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Topics - MikeVLC

-T4m required
-Recommended settings:
    -screen resolution 1360x768
    -anti aliasing  OFF
-Textures settings:
       ColorMap High
       NormalMap Normal
       SpecularColorMap Normal
-Number of corpses: Small
-Dynamic foliage: OFF
-Ocean simulation: OFF
If these settings dont work for you, try lower settings.
If with lower settings doesnt work for you, sorry but I dont have answer.



-4 random characters with 4 start pistols random
-No Mans Land is the start and pack a punch area like in Moon map
-Nuketown 2025 map with some new playable areas but always respecting the original map
-BO1 perks + Double Tap 2.0
-Limit of 4 perks
-Easter Egg steps inspired in Nuketown 2025 theme and some BO1 zombie maps (perks reward like Moon map)
-End game available if you complete Easter Egg, end game inspired too in Nuketown 2025 theme with a pinch of MW3
-Original perks arrive style like in Nuketown Zombies
-Lovely bosses zombies
-A mix of the bests weapons of all CoD's (MP and Zombies) you can pap twice some weapons
-Zombie counter visible in one spot of the map
-Air Strike Nuke reward

Weapon List:

-Pistols:
colt bo2
bloodhound
five seven silenced
mc96
desert eagle
marshall
rk5

-SMG`s:
ak74u silenced
hg40
msmc silenced
peacekeeper mk2
pp90m1
skorpion evo
ppsh bo3
vector bo2 silenced

-Shotguns:
blundergat
remington m870 silenced
spas mw2
striker mw3**

-Assault Rifles:
acr mw3
ak12 ghosts
ak47 bo2 silenced**
an94
bal27
commando silenced
fad mw3
ffar
galil bo2 silenced
mk14 mw3
m1927**
type 95 red dot

-LMG´s:
dingo
hamr
lsat bo2 silenced

-Sniper:
Intervention silenced**

-Launchers:
xm25
grim reaper

-Specials:
acidgat
raygun mark2**
thundergun
zapgun

**2 Pap

For suppressor haters: there are 91 weapons (counting pap versions), 10 are suppressed, if you didnt realize this map is based in a MP map, suppressor is one the most used attachments in MP maps.

Please before tell a problem, read the recommended settings, if with t4m and recommended settings you cant play, try to low more settings, if you cant play, sorry. I dont have answer for you, for me and for a lot of people map it works.

CREDIT AND SPECIAL THANKS
BluntStuffy
f3arxReaper666
rickoz
huruman
eltitopricus
makecents
shippuden
convictionNDR
redspace
gogeta
relaxingEnd

CREDITS
adam hoggatt (Nuketown map creator)
activision
treyarch
infinity ward
rdv
tombmx
ppolp
koan
asus89
spyroscope
hitmanvere
rorke
nukem
fusorf
dukip
elfenlied
psych
mrpeanut188
jiffynoddles
rollonmath
johndoe
quizz
IperBreach86
steviewonder
scobalula
jbird
proxftw
deper
zk
radimax
rambobadass

If I forgot someone, in first place my apologies, send me a PM and I will add you.

Thanks to all people that supported this map.
Enjoy!

Update 02/11/2016
 Version 1.10
-added Gun Game Mode, 86 weapons (f3arxReaper666)
-added background sound (BluntStuffy)
-changed round sounds
-reduced almost 40 mb of the total size of the mod
-added some missing textures

Update 13/02/2017
Version 1.15
-Removed D2P, that caused fatal error with triggers and panzer
-Reduced the prices of practically all debris
-Improved textures of some important elements of the map
-Fixed problems in some pathnodes
-Added new xmodel and anim in second pap of Striker
-Fixed ads up in MSMC and Striker

Mega Link

Google Drive Link












7 years ago
I tried to change round sounds and background music, and really I changed something, now there is no sound in start and end round and there is no background sound  ::)
I am not sure if I made mistakes in soundalias, converting the sound or modifying scripts, or maybe mistakes in all  :D
This is what I did:

-in soundalias, I copied the lines of original round sounds and default background (chalk, round_over and mx_zombie_wave_1) then I added to soundalias file nazi_zombie_asylum.csv modifying the name of alias and the name file and the location.

