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Topics - Uk_ViiPeR

Hello everyone, i thought about for a long time to do a whole reference on just errors and their solutions to aid the community when they come across problems they have never seen before. I want this thread to be a community driven topic where you can suggest any errors that I haven't added.

I will break this thread down into 4 sections.

mapping

Quote
parse } error - to be added, indepth tutorial for this one as it can be multiple problems.

map doesn't load (broken error) - means your map is broken, follow the above step to locate if there are any broken brushes.

map is rainbow ingame - you will need to include a light grid and a few reflection probes around your map, caulk box is needed also. there are a few tutorials around for all of these.

certain parts of the map are darker than the rest - ensure that your sunlight direction is not obstructing this, if its meant to be like this and you want the area to be a bit lighter then you can add a 'light' entity.

Max Scene Surfs - Caused by multiple glitched patch layers being ontop of each other, to solve this issue you will need to delete the patch layers. models can also cause this error if the model has too many surfaces on it

scripting

Quote
server script compile error - this error is thown by the compiler that isn't able to compile code, use developer 1 and reboot your map, then open the console in full (shift + `) to see more details on what and where the error is located, if it states a line number its usually the line above the line stated.

script runtime error - script runtime error is where your script has an infinite loop and has been forced to stop. There are a few other examples that can cause this problem (will list them shortly).

asset limits:
1600 Sound limit - hit max limit, free up some sounds through the mod and associated csv files.

xanim limit - NA

ui limit (itemdefs)[new] - i cannot recall what the actual limit was as i found this limit myself, but i'd say no more than around 300 itemdefs should be used in one menufile.

4096 xmodel limit - hit max limit, free up some models by commenting them out in your mod folder and associated csv files

400 fx limit - hit max limit, free up some fx by commenting them out in your mod folder and associated csv files

128 tags (joints) - caused by AI which has too many joints (exceeds 128 bones error), reduce the amount of bones included in the xmodel export.

2048 material limit - hit max limit, free up some materials by
commenting them out in your mod folder and associated csv files

31 hud element limit - hit max limit, free up some hud elements by
commenting them out in your mod folder and associated csv files,
also checking if too many are drawn in the UI.

ui not showing up - this can be many problems, but the most common
one would be that you have a syntax error. these errors don't
display in the console ingame so you will need to take slow steps
through testing in order to locate the problem. usually caused by
typos or unknown functions.


compiler
Quote
EXE_ERR_HUNK_ALLOC_FAILED256/Out of memory - close some processes in
windows to free up some ram in order to compile successfully.

"" is bad "type" - an item that doesnt exist in the map but is
being called through script.



ingame
Quote
Server command overflow/ERR_CLIENT_CMD_OVERFLOW - this happens when
the console spams too many commands in a short period of time,
causing the server to crash. ensure that theres no infinite loops
in your scripts (especially through UI scripting)

Server message overflow - this error is caused by console spam of
messages, which leads to server crash if too many are printed in a
short time. to solve this problem you will need to make sure there
are no infinite loops (or very short time intivals) between the
message and the loop process.

Couldn't load &&1 - the engine couldn't load file/item or entity
etc.. (going to use X to describe them all in one) this can be
solved by checking if X exists and if X is loaded correctly
(precached and included in the mod)

ERR_WRONG_MAP_VERSION_NUM - same as below, where each of you have
different map versions (two different compiles), ensure that you
have the same map version in order to play with eachother

SERVER_IS_DIFFERENT_VER - this error happens when you have a
different version to the server, meaning your assets may have been
modified. this error can occur when you modify a stock iwd aswell.

alien font - To be added

couldn't load image - image either doesn't exist or it's not
precached/included in your mod. ensure that its included in your
mod.csv and your mods 'image' folder.

exceeded maximum number of script strings - this error is caused
when you have too many script string loaded, to solve this problem
you will need to reduce the amount of strings so that the pre-load
doesn't output this error.

unknown item &&1 - unknown item defines that the item (weapon/weapon file) does not exist in your version of the mod, to solve this you will need to ensure that the weapon file is included in your mod.csv and is ticked in the compiler.

Could not open - either the file wasn't precached correctly (in
mod.csv/map.csv/map_patch.csv) or the file simply does not exist,
check syntax if it does to ensure there are no typos.

