[ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)
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A "remastered patch" for the Call of Duty: World at War default four zombie maps: Nacht Der Untoten, Verrückt, Shi No Numa, and Der Riese. The aim of this project is to be a more polished "alternate" vanilla with each map feeling more consistent with bug fixes, quality-of-life tweaks, new features, and re-added cut content. This mod is not trying to overhaul everything to feel completely new or foreign.
It would take too long to list the hundreds of changes, even the GitHub README is incomplete (for now), so here is a rundown of the main changes:
Bug Fixes/Smoother Gameplay
- Wunderwaffe zap glitch fixed
- Fixed all issues with FPS effecting the speed at which fx/sounds would play or loop at
- Various scripting bugs/issues fixed, whether they had to do with characters, perks, the box, sounds, health, etc.
- Adjusted melee dvars for smoother knifing
- 24 cap removed on solo (toggleable)
- "Sticky" zombies disabled (toggleable)
- Working solo Quick Revive and Double-Tap 33% damage buff (toggleable)
Cut/Unused Content
- Verrückt has a deployable bipod zone in the BAR room
- Shi No Numa has swampy perk machine textures
- Der Riese has a cut radio and new Easter Egg voicelines for teleporting, getting powerups, or reading the Teddy chalk while scoped in
- Cut voicelines all from the game files (both new categories and unheard lines from existing categories)
- Weapons from Multiplayer/Campaign dispersed throughout the maps (including Type 99, DP-28, scoped rifles, satchel charges, pistols, sticky grenades, mortars, and more)
- Various cut animations for walkers, runners, and sprinters
- Achievements, Character Bios, Leaderboards/Stats, additional controller settings, and 1st person spectating are now all available similar to the console version
More Consistency
- All maps use updated scripting, fx, and other innovations from Der Riese onwards to improve the experience. However, each map still maintains their unique identity, such as the old zombie sounds on Nacht Der Untoten.
- All maps have more consistent weapon loadouts, now using equal stats and higher-quality textures from Campaign
Cool New Stuff
- Added generic Marine voiceover to Nacht Der Untoten and its own Easter Egg song
- The Marine characters on Verrückt now are wearing raider gear and can equip custom-scripted Smoke Grenades from the Mystery box
- Added new custom achievements to Nacht Der Untoten and Verrückt, with some inspired by other versions of these maps but all created following Treyarch's design/logo art style
- Added Easter Egg quests on Shi No Numa and Der Riese
- Zombies can now spawn with random assortments of body gear or headwear
- Updated many HUD elements and shaders to look more polished/modern while staying true to the WAW art style
& more
NOTES
- Plutonium overwrites some of the menu and lobby functionality of the vanilla game. However, this mod was designed for the vanilla client. Keep this in mind if you come across any issues with Plutonium features while running the mod, such as how lobbies auto restart in co-op or how singleplayer games use functionality from co-op lobbies.
- You do not need to install the "d3d9.dll" T4M file that comes with the mod if running the game with Plutonium, you just install the mods like any other custom map
- The .zip download contains folders for each map with a compiled mod.ff and .iwds. The filesize is so large because the mod contains many updated textures, models, and audio (remastered Easter Egg songs--you can delete these music .iwds if you wish)
Source Code / More info: https://github.com/JBShady/COD5-Remastered
See "Releases" tab for link & installation instructions
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WOW this is so cool man awesome! i wish i didnt delete my WaW cuz i only liked the campaign and kinda Mp but not its zombies cuz why would you wana play it when its already better version in bo1 unless you want the OG guns i guess
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i followed all the proper steps to install for plutonium, and it worked... kind of. i can not play anything, since i start each match with a weapon model going through my head. basic scripts replace the map name, location and date.