-I converted the sounds, using audacity with same settings that sounds fully working ingame.
 Stereo to Mono, 44100 hz, wav unsigned 8 bit

-I changed in _zombiemode.gsc of my mod in init_sounds () the alias of
Code Snippet
Plaintext
add_sound( "end_of_round", "modified_sound" );
add_sound( "chalk_one_up", "modified_sound_2" );

and for the background sound in clientscripts folder in nazi_zombie_mapname_amb.csc
I modified the lines of rounds and background sound
Code Snippet
Plaintext
 	declareMusicState("round_begin");
musicAlias("modified_sound", 2);
musicAliasloop("ambient_nuke", 0, 4);
musicwaittilldone();

declareMusicState ("round_end");
    musicAlias ("modified_sound_2", 2);
musicwaittilldone();

declareMusicState("WAVE_1");
musicAliasloop("ambient_nuke", 0, 4);


What should I change?
8 years ago
I had a similar problem some days ago http://ugx-mods.com/forum/index.php/topic,10865.0.html and now I ve noticed, where is the problem, but I cant understand why this didnt happen before, and I d like to know if someone can help to find a solution.
I can launch the game first time after to restart (normally) but if I am trying to fix an anim, for example, I cant launch the game twice in two minutes, sometimes I have to wait 5 or more minutes for game works.
If I remove T4M, I can launch game all times, but the problem is that I was working during months with mods that need T4M for work...
I cant advance with this problem.
I used debug view for can see exactly what fails and this is the report
8 years ago
I cant launch the game, first I get this error

After to restart and clean malware and restart again, it worked but I cant play a mod, getting at a least 5 strange errors.
I quit the game and when I tried to launch again, the error back.
In steam game this is the error
Code Snippet
Plaintext
----- Initializing Renderer ----
execing ragdoll.cfg from disk
----- Client Initialization -----
----- Client Initialization Complete -----
Trying SMP acceleration...
...succeeded.
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1360 x 768 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Using 4x anti-aliasing
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Database: Assets Sync Started
Database: Assets Sync Finished
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile localized_common
Loading fastfile common
Loading fastfile patch
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
Loading fastfile 'code_post_gfx'
used 1.13 MB memory in DB alloc
Setting initial state...
DirectX reports 512 MB of video memory and 2142 MB of available texture memory.
Using video memory size to cap used texture memory at 496 MB.
Picmip is set manually.
Using picmip 1 on most textures, 2 on normal maps, and 2 on specular maps
Waited 37 msec for asset 'shadowcaster' of type 'material'.
Waited 0 msec for asset 'shadowoverlay' of type 'material'.
Waited 2 msec for asset 'stencilshadow' of type 'material'.
Waited 35 msec for asset 'cinematic' of type 'material'.
Error: Could not load material "zombie_electric_shock_overlay".
Error: Could not load material "zombie_transporter_overlay".
Error: Could not load material "water_droplet".
Error: Could not load material "water_dynamic_spray".

------- sound system initialization -------
Loading fastfile 'ui'
used 39.49 MB memory in DB alloc
------- sound system successfully initialized -------
Hostname: MikeVLC-PC
PC IP: 192.168.0.100
end $init 1386 ms
--- Common Initialization Complete ---
Waited 841 msec for asset 'loadscreen_mak' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel1' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel2' of type 'material'.
Waited 2 msec for asset 'loadscreen_see1' of type 'material'.
Waited 2 msec for asset 'loadscreen_see2' of type 'material'.
Waited 7 msec for asset 'loadscreen_nazi_zombie_prototype' of type 'material'.
WARNING: Could not find zone 'D:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\zone\spanish\localized_common.ff'
Loading fastfile 'common'
used 41.52 MB memory in DB alloc
Loading fastfile 'patch'
used 1.82 MB memory in DB alloc
Waited 2729 msec for asset 'ui/patch_menus.txt' of type 'menufile'.
Waited 525 msec for asset 'popup_party_privacy' of type 'menu'.
Working directory: D:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War
Huffman Took 2 Milliseconds
Save Message First Frame Shown: 5555
Controller #0 signed in locally
DW_DNS_RESOLVING
DW_DNS_RESOLVING

DW_GETUSERNAMES(11 msecs)
Retrieving usernames
Retrieving usernamesDatabase: Assets Sync Started
Database: Assets Sync Finished


