Treminaor, for a while I thought this day would never comeSame here :(
but bro...YOU DID IT!!! A huge freaking thank you to everyone at UGX that had a hand in this. I can't wait to see the future maps that use this mod.You're welcome :)
sweet gonna test on fac todayMake a backup - msg me if you have issues.
Make a backup - msg me if you have issues.use the Cod Map Packer
Make a backup - msg me if you have issues.
use the Cod Map Packer
download: http://tom-bmx.com/downloads.php?id=3 (http://tom-bmx.com/downloads.php?id=3)
The dogs work on classic mode?I've never tried - maybe they would work, can't say for sure.
I've never tried - maybe they would work, can't say for sure.maybe no if you dont delete the lines on zombiemode.gsc
Hi UGX,Great to hear ;D
This is an awesome mod and thanks for making it standalone so we can put all that hardwork in our own maps.
Have it running on my map like a charm.Thanks for that.
Cheers,
ZouteCracker
when i compile the ugx-mod say this: ERROR: Could not open '../zone_source/english/assetlist/common_ignore.csv'Doesn't mean anything important, ignore the error.
Doesn't mean anything important, ignore the error.make a section for post the errors of the mod ;D
This should fix your issue Darklegioin :gusta:Thank's, when you never post a reply i think "he die" :lol:
Fx revive keep stucked :(What do you mean?
What do you mean?When you revive you see all dark, i cant give you a image my pc is broken :(
When you revive you see all dark, i cant give you a image my pc is broken :(When I converted it from Comosea I forgot that normally maps have no vision turned on. I will fix this and upload 1.0.2 in the next day or two when I get time to track down the bug.
Try uncommenting line number 3126 in _zombiemode.gsc (which is in ugx_mod.iwd)
That won't fix it. Zombie Factory is only the vision for Der Reise. Stock maps don't have any vision at all, so turning on Zombie Factory would darken the contrast permanently for the session.
If his map uses Sniperbolt or script-placer 1.4 scripts, it will be using zombie_factory.vision by default, so the fix would work. If not, I guess you could include a mapname.vision of your choosing then replace that line with the amended visionfile name.Script Placer does not use any vision. At least ours doesn't. Oldtown has no vision. Sniperbolt maps use Factory's vision, which is high contrast and dark.
Script Placer does not use any vision. At least ours doesn't. Oldtown has no vision. Sniperbolt maps use Factory's vision, which is high contrast and dark.actually I checked the UGX Script placer does use the DLC3 Vision. I have no idea about default oldtown.
actually I checked the UGX Script placer does use the DLC3 Vision. I have no idea about default oldtown.The script placer is what I used to make my test map in the tutorial videos. There is no vision active.
No matter what I do or try always get the loaded sounds erroryou do something wrong see the tutorial again and follow him
and the font looks very bad can't see/read anything
How can I use the mod without making my own map treminaor?Impossible. This is for developers only, as stated in the first post.
There isnt a special thanks to DARKLEGION for the fix of the dark visio? :)lol I already knew what the problem was, the reason that line was commented in _zombiemode.gsc was because I commented it before releasing v1.0.1. But regardless I've added a little note for you at the bottom of the first post.
lol I already knew what the problem was, the reason that line was commented in _zombiemode.gsc was because I commented it before releasing v1.0.1. But regardless I've added a little note for you at the bottom of the first post.Thanks!! :)
Thanks!! :)You were very helpful by posting the how-to topic for the users while I was fixing the bug, so thanks.
I know this is meant for developers, but will you be releasing a versioon for easy-addition to maps such as Der Reise?This is not possible. The reason this is only for developers and not for players is because the maps must be edited by developers before they can support the mod. Already released maps such as Der Reise would have to be repackaged and edited before they could work with the UGX Mod. Since there is no source available for maps that have already been packaged/compiled, UGX Mod cannot be added to them. Hopefully this makes sense.
