anyway of removing some of the guns to add extra memory? or does that not matter at allIt is no longer possible with 1.1.
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 feel you meet these requirements then please download the mod via the Installation Guide link below
Download & Documentation
> UGX Mod v1.1 Installation Guide (https://confluence.ugx-mods.com/display/UGXMODS/UGX+Mod+Helper+Application+Guide) - how to use the UGX Mod Helper or manually install the mod.
> Mapper Documentation (https://confluence.ugx-mods.com/display/UGXMODS/UGX+Mod+Standalone+v1.1+Mapper+Documentation) - what prefabs you need to place, configuration, etc.
Releasing a map with the mod beta on it?
well i mean originally Trem said he may release a version without the ugx guns in it. Not sure if he still intends toI 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.Why would you have a door specified with no angles? I'll look into it.
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.
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.
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.Weird, not sure if I did that for testing or what. You'll notice the correct line is commented right above it.
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:
which should be:
...so any feedback other than what's come back so far? does it work for you? does it not work for you?I've been able to get the Standalone V1.1 working on an existing map with clean modtools O0. Once everything is working (and I fixed the memory limit error) it will be released!
For some reason when I open the UGX Mod Helper, It doesn't do anything, and then it get's stuck being open in "system". I'm running windows 10 pro x64.
Currently it works for me on Windows 7, 8.1 and 10, all Pro x64 editions, so something on your end, try running as Admin? Also what do you mean open in "system"?
its prob not in the "applications" part of task manager. Look further downI've already checked the whole task manager, It's not on there, because It doesn't open at all.
steam for example, appears way down the bottom when it does this
I've already checked the whole task manager, It's not on there, because It doesn't open at all.then clearly something is wrong with your pc
then clearly something is wrong with your pc
Like right now the Windows Explorer is stuck open, and I can't close it. This is after running the program as admin, Should the program be 860 KB, That might be the issue.if windows explorer is hanging then its "definately" a issue with your pc
if windows explorer is hanging then its "definately" a issue with your pc
boot into "safe" mode and remove the program that way
If I reboot, I can remove the program. It only hangs when I open the 'UGX Mod Helper.exe', nothing else.
Before I reboot:
(http://i.imgur.com/Hzp0Lel.png)
After I reboot, the exe gets deleted Normally, without save mode.
Open resource monitor and check what process specifically is using it.
There is no resource using it, I've checked.weve already established its a problem with your PC
weve already established its a problem with your PC
Best option - fix or just reset your PC back to a proper working state
There really isnt much else we can say other than until you solve it, dont use this
i placed the wonder box and it doesn't worked for me in gun game it says: "This is disabled because of the gamemode".Gun game is a competitive gamemode. You'll get the weapons, you can't buy them yourself. That's why the mystery box and all wall weapon spawns are disabled in this gamemode.
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, 10:41:45 am
Never mind came across this yet again
(http://i65.tinypic.com/2v1ahr5.png)
Ran into the exact same problem on my end.
Would love to know what caused the problem so I can play around a little with the beta, as I can't get anywhere atm.
Everytime I try to run the map, it crashed and gives me the exact same error as animallover posted.
Huge pain isnt it! I tried many different things but couldnt get it to work! re installed mod tools tried everything!! :(It's the engine, not your modtools. Reinstalling won't help. You're hitting a limit that T4M doesn't handle (or you aren't using T4M at all, in which case you need to).
It's the engine, not your modtools. Reinstalling won't help. You're hitting a limit that T4M doesn't handle (or you aren't using T4M at all, in which case you need to).
(Quote extracted from DUKIP's T4M Page in the Mods section)Features:
- Increased asset limits to T5 standard or higher (FX = 600, Image = 4096, Loaded Sound = 2400, Material = 4096, Stringtable = 80, Weapon = 320*, XModel = 1500 [r41])
- Memory limit has been increased from 314572800 bytes to
343932928bytes (425721856 bytes in r42 and afterwards)
I'm inclined to believe T4M will help put the problem to rest.