Unhandled exception caught

and in the lanfixed version this is the error

Code Snippet
Plaintext
----- Initializing Renderer ----
execing ragdoll.cfg from disk
----- Client Initialization -----
----- Client Initialization Complete -----
Trying SMP acceleration...
...succeeded.
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1360 x 768 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Using 4x anti-aliasing
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Database: Assets Sync Started
Database: Assets Sync Finished
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile localized_common
Loading fastfile common
Loading fastfile patch
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
Loading fastfile 'code_post_gfx'
used 1.13 MB memory in DB alloc
Setting initial state...
DirectX reports 512 MB of video memory and 2141 MB of available texture memory.
Using video memory size to cap used texture memory at 496 MB.
Picmip is set manually.
Using picmip 1 on most textures, 2 on normal maps, and 2 on specular maps
Waited 18 msec for asset 'shadowcaster' of type 'material'.
Waited 0 msec for asset 'shadowoverlay' of type 'material'.
Waited 3 msec for asset 'stencilshadow' of type 'material'.
Waited 35 msec for asset 'cinematic' of type 'material'.
Error: Could not load material "zombie_electric_shock_overlay".
Error: Could not load material "zombie_transporter_overlay".
Error: Could not load material "water_droplet".
Error: Could not load material "water_dynamic_spray".

------- sound system initialization -------
Loading fastfile 'ui'
used 39.48 MB memory in DB alloc
------- sound system successfully initialized -------
Hostname: MikeVLC-PC
PC IP: 192.168.0.100
end $init 1467 ms
--- Common Initialization Complete ---
Waited 820 msec for asset 'loadscreen_mak' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel1' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel2' of type 'material'.
Waited 2 msec for asset 'loadscreen_see1' of type 'material'.
Waited 3 msec for asset 'loadscreen_see2' of type 'material'.
Waited 7 msec for asset 'loadscreen_nazi_zombie_prototype' of type 'material'.
WARNING: Could not find zone 'C:\Program Files (x86)\Activision\Call of Duty - World at War\zone\english\localized_common.ff'
Loading fastfile 'common'
used 41.51 MB memory in DB alloc
Loading fastfile 'patch'
used 2.06 MB memory in DB alloc


Error during initialization:
Unhandled exception caught
8 years ago
I am modifying worlspawn and I cant select any texture of sky, because are not shown in radiant

This problem is because sky texture are not enabled usage or I have something wrong in my files?
8 years ago
Recently I added the other part of the map, this means some xmodels more, a lot of textures more and a new script.
With the fourth wonder weapon, the script, specific death anims of zombies, dual weild script and probably the number of weapons and textures, it was necessary to add t4m for can launch the map.
I dont know if dynamic models is the correct denomination, but I mean perks, debris, zombies, mistery box... including a rotating model, all these items of the map now if you are not too far are invisible, and if you are close are flickering.
My question is, what can cause that all these dynamic or scriptable models do this and how can fix it?
8 years ago
For some reason the textures of this xmodel looks like glow textures

the most strange is that textures are present in numerous xmodels but only glow in this xmodel.
the xmodel beside this it has the same textures

but here it looks correctly.
Another thing in the wrong xmodel is that bullets dont mark the textures, it looks like the bullets pass through the xmodel.
I tried all, a lot of times but nothing changed.
Any suggestion, please?
8 years ago
I have two mods, in first mod I have bam perks in the other I had harry 2.0.4 perks and I tried to migrate the map file, weapons and images from first mod to second at the same time to I tried to install 3.0.1 harry perks.
Impossible to add harry 3.0.1 perks in the second mod with the weapons, images and map file of the first.
I kept clean the first mod, but when yesterday I fixed and I added some new things I discovered that, quick revive, double tap and juggernog dont have anim when you buy the perk, you cant change the weapon, you cant sprint and you cant jump or prone. If you are lucky to have two weapons when the ammo of the current weapon (that you cant change) is empty, automatically you can see the icon perk and all looks normal.
I recompiled at less four times, changing the stocks perks with the stock perks of sniperbolt and I changed for ugx stocks perks, and nothing changed.
Someone knows why this happens and what should I do to fix it?
 
