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    2. JezuzLizard

    JezuzLizard (@JezuzLizard)

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    Information about JezuzLizard

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    Best posts made by JezuzLizard

    • [BUG][T6ZM] Working ZM server map rotation.

      I'm willing to put up $200 for a working map rotation for zombies. That is the ability for server owners to setup multiple maps in their sv_maprotation with players able to remain in the server when the map rotates. There are a decent number of total maps/gamemodes in zombies (16) with 6 of them being unique maps. This is in my opinion the last main missing feature for zombies.

      I feel like server owners and players alike would appreciate this feature and its inclusion would definitely make the game even better than it already is.

      Bug Tracking:
      Rotating to a different map kicks all players.
      Rotating to the same map kicks all players.
      If players don't get kicked they have no sound and experience some graphical glitches.

      posted in Feature / Bug Bounties
    • [ZOMBIES] Server Map Rotation: How to advantage of the new map rotation feature.

      First before you can run a zombies server make sure you read this guide here:
      https://forum.plutonium.pw/topic/13/plutot6-server-set-up-guide.

      In order to properly run a server with rotating maps you'll need these configs from here:
      https://github.com/xerxes-at/T6ServerConfigs.

      In main/dedicated_zm.cfg you'll need to add one new line above "map_rotate" like this:

      sv_maprotation ""
      

      Next you'll need to populate sv_maprotation with maps for your server to run:

      sv_maprotation "exec zm_classic_processing.cfg map zm_buried exec zm_standard_town.cfg map zm_transit exec zm_grief_cellblock.cfg map zm_prison"
      

      In order to change the maps to anything you'd like you'll need to understand the two keywords used. The first keyword "exec" determines which config the server will execute when sv_maprotation is read. The config MUST match the map or else your server won't rotate properly and most likely not be joinable. Configs are in t6r/data/gamesettings and they are named in this pattern: "zm_" + "gametype_" + "location".

      The next keyword is "map" and this determines what map the server will launch. Knowing these two keywords will allow you to setup your server to run whatever maps you'd like. For example if I want to run Origins, MoTD, and Tranzit I would need to create a new sv_maprotation that looks like this:

      sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
      

      Use "//" to create comments like this to title your sv_maprotation so you can easily tell what maps its running:

      //Map Rotation Origins, MoTD, Tranzit
      sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
      

      If you want to only run one map at a time only include a single config and map in sv_maprotation like this:

      //Only running Origins
      sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb"
      
      posted in BO2 Server Hosting Support
    • [Release] [Zombies] Bonus Survival Maps for Tranzit

      Created by JezuzLizard, Cahz, and GerardS0406.

      This mod adds 5 extra survival maps for Tranzit:
      Cornfield
      Diner
      House
      Power Station
      Tunnel

      Simply follow the instructions here to install:
      https://github.com/JezuzLizard/Bonus-Survival-Maps-for-BO2

      These maps are not "true" survival maps because they load up on Tranzit for various reasons:

      1. The map loading dvars required for a true survival map to run are a secret that I do not have permission reveal. This mod will not help you run town or any other similar map.
      2. Not all content works properly when loaded up as a survival map.

      If you really want to run maps like town, farm, or bus depot feel free to make use of our methods to do so. Assuming of course you are willing to put in the effort to make the barriers, wallbuys, perks, spawnpoints and mystery box locations for each one.
      I recommend waiting for the next plutonium update which may or may not allow anyone to run survival maps.
      Nearly all content was added by us, none of it was cut or in the game already ( with exception of the diner barriers which are a part of turned ).

      Cornfield featuring Nacht
      cornfield 1.png

      Cornfield box location and quick revive
      cornfield2.png

      Diner wallbuy and quick revive
      diner.png

      House wunderfizz
      house1.png

      Power wallbuys and barriers
      power1.png

      Power pack a punch
      power2.png

      Tunnel galvaknuckles, jugg and mystery location
      tunnel.png

      Tunnel tombstone and double tap
      tunnel2.png

      Grief coming to each map. No ETA.