"some mods don't show in my mod folder?" - your mod's folder may be
overfilled, i'd suggest moving a few to a different folder (or
deleting if needed be), this helps reduce "loaded mod listing"
engine use.

type undefined is not a field object - any object with getent that
doesn't exist in the map when trying to use it through script (i.e.
targetname:thisdoesntexist)

duplicate sound alias file - duplicated sound alias file was located, check mod.csv/map.csv/map_patch.csv to see if you may have added the preached line twice; if not then go to your sound alias folder in raw and see if there's any sould alias files that used the same sound name.

*Crashes upon map load* - reboot exe, enable developer 1 and
logfile 1, boot up map, wait until crash, go to your maps mod
folder, open console.log in a text editor and find any unusual
errors.

*Crashes upon exe load* - close exe, check compiler (both build mod
and map compile dumps should be there (if you didnt clear the feed
and build both the map/mod) and locate any unusual errors towards
the bottom of each map/mod compile dump/


If you have any other errors you would like to suggest then please do so, i'll add them to the list :)
8 years ago
Update 0.1: Fixed typo's and added additional information that is required for this to work, please read the readme.txt for more information.


Nothing to say much, just that i had this sat on my desktop for over a year now.



Features:
- Cinematic or Static background
- 5 Options you can customize
- A list of other menu features to be featured in your feature list.

basic design, but can be adjusted if needed be.

Everything you see can be tweaked to your liking, so enjoy!

*please read the readme.txt for more information

DOWNLOAD HERE
8 years ago
This does not work with UGX Mod sorry

Hello fellow mappers, today i've got something that may come use to you when you're looking for an accurate vision or even general debugging purposes.

I want to thank Ray1235 for the idea behind this, and also Jbird632/RDV for helping me with one or two corrections.

This only took two days to put together and this is mainly aimed at the people who want to be able to adjust settings easier, just something little for the community.

As stated in the title, this is only a BETA so expect a lot to be changed soon (some may have write issues and may have to be replaced if not working correctly)

Download:

Please read the readme.txt file inside the iwd, and also don't extract the file.

Features:

Voice Tab

Page 1: General
Code Snippet
Plaintext
- Enable console
- Draw HUD
- Voice Chat
- FOV (cg_fov)
- 3DP FPS
- Console ?

Page 2: Developer
Code Snippet
Plaintext
- Toggle Developer
- Toggle Developer Script
- Toggle Portals
- Toggle Paths
- Toggle Minicon (con_minicon)
- Toggle Tris

Page 3: Gun Positioning
Code Snippet
Plaintext
- Move Forward (cg_gun_move_f)
- Move Right (cg_gun_move_r)
- Move Up (cg_gun_move_u)
- Move Rate (cg_gun_move_rate)
- Move Speed (cg_gun_move_minspeed)
- Offset Forward (cg_gun_ofs_f)
- Offset Right (cg_gun_ofs_r)
- Offset Up (cg_gun_ofs_u)
- Position X (cg_gun_x)
- Position Y (cg_gun_y)
- Position Z (cg_gun_z)

Page 4: ?
?

Game Options Tab

Page 1: Visions/film tweaks
Code Snippet
Plaintext
- Brightness (r_brightness)
- Gamma (r_gamma)
- Contrast (r_contrast)
- Desaturation (r_desaturation)
- Blur (r_blur)

- Film Tweak Desaturation (r_filmtweakdesaturation)
- Film Tweak Brightness (r_filmtweakbrightness)
- Film Tweak Contrast (r_filmtweakContrast)
- Film Tweak Light Tints (r_filmtweaklighttint) [values are R,G,B]
- Film Tweak Dark Tints (r_filmtweaklighttint) [values are R,G,B]

Page 2: Sun Settings
Code Snippet
Plaintext
- Ambient (r_lighttweakambient)
- Ambient Color (r_lighttweakambientcolor) [values are R,G,B,A]
- Diffuse Fraction (r_lighttweakdiffusefraction)
- Sun Color (r_lighttweaksuncolor) [values are R,G,B,A]
- Sun Diffuse Color (r_lighttweaksundiffusecolor) [values are R,G,B,A]
- Sun direction (r_lighttweaksundirection) [values are X,Y,Z]
- Sun Light (r_lighttweaksunlight)

