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linkermod's Issues

A TODO list and or make issues regarding what's next

If you're expecting people to make pulls it would be nice to know what needs to be done. As I've dug through most of the source it looks like reflections still need to be done, along with the setup process.

Add new perks

The following perks would be great to have working in zombiemode:
specialty_fastads
specialty_fastinteract (this is fast grenade throw perk right? if not, then add whatever the fast grenade throw perk is)
specialty_sprintrecovery

Also, I don't believe it was in BO1, but it would be nice if a perk could be added for faster movement while ads.

Radiant_Mod missing a commit?

From developer branch, built and setup, radiant attempts to load $default (I saw your comments about it missing in bo1, however I generated it and converted the texture and I can step through visual studio and see that It does load the iwi, however radiant still complains it is missing.

Enhancement - Possibly allowing menu level BSP overrides

I had an idea that I'm going to test out this weekend locally where game_mod will check the mod directory first for a frontend_patch.ff and load that one if provided, then default to the provided one. This could necessarily allow users to build a custom level and add more immersion to their mod. Technically the only problem I see would be replicating the entities required to spawn the player in radiant.

Allow SetTimeScale to work in coop

It currently doesn't wok in co-op because it is tied to sv_cheats, but changing the time scale from GSC should be allowed with sv_cheats active.

Problems open "Game_Mod"

Hi, my black ops 1, when I open the file "Bo_Mods" I get this, if someone could be so kind to help me, sorry for my bad English
1f372ce6657557fbb2b8ed836f5a7ce2c66035de9c6b029ea1 pimgpsh_thumbnail_win_distr

Getting FFOTD Script and DISSOLVE Errors

This is the error
Error:
******* Server script compile error *******
Error: Could not find script 'maps/_zombiemode_ffotd': (file 'maps/_zombiemode.gsc', line 22)
level thread maps_zombiemode_ffotd::main_start();
*

====================================================
Com_ERROR: � Server script compile error
Could not find script 'maps/_zombiemode_ffotd'
maps/_zombiemode.gsc(21):
level thread maps_zombiemode_ffotd::main_start();
(see console for details)

====================================================

  dvar set ui_menuLvlNotify 0
  dvar set com_errorTitle Error
  dvar set com_errorMessage  Server script compile error

Could not find script 'maps/_zombiemode_ffotd'
maps/_zombiemode.gsc(21):
level thread maps_zombiemode_ffotd::main_start();
(see console for details)


ERROR: Server script compile error
Could not find script 'maps/_zombiemode_ffotd'
maps/_zombiemode.gsc(21):
level thread maps_zombiemode_ffotd::main_start();
(see console for details)

Custom Maps Bo1

Hey, you say in the description that this launcher will allow us to load custom maps, but problem. You can't make maps for bo1?

Windows XP Compatibility Issues

I know that XP is outdated and no longer supported. But could you please make game_mod work with XP? Why in particular would I need XP? Well you see, I dunno why, but on my machine Black Ops 1 lags abnormally on all Windows NT 6.0+, on XP it runs fine (I just dunno why). Well, when I tried launching game_mod it just said that launcher_ldr.exe is not a Win32 application. So, if it's not hard, can you include Windows XP support?

Marking a light as non-primary

Upon further inspection all lights aren't marked as primary, which in waw at least this worked, However it seems the BO1 tools are considering them all primary. Is there a way to change this.?

Add new GSC functions

The following functions would be great to have in BO1:
GetMoveSpeedScale()
WeaponReloadEndTime() (WeaponReloadTime() gets the weapon reload add time, the time when the ammo gets added to the clip)
IsReloading()
ActionSlotOneButtonPressed()
ActionSlotTwoButtonPressed() (fix)
ActionSlotThreeButtonPressed()
ActionSlotFourButtonPressed()
WeaponSwitchButtonPressed()

EDIT: Removed functions which are actually in the game already

Custom Map Problems

Hello,
My custom maps (Nova Six and Fury's Temple) seem to have some problems.
When I try to load up Fury's Temple, the screen goes black and then shows this error:
"Cant load image ~$black-r&$white-r&$black-r&~~95193bbe"
capture

Nova Six can load fine, but the only thing that works is the HUD.

I tried installing again and again, but it didn't work.
The only DLC I have is Annihilation, do I need the other DLC's?

Please help me! Thank you.

ReShade isnt working

So ive done what it says to do with the plugins folder for reshade and im using reshade 3.03 version it loads reshade but it ignores all the fx when i open it through the mod but when i open through steam it loads everything just fine with all the fx

Mod dvar issues

  • Add dvar ui_mod_vers for the mod version
  • Display mod version right under the mod name on the mod select screen
  • Make ui_mod_name, ui_mod_desc, ui_mod_vers, and ui_mod_comp all update to current mod after leaving the mod select screen (currently stays on the last one that was hovered over)
  • Make ui_mod_name, ui_mod_desc, ui_mod_vers, and ui_mod_comp all update to current mod when first loading a mod (currently if you load a mod without using the mod select menu, such as using +set fs_game from the batch file, none of the ui_mod dvars get created until you go on the mod select menu)

Game Crashes 15 Minutes In

Everytime I play a mod the game crashes 15 minutes into the game. I have tried everything in steam and in the game files I don't know what seems to be the problem. I'm using game_mod

Missing Techniques: Known Issues

At the time of writing this, most features work relatively reliably. There are, however a number of issues that need to be resolved.