Well that's still around 425MB~ instead of 314MB so it's still possible to reach it, just a lot harder than before.FS' Nuketown = ~700MB as of now, still runs fine with T4M :please:
FS' Nuketown = ~700MB as of now, still runs fine with T4M :please:
And there are mods that are half that size that hit the memory limit, go figure.
Ineffecience is fucking ubiquitous XD
I found some In-game bugs:from what ive seen of the headless thing its not what people think
with solo quick revive where After getting revived all my grenades have been stolen. not just semtex (which still need to be removed from the box >:( ) had gersch devices too.
also I got the hacker from the box, but It didnt give it to me, as well as 3 more weapons. (must've given me semtex instead >:( )
semtex must be the new SMR out the box.
and finally the hazmat zombies still become headless yet they dont die. must be from the abilities they have as acid damage may share the headless damage.
and finally the hazmat zombies still become headless yet they dont die. must be from the abilities they have as acid damage may share the headless damage.
(http://i.imgur.com/Na2Iip0.png)
I got annoyed at first with the headless hazmat zombies, but like Trem said, I think it is pretty cool.
...you should NEVER keep such a bug.
from the map topic: psychopath
the invisible zombies are completley pointless you should NEVER keep such a bug..
Maybe keep the whole quote next time, since in the map, the zombies were completely invisible, not just heads :please:
but still never keep bugs in mapswell - its been explained away as a bug they chose to "keep" as a horrer-esque feature
I installed the Mod and it worked great without problems on my Pc.I have this problem too in coop games, it has to do with the persistent settings feature but I haven't had time to look into it yet. I will release an update when its fixed.
!!!But wenn my friends installed my Map it was not working at all. They had missing buttons, crashes and were unable to join. They stucked in the "move your mouse" screen.
I found some In-game bugs:This didn't happen in Requiem, so that's weird. I am able to reproduce the bug on my end and there aren't any script errors coming up when I revive myself so this will likely take some looking into to fix.
with solo quick revive where After getting revived all my grenades have been stolen. not just semtex (which still need to be removed from the box >:( ) had gersch devices too.
also I got the hacker from the box, but It didnt give it to me, as well as 3 more weapons. (must've given me semtex instead >:( )No, its not just randomly giving you semtex ^^ the hacker is already known to be bugged, and since you tried to grab it it bugged the box. I still need to figure out what the problem is and fix it.
and finally the hazmat zombies still become headless yet they dont die. must be from the abilities they have as acid damage may share the headless damage.This isn't a bug im going to fix im so tired of repeating myself on it. They can lose their head but will still remain alive until you finish doing the required amount of damage to their health - and no their head is not invisible. you can't shoot them in the head anymore once they've lost it.
I have this problem too in coop games, it has to do with the persistent settings feature but I haven't had time to look into it yet. I will release an update when its fixed.then why does no head gib appear ( referring to the "flesh" that fills the gap when the head comes off )
This didn't happen in Requiem, so that's weird. I am able to reproduce the bug on my end and there aren't any script errors coming up when I revive myself so this will likely take some looking into to fix.
No, its not just randomly giving you semtex ^^ the hacker is already known to be bugged, and since you tried to grab it it bugged the box. I still need to figure out what the problem is and fix it.
This isn't a bug im going to fix im so tired of repeating myself on it. They can lose their head but will still remain alive until you finish doing the required amount of damage to their health - and no their head is not invisible. you can't shoot them in the head anymore once they've lost it.
then why does no head gib appear ( referring to the "flesh" that fills the gap when the head comes off )They have a headless modelswap...
I have this problem too in coop games, it has to do with the persistent settings feature but I haven't had time to look into it yet. I will release an update when its fixed.