I kinda wanna play the classic four with gun game features.
"[11:11:54 AM] McKay: Hey trem, I tested out your semtex grenades today, and they do not work properly. :O Here's a vid of what happens when I use them: http://www.xfire.com/video/5e26d6"its working the way it should(other then the obvious FX and molotov anim) I never looked if the molotov was linked to a script or not(kinda like betty). If it is would be easy to fix. If not might need to do some debug on it, would imagine it wouldn't be too hard to fix though.
The mod works great however I am having a single problem, it's with the font.omg I've spotted a Pikachu, wheres my poke ball :D. Are you using a different language from English?
Here's an image of what the font looks like for me...
(http://gyazo.com/54336432a3ffacc7b08fedd44477d2c4.png?1360756224)
I believe I've installed it correctly because everything else works correctly.
If you know how please tell me how to fix this, thanks.
omg I've spotted a Pikachu, wheres my poke ball :D. Are you using a different language from English?No, I am using English. :/
No, I am using English. :/I didn't deal with this part of the mod, WING3D figured it out, I think with treminaors help(i think) so they might have an answer. maybe try another resolution? idk what else to suggest.
I didn't deal with this part of the mod, WING3D figured it out, I think with treminaors help(i think) so they might have an answer. maybe try another resolution? idk what else to suggest.Alright, thanks anyway.
Alright, thanks anyway.You didn't install the fonts correctly. Double check your work.
You didn't install the fonts correctly. Double check your work.Ok, thanks.
You didn't install the fonts correctly. Double check your work.I fixed it. :D
I fixed it. :DGreat :)
Thanks, it's nice to be able to read again...
I seem to be unable to get powerups. :/Some other script is interfering then. Check your map's iwd and make sure it doesn't have a _zombiemode.gsc or _zombiemode_perks.gsc.
Some other script is interfering then. Check your map's iwd and make sure it doesn't have a _zombiemode.gsc or _zombiemode_perks.gsc.I don't have either in the iwd.
Hi.
I've followed the guide and it all works. However when i lauch the map i get a 1600 sound limit exceded error. I have done everything in the faq solution. What should i do?
Thanks,
Luke
Please, Please, Please some one help me...It says right on the front page to create a backup because we are not responsible for loss of work...
I have spend a bout 2 years on a map and its done but I keep getting a "1600 sound limit exceeded" error!
What is wrong!!
Someone please help
Post Merge: February 24, 2013, 10:13:52 am
please someone help. im at the point when im really depressed that ive spent years and can't get it to work. :'(
Please, Please, Please some one help me...
I have spend a bout 2 years on a map and its done but I keep getting a "1600 sound limit exceeded" error!
What is wrong!!
Someone please help
Post Merge: February 24, 2013, 10:13:52 am
please someone help. im at the point when im really depressed that ive spent years and can't get it to work. :'(
Please, Please, Please some one help me...1600 sound limit exceeded is hardly an error to worry about losing work with. It's simply just an error, it doesn't mean anything is broken or lost...
I have spend a bout 2 years on a map and its done but I keep getting a "1600 sound limit exceeded" error!
What is wrong!!
Someone please help
Post Merge: February 24, 2013, 10:13:52 am
please someone help. im at the point when im really depressed that ive spent years and can't get it to work. :'(
After setting objectives to true, and calling the thread/making the objectives in my map's gsc, the objectives do not show up in game. Anyone know why?Do you see the objectives option in your menu? Did you update your UI folder to the menu files included in the very latest UGX Mod release? Did you recompile your ugx mod mod.ff in order to update to the new UI files?
I've been so excited to implement this into a new map but I seem to keep getting the same error.
I've followed the tutorial videos very closely, (multiple times might I add), yet I still keep getting this same error.
Here is a Youtube video I recorded to show the error happening: http://www.youtube.com/watch?v=1xjq3g3jWck (http://www.youtube.com/watch?v=1xjq3g3jWck).
