down with option to 'replace' Gobblegum Machines, at present this doesn't work and removes the model without affecting the collision.
At some point I'll figure out how to make the code spawn in barrels like poyzee suggested
 
Issue reported by Clapmeister, thanks for the help!
Changed Widow's Wine lobby menu option to be a drop-down with new option to remove the perk from the map rather than just Wunderfizz (restores previous functionality)
25ᵗʰ September 2023 19:43 GMT+1
Thanks Sergeant Meow 08 for the suggestion!
Added option to disable Space Monkey rounds on Ascension
19ᵗʰ September 2023 13:04 GMT+1
Changed 'Enable Widow's Wine' option to only affect Der Wunderfizz pool and not remove entirely from the game (backend change)
Added AUG wallbuy lobby menu option (BUG: currently with this option all wall weapon models will fail to spawn when buying)
Added Deadshot Price lobby menu option
Added lobby menu option to choose between spawning either PhD Flopper or Widow's Wine
10ᵗʰ September 2023 17:50 GMT+1
Added Skorpion and Stoner63 weapon options.
18ᵗʰ August 2023 09:00 GMT+1
Issue reported by Ben, thanks for the help!
 
Added compatibility for other localised versions of the game, no translations yet (was it really as easy as edit>options>build language>all)
12ᵗʰ August 2023 16:23 GMT+1
Added Death Machine announcer voicelines provided by Beandon. Post-Moon Easter Egg will still need to be tested.
9ᵗʰ August 2023 15:54 GMT+1
Made classic round change sounds apply by default and removed lobby menu option due to issues with it not applying mid-game
8ᵗʰ August 2023 15:34 GMT+1
Issue reported by street sign, thanks for the help!
 
Changed all firearm recoil settings (apart from Dragunov) to be closer to original Black Ops values, should no longer feel like they have no recoil
6ᵗʰ August 2023 14:45 GMT+1
Replaced my random weapon powerup with modified version of natesmithzombies custom powerup, fixes weapon given being globally set rather than per-powerup
5ᵗʰ August 2023 10:39 GMT+1
Fixed missing sounds for ballistic knife and crossbow
5ᵗʰ August 2023 00:29 GMT+1
Added BOCW ballistic knife and crossbow.
2ⁿᵈ August 2023 13:19 GMT+1
Thanks poyzee for the suggestion!
Added Ray Gun Mark II option
 
Thanks Beandon for the suggestion!
Restored pre-Zombie-Chronicles zombie sounds
31ˢᵗ July 2023 09:41 GMT+1
Thanks TheGoldenBum for the suggestion!
Added option to restore classic round change music
Fixed Fire Sales overriding disable GobbleGum option
30ᵗʰ July 2023 09:26 GMT+1
Issue reported by TheGoldenBum, thanks for the help!
 
Fixed AK47 not appearing in the box when enabled
29ᵗʰ July 2023 14:17 GMT+1
Adjusted M14, Olympia, MPL, Stakeout, M16 wallbuy positions in Moon
28ᵗʰ July 2023 16:59 GMT+1
Thanks TheGoldenBum for the suggestion!
Added option to disable Gobblegum Machines
27ᵗʰ July 2023 09:39 GMT+1
Added fix to make claymores work in Shangri-La easter egg, if this is confirmed to work I'll remove the front page disclaimer.
Changed Double PaP disable to a better method.
 
On popular request:
Added optional AK47 (Reznov's Revenge PaP only for now) and Uzi (both 25- and 32-round mag options).
15ᵗʰ July 2023 17:55 GMT+1
Thanks TheGoldenBum for the suggestion!
Added random weapon power-up to QED
To-do:
  • Make weapon-giving power-up specific rather than globally set
  • Add second weaponmodel to dual-wield weapon power-ups
  • Apply PaP camo to weapon models

Changed weapon pool of 'starburst' QED effect
Disabled double pack-a-punching on M1911
9ᵗʰ July 2023 16:55 GMT+1
Added Claymores
5ᵗʰ July 2023 11:37 GMT+1
Issue reported by TheGoldenBum, thanks for the help!
 
Changed PaP-d AK74u name to AK74fu2
3ʳᵈ July 2023 11:04 GMT+1
Issue reported by Monkeyzon, thanks for the help!
Reverted worldmodel PaP muzzle flash changes on AK-74u, AUG, Commando, Dragunov, FAL, FAMAS, G11, Galil, L115, M14, M16A1 due to co-op crashing issue
 
Thanks Moyai Gaming for the suggestion!
Changed M16A1 name to M16
2ⁿᵈ July 2023 11:47 GMT+1
On Popular Request:
 
Added option to use original Black Ops perk icons
1ˢᵗ July 2023 10:49 GMT+1
Changed China Lake/Mustang & Sally/M203/M72 fx to things that are actually loaded
  • explosions/fx_exp_rocket_default_sm.efx → explosions/fx_exp_rocket_default
  • weapon/fx_trail_crossbow.efx → fx/weapon/fx_trail_grenade.efx
Removed PaP-d M72 trail
Removed early unworking Claymore-replacing-Trip-Mine functionality
27ᵗʰ June 2023 15:34 GMT+1
Changed AK74u/AUG/Commando/Dragunov/FAL/FAMAS/G11/Galil/L115/M14/M16A1 PaP muzzleflash to available effect (fx_muz_md_rifle_1p_ug_zmb → fx_muz_md_rifle_1p_ugw_zmb etc.)
Changed Olympia/SPAS-12/Stakeout/HS-10 PaP muzzleflash to available effect (fx_muz_lg_shotgun_1p_ug_zmb → fx_muz_lg_gas_flash_buckshot_1p_ugw_zmb etc.)
23ʳᵈ June 2023 10:32 GMT+1
Added Hogarth935's Black Ops 1 Style PaP Camo
22ⁿᵈ June 2023 16:49 GMT+1
Changed 'Double Pack-a-Punch' option to a different method that eliminates prompt showing up.
 