My friends have these problems even in Solo Mode and on the map Requiem and other UGX Mod 1.1 maps. That means they can't play any UGX Mod 1.1 map at all. I didn't knew what the problem was because it works great on my pc and on my map (only Requiem has massive graphical glitches).yea I doubt it's your doing so I wouldn't worry
My friends have these problems even in Solo Mode and on the map Requiem and other UGX Mod 1.1 maps. That means they can't play any UGX Mod 1.1 map at all. I didn't knew what the problem was because it works great on my pc and on my map (only Requiem has massive graphical glitches).For the graphical glitches, turn Specular Maps off in your graphics settings and it will go away.
For the graphical glitches, turn Specular Maps off in your graphics settings and it will go away.
For other issues, make sure you've visited the UGX Mod Options menu and chosen EVERY setting and clicked SAVE AND CLOSE.
I'm just wondering but was UGX mod standalone 1.1.0 supposed to be release on DEC 31 2015 because im confused of is wil be nice to know thanks. :) :) :) :D...its already available, there's a link in the first post of this topic.
The Problem is, (btw I'm one friend of Gamefreak2fuls friends), that there are no SAVE or EXIT Buttons to press, even if I've changed every setting in the new menu. :/Delete your config.cfg file from C:\Users\USER\AppData\Local\Activision\CoDWaW\players\profiles\PROFILE\ and then go back to that menu again and choose your settings, the save button should appear.
Picture: https://gyazo.com/3d85241b62db0dc300b428d008d3d3d6
Ok, after 4 tries of deleting the config file and restarting the game it finally worked...in singleplayer. In coop mode is still the bug with the move your mouse screen.The coop issue is separate and is related to a bug in the mod, which will be fixed soon.
Thank you for the singleplayer solution. :)
updated the standalone zip to not accidentally contain a couple bo2 perk machine models left over from before we decided to do modelswaps instead of including raw assets.They swap "in game" to the corect models
They swap "in game" to the corect models
I'm inclined to believe you used the wrong reply as a quote XDno I was highlighting the quote from the guy who made this "stating" that fact already and was answering this guy :
Double Post Merge: January 09, 2016, 06:45:52 am
I fret my mystery box isn't operational. Does it rely on any other in-game instances? I've tried both prefabs for the box, and they both produce a box model with no hintstring.
I don't see the Elemental Machine model, non of the perk models just triggers and stuff
there is a different box altogether in UGX mod.1.1. The coffin
Yes, I am aware of this. It is the coffin box that isn't operational in my case.are you sure you don't have any other old box prefabs on your map? dunno why this would happen honestly.
are you sure you don't have any other old box prefabs on your map? dunno why this would happen honestly.
Nope, absolutely sure. It's just 'ugx_random_box_start.map'. And I have also attempted alternating it with the 'ugx_random_box.map'. Still resultless.I used the prefab on multiple maps with no issues. Are you sure other UGX features are working? Are the wall weapon boxes working?
I used the prefab on multiple maps with no issues. Are you sure other UGX features are working? Are the wall weapon boxes working?
The script clearly isn't running at all. It looks to me like you have a script conflict where one file is overriding mine, but since the other features that are weapon related are working I have no fucking clue what to suggest to you.
I'm not sure if this'll help at all, but here's what occurs under the influence of a game mode like Gun Game,
(http://i.imgur.com/xoBqiPi.jpg)
It seems to imply that the hintstring isn't entirely inactive
Do you only have 1 box in the map? I think I had this problem as well, and had to add both the start box and the other box prefab for it to work.Nope, just 1. But I shall attempt your proposed solution and report the outcome.
Anyone have a fix for this? I am able to play my map for like 1 minute until this happens everytimetheres a tag missing on a model, itll be crashing when that model comes into view
(http://i65.tinypic.com/20k418y.png)
Anyone have a fix for this? I am able to play my map for like 1 minute until this happens everytime
I am still getting the coop bug, even after updating my files.
