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View Code? Open in Web Editor NEWEnhancements for Black Ops' modtools
Enhancements for Black Ops' modtools
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.
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.
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.
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.
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.
I put "_override" at the end of the FF name, but it still does not load the mod at all.
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)
Do you guys hink it would be possible to add 8 player support for BO1 Zombies? This would be amazing.
I'm not entirely certain, but this may cause the system's gamma settings to be reset upon closing the game.
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?
how u use it and install ni🅱🅱a
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?
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.?
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
i downloaded the game-modand its working
but how can i play co-op
Would be one less file to deal with, correct me if this isn't possible.
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"
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.
AST_GenCSV_Character()
already supports intelligent clientscript inclusion (provided that the clientscripts actually exist)
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
The host loads into the map, but the non-host players are getting a weapon index mismatch error.
Are you going to release the final dependencies to compile the released source?
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
I'd love to do this and or add on to make things more user friendly. If you have the time to provide a simple steps list I can improve on it.
At the time of writing this, most features work relatively reliably. There are, however a number of issues that need to be resolved.
At present, several source files required by the material pipeline can be rebuilt from in-game data rather easily. These include:
All materials depend on a single techset, and all techsets depend on up to 130 different techniques, as seen below:
Furthermore, all techniques depend on a single vertex shader, pixel shader, and statemap, as seen below:
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.
Not sure whether this is an engine bug or not but http://prntscr.com/bg9n7q the plasma blend shows all other blends behind it regardless of the various depth settings in the asset manager.
Current limit is 65536, was wondering if these could be increased.
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.
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 ;)
Lethal grenades and tactical grenades are given more ammo than they should when purchased.
Occasionally when switching mods users will encounter the following error:
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
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
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...
Basically once we change the mmap in the list to a custom one it kicks players saying they don't have the map and to "get some from the steam store".
I can see the detour working however, I was not sure If this was even possible with release game_mod.dll, We were going to test some MP features.
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.
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
http://imgur.com/BFrQ5g6 as you can see i loaded fury's temple mod but when i try to play it nothing happens
Where am i supose to put the files?
When I launch the game from the .bat I get "Fatal error: Steam must be running to play this game." Here is a screenshot of command prompt and the error: https://i.imgur.com/jaJRIyp.png
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
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.
Steps to reproduce:
when I open setup.bat, it closes as soon as it is open.
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