I will attach my console.log file so if anyone wants to take a look at it then they can. I'm not sure if it's a problem with my game files or if its a silly mistake on my part but I've read the FAQ's, searched around, and attempted creating about 5 maps following the tutorial videos and I don't know what else to try. Hopefully one of you can help me :) I can't wait to start mapping once this is working.
The name of the map is "ugx_test2"[/s]
---[EDIT]--- Turns out that it wasn't a problem with the UGX mod but a problem with my game files. After a clean install of World At War, I tried to create a map normally without the mod and I still got the same error. Time for some problem solving :p
mod.ff on last step was missing i had a mod.csv
anyone know what i did wrongI'm not exactly sure what you're asking but to get a mod.ff you have to compile it first. If you mean it was missing after using the UGX Project Mover, then tick the Copy box before moving it again.
I'm not exactly sure what you're asking but to get a mod.ff you have to compile it first. If you mean it was missing after using the UGX Project Mover, then tick the Copy box before moving it again.
Are you compiling your map's _patch.ff file? I used to get this error before compiling my mapname_patch.ff, but after doing that the error was fixed and I could play normally.
Just wanted to say that I have the mod working perfectly on my map now. Thank you so much for releasing this. Its awesome!You're welcome :)
Hey guys can you post a list of all 70+ guns that are in the mod?Download the mod, open ugxm_guns.iwd, check the /weapons/sp folder.
(and what their weapon file names are?)
-Luke
fac now running ugx mod 100% working!:D
After updating my map's ui files to get the objectives to work, when I quit the map from the duration when I am playing, when the mod's menu appears, my cod waw crashes with, "Unhandled exceptions caught." Anyway for this to be fixed?I will do some testing on my end and try to verify if its my fault or if its local to your mod.
are we able to add our own guns to the mod? eg the recently released peacekeeper from tom bmx ?No, and there isn't enough asset room left anyway.
Well thats not good for me then. Thanks for the info. Looks like my map is facked.Catch me on Skype when I get home in about 3-4 hours.
It may be the debug from the bank; when I set it to false it doesn't affect it at all, there is no changes.
Umm when I add trem bank (2) to my map it doesn't work quite right...the ui doesn't come up which im guessing has something to do with having to put files in different locations because im using UGX mod...
Has anyone done this before and knows what do do?
-Luke
Can we add extra custom weapons to a map running ugx standalone?There's probably room for a few more weapons but not a ton. A lot of the asset room is already taken by UGX Mod content. You will need to use an ff other than mod.ff to include your weapons - otherwise the process is the same. All UGX weapons are placed in localized_common.ff, which is proof you can put the stuff in any iwd. Make sure you edit the UGX scripts accordingly to add your weapons to the gamemodes as well as editing the UGX _zombiemode_weapons.gsc instead of making a new one. It should be straightforward if you know what you are doing.
I figure that I it probably a different procedure that a stock map.
-Luke
So i can make the mod.ff for my map in launcher. Rename it to anything and copy over thu gux mod.ff?Exactly :)
Exactly :)
Well actually you can't rename it to anything - it has to be localized_mapname.ff
oh, thanks. I was calling it localized_common.ff not localized_mapname.fflocalized_common.ff is used by UGX Mod to hold all the gun assets... make sure you restore the correct localized_common.ff from the UGX Mod rar.
That must be where a couple of the problems im having are branching from..
localized_common.ff is used by UGX Mod to hold all the gun assets... make sure you restore the correct localized_common.ff from the UGX Mod rar.
After I fixed this ALL error and issues that I was having were fixed....I feel soooo dumbAt least it all works now :)
At least it all works now :)
hey on dale's dock im experiencing a problem where i get firesale from the boss in arcade, and from then on i can only access the box in firesale, any ideas?He probably didn't define one of the boxes as 0 (start box). It's something he needs to recompile the map to fix.