Added Black Ops weapons to the mystery box in Rezurrection pack maps, until wall weapons are replaced this is a 'buyer beware' situation for playability since most chalk drawings aren't visible.
 
Fixed PaP-d Dragunov using incorrect zoom.
Issue reported by Kaidoggydawg, thanks for the help!
Fixed incorrect zoom and animation of L115 causing the scope to be incorrectly aligned for hitting things.
21ˢᵗ June 2023 15:20 GMT+1
Thanks Sergeant Meow 08 for the suggestion!
 
Added Improved Ray Gun as a preliminary measure
21ˢᵗ June 2023 09:09 GMT+1
Re-introduced options for Double Pack-a-Punch and Widow's Wine.
20ᵗʰ June 2023 14:20 GMT+1
Re-added PhD Flopper
19ᵗʰ June 2023 20:56 GMT+1
Re-carried through with change to set r_modellodbias to 10, r_lodbiasrigid to -1000, r_dof_enable to 0
19ᵗʰ June 2023 19:05 GMT+1
Reverted all changes other than ADS fixes
19ᵗʰ June 2023 14:45 GMT+1
On popular request:
 
Added PhD Flopper to replace Widow's Wine perk machines (also added option to remove Widow's Wine from the map/Wunderfizz pool if wanted)
Added option to disable double pack-a-punching
Set r_modellodbias to 10, r_lodbiasrigid to -1000, r_dof_enable to 0
 
Issue reported by Dexter307, thanks for the help!
 
Set M1911 ADS transition times to 0.1s, CZ-75 to 0.15s
18ᵗʰ June 2023 09:46 GMT+1
Issue reported by TheGoldenBum, thanks for the help!
 
Fixed PaP-d Commando aim-down-sights animation being further away from the screen than normal.
17ᵗʰ June 2023 14:58 GMT+1
Issues reported by TheGoldenBum, thanks for the help!
 
Fixed RPK not being imported into mod files and thus unobtainable
Fixed PaP-d HK21 having incorrect fire rate and magazine staying in place while reloading
17ᵗʰ June 2023 10:16 GMT+1
Aligned M16A1, PM-63, Stakeout wallbuys on Shangri-La
Thank you to Deadshot.mp4 for providing tools useful in achieving this
16ᵗʰ June 2023 15:31 GMT+1
Fixed Stakeout being obtainable from the Mystery Box in Kino der Toten
 
Issues reported by TheGoldenBum, thanks for the help!
 
Fixed PaP-d CZ-75 lacking iron sights
Fixed PaP-d Dual-Wield CZ-75 right weapon mag count and reverted long barrel removal (still need to deal with non-PaP Dual Wield which has the opposite problem)
Enabled 'Stop Trail When Stationary' for M72 Law/Anarchy projectiles, not sure if it will make the smoke issues any less of a problem
15ᵗʰ June 2023 19:46 GMT+1
Issues reported by TheGoldenBum, thanks for the help!
 
Fixed PaP-d M14 ADS zoom level being of an optics attachment rather than the default iron sights (strange variable that, zoom focal length...)
Fixed magazine staying in place when reloading PaP-d MPL
Reduced Death Machine spin up time to 0.1s and spin down time to 0.25s (originally 0.25s, 0.5s)
13ᵗʰ June 2023 20:52 GMT+1
Fixed PaP-d AUG masterkey having 30×6 reserve ammo rather than 30
13ᵗʰ June 2023 16:41 GMT+1
Actually fixed magazine staying in place when reloading PaP-d Galil, Spectre
Fixed PaP-d M14 ironsight animation
Fixed PaP-d M16A1 adding the flatrail modelgroup when switching to the underbarrel
13ᵗʰ June 2023 00:51 GMT+1
Actually fixed z-fighting on Kino der Toten PM63 wallbuy
Actually fixed PaP-d Python carrying over dual-wield animations
Reverted PaP-d Dragunov scope change and reverted ADS version of L115 Isolator scope as a stop-gap measure until scope overlays are implemented
12ᵗʰ June 2023 13:48 GMT+1
Fixed animations for PaP-d AK74u, M16A1, FAL, HK21, MP40, MP5K
Fixed China Beach name
Fixed missing ironsight for PaP-d Commando
Fixed magazine staying in place when reloading PaP-d Galil, Spectre
Fixed wrong scope on PaP-d Dragunov, L115A1
Fixed PaP-d Python carrying over dual-wield animations
Fixed PaP-d Stakeout not using grip animations
Fixed z-fighting on Kino der Toten PM63 wallbuy

 
2 years ago
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