i don't think i did anything wrong, so i'm unsure if there's anything that somehow slipped -
user error, tested with pluto it and it works on solo and co-op. however the restart game functionality probably still attempts to use vanilla's code because this wasn't coded for pluto so that's why it may kick you from the lobby after death not sure if it does
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Whenever I purchase the Arisaka wallbuy in Shi No Numa instead of getting the Arisaka I get an untextured dev weapon
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actually, ALL of the wallbuys in Shi No Numa and Der Riese are broken, either that or the weapons dont render properly in both maps
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CarsontheGamer1 said in [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese):
actually, ALL of the wallbuys in Shi No Numa and Der Riese are broken, either that or the weapons dont render properly in both maps
Late reply, but to clarify none of the wallbuys are broken. You have installed the mod incorrectly, please follow the instructions again on the GitHub releases tab and post a screenshot of your install showing the mod files and directory. I am assuming you did not unzip the file, the folder organization is wrong, or your installation is incomplete. Let me know if you got it to work.
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Do you think it would ever be possible to make a toggle to use the Console version of the WaW hud? just wondering, great mod
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Malyyz said in [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese):
Do you think it would ever be possible to make a toggle to use the Console version of the WaW hud? just wondering, great mod
Thank you.
I could not figure out how to enable safe area settings in UI scripts but I guess I didn't try super hard, maybe if someone else wants to give it a shot and has any success I can revisit. Mod tools have almost all UI source files which includes unused console code.
I do have a Console Mode setting which makes the d-pad use arrows instead of the somewhat ugly [DPAD LEFT/RIGHT] text at the very least.
However, the only other main difference with the console UI besides the press (button) logos are that: 1) PC uses the same font for everything, xbox/ps3 had unique font for certain texts, I cannot replicate this easily, and 2) the UI items are all pushed inwards, you could do this manually by pushing all of their alignment inwards just changing a few numbers in the scripts and ui files, not sure about the zombie points though idk if you can move that positioning. Regardless, keep in mind that the reason the ui was condensed on console was just because you're usually on a big TV and it's harder to see / sometimes your TV may cut off the edges, it's not really an artistic choice more a logistical one, so the PC ui is more of the 'intended' look in my opinion. I can see the nostalgia, though.
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How do I play online Co-op with this?
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I replied on YouTube, but to clarify, Co-op play with a mod or custom map is exactly the same as vanilla co-op play/default Plutonium play. Except all you do is click your "Mods" list on the menu and launch the desired mod. That's it
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John_Banana The issue Im having there is that the mod seems to force me in offline mode, same with a friend when going through plutonium. We just decided to play with it on vanilla WaW instead and that worked.
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This mod has received a substantial update, I've been tweaking it for a few months now and if you didn't get a chance to check it out this summer, a quick summary is as follows:
New Features
- Added Bayonets to Shi No Numa
- Added a local leaderboard, stats tracking, time played, and ranking progression that save to player data on a per-mod/map basis for each of the 4 maps
- More bug fixes and tweaks, see full README on GitHub
- Better controller support:
Notes on Issues
- I have just tested this mod on the latest Plutonium (and as always) it is still working fine, double check you and your friends have installed it properly and own the Steam game
- I also tested a server a few months ago and it worked fine
- I added a check that will set
scr_disableHotJoinFixes
to 1 for the first time you run any of my mods, but you can set it back to 0 if you want and it will remember. The reason for this is because some of the join mid game tweaks conflict with my mod and create a bug where when you die in solo & the game tries to restart, the screen is in b/w and it looks like you are dead. This is because my mod uses vanilla scripts and was designed to work on the vanilla version primarily. A while ago I already manually added the other non-joining related fixes related to thread leaks that get disabled with this command, so no need to worry about that. If you have any issues with players joining, just go ahead and set this back to 0 and you'll just have to suffer with the b/w glitch, which you can fix by just clicking restart match anyways so it's not a big deal.
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This post is deleted!
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is there a way to have updated quick revive but not double tap
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and is there an ee guide somewhere
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EliLager there is a guide on UGX forum and I have video footage on my youtube (past live streams)
as for double tap and quick revive, no, but my mod is open source you can easily disable it yourself. Remember that the double tap buff is only a 33% damage buff, and mods like the reimagined mod is 50% while BO2 is a 100% damage buff. So it’s really not gamebreaking, it’s what I found to be the most reasonable subtle buff that gives more replayability because you can use bullet guns for a couple extra rounds