A little late with the congrats. but CONGRATS!!! You guys really did an amazing job with this. Will be trying it out in my second map I have going now. AWESOME JOB THANKS ALL!!Late or not, it's greatly appreciated. I'm glad you are enjoying it and I look forward to seeing it working in your second map :)
Yeah, unfortunately my main map now is pushing all the limits and would just explode if I tried to add all this greatness. TBH I didnt know this stand alone was out until Spider played Dales Dock the other day or I surely would have used it sooner.Yeah there's probably 50 or so fx slots left open, plenty of sound slots, and maybe room for 10 or so additional guns when UGX Mod is installed. You can always make your own room by editing the _ignore files for your map as well.
I found a glitch i think...I'll look into it today.
When you play in solo in any game mode, pause (during the game) and look at challenges. As soon as you resume the game the waw main menu theme starts playing. I don't know if you guys were aware but i thought id let you know.
-Luke
What will we need to do to apply the update?It says in the changelog above your post.
Yes, but will i have to replace all the previous files?No, just challenges.menu.
Ah it might not have been that, I have removed all the fx stuff and I'm still getting it..... reinstall???No, reinstalling is not usually the best answer. I'll look at it more when I get home.
I dont know if its ment to be like this or not but it seems that players dont rank up for playing solo in classic or arcade. The only way to get xp is to finish a gungame or similar mode. When playing classic or arcade solo when you quit it shows that you have been given no xp.Add me on skype - I will give you a modified ugx_mod.iwd and see if I've fixed it for you. if so, I will release a new update.
Add me on skype - I will give you a modified ugx_mod.iwd and see if I've fixed it for you. if so, I will release a new update.
Hey, just a quick question.I only made ones for what was used in Comosea. Any ones which are missing will need to be made.
I know there are prefabs supplied for some wall guns but there is nothing for the others. How do we get the chalk outlines for these guns? Or do we have to make them ourselves?
Thanks,
Luke
Hey, just a quick question.
I know there are prefabs supplied for some wall guns but there is nothing for the others. How do we get the chalk outlines for these guns? Or do we have to make them ourselves?
Thanks,
Luke
I never got around to making textures/prefabs for the other weapons, all the textures were hand-made by me and they took quite a bit of time. You could make new textures and prefabs yourself if you wanted to, just take one of the existing prefabs and change the gun name in the KVPs of the trigger, then replace the patch's texture with your own (or maybe even just use the question mark).
Link dont work ?(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F0JZ4WJx.png&hash=a21348855853a49f5f881fbf3d63ce76e9579cb7)
No Wunderwaffe or Monkeys in box? I never see or get them or am I just extremely unlucky :( the ray guns there to get that wunderwaffe, monkeys, thundergun, winters howl would be beastWunderwaffe is replaced with the PaP'd Dragonov, try it ;)
Hey Treminaor, are you taking out those red notifications at the top that mention certain weapons will be changed in the final version? Since this is more or less the final version those messages just make it feel more incomplete than it really is. Just a thought.Yeah I've been meaning to do that.... thanks for the reminder :)
oh i may try that then :D and i heard somewhere there was the VR-11 or some form of it? am i wrongPaP'd M40A3 turns into the VR-0A3 which turns zombies into fighting soldiers who defend you.
Hey,
Im having a bit of trouble setting up hint strings for my custom weapons. I have them in the mod and they can be bought from the wall, but no hint comes up and the price is 0. Are the hintstrings different in UGX because the normal way doesn't seam to work.
Are the hint-strings set up different in UGX?I don't remember and don't have time to look into it - if you want an immediate answer then explore the _zombiemode_weapons.gsc and other scripts to find out.
I added you on skype Trem, maybe you have a suggestion or two.I'll just respond on Skype, it's easier.
what is the correct procedure of adding custom weapons to a map running ugx?
I have tried adding them the way I usually do but it doesn't work 100%.