  • CoD2Rad occasionally produces blue / orange patterns in lightmaps (presumably due to the default texture being used in place of the correct color maps during radiosity calculations - however replacing the default texture does not appear to resolve the issue)
  • Radiant has issues rendering nearly all skybox models (the visible results vary based on GPU vendor)
  • Radiant does not draw many models correctly or at all (Caused by rerouting the used techsets / techniques, etc. to WAW variants - this may be resolvable by rewriting a large portion of the renderer to natively support BO1 techsets, techniques, shaders, etc.)
  • Radiant does not render certain blend / decal materials correctly when modifying transparency (See above)
  • Many water materials do not function correctly (do not draw, don't produce swimmable water, don't compile etc.) - the drawing issue is caused by a number of techniques that were not included in the mod tools

At present, several source files required by the material pipeline can be rebuilt from in-game data rather easily. These include:

  • Techsets
  • Shaders

All materials depend on a single techset, and all techsets depend on up to 130 different techniques, as seen below:
alt text

Furthermore, all techniques depend on a single vertex shader, pixel shader, and statemap, as seen below:
alt text

The issue lies in the fact that technique source are extremely difficult to rebuild from compiled game data, with statemaps being arguably even more difficult than that. As a result, it is currently unknown if these materials will ever be drawn correctly.

Game Crashes "Game_Mod"

So, the problem is:

If I running the game without Game_Mod, the all sp maps works properly, but with Game_Mod some maps crash my game.

river(Crash Site):
crash1

rebirth:
crash2

redemption:
crash3

pow(Payback):
crash4

It's only crashing when i run BO_Mods.bat

So there is no probem if I not play sp maps on game_mod, but I can't play coop mod on this maps with my friends :(. This crash is only on host site. If I host My game crashes if my friend hosts his game crashes.

I tested it on:
-Windows 7 x64
-Fullscreen/Windowed mode
-Steam version of the game

P.S
Sorry for my English ;)

[ERROR]: Could not find label 'main' in script 'animscripts/zombie_combat'

Occasionally when switching mods users will encounter the following error:
alt text


Steps to Reproduce:
1: Load the game
2: Enter the zombies menu
3: Switch mods

Cause: Entering the zombie menu causes the 'zombiemode' dvar to be set to 1, and exiting the zombie menu does not reset the value to 0. As a result, reloading the map causes several zombiemode assets to be reported as missing.
Priority: Medium


[ERROR] Failed to Load 'stats.ddl'

Occasionally on startup one will receive a fatal error message containing the text:

Error during initialization:
Could not load default asset '' for asset type 'ddl'.
Tried to load asset 'ddl/stats.ddl'.

Steps to Reproduce: Unknown
Cause: Unknown
Priority: Low

Overwriting a common_zombie sound with a custom one

Basically we're trying to change the power on sound, it seems almost like the one from kino, however we can't find it included in our mod, we think it is in common_zombie. What is the best way to overwrite this sound...

Rewrite Setup Scripts

The setup scripts need to be rewritten to be more user friendly and modular. Log support should be considered as well.

CSVGen must be run after ripping fastfile contents.

[ERROR]: Using mod.arena results in a fatal error

Adding a mod.arena file to the root directory of one's mod results in fatal error upon launching the mod
As a result of this the following line cannot be used in the mod's zone_source either:
rawfile, mod.arena


Steps to Reproduce:
1: Add a file named mod.arena to your mod's directory. Example contents:

    {
        map         "zombie_test"
        loadscreen  "preview_classified_map"
        longname    "Testmap"
        gametype    "zom"
    }

2: (Optional) Add the following line to your mod's zone_source (mod.csv), then compile the mod:
rawfile, mod.arena
3: Launch the game and load the mod

Cause: Unknown Incorrect ui_arenaInfos address in UI_LoadModArenas()
Priority: Low


Recommended Workaround:
Use coopmaps.arena instead

C2371

So I got the new source code and when I go to build it, it gives that error for all except 4 don't know if it's a visual 2015 prob or not

Gibbing zombie model parts (heads, legs) causes the game to crash

Only happens when the player does it as far as I've noticed. Killing zombies in the body when insta-kill is active causes their heads to be gibbed, but that's the script doing it I presume so it doesn't crash the game. This also happens when you gib legs.
image
Steps to reproduce:

  1. Launch the map
  2. Shoot zombies with explosives or bullet weapons with enough damage to gib any part of the model

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