look in the mod tools raw > vision
probably one of these

John_Banana
Posts
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BO1 Moon color fix? -
BO1 Moon color fix?_rnk_ easiest way is to copy paste the vision file that is used during the explosion and rename it to what the normal vision file is. then just load it in as a mod, no scripting needed it’ll just override the default vision file with the saturated one
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Rotate maps with the remastered mod?Go in
dedicated_zm.cfg
:set sv_mapRotation "loadmod \"mods/nazi_zombie_remastered\" map nazi_zombie_prototype loadmod \"mods/nazi_zombie_remastered_dlc1\" map nazi_zombie_asylum loadmod \"mods/nazi_zombie_remastered_dlc2\" map nazi_zombie_sumpf loadmod \"mods/nazi_zombie_remastered_dlc3\" map nazi_zombie_factory"
And in
T4_zm_server.sh
:
MOD="mods/nazi_zombie_remastered mods/nazi_zombie_remastered_dlc1 mods/nazi_zombie_remastered_dlc2 mods/nazi_zombie_remastered_dlc3"
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Changing Menu TitlesIt's right there in front of you hah. But menu files can be a bit confusing at first since there's not a ton of documentation. You need to be looking in raw>ui for them, you want main.menu.
The game puts a generic phrase in the .menu code and then spells out the strings in the .str files. This is so you can have multiple languages that all connect to one generic phrase in the menu file.
So you can either change just the strings (you don't even have to edit the menu files) or you can replace the string reference in the code with text inside quotes of whatever you want. For example, you could go into main.menu and change the strings you want, such as "@MENU_MAIN_MENU" to "My Text Here" or you can find the string file named menu.str (it's always the first word after the "@" symbol and then within menu.str you find MAIN_MENU and you can enter the appropriate text that you want.
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Rotate maps with the remastered mod?Of course, something like:
set sv_mapRotation "loadmod "mods/nazi_zombie_remastered" map nazi_zombie_prototype loadmod "mods/nazi_zombie_remastered_dlc1)" map nazi_zombie_asylum"
It’s the same as loading multiple custom maps
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[ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)javascript_616 late reply but it's all explained in the post. when you click the download you will be presented with installation instructions. custom maps and mods follow the exact same installation: you put them in the mods folder, simple as that. yes, this changes the vanilla maps only when you are using the mod
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[Zombies]Aim assist WaW(lock on)Lachara_43 I was able to add failsafes to 100% block aim assist when player IsMeleeing(), IsThrowingGrenade(), isSwitchingWeapons(), or holding an invalid weapon that doesn't have ADS. These were all pretty easy, the first 3 have simple engine functions you can use, and the last one I suggest just making an if statement at the very top of the loop with a function that you returns 0 if player is holding betties, perks, grenade launcher, etc. and returns 1 otherwise.
For reloading, this was a bit tricky because there is no IsReloading() in WaW, simply add a variable check for self.is_reloading == false and then thread this function as part of your aim assist init:
is_reloading_checker() { level endon("end_game"); self endon("disconnect"); self endon("death"); for(;;) { self.is_reloading = false; self waittill( "reload_start" ); if(GetDvar( "aim_assist_lock" ) != "1") { wait(1); continue; } weap = self getCurrentWeapon(); while( (self GetWeaponAmmoClip( weap ) != WeaponClipSize( weap ) && self GetWeaponAmmoStock( weap ) != 0 ) && !self isMeleeing() && !self IsThrowingGrenade() && !self isSwitchingWeapons() ) // if we switch weps, throw grenade, or melee we cancel reload { self.is_reloading = true; wait(0.5); } } }
I also cleaned it up a bit and I am now implementing a toggle that will work on co-op, because as it stands remember that GetDvar() will always just returns the value of the host. I added an aim assist button to Game Options and found a way to send a menu script response to GSC which will either kill all aim assist functions or thread the aim assist functions to begin them. Still have a few kinks to work out but my modification of this aim assist script will be implemented into my WAW zombies remaster mod, with credit given.
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Change Easter egg songs?TZS Reborn Bro what streamed sounds are in the iwd files you can literally change the music without even modding or plutonium
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[Zombies]Aim assist WaW(lock on)I thought pluto already added aim assist to t4? What’s the intent behind this to try to match how it works on Xbox?
Or is the aim assist on pluto only making the camera follow a zombie but does not work on ADS?
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[ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)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
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[ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)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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[ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)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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[ZM/SP/MP] FG42 Modmy WAW remaster mod fixes this. it is also open sourced, so you can download my updated viewmodel and compile it into your own mod/other peoples' mod if you want (give credit). also have a PAP version, but I decided to also add the scope to the upgraded fg42 and improve the uv mapping
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[ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)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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[ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)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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Is there anyway to see what the weapon names are for the console?it's in the code, look in zombiemode weapons from the mod tools there is a list
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[ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)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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[ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)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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How to change zombie eye color glow?: I've exhausted options known to me.There are two things to change, the eyes on the head images (which there are several of) and the eye effect. The zombie eye glow effect can be found in the mod tools in the fx folder and you can open it in the fx editor provided in the mod tools, which will let you change the color. Also, you are on Nacht so the zombie head models use a different texture than Der Riese which you have edited in your picture, so if you add those a mod the zombies will look like Der Riese style.
Also, here is an all in one of the latest mod tools, easier to install https://mega.nz/#!5kwyCYYQ!Onn3s3SfJjrombt7b1lUOcFYAtzhg9T_X7c4SvJljbs
If you want to get the textures of the head models from Nacht you should just use Greyhound to get the original textures or maybe the older versions of the mod tools have them
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waw controller keybindsLookImIcyBro it was because you needed to bind "usereload" for X which is only accessible by commands (/bind BUTTON_X +usereload) or running the controller cfg