Page 3: Fog Settings (not all working?)
Code Snippet
Plaintext
- Fog Toggle
- Fog Red (scr_fog_red)
- Fog Green (scr_fog_green)
- Fog Blue (scr_fog_blue)

Page 4: Glow Settings
Code Snippet
Plaintext
 - Glow Toggle
- Bloom Cutoff (r_glowtweakbloomcutoff)
- Bloom Desaturation (r_glowtweakbloomdesaturation)
- Bloom Intensity (r_glowtweakbloomintensity0)
- Glow Radius (r_glowtweakradius0)
- Ray Expansion (r_glowtweakrayexpansion)
- Ray Intensity (r_glowtweakrayintensity)


Any suggestions of improvement or anything you would like me to add let me know :)

- Uk_ViiPeR
8 years ago
Post a picture, let's see who has the scariest costume :)

here's mine, enjoy my fucked up budget mind.

8 years ago
So while snooping around the beta model assets today and I stumbled across these, they're models but what could they be?

Note: Be aware that I haven't played or seen the beta properly so some of these may have already been showcased.

Multiplayer perks list?
Spoiler: click to open...
Code Snippet
Plaintext
p7_perk_t7_hud_perk_sixthsense
p7_perk_t7_hud_perk_tacticalmask
p7_perk_t7_hud_perk_toughness
p7_perk_t7_hud_perk_tracker
p7_perk_t7_hud_perk_ante_up
p7_perk_t7_hud_perk_awareness
p7_perk_t7_hud_perk_blind_eye
p7_perk_t7_hud_perk_cold_blooded
p7_perk_t7_hud_perk_deadsilence
p7_perk_t7_hud_perk_dexterity
p7_perk_t7_hud_perk_engineer
p7_perk_t7_hud_perk_fasthands
p7_perk_t7_hud_perk_flakjacket
p7_perk_t7_hud_perk_ghost
p7_perk_t7_hud_perk_gungho
p7_perk_t7_hud_perk_hardline
p7_perk_t7_hud_perk_hardwired
p7_perk_t7_hud_perk_jetcharge
p7_perk_t7_hud_perk_jetsilencer
p7_perk_t7_hud_perk_lightweight
p7_perk_t7_hud_perk_marathon
p7_perk_t7_hud_perk_overcharge
p7_perk_t7_hud_perk_scavenger

Game modes?
Spoiler: click to open...
Code Snippet
Plaintext
Kill confirmed-
p7_dogtags_enemy_battery
p7_dogtags_enemy_firebreak
p7_dogtags_enemy_nomad
p7_dogtags_enemy_outrider
p7_dogtags_enemy_prophet
p7_dogtags_enemy_reaper
p7_dogtags_enemy_ruin
p7_dogtags_enemy_seraph
p7_dogtags_enemy_spectre
p7_dogtags_friendly_battery
p7_dogtags_friendly_firebreak
p7_dogtags_friendly_nomad
p7_dogtags_friendly_outrider
p7_dogtags_friendly_prophet
p7_dogtags_friendly_reaper
p7_dogtags_friendly_ruin
p7_dogtags_friendly_seraph
p7_dogtags_friendly_spectre

?

p7_bonuscard_two_tacticals
p7_bonuscard_danger_close
p7_bonuscard_overkill
p7_bonuscard_perk_1_greed
p7_bonuscard_perk_2_greed
p7_bonuscard_perk_3_greed
p7_bonuscard_primary_gunfighter
p7_bonuscard_secondary_gunfighter