I can get weapon by using "give weapon_name" in console. BUT when I type "give all" it doesn't give the gun along with the other ugx weapons. I don't think its added right.
-Luke
*EDIT*
sorry I fixed it
I am just wondering if you (The UGX Team.) can make the UGX Standalone Mod much more easy to install and to use? For example: the Modern Weapons Mod, and the ZCT: Modern Weapons Mod, those mods you just put to the mod folder and play it on the maps or map style(s) that it made for like Nacht Der Untoten (Prototype Style), Verruckt (Asylum Style), Shi No Numa (Swamp Style), or Der Riese (Factory Style) like maps. Make it for those (Like myself) who don't want to make there own Zombie Maps to use this mod. I think that it will be awesome thing to do making for Der Riese like maps.UGX Mod cannot be a drop-in install for two major reasons:
it will be good if someone does the 4 original maps with the ugx mod i would be like :gusta: :nyan:Impossible.
working and it doesn't appear as there is a "memory" of them from game to game, or when you restart Waw?In regards to this the rank/challenges save to the players profile for the mod that is currently active. So your achievements on Comosea or any other maps will not be the same for dales dock. Also if you were to switch to a different profile while using the mod your rank would not be saved just like any other game. For number 4 I'm pretty sure mod v1.1 will help with that. Any others will be up to Treminaor.
Got some general feedback for you guys on the UGX Mod, and specifically the Gun Game mode. We have finally been able to play it co-op on Dale's Dock, videos can be found on our NGTZombies YT Channel.That's really up to the mapper to control. We can't help if the mapper's spawns are too far away from the start area, or if he has zone issues in his code that prevent the game from functioning at the correct speed. I haven't played Dale's Dock but these are the most common reasons.
1) The first 10 or so rounds are extremely slow, even with timed gameplay. Is there any way to increase difficulty right off the bat?
2) I have thoughts about possibly having all doors opened by default for this game mode?People like to be able to control what areas they play in - for example I know on Comosea a lot of people like to keep all doors closed and see how long they can last in the start area.
3) Degradations can be somewhat annoying and MIGHT be a bit too frequent.It's meant to be somewhat annoying - Gungame is a competitive gamemode, which means there should (in my opinion) be ways to set your opponents back so that you can gain the lead. I have reduced the frequency of the Degradation drop in the upcoming UGX Mod v1.1 update.
4) Dying sets you back a LOT. It's better than starting completely over, but I think it goes a bit too far.Fixed in upcoming UGX Mod v1.1. The death penalty has been reduced to take away 15% of your current score. (previously 40%)
Those are just some thoughts. It took us well over an hour to complete a single game and my thinking is that you would like to see a complete game take anywhere from 10-20 minutes or so.The more people you have in the game, the longer they last. If you want a shorter game, there are time limit options in some of the other game modes (Sharpshooter is one of them).
Also, I don't think Achievements were working and it doesn't appear as there is a "memory" of them from game to game, or when you restart Waw?They do work providing the mapper hasn't done anything to break them. I have about 3 UGX Mod test maps that I use privately, and I have a saved rank and challenge history on each of them. Here's an example of one of them: http://i.imm.io/131GG.png (http://i.imm.io/131GG.png)
Anyway, just wanted to give some feedback on the Mod...not critical stuff but may make the game mode a bit more enjoyable for everyone.Feedback is always welcome and appreciated. Thank you for taking the time to make that list and I hope I have answered your concerns.
Son 1.1 be out in a couple of weeks?Sooner than that I think.
Put a shank as a weapon, now that would be awesome
Figured I'd drop in with an image of a v1.1 improvement:cool :)
Its ALWAYS bugged me that Treyarch is too much of a lazy f**k to make an on version of the Pack-a-Punch machine model to match the rest of their perk machines, so I took the liberty
off: http://i.imgur.com/QNvgHnZ.jpg (http://i.imgur.com/QNvgHnZ.jpg)
on: http://i.imgur.com/KD8guwz.jpg (http://i.imgur.com/KD8guwz.jpg)
The off image is how it used to always look, regardless of power status.
