Author Topic: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)  (Read 47993 times)

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Offline treminaor

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[Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« on: December 20, 2015, 10:06:35 pm »

Hey guys, its time for me to need some testers for UGX Mod v1.1 installation on 3rd party maps. UGX Site Donors  <3 got access to this beta back in August and got first dibs at testing. I've refined it over the last few months and am ready for more testing.

I've been working on a quick modification to the UGX Script Placer called UGX Mod Helper, which will be used to install UGX Mod automatically, generate UGX Mod map scripts automatically, and eliminate the need to ever use the Project Mover again. I will need people to not only test the functionality of this new application but also UGX Mod Standalone v1.1 itself.

I am looking for people with MODDING EXPERIENCE who aren't going to get stuck on small issues or details/problems that aren't even related to UGX Mod. Please don't clutter the thread or waste my time.

If you feel you meet these requirements then please download the mod via the Installation Guide link below. I want to track issues using Jira like I did with Requiem and will probably have a way you can report your own issues that you find, but for now we will use this thread.

To give you an idea of where I'm at currently, I was able to install a totally stock version of WaW, patch it to 1.7, install modtools up to 1.4, and then running the UGX Mod Helper took care of the rest (installed the UGX Modtools Patch (which won't cause the ugx_modder_help error anymore...) and installed UGX Mod v1.1 and generated a working map which I was able to compile and play with no errors). I've also had reports from some early testers that they were able to install the mod successfully to their maps without any issues. One person had to install T4M because they hit some limits after adding the mod.

Known Bugs in v1.1.0

> Start Game and/or Save & Close options button missing from screen (see here for temporary fix!)

Download & Documentation

> UGX Mod v1.1 Installation Guide - how to use the UGX Mod Helper or manually install the mod.
> Mapper Documentation - what prefabs you need to place, configuration, etc.

Releasing a map with the mod beta on it?

If you're able to install the mod to your map successfully then feel free to release it - there are no restrictions on releases at this time. Please be sure to note in your release thread that you installed the BETA version of UGX Mod v1.1, as there may be bugs that I need to fix and release updates for at a later date.

Goal for non-beta release

My goal is to have a non-beta release by the end of December, but we'll see how that goes.
If Java had true garbage collection, most programs would delete themselves upon execution.

Offline animallover

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #1 on: December 21, 2015, 01:06:32 am »
I'll give this a few more tries and try to over come the small problems I had with the memory limit. Thank you ugx :)
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Offline liamsa669

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #2 on: December 21, 2015, 07:05:44 am »
I think im quallified, if its only testing and not releasing (I am not working on any map curently)... I have tons of experience in finding glitches. Also i do have experience with all types of errors and what causes them. Back when I was an admin at GCZ I even started writing a error lookup tool... even though that was in the alpha stages when I ended up quitting. I feel that I have had tons of experience when I first started mapping with UGX mod. I installed it tons of times only to get errors, that now that I look at it was caused by my own carelessness. Even though I am considered a more "troll" person on this community, there is evidence that I know what Im doing and I have helped countless people out.

Ill tell u how it turns out
« Last Edit: December 21, 2015, 07:59:28 am by liamsa669 »

Offline animallover

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #3 on: December 21, 2015, 09:29:09 am »
anyway of removing some of the guns to add extra memory? or does that not matter at all

Offline Ray1235

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #4 on: December 21, 2015, 10:10:03 am »
anyway of removing some of the guns to add extra memory? or does that not matter at all
It is no longer possible with 1.1.
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Offline Harry Bo21

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #5 on: December 21, 2015, 12:17:45 pm »
It is no longer possible with 1.1.
well i mean originally Trem said he may release a version without the ugx guns in it. Not sure if he still intends to
If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)

Offline daedra descent

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #6 on: December 21, 2015, 01:28:57 pm »
On line 1149 in ugxm_hacker.gsc it is assumed that a door has the .angles KVP when it might not. As such, it may prevent the origin from being set correctly.

Edit: Yes, i know its map related. Just suggesting that you wrap an if statement and print something on-screen to let the mapper know that they need to specify .angles.



« Last Edit: December 21, 2015, 01:38:08 pm by daedra descent »
Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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Offline sampoltex

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #7 on: December 21, 2015, 02:43:06 pm »
can't wait for the public release. i have a map that won't be done until 1.1 is released
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Offline Harry Bo21

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #8 on: December 21, 2015, 02:53:19 pm »
If you feel you meet these requirements then please download the mod via the Installation Guide link below

Download & Documentation

> UGX Mod v1.1 Installation Guide - how to use the UGX Mod Helper or manually install the mod.
> Mapper Documentation - what prefabs you need to place, configuration, etc.

Releasing a map with the mod beta on it?

« Last Edit: December 21, 2015, 02:54:12 pm by Harry Bo21 »

Offline treminaor

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #9 on: December 21, 2015, 02:57:33 pm »
well i mean originally Trem said he may release a version without the ugx guns in it. Not sure if he still intends to
I might, but definitely not until the normal version of the mod is finalized - because otherwise I would have to maintain and update two versions which is a pain in the ass.

On line 1149 in ugxm_hacker.gsc it is assumed that a door has the .angles KVP when it might not. As such, it may prevent the origin from being set correctly.

Edit: Yes, i know its map related. Just suggesting that you wrap an if statement and print something on-screen to let the mapper know that they need to specify .angles.
Why would you have a door specified with no angles? I'll look into it.

Offline Harry Bo21

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #10 on: December 21, 2015, 03:03:59 pm »
I might, but definitely not until the normal version of the mod is finalized - because otherwise I would have to maintain and update two versions which is a pain in the ass.

Yeah i know those struggles thanks to my craftables that were only compatible with "one version" of my perks lol. Nightmare

Offline daedra descent

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #11 on: December 21, 2015, 04:31:06 pm »
Why would you have a door specified with no angles? I'll look into it.

Actually after looking at it again, it isn't because .angles isn't specified. Its because the function doesn't check to make sure that there are buyable doors in the map before running, leading to a developer error.

Adding an if statement after getting the array of doors and returning if its not defined fixes it.

Edit:

The for() loop in that function isn't right either:

Code: [Select]
	for(i = 0; i < 1; i ++)

which should be:

Code: [Select]
for(i=0;i<doors.size;i++)






 
« Last Edit: December 21, 2015, 04:39:21 pm by daedra descent »

Offline treminaor

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #12 on: December 21, 2015, 11:50:43 pm »
Actually after looking at it again, it isn't because .angles isn't specified. Its because the function doesn't check to make sure that there are buyable doors in the map before running, leading to a developer error.

Adding an if statement after getting the array of doors and returning if its not defined fixes it.

Edit:

The for() loop in that function isn't right either:

Code: [Select]
	for(i = 0; i < 1; i ++)

which should be:

Code: [Select]
for(i=0;i<doors.size;i++)
Weird, not sure if I did that for testing or what. You'll notice the correct line is commented right above it.

Offline Harry Bo21

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #13 on: December 21, 2015, 11:54:19 pm »
its a conspiracy  :troll:

 :D

Offline animallover

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Re: [Beta] UGX Mod Standalone v1.1.0

« Reply #14 on: December 22, 2015, 12:29:26 am »
I've fixed the memory limit error. It seems that by not installing the UGX patch manually and letting the helper do it for me it seemed to work perfectly fine.

Double Post Merge: December 22, 2015, 01:41:45 am
Never mind came across this yet again

« Last Edit: December 22, 2015, 01:41:45 am by animallover »