9 years ago
I get this error compiling the mod, I compiled like 4 or 5 the mod without problems before the last compilation I changed notetracks of a xanim and I modified one fx and one soundalias.
I dont get more info during compiling just this error
Error -1073741819
and the compiling stops.
Someone get this error or something similar?

edit
I modified two weapon files too before this error
9 years ago
I am trying to add the exterior floor and I am using three big patches, after too much attempts, and trying a lot of different things this message is always shown:

Code Snippet
Plaintext
ERROR: Lightmap 1371x628 is larger than 512x512 for the surface 'nuke_asphaltium_exterior'.  Try breaking up this specific surface or a samplescale of at least 2.7.
In map C:\Program Files (x86)\Activision\Call of Duty - World at War\map_source\nazi_zombie_fail.map on entity 0 brush 59 at -742 4815 512
ERROR: Lightmap 970x791 is larger than 512x512 for the surface 'nuke_asphaltium_exterior'.  Try breaking up this specific surface or a samplescale of at least 1.9.
In map C:\Program Files (x86)\Activision\Call of Duty - World at War\map_source\nazi_zombie_fail.map on entity 0 brush 59 at -336 7739 511
ERROR: Lightmap 2148x316 is larger than 512x512 for the surface 'nuke_asphaltium_exterior'.  Try breaking up this specific surface or a samplescale of at least 4.2.
In map C:\Program Files (x86)\Activision\Call of Duty - World at War\map_source\nazi_zombie_fail.map on entity 0 brush 59 at -12971 575 513
ERROR: Lightmap 573x729 is larger than 512x512 for the surface 'nuke_asphaltium_exterior'.  Try breaking up this specific surface or a samplescale of at least 1.5.
In map C:\Program Files (x86)\Activision\Call of Duty - World at War\map_source\nazi_zombie_fail.map on entity 0 brush 59 at -24963 -478 513
ERROR: Lightmap 2148x180 is larger than 512x512 for the surface 'nuke_asphaltium_exterior'.  Try breaking up this specific surface or a samplescale of at least 4.2.
In map C:\Program Files (x86)\Activision\Call of Duty - World at War\map_source\nazi_zombie_fail.map on entity 0 brush 59 at -17877 2030 513
ERROR: Lightmap 229x1672 is larger than 512x512 for the surface 'nuke_asphaltium_exterior'.  Try breaking up this specific surface or a samplescale of at least 3.3.
In map C:\Program Files (x86)\Activision\Call of Duty - World at War\map_source\nazi_zombie_fail.map on entity 0 brush 59 at -2131 26665 513
Aborting due to lightmap errors

Exactly wich settings I must to change?
I tried with Lmap, fit, cap and it didnt work, it says samplescale of at least 3.3.
what number or thing I should modify?
9 years ago
I had a serious problem of freezes in my map, but I thought that this was because I had the mod too much charged.
Always the game freezed at start in the firsts 5 or 10 seconds of the game and then in some spots of the map and when I used monkeys game freezed a lot of times.
But now I made a very simple custom map for test some features and weapons, now map it has stock weapons, rain fx and blood splatter AW, only two images in the mod, and at start of each game in the firsts seconds the f*cked freeze.
How can I fix this?
9 years ago
I have some weapons with double pack a punch, these weapons for some reason are more difficult to obtain in mistery box and when I upgrade these weapons the second time the mistery box gives the original weapon and the chance to obtain these weapons is extremely high.
The chance to obtain these weapons in mistery box is not big problem but the mistery box gives you a weapon that you have upgraded is something I would like to fix.
9 years ago
I am trying to make zombies jump with stock traverses unsuccessfully, after compile this error is shown

I have imported traverses of black ops 2 but I dont know how to convert it and I didnt find some tutorial that would explain how to do correctly so I am using stock traverses.
9 years ago
I was converting some textures of weapons in Asset Manager then I was checking in Tom BMX Xmodel Utils and I watched a very weird problem in a texture which I had never before seen. I tried to reconvert the texture and this message is shown

now I cant use asset manager, I tried with anothers .gdt but the same problem is shown.
Any solution or idea that is not to reinstall mod tools?
9 years ago


This error is shown when I try convert textures of an exported xmodel of BO2 (lime), after this error Asset Manager closes and the file "Lime_SuperGDT_BO2" automatically is 0 kb size (the original size of this file is 597 kb).
Someone has had a similar problem to this and knows the solution?
10 years ago
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