      If you have any issues with the mod feel free to post them here. Please make sure you specify if you have modded the mod or are attempting to merge mods.

      posted in BO2 Modding Releases & Resources
    • [Tutorial] How to load the Tranzit survival maps (Town, Farm, Depot)

      Since the dvars are now public knowledge I will share my full config that will let anyone run any of the special maps and gamemodes:

      Grief on Tranzit maps:

      ui_zm_mapstartlocation "town" //replace "town" with "transit" for bus depot or "farm" for farm
      ui_gametype "zgrief"
      ui_mapname "zm_transit"
      g_gametype "zgrief"
      ui_zm_gamemodegroup "zencounter" //this gamemode group always goes with the grief gametype
      map "zm_transit"
      

      Grief on MoTD:

      ui_zm_mapstartlocation "cellblock"
      ui_gametype "zgrief"
      ui_mapname "zm_prison"
      g_gametype "zgrief"
      ui_zm_gamemodegroup "zencounter"
      map "zm_prison"
      

      Grief on Buried:

      ui_zm_mapstartlocation "street"
      ui_gametype "zgrief"
      ui_mapname "zm_buried"
      g_gametype "zgrief"
      ui_zm_gamemodegroup "zencounter"
      map "zm_buried"
      

      Turned on Buried:

      ui_zm_mapstartlocation "street"
      ui_gametype "zcleansed"
      ui_mapname "zm_buried"
      g_gametype "zcleansed"
      ui_zm_gamemodegroup "zencounter"
      map "zm_buried"
      

      Additionally you can change the map/gametype thru gsc like this:

      change_map( location, gametype, mapname, gamemodegroup )
      {
      	setDvar( "ui_zm_mapstartlocation", location ); 
      	setDvar( "ui_gametype", gametype );
      	setDvar( "ui_mapname", mapname );
      	setDvar( "g_gametype", gametype );
      	setDvar( "ui_zm_gamemodegroup", gamemodegroup );
              setDvar( "mapname", mapname );
      	setDvar( "map", mapname );
              makeDvarServerInfo( "ui_zm_mapstartlocation", location ); 
              makeDvarServerInfo( "ui_gametype", gametype );
              makeDvarServerInfo( "ui_mapname", mapname );
              makeDvarServerInfo( "g_gametype", gametype );
              makeDvarServerInfo( "ui_zm_gamemodegroup", gamemodegroup );
              makeDvarServerInfo( "mapname", mapname );
              makeDvarServerInfo( "map", mapname );
      	//exitLevel( 0 );
      	//missionFailed(); //choose one of these to restart the game to change the level
      	//these two will always kick all clients if the map changes
      
      	//map_restart( 0 ); //this will only work for location changes otherwise clients will be kicked out of the server or crash
      	//clients can stay in the game as long as only the location changes only applies to Tranzit maps
      }
      

      Notes:
      Technically there are other locations/gamemodes which "work" for survival/grief but are missing assets.
      Tranzit Locations:
      "tunnel", "power", "diner", and "cornfield" //missing spawnpoints, perk machines, barriers etc
      Tranzit/MoTD/Buried Gametypes:
      "zmeat" //missing core assets of the mode, and crashes the client without a script modification

      posted in BO2 Modding Tutorials
    • [Release] [Zombies] GriefFix - Required for Grief Servers

      I actually made this mod quite some time ago but I never released it since at the time the code to host grief servers wasn't public. Now that the grief code is publicly available I decided to look over my current GriefFix mod and clean it up a bit for a official release on the forums.

      https://github.com/JezuzLizard/Public-BO2-Mods/tree/master/GriefFix

      One notable change from my original version from several months ago is the splitting of the mod into two separate versions so if you don't want the extra settings that go beyond fixing grief to run on a dedicated server you don't have to worry about them.

      posted in BO2 Modding Releases & Resources
    • T6 LUI modding

      Recently a new LUI decompiler for T6 and T7 was released and its quite good. About 90% of the time it produces decompiled lua scripts that can be recompiled with no errors. I can only compile on t7 with the L3ak mod installed on the mod tools linker so I don't know about T6. Since T6 lua files are used in T7 with only minor modifications its likely to be the same for T6.

      The lua decompiler: https://github.com/JariKCoding/CoDHVKDecompiler.