The portal gun would be sweet if there was a way not to be to op, Im not even sure if it would be possibleClosest thing would be to spawn an fx and then set the players origin from script. Wouldn't be the same as portal. More like portal mod for minecraft :P
The portal gun would be sweet if there was a way not to be to op, Im not even sure if it would be possibleA portal gun invokes a ton of potential out-of-map and game-breaking glitches that can't be prevented universally.
looking forward to new mod - is it possible to include fire sale in classic? as it belongs in there in the black ops. And is it possible to have something like the gersch device and/or QED
Hey Trem,
How difficult is it going to be to apply this update to an already UGX map?
I've got my map running the most recent released version but ive modified the UGX scripts a bit to add extra weapons and other fun stuff.
Is this new release going to replace all the old stuff? or only some?
I'd like to know that tooIt will be drag-and-drop to overwrite your outdated ugx mod files in your root folder.
looking forward to new mod - is it possible to include fire sale in classic? as it belongs in there in the black ops. And is it possible to have something like the gersch device and/or QEDMan, the QED would've been awesome.
Man, the QED would've been awesome.
not sure if it's just me, but the download link seems to be downI apologize for the inconvenience It will be addressed ASAP.
not sure if it's just me, but the download link seems to be downApparently the link never got updated, it was still pointing to our old server. Go ahead and try again.
Apparently the link never got updated, it was still pointing to our old server. Go ahead and try again.It's working now, thanks :)
Is the menu fucked up too? Did the fonts place properly from the UGX mod installation(not the truefont files). Did you compile the UGX mods .ff correctly? Did you move the files with the project mover correctly? Making sure the renamed file in the program has the .ff extension included in the box. Are you making sure to move the files with the project manager every time you compile?i installed the font that was included with it, the menu does not look fucked up, and i followed the guys instructions word for word
Also: I would consider adding some reflection probes to your map. :P
i installed the font that was included with it, the menu does not look fucked up, and i followed the guys instructions word for wordIf the menu is not fucked up then its probably a problem with the actual font afaik. Make sure it is being added in the mod.csv for the ugx-mod. Try compiling that actual mod again, then compile the map and move the files with the project manager. As an example the project manager should also look like this(substitute my mapname for yours):
that doesnt explain why my controls are unbindedYour controls are not unbinded, your controls are locked because the game is waiting for a response from the gamemode menu that is not even showing up.
even the compiling screen is fucked up...That's normal. Go to the folder where the two files are saving to and check if the ugx mods mod.ff is actually there. (should just say mod.ff and have the localized_*MAPNAME*.ff be your regular one).
i doubt its normal to transfer to the game 45%The text being on the sp_tool screen is normal, I can assure you. It being on the menu when you launch the map, not so much.
thats waht i said. it was a joke. but yea mod.ff didnt show up though localized_uxg_mod_test.ff does. 75%Yeah sorry didn't know if it was or not xD(doing three different things at once here :P ). Anyway you can do two things. Check and make sure that the program is running as an admin, try again. You can also manually transfer the mod.ff from the ugx_mod folder to your maps mod folder within appdata/../mods.
i did what you said (http://i1188.photobucket.com/albums/z415/HalomythFinders/Untitled-3.png)You need to compile ugx_mod's mod.ff and use the project manager correctly.
You need to compile ugx_mod's mod.ff and use the project manager correctly.please tell me how because clearly im not doing it right
please tell me how because clearly im not doing it rightIt's in the video tutorial.
I get Exceeded limit of 1600 'loaded_sound' assets and I renamed the mapname_ignore.csv to match my map name and I didn't add any custom sounds.Did you recompile your map after creating the ignore file? Are you using our zombiemode.csv and dlc3.csv in /zone_source/ ?