Shadows of Evil Bubblegum machine (gumball names)
Spoiler: click to open...
Code Snippet
Plaintext
p7_zm_bgb_02_details
p7_zm_bgb_02_dome
p7_zm_bgb_02_sign
p7_zm_bgb_03_cap
p7_zm_bgb_03_details
p7_zm_bgb_03_dome
p7_zm_bgb_03_sign
p7_zm_bgb_aftertaste
p7_zm_bgb_alchemical_antithesis
p7_zm_bgb_always_done_swiftly
p7_zm_bgb_anywhere_but_here
p7_zm_bgb_armamental_accomplishment
p7_zm_bgb_arms_grace
p7_zm_bgb_arsenal_acelerator
p7_zm_bgb_bottle_conveyor
p7_zm_bgb_burned_out
p7_zm_bgb_button_01
p7_zm_bgb_button_02
p7_zm_bgb_button_03
p7_zm_bgb_cache_back
p7_zm_bgb_coagulant
p7_zm_bgb_danger_closest
p7_zm_bgb_dead_of_nuclear_winter
p7_zm_bgb_ephemeral_enhancement
p7_zm_bgb_firing_on_all_cylinders
p7_zm_bgb_gearbox
p7_zm_bgb_im_feelin_lucky
p7_zm_bgb_immolation_liquidation
p7_zm_bgb_impatient
p7_zm_bgb_in_plain_sight
p7_zm_bgb_kill_joy
p7_zm_bgb_killing_time
p7_zm_bgb_licensed_contractor
p7_zm_bgb_lucky_crit
p7_zm_bgb_main_body
p7_zm_bgb_now_you_see_me
p7_zm_bgb_on_the_house
p7_zm_bgb_one_for_the_road
p7_zm_bgb_perkaholic
p7_zm_bgb_phoenix_up
p7_zm_bgb_pop_shocks
p7_zm_bgb_private_eyes
p7_zm_bgb_respin_cycle
p7_zm_bgb_sign_redeem
p7_zm_bgb_stock_option
p7_zm_bgb_sword_flay
p7_zm_bgb_wall_power
p7_zm_bgb_whos_keeping_score
p7_zm_bgb_01_cap
p7_zm_bgb_01_details
p7_zm_bgb_01_dome
p7_zm_bgb_01_sign
p7_zm_bgb_02_cap

Credit: M0xf
9 years ago
hello! i've lately been stock on this one problem for quite some time now, i can't seem to resolve the issue and i was wondering if anyone would be able to point me in the right direction?



as you can see, the animation (running xanim) is played on an angle, which it shouldn't be played like that.

the model is Z axis up, its rotated to the correct angle but it still shows up as that ingame? in maya the joints seem to mess up also when applying a stock xanim and playing it. (this seems to happen to any model exported too)



if anybody could help i would be greatly appreciated :)
9 years ago
Hello everyone, ive had this problem for a few weeks now. I would boot up my map and it would run smoothly but out of no-where it would just crash, no error is displayed or anything? ive tried optimizing my scripts and reducing the extra detail on my map etc.. but i haven't had any luck, it seems to only crash every few games. If anyone has any ideas what it could be that would be great! :)

Things ive tried:
lowered xmodels, pathnodes, lights, textures used
optimized scripts in the mod folder (made sure it isnt looping too much and took out unnecessary scripts)
used a few dvars to improve fps (it only went up by 10)

9 years ago
To read more recent updates, either view them below or look at the most recent posts ive added to the thread for more



Update 2016: April

Quote
Hello everyone, today i'm bringing some up to date news about the project and what will be happening in the future, now don't be affraid with what i'm about to say because there is a silver light to it.

The Shadowlands Project for W@W has been cancelled for now. unfortunately due to the amount of limitations with the engine itself i regret to inform you that the project won't be at its full potential with this version of the engine. there are many reasons to this but i will explain them below.

- The map capability is limiting, the original plan was to make a single map have a "open world" feel to it. while fitting with the world and other gamemodes.

Quote
- Custom content has been restricted, this effects how much content is used within the UI or ingame.

- The maps i've already designed and are ready i'm just not happy with, they have so much more potential and could really use a 'remastered' look to it.

- This also helps me focus on doing the DLC maps ready in advance.

Currently, this project will be held mainly for BO3 as we have a wide range of new tools to mess around with and i can meet the higher standard i've always wanted.

There will be a W@W version shortly after the BO3's version is released, but it will have to be a LITE version because of the stated issues above, but will function nearly the same as bo3's version just with less content and access.

I'm sorry for any inconvenience and false hopes (especially after the recent pre-alpha preview video) but i hope you all understand why i'm doing this.

This WIP thread will remain the main topic until a bo3 section is open, it will stay open and i will continue to show updates and progression overtime. i have a lot to show you all soon, but please stand by for now.