Also the elmental machine just has a pink waw missing model thing when the power is off. The model appears once power is on though
nvm. The manual install did not update my files fully. Had to use the ugx mod helper.
Same here. With more than 3 people it don't work anymore.Read his edit... it works for him...
Got everything compiled and working, but when i start the game now there is no start game or start button at all please help??????If that happens then at the main menu screen there should be a "Settings" option click that, then click "UGX Mod Options", then click "Weapon bob/sway" and select any of the options - reduced, on or off and then click Save & Close. That will now allow you to have a start button on the UGX menu screen.
Found a sound bug with the AUG.
When firing with the AUG paped the gun uses the FG42 Rig (Not sure if its the only gun now that other guns with the bug have been patched)
And I found out a few seconds ago, that placing any vending machine, new or old makes the game crash when the map is done loading... :-\
This isn't due to the perks directly. It's more likely due to you having surpassed a certain game engine limit such as Memory, FX or Sound. Try filtering some of your assets or install T4M, which can be found in the Mods section.
This isn't due to the perks directly. It's more likely due to you having surpassed a certain game engine limit such as Memory, FX or Sound. Try filtering some of your assets or install T4M, which can be found in the Mods section.
I did install T4M, but that didn't fix it.other people are also having this problem, they dont know whats up yet.
I'm very new to modding WaW, so if you could explain how to filter assets, that would be great! ^^
And the Pack-a-Punch machine, wont work at all. It wont turn on, it does show up in game, but the power for it wont turn on for some reason... ( I have tried multiple PaP machine prefabs, and non of them seem work.)
But other then that, it works. At first it didn't work at all for me, so I guess there is atleast a little bit of progress? :P
Out of curiosity, has anyone been able to get a map with the UGX mod 1.1 to load with developer and developer_script set?If I run the map through launcher and set developer to "1" and developer_script to "1" then it worked just fine never tried through console while in-game though
If I run the map through launcher and set developer to "1" and developer_script to "1" then it worked just fine never tried through console while in-game though
So setting developer to 1(or 2), developer_script to 1 and launching your map(i assume pax, right?) works for you? No unhandled exception?Ya on pax. No seemed to work fine.
Ya on pax. No seemed to work fine.
Well... damn.
For me, it crashes everytime with this:Spoiler: click to open...(https://i.gyazo.com/ea596443fb943d0a8768700732b3276e.png)
FFS, World at War and its memory issues. What does that even mean? That it failed to allocated memory for a variable?
Guess i'll just need to play around with the UGX Mod scripts and find out...
Was that for my map that you tried to use developer and developer_script on?
No, PAX. However, its the same issue regardless of the map itself. Any map that runs the UGX mod has this issue.
The only exception is UGX Requiem and even that depends on the version:
V1.0 ran in developer mode(though with the glitchy texture issue)
V1.1 crashes with black screen(again, memory limit?)
V1.2 crashes with max script variable error
Edit: The reason i did PAX was because it had less custom scripts than CSGO_Nuke, making it easier for me to debug.
After installing this "T4M" thing into my WaW, I went back into the game to see if it worked now.
(https://i.imgur.com/eCyWO8t.png)
(https://i.imgur.com/tJ7Q0l4.png)
I really don't know if I did anything wrong honestly.
I just made one room in radiant, built the mod and map, and then tried to play it for a quick test.
But if anyone knows a solution, that would be really helpful.
Still got the same problem when I try to play a map I made, that has any perk machines.
I turned on developer mode and it says it has to do with a runtime error.
So I guess it has to do with this part of the log:
(https://i.imgur.com/zkBukj1.png)
I hope someone can figure out the problem anyway, because I really want to create a map with ugx 1.1
Does this:`
help any?
`
My game doesn't crash anymore, but the map doesn't load.
Bad syntax error, but thanks for trying I guess? ^^;
Anyone else have any ideas?
Can you post a picture of the error in the console(with developer enabled)? Probably missed a bracket somewhere.
