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Plutonium

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  3. Tranzit Reimagined 2025 | Stable Version 2025 Jan. 30th | Warmer Days Update

Tranzit Reimagined 2025 | Stable Version 2025 Jan. 30th | Warmer Days Update

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  • Ultimatemanundefined Offline
    Ultimatemanundefined Offline
    Ultimateman
    replied to G0LD3N 4RM on last edited by
    #73

    G0LD3N 4RM Hey, thanks for playing and enjoying the mod! It took so much effort and time to create, makes me feel really good to see people enjoying it!
    Stay tuned for future projects and have a damn good day!

    1 Reply Last reply
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    • kag_undefined Offline
      kag_undefined Offline
      kag_
      wrote on last edited by
      #74

      yoo man, everything good? look, we played this map with a friend but we have a problem. In the moment of the jet gun and meteors, when i start shooting, nothing happens. any idea what it could be??

      1 Reply Last reply
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      • OtaroDeluxeundefined Offline
        OtaroDeluxeundefined Offline
        OtaroDeluxe Contributor
        wrote on last edited by
        #75

        there are some small changes i want to do to the mod, how do i compile the source code?

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        • OtaroDeluxeundefined Offline
          OtaroDeluxeundefined Offline
          OtaroDeluxe Contributor
          wrote on last edited by
          #76

          how can i setup vscode to compile the source?

          Ultimatemanundefined 1 Reply Last reply
          0
          • Ultimatemanundefined Offline
            Ultimatemanundefined Offline
            Ultimateman
            replied to OtaroDeluxe on last edited by
            #77

            OtaroDeluxe plutonium compiles the source code automatically 👍 for mod building u need to make ur own batch files and make sure that the batch references to files that are required for the mod ⛈

            1 Reply Last reply
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            • SrWalnutundefined Offline
              SrWalnutundefined Offline
              SrWalnut
              wrote on last edited by
              #78

              Can you also do the Richtofen and Maxis sides of the ee and not just the ee the mod includes?

              Ultimatemanundefined 1 Reply Last reply
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              • Ultimatemanundefined Offline
                Ultimatemanundefined Offline
                Ultimateman
                replied to SrWalnut on last edited by
                #79

                SrWalnut It should be doable but the mod removed Denizens meaning that you can't trigger the "original lamp teleportation" method that is required for both Maxis and Rich's final step with emps. If you enable denizens back in the mod the og easter eggs + revamped 2024 main egg + side quests should be doable all at once.

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                • Winkum Diceundefined Offline
                  Winkum Diceundefined Offline
                  Winkum Dice
                  wrote on last edited by
                  #80

                  This is easily the most fun I've with bo2 zombies since back when the game was new, you really did an amazing job making the map more accessible and just more fun to play overall. Thank you for putting in all the work to actually put this thing together on bo2, I think it really is the ideal way to play the map.
                  I did run into an error that crashed my game, it happened right after I completed the easter egg, threw a grenade to unlock the upgraded grenades and heard the noise after getting enough souls. It was "G_FindConfigstringIndex: overflow (488): 'Till I Cease To Exist'.
                  Aside from that the only bugs I ran into were mostly hud related I think, one where I unlocked the perkaholic while only having jug, speed cola and quick revive, I saw the double tap icon flash on screen a few time but it disappeared and none of the other perk icons showed up. Another was that I also didn't see the double points or insta kill icons show up on screen when I got the powerups.
                  Overall still the best version of bo2 Tranzit I think exists, thanks again for making it.

                  Ultimatemanundefined 1 Reply Last reply
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                  • Ultimatemanundefined Offline
                    Ultimatemanundefined Offline
                    Ultimateman
                    replied to Winkum Dice on last edited by
                    #81

                    Winkum Dice Hi!
                    I appreciate the kind words, boss!
                    It means a lot to me especially when considering the amount of time that went into creating this mod.

                    What comes to the hud error / g_configstring crash:
                    I prolly will have to limit some hud elems or make the hud in lua since the mod pushes the engine to it's absolute limits gsc wise hence some hud stuff glitching. 👍

                    I'm currently working on a Die Rise Revamped mod for bo2, a full on custom zombies map for bo1 and a mp lobby mod that is for one of my clients.

                    These things take hella lot of time to make so no eta for any projects, other than stay tuned! 😉

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                    • Astrooleanundefined Offline
                      Astrooleanundefined Offline
                      Astroolean
                      wrote last edited by
                      #82

                      Found a bug with another thing i'm using, however haven't played zombies in a while and just felt like a kid again.

                      I was using [Alpha] [Zombies] BO2 Zombies Bots which works... except not with your Tranzit...

                      Let me explain, when we start the game you create your class and select your special ability.
                      From there you proceed to play the game...
                      However, these bots aren't aware of such things. They get frozen at spawn the entire game.
                      Due to the selection process at the beginning of the game. I don't know how active the developer is for that script in specific; however, what I do know is maybe if he cant make it work maybe you could. If you don't have the time maybe point me in the right direction so I can learn and help make this possible.

                      Thank you for reading and have a wonderful day. I played this mod way back when it was originally released.
                      Gonna try it again for the first time tonight havnt played in over a year lol... Wish me luck

                      RedxSkullundefined 1 Reply Last reply
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                      • RedxSkullundefined Offline
                        RedxSkullundefined Offline
                        RedxSkull
                        replied to Astroolean last edited by
                        #83

                        Astroolean What you're experiencing is not a bug. The mod you're trying to use with the Tranzit Reimagined mod is incompatible. Too many people who don't understand how it works assume you can mix and match any script together, and they think it'll just work, but if it doesn't, they claim it's a bug. You can't just mix and match everything together because they could conflict with each other, how the functions are being called, and could override each other, etc. The only time you can combine certain scripts is when you understand how the code works and make sure they won't conflict with another script, and if it's open source, you can change the code to make it compatible

                        Astrooleanundefined Ultimatemanundefined 2 Replies Last reply
                        1
                        • Astrooleanundefined Offline
                          Astrooleanundefined Offline
                          Astroolean
                          replied to RedxSkull last edited by
                          #84

                          RedxSkull Thank you clarifying! and yea i'm sorry about that I was a bit confused I guess. The only coding ive ever done was Python years ago for school but I don't even do that anymore. I'm not familiar with most this stuff. I truly do appreciate you taking the time to type this though.

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                          • Ultimatemanundefined Offline
                            Ultimatemanundefined Offline
                            Ultimateman
                            replied to RedxSkull last edited by
                            #85

                            RedxSkull You're absolutely correct.
                            I've been saying this for years now when developing my own projects: Don't mix and match unless you know what you're doing.
                            For reference, even a small zombie counter hud text will break plenty of Tranzit Revamped hud elems coz the mod already pushes strings & elems to their max limit pretty much.. 👍

                            To answer Astroolean , your bot system might not work due to how it is setup. Tranzit Revamped already access some vanilla game functions and rewrites them to support everything that Tranzit Revamped is supposed to take into accountability based on the mod, not other mods.

                            One could rewrite some functionality for bot support to work with tranzit revamped 2024 but it would take some work and I have no interest / time to start implementing other people's mods into my own mods when my mod is already pushing the engine to it's limits, without any other mod / script being loaded on the background.

                            Is bot support possible with Tranzit Revamped?

                            • Yeah, but it would require plenty of woooork and time that would be off from my commission projects, or other personal bo 1 / 2 mods. 👍
                            1 Reply Last reply
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