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World at War Modification: T4M (r45)

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Created 9 years ago
by DidUknowiPwn
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For everyone with issues could you shoot me a PM and add me on skype? I'll be checking into some issues this weekend.
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Great work on this dll! Finally had a chance to try it out on a map that was hitting asset limits due to UGX Mod v1.1 implementation. Any plans to raise this script xmodel limit?

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Great work on this dll! Finally had a chance to try it out on a map that was hitting asset limits due to UGX Mod v1.1 implementation. Any plans to raise this script xmodel limit?

(Image removed from quote.)
Code for it is still on the git, but I guess that since no one seemed to need it, it wasn't raised.
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Great work on this dll! Finally had a chance to try it out on a map that was hitting asset limits due to UGX Mod v1.1 implementation. Any plans to raise this script xmodel limit?

(Image removed from quote.)
Could increase any asset but it still doesn't fix the likelihood of getting the G_Spawn error. I tried messing with it but it threw Segfault's when I had modified the size so either I'm missing other locations or it's impossible to change.

I've built a new version with the xmodel asset set to 2000 (which is double the size so it may or may not be bad). I'll shoot you a build once I test its stability.

G_Spawn stops at 1022 entities.
http://i.imgur.com/LtANIoo.png

I'll try increasing it again but don't know it'll work.

Edit: Well segfault was stopped but it still throws the error and there seems to be something else with it since it throws an error at       boneCount = *(_BYTE *)(v6 + 4) + v5; (0x00608DD8)
Fails on these instructions: movzx   ecx, byte ptr [ebp+4] (0x00608DD8 leads to the movzx)
Edit2: Something to do with the counting of bones, don't know if I'll be able to fix it or not. I'll try asking around for help since I still suck at memory stuff.

Edit3: Giving up on that too interconnected with the game and not just a simple change to both array and number will fix it.
Last Edit: September 30, 2015, 05:20:00 pm by DidUknowiPwn
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for me i use the cd version so i had installed lanfix but with normal cod5 i have max fps in ultra (gtx 960m) but with your version i have around 22 fps at nacht der untoten in ultra... i don't know why

edit : Sorry that's fixed... that was just .exe who choose graphics board integrated... so that's normal :)

after many test i just found 1 very very little bug in console it say t39 not t40 ^^ great mod! ti's certainely one of the best!
Last Edit: September 30, 2015, 08:32:05 pm by Wolf_Silver
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for me i use the cd version so i had installed lanfix but with normal cod5 i have max fps in ultra (gtx 960m) but with your version i have around 22 fps at nacht der untoten in ultra... i don't know why

edit : Sorry that's fixed... that was just .exe who choose graphics board integrated... so that's normal :)

after many test i just found 1 very very little bug in console it say t39 not t40 ^^ great mod! ti's certainely one of the best!
Yeah forgot to increment the build number when I built that dll.
r41 corrected it.

Double Post Merge: October 01, 2015, 04:19:03 am
Update to r41
Changes: Fixed mods menu having a mod named ".", increased xmodel limit to 1500, and filtered more console spam.
Last Edit: October 01, 2015, 04:19:03 am by DidUknowiPwn
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r42 - Minor bug fixes (Com_Printf), bool DVar for External Console (r_externalconsole) increased memory limit to 0x19600000, disabled/fixed "Safe Mode" and "Recommended Settings" pop-ups, added new FastFile to load queue if using a mod and there is a FastFile named "mod_ex" it'll load after mod.

Edit: Bug found, related to external console and how I handled the func check wait for an update.

Edit 2: <invalid>

Edit 3: Fixed the bug, please redownload
Last Edit: October 08, 2015, 12:24:51 am by DidUknowiPwn
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can you upgrade hud limit if you can do that? i am really waiting for this! very good job!
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can you upgrade hud limit if you can do that? i am really waiting for this! very good job!
Just work in menu files instead of spawning the HUD from script. UGX Mod's HUD is completely menu file driven to avoid the limit you're talking about.
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Is there a way to have the .ddl file manually installed to the world at war root when you download a map that comes with it? Or is it possible to have it integrated into the UGX mod helper app?

Because, I just had to install it to get past the annoying memory limit and I would rather everyone who downloads the map automatically have that file installed so I won't get 500 "bugs" about the memory limit error on release.
Last Edit: October 09, 2015, 09:43:20 pm by thezombiekilla6
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For some reason whenever Im throwing a grenade in my map, console starts spamming this and my FPS drops a lot. Didnt have this issue before T4M:
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Current attachments:
model: 'aw_hazmat_head', tag: ''
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For some reason whenever Im throwing a grenade in my map, console starts spamming this and my FPS drops a lot. Didnt have this issue before T4M:
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Current attachments:
model: 'aw_hazmat_head', tag: ''
Not my fault I didn't modify anything around that area.
The function that it's called from is ScrCmd_detach which is a GSC function.

http://i.imgur.com/AfukvCx.png

Double Post Merge: October 11, 2015, 04:21:03 pm
Is there a way to have the .ddl file manually installed to the world at war root when you download a map that comes with it? Or is it possible to have it integrated into the UGX mod helper app?

Because, I just had to install it to get past the annoying memory limit and I would rather everyone who downloads the map automatically have that file installed so I won't get 500 "bugs" about the memory limit error on release.
Well about it being included since the dll is always going through modifications it wouldn't be right to include it in a installer, unless the installer would pull the updated link every time or someone would host the dll on their server then it could be downloaded straight from there.

Only reason I haven't made an installer or something of that note is because this is still a W.I.P. it's released under its current state in order to find issues/requests people want before I release a major version.
Last Edit: October 11, 2015, 04:21:03 pm by DidUknowiPwn
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lmao. Too funny.

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Have you updated the source code on github? If not, can you?
Last Edit: October 14, 2015, 01:06:59 am by daedra descent
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Not my fault I didn't modify anything around that area.
The function that it's called from is ScrCmd_detach which is a GSC function.

http://i.imgur.com/AfukvCx.png

Fixed, forgot to add true in attach in one of the scripts. Thats one spam-fest away :D
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Have you updated the source code on github? If not, can you?

Pretty please?  :D

 
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