Edit: Think i fixed it. None of the UGX maps that i have work ATM so i can't test anything.
Tried, but got a different error, I mean atleast my game doesn't crash? Atleast I get to see the error!
Anyway, here's the console log:
(http://i.imgur.com/3BXJ1X1.png)
Sorry for not posting it last time :P
Played Necro City today with Relaxing and noticed 2 bugs, that are probably mod issues (as both features are in Requiem)
1. Getting Hacker from box replaces your other primary weapon and you lose it, when swapping weapons
When I launch the game I still have to go into the ugx settings menu and change stuff, then click save and close in order to see the "Start Game" button. I have to do this every time I launch Call of Duty. Also the "New" text is always beside the settings button. No matter what I try the new text never goes away and I always have to save and close my settings to see the start button.It sounds like your config.cfg file is read-only. Check the properties on
It seems like a small issue but if I were to release a map using the mod I would get a million complaints about not being able to start the game. lol :lol:
Please help,
WhippyTrout
Thanks for replying so quick. You're the man. I just checked and it's not set to read only. What else could it be.I don't know, your settings definitely aren't getting saved. Have you played Requiem or Necro City? Do your settings save in those?
I unchecked the read only on all the folders and files but it still doesn't work. hmmm I don't know what to do
Ok so i loaded up Requiem and opened the ugx settings, clicked save and close, then closed Cod WAW and loaded up my map and it works fine as long as I dont open the ugx settings again. If I do, the "new" appears after hitting save and close and I have to click "save and close" before every game to make the "start game" button appear. hahahaha I know, its crazy.Either that or I made a mistake in the update, idk. Let me know what happens.
So tomorrow I'm going to send my map to my brother and see if he has any problems on his pc, if not then I guess Requiem solved my problem. lol
If you think of anything else that could be causing this bug please let me know.
Either that or I made a mistake in the update, idk. Let me know what happens.Well I sent my brother my map and it's doing the same thing. No start game button unless you "save and close" your settings every time you launch. :'( Please let me know what to do.
OK So I've added the 1.1 wall buy prefab but every time I change the weapon like the wiki's instructions tell me to, it makes the weapon change to all wallbuy prefabs to that gunYou need to stamp the prefab before you edit it. Use the stamp button on the tools bar of Radiant.
Ok so i loaded up Requiem and opened the ugx settings, clicked save and close, then closed Cod WAW and loaded up my map and it works fine as long as I dont open the ugx settings again. If I do, the "new" appears after hitting save and close and I have to click "save and close" before every game to make the "start game" button appear. hahahaha I know, its crazy.I have the exact same issue. It only worked one time. And I have still the problem that I can't play my map with more than 2 people. The other 2 stuck at the "Mouse Moving Screen". They just stand there with the UGX-Logo over their head and cant move. This must be fixed, I want to release my map so bad and I like the Mod. :'(
So tomorrow I'm going to send my map to my brother and see if he has any problems on his pc, if not then I guess Requiem solved my problem. lol
If you think of anything else that could be causing this bug please let me know.Either that or I made a mistake in the update, idk. Let me know what happens.
You need to stamp the prefab before you edit it. Use the stamp button on the tools bar of Radiant.done that, as I said I followed the wiki instructions
done that, as I said I followed the wiki instructionswell you're not doing it right then because it is the only explanation for the problem you're experiencing.
I am also having this issue. Only 2 people can play at a time on my map. It can't be related to weapon bob settings because when the second player leaves the third player is suddenly allowed to play.
I have the exact same issue. It only worked one time. And I have still the problem that I can't play my map with more than 2 people. The other 2 stuck at the "Mouse Moving Screen". They just stand there with the UGX-Logo over their head and cant move. This must be fixed, I want to release my map so bad and I like the Mod. :'(
I am also having this issue. Only 2 people can play at a time on my map. It can't be related to weapon bob settings because when the second player leaves the third player is suddenly allowed to play.Yes it is related. As a test play necro city, it works with 3 people. I fixed it for necro city and i thought I added the patched files to the latest ugx mod standalone release
Trem, is there a way to just release the previous UGX mod menu without all the xbox support and stuff? That might fix all of these issues for now until you can solve what is going on. If not, is there a way for me to use another menu such as the various MW2 menus here on the site without breaking everything?no and no.
no and no.