      With LUI modding it would be possible to make a server list fairly easily using the T7 server browser luas as a base. It would also be possible to fix some ui bugs present in zombies, like the score freezing when there are more than 4 players in a server.

      posted in BO2 Modding Support & Discussion
    • [Resource] Recompileable GSCs for BO2

      For the past month I have been working on restoring the scripts in patch_zm so that they can be compiled and loaded on dedicated servers. I have had a great deal of success and have learned a lot along the way. I've decided to make the project officially public on the forums because I have completed checking nearly every script in patch_zm/maps/mp/zombies. The scripts in patch_zm/maps/mp/zombies control a great deal of the mechanics of zombies so this is a big deal if you've ever wanted to modify core mechanics of the game like the cost of perks, or something advanced like the behavior of specific powerups.

      The project is currently hosted on my github: https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies

      If you encounter any bugs please report them in this topic so that I can get to fixing them. Not all of the scripts have been tested since its already time consuming enough to check them. They should all compile and are very likely to be stable if buggy.

      If you want stability definitely stick to using scripts in the No Known Errors category since they have been tested to a degree and debugged sufficiently to the point where I haven't encountered any errors anymore.

      If you would like to contribute to the project make sure you study how I have checked the scripts already available that way consistency is maintained.

      posted in BO2 Modding Releases & Resources
    • [Release] [Zombies] Origins 8 Player Crash Fix for Dedicated Servers

      This is a mod that fixes the 5+ player crashes that can occur on an Origins server. https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/tree/master/Plutonium specific gsc-related fixes

      Do note that Origins is the least compatible with 8 player zombies in comparison to other maps, and this mod DOES NOT balance or help accommodate more than 4 players. There are some Treyarch related memes such as binding many mechanics to the players character, such as box rewards, which result in the box rewards not working whatsoever for the other 4 Dempseys( the default character on Origins ).

      Despite this I wanted to be able to play Origins without crashing on more than 8 players so I figured the community would be interested in a fix despite some balance issues.

      I do intend on releasing an Origins server improvement mod which fixes a lot of issues related to running the map on a server. Treyarch never thought that people would join/leave as frequently as they do on a pluto server, and this causes some issues related to the main quest among other things.

      Anyway, the actual reason Origins was broken for 8 player in the first place was due to clientfields not being registered for more than 4 players but the method for setting clientfields for more than 8 players was supported.

      For example in maps/mp/zm_tomb_craftables.gsc

      	bits = getminbitcountfornum( 5 );
      	registerclientfield( "world", "staff_player1", 14000, bits, "int", undefined, 0 );
      	registerclientfield( "world", "staff_player2", 14000, bits, "int", undefined, 0 );
      	registerclientfield( "world", "staff_player3", 14000, bits, "int", undefined, 0 );
      	registerclientfield( "world", "staff_player4", 14000, bits, "int", undefined, 0 );
      

      Only clientfields for 4 players are registered, and these clientfields control which player the ui displays owning a staff.

      The method for setting looks like this:

      			n_player = e_owner getentitynumber() + 1;
      			level setclientfield( "staff_player" + n_player, 1 );
      

      Basically if a player picks up a staff the gsc will tell the ui thru setlientfield() to update and display that player as the owner of the staff. The same thing happens when the player no longer owns the staff. The issue arises when setclientfield() is called on a clientfield that hasn't been registered. staff_player8 doesn't exist so when the game goes to tell the ui to update it crashes the server instead. In Origins's case there are 16 playernumber specific clientfields registered and used throughout the game.

      In order to fix the crashes I simply created if statements checking if the playernumber would be higher than 4 to determine whether the clientfield should be set. This does mean players in the 5+ slot don't get shovel, golden helmet, staff, and crystal clientfields. Meaning ownership of those items isn't diplayed in the scoreboard ui nor do the shovel, and golden helmet icons show up for those players( though they still work ).