See you in the future,
Uk_ViiPeR.



Early preview as promised! Credit to relaxing for recording it for me :)





What is shadowlands?
Shadowlands is a co-op zombie story modification for Call Of Duty: W@W PC. The main focus of this mod was to bring a new singleplayer experience to zombies from a co-operative and solo view.

Come back soon for more information regarding this modification.


UPDATE FALL 2015: due to security problems with the verification system I would advise people to request access whether its for the pre-alpha or not. I'm only saying this because on the release of the project your name has to be in the mod in order to validate your account.

You can request access by requesting beta access (your name will be added to the google document) or simply comment on the document itself. if your name is on that document (within reason) then you have been granted access to the shadowlands project.

You can comment on the document here (make sure to comment on the next available box): https://docs.google.com/spreadsheets/d/1hUtyYW-NnVanEuJxsg5OTgSBCkLI5pm7MlOw5o74BQk/edit?usp=sharing

If by any chance you would not like your name displayed on the graph then please notify me before applying to the list and i will happily keep your waw user private.


Thank you for your patience and I hope to see a lot of you on here soon :)

Requirements:
- Must abide by selected rules given on the day (e.g. no leaking etc..)
- Must supply your WAW ID (username) through private message to me directly
- Must have over 50 posts in order to apply.
- Must request beta access in order to be finally put onto the waiting list.


Alpha features:
Code Snippet
Plaintext
- 100% FREE TO PLAY
- Double TKN EXP for 12 hours of ingame time
- Special alpha-only bonuses
- Access to all 4 Maps and 12 different gamemodes.
- Ranks are limited to 20, until DLC1 and 2 arrive.
- Custom UI
- Buy your stock in the UI, use it in-game.
- Rank and token system live
- Anti-Cheat, Ban, stat system live (can be toggled in the server menu)
- Handful of server settings
- Customize your gameplay
and a lot more!

WARNING: If the requirements are failed to be met then either testing in the future will be discontinued or you will be instantly banned from any modification brought out by myself dependant on your reasoning.

There will be 50 slots for now, a week or two later as updates will be dished out I will announce a public release.

4 maps down, 8 more to go.


Newer screenshots:









Screenshots since the last build
















OLD BUILDS

Spoiler: click to open...
(PS - Screenshots provided are the previous alpha build)
Testers and recorders needed (for gameplay and trailer) - Contact me via direct message or skype (CodGlitcherXi)


Hello everyone, today I will be bringing you some new content from me to the community so keep checking back for any updates and I hope you enjoy my little project that I've been working on for about 3 months :)

First Build
Deep within shadowlands you will encounter many different things, ranging from side missions to bosses. Never wonder alone in the woods, you never know what's around the corner.

Shadowlands (since previously mentioned in the past via other sources) has changed a lot, its gone from a standalone 8 chapter season to an all in one map, this is quite possibly the biggest zombie map I've ever seen! and for the lag...well theirs only a minor bit of lag (due to my 2gb ram) so i'm trying to find a solution to reduce the lag for lower ram users. Anyway's enough talking here's a screenshot of the map size so far (only contains 4 chapters at this point in time)



Note: the screenshot was taken too high so not all models and textures can be shown (if you look at the white patch on your right and see that dark texture, well that's the big japanese ship from stock based on its original model scale)

Main focuses of this mod (check list)

- Give other players the ability to fight or work together for survival (between your other 3 opponents)

- Side missions (e.g. get supplies for AI) -
  • [More to be added]

- Overall map Size - []
- Der Riese scrips -

- More barriers? - []
- Storyline - []
- Grphical tweaks - []
- Easter eggs -

- Bosses - []
- Better perk system - []
- More challenges - []
- More detail w/o lag - []
//More to be added

Here are some alpha build screenshots of the standalone version (fog has been tweaked since taken), I hope you enjoy! :)

Spoiler: click to open...