Wasn't exactly sure where to post this, so I thought this was the best place. Is there a way to implement a shared save for all maps using the ugx mod so rank/unlocks are seamless between several maps? These features are pretty useless when they only apply to a single mapThe way our rank saving works is the rank info is saved to the players profile but only for the individual mod that is being played. It is not possible to do otherwise, and before you bring up realism. Realism uses one mod, as you notice you must add all the maps .ff and iwd files to the one individual realism mod. Issue is the mod must then meet strict requirements and prevents mappers from being able to edit the mod for all maps to function properly and we didn't want to take that path.
These features are pretty useless when they only apply to a single mapWould you rather someone made a boxmap for farming points and then you had everyone running around with a Pimp hat on every single UGX Mod map because they got the achievement once on UGX Easy Ranks v2.0?
WHAT!? Easy Ranks v2.0? Did I miss the announcement for the next official UGX map release? I've been waiting for the sequel to Comosea for so long and now it's almost here, YES!ballbags decided to help us out with level design, couldn't be doing it without him. :troll:
Thanks for the quick replies, I guess I overlooked people looking to take advantage. A couple possible solutions could be:To share stats, the maps have to be in the same mod folder. If you have multiple maps in the same mod folder, their assets all add up to the same limit. This is why there are no heavily customized maps supported by Zombie Realism. It would also require us to manually add maps to the core package, which is more menial labor than we would ever want to commit to. I watched how annoying it was for Rampage to keep the mod updated with new maps and it did not look the least bit enjoyable, as I'm sure most could assume.With either of these approaches, an unapproved map would use the current (serperate) progress by default.
- Share progress between "core" UGX releases (Comosea/Keneipe/etc)
- Some sort of approval system to use the shared pool in outside maps
And maybe I'm just lazy, but I find some of the challenges require tons of hours.It depends on the map, too. Unfortunately we can't make all challenges 100% fair on all maps because we don't have control over the maps.
I'd be glad to help implement a system if it seems worthwhileWhat kind of help are you offering?
And I'd be glad to do a bit of scripting/research/testing. I have no promises since I haven't made a full map/mod, but I've played around quite a bit with WaW scripts when I was considering doing so and am pretty familiar with them. I have a quiote extensive knowledge of scripting/programming in general though, so I should be able to adapt.If you're interested in lending a hand, add me on Skype (name on the left) and we'll have a conversation some time :)
Hi trem. Could the friendly AI (the ones that you put in Radiant) cause limit exceeded error?Could you provide a picture of what you're referring to so that I can help you more? :)
Oh and BTW I gave you some cash for your awesome work!
Thank you for your work, we will always support you :). Thank you very much ;) :troll:Please use a Chinese to English translator for your posts - this is an English-speaking forum :)
hey if anyone could check out the 3rd video at 11:55 could you look and see if you have any ideas to why my IWD file list looks nothing like that so you no when you look my IWD file list only has one thing mov.csv thats is ... not 20 like the video. i would be so damn thankfulignore it. The iwds will already be in your mod. All that matters is the mod fast file you are compiling for the actual functionality of the mod.
thanks for the reply ill try it and one other thing in game font is wild as hell .... donno why ?check the FAQ on the wiki
When does 1.1 comes out? Can't wait for that one..http://ugx-mods.com/forum/index.php?topic=924.0 (http://ugx-mods.com/forum/index.php?topic=924.0)
i get a bad token "\" in line 14 of mapname.gsc (its the createart\mapname_art.gsc) how do i fix thisPaste Line 13 and 14 into a codebox as a reply.
oh thanksi never thought of that i will test but my map asylum v2 is called v2beta officially and i dont have problems with thatIt's the name you give the map fastfile/scripts that causes the number issue, not hte name of the folder. If your fastfile was called v2beta then cod must just have a problem with numbers at the beginning of the filename.