      If you discover any bugs while using this mod feel free to report them here. I tested the mod up to the 3 robots main quest step step and encountered zero crashes or game breaking glitches.

      posted in BO2 Modding Releases & Resources
    • The Plutonium T4 (WAW) Suggestions Thread

      @H3X1C I went ahead and studied the code for the tesla gun because I've always been certain that it was a bug and wasn't necessarily intended to function the way it currently does.

      tesla_pvp_thread()
      {
      	self endon( "disconnect" );
      	self endon( "death" );
      	self waittill( "spawned_player" ); 
      
      	for( ;; )
      	{
      		self waittill( "weapon_pvp_attack", attacker, weapon, damage, mod );
      
      		if( self maps\_laststand::player_is_in_laststand() )
      		{
      			continue;
      		}
      
      		if ( weapon != "tesla_gun" && weapon != "tesla_gun_upgraded" )
      		{
      			continue;
      		}
      
      		if ( mod != "MOD_PROJECTILE" && mod != "MOD_PROJECTILE_SPLASH" )
      		{
      			continue;
      		}
      
      		if ( self == attacker )
      		{
      			damage = int( self.maxhealth * .25 );
      			if ( damage < 25 )
      			{
      				damage = 25;
      			}
      
      			if ( self.health - damage < 1 )
      			{
      				self.health = 1;
      			}
      			else
      			{
      				self.health -= damage;
      			}
      		}
      
      		self setelectrified( 1.0 );	
      		self shellshock( "electrocution", 1.0 );
      		self playsound( "tesla_bounce" );
      	}
      }
      

      This is the code that controls the tesla guns damage against the player. Not only are there no specific mentions of "specialty_juggernaut_zombies" aka jug, the weapon also doesn't affect the players max health. Instead the weapon changes the players current health to a set value depending on how much health the player has.

      The actual bug itself is where the tesla gun sets the players health permanently to a value lower than the players max health. This may be an issue with how the game deals with regenerating health if health is set to a specific value instead of damage being dealt. Health resets once a player goes down and is revived/respawned which is why that fixes it.

      Edit: I just wanted to point out that it is indeed a bug, but I personally don't think it should be fixed by Plutonium.

      posted in Announcements
    • Split screen on zombies

      @nicoveli Really you have working splitscreen? If you have working splitscreen you should share your method and maybe I can take a look at it.

      posted in BO2 Client Support

    Latest posts made by JezuzLizard

    • Looking forward to alter weapons stats & perks in zombies

      @coco748 I looked for an example understandably there isn't one for T6 since T6 doesn't have modding support officially, but I did find a cod4 one: https://callofduty.fandom.com/wiki/Call_of_Duty_Wiki:Ask_A_Veteran/Weapon_Modding_Guide.

      I also found a general modding wiki for T5: https://wiki.zeroy.com/index.php?title=Call_of_Duty_7:_Modding.

      As well as one for T7: https://wiki.modme.co/wiki/Game-Support-_-Black-Ops-3.html

      Here are all the weapon files in T6 zombies/mp:
      https://drive.google.com/file/d/1-bt-fGzeUXivYAee1UNO157KuxsdHQX7/view?usp=sharing

      There are probably more resources available than these but to answer your question of why they can't be modded is that you need to compile the weapon files which are just text files into a fast file which is kind of like a zip file. Fast files are what most of the assets are contained in and while the data on them can be mostly dumped there isn't currently a tool that can compile them back. Additionally even if you successfully loaded a weapon file without having to compile it in a fast file, which is possible, all clients would have to also have it loaded too. Unfortunately sv_downloads, a feature in older cods, doesn't exist in T6 yet and what it is is the ability for clients to download files from a server they join.

      You can modify how much damage guns do to players and zombies by modifying the damage call back override making the damage higher or lower depending on the weapon but you can't do much else.

      posted in BO2 Modding Support & Discussion
    • cant jump in zombies at times?