Video Teaser

Shadowlands: Season One - Teaser Trailer

Opinions on improvement are welcome! :)

Second Build

Update 0.2: Implementing more detail and scripts




Overall view of the map (now contains 6 chapters, will be sticking with that for the time being and see how it goes)




Other addons:

- Mob of the dead ai models
- Five teleporters (for quicker travel)
- power source and electric barriers
- more ai scripts added
- two cutscenes under testing
- including more decals for detail
- more easter eggs added
- custom sound tweaked (for tree and water animations)
- some alternative scripts (not all mandatory due to testing)
- tree and grass animation
- Boss (varies)
- Hud tweaks (round display removed also, will be replaced shortly)
- FX (for more detail)
- Credits cinematic (for ending)


Changes to be done:

- More FX needed
- Fog display will be tweaked
- The seeing distance (FOV) will be tweaked depending on what version you will be running (LITE or standard) to optimize graphics and reduce lag
- More AI stories and cutscenes
- introduce a "save AI" script for realism and challenging events
More TBA..

Credit given to the original founder for five teleporters, motd models and foliage animation (forgot the names but if youre the creator of these let me know and ill edit the post)

Anyway's enjoy a few more screenshots :)

Spoiler: click to open...






Third Build

Update 0.3: Halloween pre-beta announcement




Finally, after the last week of trial and error I am happy to announce that the mod will have a beta for halloween, due to quite frequent demand I will be releasing the beta version of the map. You will have access to town, woods, asylum, shoreline and sanctuary.
 

 
 
Other addons:
 
- 8 Custom weapons (from bo2)
- Perks (Die riese for the time being)
- texture changes (tweaked to fit)
- Day and night system
- Church bell
- Destructible doors (varies)
- Explosive triggers (varies)
- Improved Anti-Cheat
- Dynamic foliage
- Intro hints
- ammo purchase
- Survival cans (tbd)
- Bonus boxes (tbd)
- Side missions (e.g. find this, find that for reward)
- Friendly fire enabled (choose whether to kill or work with team mates)
- Triggered doorways (e.g. blast doors)
- Zombie counter
- Flashlight (tbd)
- Round display removed
- Mob of the dead ai models
- Five teleporters (for quicker travel)
- power source and electric barriers
- more ai scripts added
- two cutscenes under testing
- including more decals for detail
- more easter eggs added
- custom sound tweaked (for tree and water animations)
- some alternative scripts (not all mandatory due to testing)
- tree and grass animation
- Boss (varies)
- Hud tweaks (round display removed also, will be replaced shortly)
- FX (for more detail)
- Credits cinematic (for ending, needs to be updated asap)
more tba.
 
 
Changes to be done:
 
- More FX needed
- More AI stories and cutscenes
- introduce a "save AI" script for realism and challenging events
More TBA..
- Possible treasure chest fix
- Custom perk machines
more tba.
 
Credit given to the original founder for the following (forgot some names but if your the creator of any let me know and ill edit the post)
 
five teleporters - AwesomePieMan
motd models - jei9363
foliage animation - Somebody Else
Anti-Cheat V2 -
Zombie Counter -
Ported BO2 Guns - CFGFactory
Intro hints (to be changed but was used for the time being) -
 
Anyway's enjoy another teaser trailer for halloween! :)
 
Spoiler: click to open...

Fifth Build

Update 0.5: Introduction to cinematics and extras




Well, since the beta was delayed i thought i'd add a few extra features to the map and try to optimize it as much as possible to make it stable for every player on different graphical settings.

Cinematic's: Introducing cinematic's into this mod has be something i've had in mind for awhile, back since my previous project i've always wanted to include something different to your every-day call of duty experience, whether its triggered events, destructible's or even these. below you will find a small snippet; one of many that you will see in season one so I hope you enjoy :)

Shadowlands Cinematics teaser

Bonus features (to treat the beta testers, will open a poll so you decide)

Save position - This option allows a player to save its position, upon death, it will auto load that position. The catch is, you're only allowed once every 5 minutes to save your position to keep it realistic.

Mute grenades - as seen in advanced warfare, these are used just like a grenade but instead of damaging the zombies, it causes them to become confused giving you the 10 seconds needed to get out of a crowded area. In other words, a better and more efficient version of monkey bombs.

More tba.

public beta release date will be announced shortly.

Sixth build
Update 0.6: More news since last update




Today i will be announcing what you will almost see in this map, nearly everything above (excluding the overall layout of the map) will no-longer be used in this map, however any custom content/ideas that ive put forward in the past (e.g. mute grenades etc..) will still be in use.