Yes it is related. As a test play necro city, it works with 3 people. I fixed it for necro city and i thought I added the patched files to the latest ugx mod standalone releaseI just completely cleaned out my COD: WaW. I restarted from scratch with fresh mod tools with mod tools patch 1.0.6 and UGX mod standalone 1.1.1. I also deleted the old map files and only saved the map source and a couple of scripts. After all that I'm still getting the issue where only 2 players may play at a time and the rest stay on the move your mouse a bit screen.
no and no.
I just completely cleaned out my COD: WaW. I restarted from scratch with fresh mod tools with mod tools patch 1.0.6 and UGX mod standalone 1.1.1. I also deleted the old map files and only saved the map source and a couple of scripts. After all that I'm still getting the issue where only 2 players may play at a time and the rest stay on the move your mouse a bit screen.
Any suggestions on where to go from here? I am completely lost and am sure I am doing everything right.
When running a map with UGX Mod 1.1 in developer_script.You have too many scripts. UGX Mod has a lot of scripts. This game has very poor memory allocation. Nothing I can do about it that I didn't already do before release.
I just completely cleaned out my COD: WaW. I restarted from scratch with fresh mod tools with mod tools patch 1.0.6 and UGX mod standalone 1.1.1. I also deleted the old map files and only saved the map source and a couple of scripts. After all that I'm still getting the issue where only 2 players may play at a time and the rest stay on the move your mouse a bit screen.thank you for doing this test to confirm that the latest mod release still has this bug. i need to figure out which files I fixed for necro city and merge the changes into the ugx mod release.
Any suggestions on where to go from here? I am completely lost and am sure I am doing everything right.
You have too many scripts. UGX Mod has a lot of scripts. This game has very poor memory allocation. Nothing I can do about it that I didn't already do before release.
Well, this is pretty consistent across all UGX Mod V1.1 maps, even Requiem after the initial release. The first version(V1.0) worked fine in developer_script and every version and map based off of the UGX Mod V1.1 since has had this issue.developer_script enables tons more lines of 3arc script to be loaded into memory.
developer_script enables tons more lines of 3arc script to be loaded into memory.
there is no start button when I load up the mod
I got singleplayer and then it takes me to the choose gamemode screen but theres no way to start it I tried my controller and it took me back to main menu every time I pushed start on my controller I have the t4m thing in my waw directory so why
just uploaded a new version of the mod. should fix the issues people are having with the start game and/or save settings buttons being invisible. remember to continue copying your ugx_userconflig.cfg and defaultXboxControls.cfg into your appdata/mods/mapname folder if they are missing before releasing your map.
I descide to make a zombie map with the UGX 1.1, everything was fine, but when i descide to put perks the problem start, i cant put any type of perk, including the originals, my game crash, if someone know what happen plz tell mesame thing happening to me... idk maybe you need a power switch? gonna try
Double Post Merge: April 27, 2016, 11:51:32 pm
People, i have an issue with standalone 1.1, i download the UGX Mod Helper that download the UGX mod standalone 1.1, everything fine, i start building my map, first i put the random box start and another random box, elemental packapunch and normal packapunch, i compile everything and it work, it run, but when i want to buy a pack a punch, it appears a hand icon, not the cost, then i enter to radiant to see what happen and i dont get the answer, then i descide to put some perks in the map, i put jugger for testing and who s who, i compile, but when i enter to the map my game crash and say unhandled exception caught, i remove who s who, the same unhandled exception caught, and i remove all perks and it works, is like when i make the map in the ugx mod helper, all perks fail, and the originals toom any help will be acepted and thankful :alone: ()
Unhandled exception caught. Is an error that you don't have much space for assets.