      @Twossday Upload it to Google Drive and then post the link here.

      posted in BO2 Client Support
    • Looking forward to alter weapons stats & perks in zombies

      I have the file you are looking for and I'll upload it but it really isn't useful to what I assume you want to change. https://drive.google.com/file/d/1sFnNDvQYyl6zoSDsdkEodkxOaO0Ps4SM/view?usp=sharing

      If you want to modify weapon stats you'll need to modify the weapon files and unfortunately weapon modding doesn't exist in T6 yet.

      posted in BO2 Modding Support & Discussion
    • [Support] Pausing zombies game

      @HasjBlok I think I have a way to pause a zombies game with just setting dvars. After some testing I have good reason to believe this method will work in a multiplayer game. First what you need to do is have each client set "cl_timeout 3600" in the console. Double check to make sure its set to 3600. The method of pausing the game requires you to set "sv_running" to 0 on the server, this will cause all clients to have a connection interrupted to appear on their screen but thats because the server isn't running anymore. The dvar "cl_timeout" is how long the client will wait for the server to come back if its down in seconds. This means you have 3600 seconds to set "sv_running" back to 1 before the clients will disconnect. If you can set "timescale" on the server the length of time you can have is affected so setting "timescale 0.1" would give 10x the time.

      I haven't done too much testing so I'm not sure if its a 100% sure fire solution so I recommend testing it a bit before using this method in a real game.

      posted in BO2 Modding Support & Discussion
    • How to manage grief teams in zombies without using a dedicated server

      @coco748 You don't need to inject to load mods clientside. Follow this guide: https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts. If inject you will definitely be banned but if you load mods the legitimate way its fine.

      posted in BO2 Client Support
    • How to manage grief teams in zombies without using a dedicated server

      @coco748 https://github.com/JezuzLizard/Public-BO2-Mods/blob/master/GriefFix/grieffix_official.gsc I don't make any guarantees it will work in a custom game though. Also the teams are allocated automatically with each player ending up on the team with the least players or the allies team.

      posted in BO2 Client Support
    • BO2 with friends zombies

      @apothacy No all players need to be on the same game. Plutonium is entirely separate from the steam version and as such players cannot join each other between the games. Since Plutonium is free I recommend switching over since there are only upsides to playing on Plutonium.

      posted in BO2 Client Support
    • Zombies Server Money Bug

      @DBCooper The config and mapname conbinations are in "Maps and the matching configs" in dedicated_zm.cfg in main. In the server console do set sv_maprotation "exec config map mapname" press enter and then type map_rotate and again press enter.

      posted in BO2 Server Hosting Support
    • [ZOMBIES] Server Map Rotation: How to advantage of the new map rotation feature.

      First before you can run a zombies server make sure you read this guide here:
      https://forum.plutonium.pw/topic/13/plutot6-server-set-up-guide.

      In order to properly run a server with rotating maps you'll need these configs from here:
      https://github.com/xerxes-at/T6ServerConfigs.

      In main/dedicated_zm.cfg you'll need to add one new line above "map_rotate" like this:

      sv_maprotation ""
      

      Next you'll need to populate sv_maprotation with maps for your server to run:

      sv_maprotation "exec zm_classic_processing.cfg map zm_buried exec zm_standard_town.cfg map zm_transit exec zm_grief_cellblock.cfg map zm_prison"
      

      In order to change the maps to anything you'd like you'll need to understand the two keywords used. The first keyword "exec" determines which config the server will execute when sv_maprotation is read. The config MUST match the map or else your server won't rotate properly and most likely not be joinable. Configs are in t6r/data/gamesettings and they are named in this pattern: "zm_" + "gametype_" + "location".

      The next keyword is "map" and this determines what map the server will launch. Knowing these two keywords will allow you to setup your server to run whatever maps you'd like. For example if I want to run Origins, MoTD, and Tranzit I would need to create a new sv_maprotation that looks like this:

      sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
      

      Use "//" to create comments like this to title your sv_maprotation so you can easily tell what maps its running:

      //Map Rotation Origins, MoTD, Tranzit
      sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_prison.cfg map zm_prison exec zm_classic_transit.cfg map zm_transit"
      

      If you want to only run one map at a time only include a single config and map in sv_maprotation like this:

      //Only running Origins
      sv_maprotation "exec zm_classic_tomb.cfg map zm_tomb"
      
      posted in BO2 Server Hosting Support
    • [RESOLVED] [Bug] Server hangs upon launch

      @CPL I can confirm that this issue can also occur with the client as well. If it happens to the client its not possible to join any games.

      I think this issue has been around since the first release of r791 I believe. I've had this happen to me dozens of times since I need to relaunch my local server frequently for testing mods.

      Hopefully it can be fixed once and for all.

      posted in BO2 Server Hosting Support