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Plutonium

John_Bananaundefined

John_Banana

@John_Banana
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Recent Best Controversial

  • Black Ops 1 DLC perk HUD icons don’t show on maps without those machines
    John_Bananaundefined John_Banana

    What is the issue? Does the shader just show up as all white? Or is it a missing texture icon? Or invisible?

    Did you add the images to your mod folder > images and then tick the boxes in your mod builder for the images, then click build .iwd? You should have the images inside your .iwd. inside the image folders. Open .iwd with winrar to check

    And are you sure you're precaching the shaders on the preload stage early on? When are you calling the precache script?

    I would guess your mod doesn't have the necessary images or your code precaching is not being called properly.

    It sounds like you created the materials successfully since the bo1 mod tools do not have all DLC assets and then you compiled them into the mod.ff through your mod.csv. And you're sure you used the correct settings when creating the material (material type 2d, surface type <none>, etc.) You put your raw .tga images in root/texture_assets before building the materials?

    also did you reformat your post with chatgpt?

    BO1 Modding Support & Discussion

  • [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)
    John_Bananaundefined John_Banana

    EliLager said in [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese):

    I've been having a little trouble getting multiplayer to work, when I place the d3d9.dll file into the root directory it just gets removed whenever I start the game. this only happens when using plutonium though

    You don't need the d3d9 file if you are using plutonium, check my notes in the post. So you can just play like normal after installing the mods

    As for multiplayer, again, check the notes in the post. Any mod of the vanilla game that edits the menus will still show co-op buttons but they are non-functioning in terms of connecting to Pluto servers. You just have to start a game in solo like normal / start a Pluto server and then your friends can join you from the Pluto server list, ignore the co-op buttons in my mod.

    WAW Modding Releases & Resources world at war zombies

  • PS3 Dpad hud for T5 Plutonium
    John_Bananaundefined John_Banana

    how do you have safe area? is that a feature in bo1 PC I forgot

    and how did you find this texture? did you rip it or recreate it in photoshop

    Also, your google drive link is set to private. you can set it to public view mode so other people can download

    BO1 Modding Releases & Resources

  • Upscaled WunderWaffe Textures
    John_Bananaundefined John_Banana

    Looks much better but kind of hard to tell from the uv map

    WAW Modding Releases & Resources

  • Upscaled WunderWaffe Textures
    John_Bananaundefined John_Banana

    Looks good, would probably try to manually redo the wood stock texture in HD, looks a bit cartoony because of how smooth and stretched it seems. Would be curious to see the other guns with this, and I think only a 1.5 to 2.0 upscale is appropriate (as you've done), don't want to push them too far.

    WAW Modding Releases & Resources

  • BO1 Moon color fix?
    John_Bananaundefined John_Banana

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

    BO1 Modding Support & Discussion

  • BO1 Moon color fix?
    John_Bananaundefined John_Banana

    _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

    BO1 Modding Support & Discussion

  • Rotate maps with the remastered mod?
    John_Bananaundefined John_Banana

    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"

    WAW Server Hosting Support

  • Changing Menu Titles
    John_Bananaundefined John_Banana

    It'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.

    WAW Modding Support & Discussion

  • Rotate maps with the remastered mod?
    John_Bananaundefined John_Banana

    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

    WAW Server Hosting Support

  • [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)
    John_Bananaundefined John_Banana

    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

    WAW Modding Releases & Resources world at war zombies

  • [Zombies]Aim assist WaW(lock on)
    John_Bananaundefined John_Banana

    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.

    WAW Modding Releases & Resources

  • Change Easter egg songs?
    John_Bananaundefined John_Banana

    TZS Reborn Bro what streamed sounds are in the iwd files you can literally change the music without even modding or plutonium

    BO1 Modding Support & Discussion

  • [Zombies]Aim assist WaW(lock on)
    John_Bananaundefined John_Banana

    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?

    WAW Modding Releases & Resources

  • [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)
    John_Bananaundefined John_Banana

    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

    WAW Modding Releases & Resources world at war zombies

  • [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)
    John_Bananaundefined John_Banana

    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:
      f78cea7b-0df2-4b43-af7b-cb32539501ec-image.png
      5d3f890e-fc72-4292-9a08-88ec79226cc7-image.png

    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.
    WAW Modding Releases & Resources world at war zombies

  • [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)
    John_Bananaundefined John_Banana

    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

    WAW Modding Releases & Resources world at war zombies

  • [ZM/SP/MP] FG42 Mod
    John_Bananaundefined John_Banana

    my 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👍

    WAW Modding Support & Discussion

  • [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)
    John_Bananaundefined John_Banana

    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.

    WAW Modding Releases & Resources world at war zombies

  • [ZM] WAW Zombies Remastered Mod (Nacht, Verruckt, Shi No Numa, Der Riese)
    John_Bananaundefined John_Banana

    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.

    WAW Modding Releases & Resources world at war zombies
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