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* UGX Mod Standalone v1.1 Status

UGX Mod Standalone v1.1 beta is not finished yet...

A beta might be available August 2014 (hopefully!). The beta will be released ASAP, and we are working as hard as we can :) Weekly updates are always posted to the Donors section of the forum regarding the progress made on the mod over the week.

The December 2013 release date estimate from YouTube was for the BETA release, not full release. We are still working on this beta - all this awesome stuff we've added has to be tested for bugs!

xxUGX Scripting Reference [ALPHA] released

Delta
June 13, 2014, 04:20:50 am by Delta
Views: 1156 | Comments: 20

Today we are finally ready to release an alpha build of the UGX Scripting Reference to the public!



What is the UGX Scripting Reference?

If you're not a scripter then this probably won't interest you. For those of you who are scripters the UGX Scripting Reference is unlike any scripting reference you've ever used before. The UGX Scripting Reference has tons of cool features and functions that have never been seen before.

Features

Click here to continue reading...

xx[UGX Mod Poll] MAPPERS: How many images are in your map.csv?

treminaor
May 31, 2014, 06:39:30 am by treminaor
Views: 1086 | Comments: 17

Are you a mapper who is planning on UGX Mod v1.1 on your map? I need your help!

I'm trying to get an idea of how many "image assets" are in use on maps that people plan to use UGX Mod v1.1 with.

The engine has a limit of 2400 image assets and currently UGX Mod v1.1 uses 935 images (funny coincidence) which leaves about 990 more for people's maps. The remaining images are taken up by stock fastfiles for the game like patch.ff, common.ff, and code_post_gfx.ff.

So if you are a mapper please answer the poll at the top of this topic. It would really help me out!

How do I know how many "image assets" I'm using?

Easy, follow these steps:
1) Download UGX Asset Creator and open it.
2) Go to File->Open and navigate to waw_root/zone_source/english/assetlist/ and open mapname.csv (replace mapname with your map's name obviously).
3) Once the file loads, look at the bottom textbox of the program where it says "Summary of assets:". Right below that is your image count. Take that number and vote in the poll for the number you found.

If you have a bunch of COD4/BO1/BO2/MW3 etc guns in your MAP's FASTFILE, PLEASE DO NOT VOTE IN THIS POLL. That will skew the images count a LOT and is not valid for a UGX Mod-ready map.

clipUGX Mod v1.1 Viewhands for v1.0.x

treminaor
April 09, 2014, 07:51:33 am by treminaor
Views: 792 | Comments: 18

I'm sure I'm not the only one who is sick of seeing the ugly-ass viewhands in UGX Mod v1.0.x. Attached is a very small patch you can add to any UGX Mod-enabled map, released or still under development, to update the look of the hands. It uses textures which are already in the game, so all that is required is updating the xmodel we used to use the correct textures. This fix is drag-and-drop, which means players can apply it themselves to maps they have previously downloaded.

The attached file, mapname_load.ff must be placed in AppData/Local/CoDWaW/mods/mapname and must be renamed to be correct for the map. Use the same name as the map's ff file, but with "_load" appended to the end of the name as I did in the attached file.

Then just drop the "viewhands_m14_patch.iwd" into the mapname's mod folder as well. This will fix an issue where the M14 ADS anim is messed up with the new hands.

For mappers: If you are already using your _load ff for something else, move those files to _patch or some other ff so that you can free up the name for this patch.

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