So what is shadowlands now? Well, lets just say its not just a 'map' now. Shadowlands: Chernobyl is run by the newly developed mod Minus-1 which has a new unique user interface layout allowing you to do more than you bargained for. What does it include you may ask?



Minus-1 will run all of the following upon release

- Custom UI Design
- Character customization
- Custom online playlist
- 6-9 singleplayer maps
- 5 custom map slots (explained below)
- Ability to customize the UI using a UI placer
- Editable popup messages
- Dev CP, for more control
- Monitor systems (explained below)
- information/contact box
- store (explained below)
- Stock and custom maps (solo, explained below)
- Custom map settings (e.g. gamemodes, set zombie health, speed etc..)
- Easter eggs (who doesn't like them?)
More tba.


Custom UI Design
as seen above i had decided to re-create my own version of a main menu, this menu is a 2-sided split integration where you have campain on your left, and zombies on your right. online and offline options are displayed in the zombies menu also. this has been the main focus recently and as i learn more about how things work the more i want to add.

Custom map slots
There are 5 slots for 5 different custom maps you can run with this map, all you be done simply by adding the fastfile to the mod dictionary and edit the mapname in the map settings/or dvar in your config. all will be displayed onto the ui.

Custom online playlist
Same as the custom map slots, it allows you to select one of your 5 maps by editing the server map name in map settings.

character customization
This is a work in progress, but the final outcome will be to allow the player to attach different parts of the characters body such as the head, body and arms. the preview i showed in the chatbox was a troll ;)

UI Placer
For a change i had decided to allow the player to customize the menu to how he likes it, although; this doesnt mean you can change everything but popup boxes, colours and maybe the option boxes will be included.

Dev CP
Allows you to have more control over the mod, kick a player, warn a player, debugging, profile bans, maybe map customizer (place and save models etc..), and enable/disable monitor systems. However, this option is only available if you're a approved client.

Monitor Systems
This you may or may not like, but its only to help educate myself and maybe others. there are several monitor systems that are inside the mod, these can be any of the following if i decide to enable them. The priority in this is to see how much security i can add, and i know someone will want to crack it. so that could be an easter egg for you ;)

Anti-Cheat system - detects if a vars value is tweaked
Host-Issue system - issues bans, kicks and notifys
Ban system - temp/perm profile ban (this mod limits you to one profile, this is a maybe)
Under/Higher value system (for hex value injections or unknown tweaks, e.g. score received in x second is more than average)

Each system branches into 3-4 different parts, so its not as simple to work out. but its all down to you guys to decide whether or not i should include these.


Store
This mod will be running a token system, where after each game session has ended your overall map score will be saved into an external file, then loaded through the UI and can be used to buy content such as weapons, weapon add-ons, upgrades, perks and redeem codes. Once an item is bought, the points are deducted and you can use that content (on-spawn) the next time you load up a map (if it has the content precached in the map)


Stock and custom maps
A menu dividing Minus Creations (stock) maps and custom external maps, Same as the custom map slots, but the slots will be visibly displayed in the solo menu.

Custom map settings
When creating a server you will have the option to edit your map settings, within the settings menu you will have many different options ranging from the zombie speed/health to where you're spawned, all will be announced soon.

Easter eggs
Within the shadowland maps or even the main menu you will find some easter eggs, let the games begin aye?



And finally, What about the mapping side?

Well, did you notice that i said "maps" above?

Shadowlands is not only a standalone, but includes two huge dlc maps for you to unlock when its released. But how would you unlock them you may ask, thats for you to find out ;)


Shadowlands: Chernobyl
Shadowlands: Shangri-la
Shadowlands: Extended Cut (wip)

This may also include the 6 maps from the old standalone version as a special treat :)

This also includes the 9-singleplayer missions which revolve around chernobyl, you will hear more news about this sometime soon.

p.s. ive said this to many others in the past, but i hate lacking in creativity. why use something which is already created? im trying to maintain the overall zombie feel but make a change to how it works, and im not going to lie, its hard.

I hope you enjoyed this little overview of what is to come in the near future :)

10 years ago
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