Man, i have an issue, when i put just 1 perk the game crash with UGX 1.1, i hate this, i was trying to find an answer about a month and nobody helps >:( :alone:Have you tried installing T4M? I have no idea if that might do anything but it might give you help you out.
Have you tried installing T4M? I have no idea if that might do anything but it might give you help you out.Yea I'm having the same problem. Here is what the error says: (https://i.gyazo.com/f659a3235d21228e29fe35ed1d914748.png)
Yea I'm having the same problem. Here is what the error says: (https://i.gyazo.com/f659a3235d21228e29fe35ed1d914748.png) (https://i.gyazo.com/f659a3235d21228e29fe35ed1d914748.png)
Here is the log that appears with developer 2 and devolper_script 1:Spoiler: click to open...
Should be in clientscript/<mapname>_fx.csc in the footsteps function.lol this is what mine looks like: (https://i.gyazo.com/c3ece1bb15c4026c7fa226f45512115f.png)
lol this is what mine looks like: (https://i.gyazo.com/c3ece1bb15c4026c7fa226f45512115f.png)
For some reason, when I opened it with Notepad, it considered it .gsc, but when I opened with Notepad++ it says the same thing: (https://i.gyazo.com/87755bfda831aa6c929fa211190d1bb0.png)
That is GSC, not CSC. GSC is server while CSC is client(hence clientscripts folder).
For some reason, when I opened it with Notepad, it considered it .gsc, but when I opened with Notepad++ it says the same thing: (https://i.gyazo.com/87755bfda831aa6c929fa211190d1bb0.png)
Well, either the UGX mod tools patch has it somewhere else or it doesn't have it all(pretty sure its required so this can't be the case). What about <mapname>.csc? Mine looks like this:
Yep, I have those:
Wrong script I guess. With DLC3(nazi_zombie_factory) dlc3_code.csc is used to specify the footsteps even though that *really* should be map specific.
DLC3_FX()(clientscripts\dlc3_code.csc) it should have these:
Have you tried installing T4M? I have no idea if that might do anything but it might give you help you out.What is T4M ;D
I just noticed why some people are having problems with the Start Game button and/or the Save & Close button being missing in UGX Mod v1.1 maps. There are two files which MUST be in your map's mod folder in appdata in order for the persistent settings to load properly for players who have never played your map before:
- ugx_userconfig.cfg
- disableXboxController.cfg
I put these files in the root/mods/mapname folder assuming that Launcher would copy them over to the appdata/mods/mapname folder upon compile, but APPARENTLY it ignores cfg files (http://emojipedia-us.s3.amazonaws.com/cache/85/d2/85d211df6886bde485c426515a7e7515.png) So until I figure out a nice way of getting those files to be automatically placed for people, please just make sure you copy them into the appdata folder once yourself. Once you put them there the first time they should stay forever, no need to do it over and over again.
Hmm. I just decided to give the UGX mod a try and I seem to still be getting this issue with the Start Game button and the Save & Close button being missing. I tried this fix but it is still not there.
Is anyone else still getting this? I am unable to start the game or return to the menu from the UGX settings menu.
Btw this is on a fresh install of the mod-tools on my new PC.
It seems to be because the Weapon Bob Dvar isn't set, it didn't happen to me on my main profile, but it happened on my alt and to several people who tried my map.
Even if I set it in UGX Options Page, it still doesn't save on my alt.
My fix was to just add this to my mapname.csc (can also loop players and set it in gsc):
The only issue is the weaponbob setting doesn't get set and so resets every time if it's not set, but I suppose that's better than having 50 people report they can't play. lol
Where exactly did you put this to get it to work?
Here:
(http://image.prntscr.com/image/41faa584727f4891aed0cb8295411402.jpeg)