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[Release] UGX Mod Standalone v1.0.4

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Created 11 years ago
by treminaor
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oh i may try that then  :D and i heard somewhere there was the VR-11 or some form of it? am i wrong
PaP'd M40A3 turns into the VR-0A3 which turns zombies into fighting soldiers who defend you.
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Hey,
Im having a bit of trouble setting up hint strings for my custom weapons. I have them in the mod and they can be bought from the wall, but no hint comes up and the price is 0. Are the hintstrings different in UGX because the normal way doesn't seam to work.

Are the hint-strings set up different in UGX?
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Are the hint-strings set up different in UGX?
I don't remember and don't have time to look into it - if you want an immediate answer then explore the _zombiemode_weapons.gsc and other scripts to find out.
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Trying to convert Yote's Lair to UGX right now.  I used the ugx script generator and made a new map file name for the map.  So all custom scripts/images are no longer until I transfer them back in.

However I am getting a 2400 Texture Assets Exceeded Warning.

Here is a screen of it:

http://prntscr.com/yvztr

Right now its all just basic Der Reise scripts, I do have the treasure box prefabs in and the turret thing.

I also did the localized and the _ignore correctly.


Not sure if this helps or not but here is my MAP INFO list if anything is pushing it there you think:

http://prntscr.com/yw647


I added you on skype Trem, maybe you have a suggestion or two.
Last Edit: April 02, 2013, 05:15:24 pm by ZCTxCHAOSx
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I added you on skype Trem, maybe you have a suggestion or two.
I'll just respond on Skype, it's easier.
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what is the correct procedure of adding custom weapons to a map running ugx?
I have tried adding them the way I usually do but it doesn't work 100%.
I can get weapon by using "give weapon_name" in console. BUT when I type "give all" it doesn't give the gun along with the other ugx weapons. I don't think its added right.
-Luke

*EDIT*
sorry I fixed it

uh how did you do this? I can't get my gun to appear in game...
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I'm still working on the next update - the newest version will bump the versioning up to v1.1
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I am just wondering if you (The UGX Team.) can make the UGX Standalone Mod much more easy to install and to use? For example: the Modern Weapons Mod, and the ZCT: Modern Weapons Mod, those mods you just put to the mod folder and play it on the maps or map style(s) that it made for like Nacht Der Untoten (Prototype Style), Verruckt (Asylum Style), Shi No Numa (Swamp Style), or Der Riese (Factory Style) like maps. Make it for those (Like myself) who don't want to make there own Zombie Maps to use this mod. I think that it will be awesome thing to do making for Der Riese like maps.
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I am just wondering if you (The UGX Team.) can make the UGX Standalone Mod much more easy to install and to use? For example: the Modern Weapons Mod, and the ZCT: Modern Weapons Mod, those mods you just put to the mod folder and play it on the maps or map style(s) that it made for like Nacht Der Untoten (Prototype Style), Verruckt (Asylum Style), Shi No Numa (Swamp Style), or Der Riese (Factory Style) like maps. Make it for those (Like myself) who don't want to make there own Zombie Maps to use this mod. I think that it will be awesome thing to do making for Der Riese like maps.
UGX Mod cannot be a drop-in install for two major reasons:
1) Drop-in mods would not have a working Singleplayer button
2) Pre-compiled maps do not have enough asset room left for our massive amount of new content (which is why we provide custom CSV files to the map makers)
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it will be good if someone does the 4 original maps with the ugx mod i would be like  :gusta:  :nyan:
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it will be good if someone does the 4 original maps with the ugx mod i would be like  :gusta:  :nyan:
Impossible.
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I need one or more testers for UGX Mod Standalone v1.1.  You must have already successfully installed the latest version of UGX Mod Standalone (v1.0.3) to a map and be willing to go though the majority of the items on a tester list provided to you in order to be eligible. Reply here if interested.
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i have the .map file for nacht der untoten, I wonder if I could install the ugx mod to that map.
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Got some general feedback for you guys on the UGX Mod, and specifically the Gun Game mode. We have finally been able to play it co-op on Dale's Dock, videos can be found on our NGTZombies YT Channel.

1) The first 10 or so rounds are extremely slow, even with timed gameplay. Is there any way to increase difficulty right off the bat?

2) I have thoughts about possibly having all doors opened by default for this game mode?

3) Degradations can be somewhat annoying and MIGHT be a bit too frequent.

4) Dying sets you back a LOT. It's better than starting completely over, but I think it goes a bit too far.

Those are just some thoughts. It took us well over an hour to complete a single game and my thinking is that you would like to see a complete game take anywhere from 10-20 minutes or so. Also, I don't think Achievements were working and it doesn't appear as there is a "memory" of them from game to game, or when you restart Waw?

Anyway, just wanted to give some feedback on the Mod...not critical stuff but may make the game mode a bit more enjoyable for everyone.

Thanks,

Spider
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working and it doesn't appear as there is a "memory" of them from game to game, or when you restart Waw?
In regards to this the rank/challenges save to the players profile for the mod that is currently active. So your achievements on Comosea or any other maps will not be the same for dales dock. Also if you were to switch to a different profile while using the mod your rank would not be saved just like any other game. For number 4 I'm pretty sure mod v1.1 will help with that. Any others will be up to Treminaor.

 
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