it's in the code, look in zombiemode weapons from the mod tools there is a list
John_Banana
Posts
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Is there anyway to see what the weapon names are for the console? -
[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
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[Release] [Zombies] BO1 No Mans Land Survival map@dontknowletsplay I would suggest making a dvar for aim assist so people don't have to edit the code, you could do something like this
if( getDvar( "aim_assist_disable" ) != 1 ) { setDvar( "aim_assist_disable", 0 ); player thread AimAssist(); {By default when you make a new dvar it will have a null value which (at least WaW) treats as 0, so 0 would be aim assist is enabled but then if a player typed aim_assist_disable 1 into console then it would no longer thread the function
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Solo EE Mod for Call of the Dead?cretin107 the solo version is different than the co-op version
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Script to eliminate pop-inJezuzLizard Sounds like questionable dev choice, didn't see anyone mention that as the reason in this thread they just said 'can't be modified in gsc'. How were server owners abusing client dvars? I think if people wanna have their own shit servers where they do stupid things to client dvars then let them, people can always quit.
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Script to eliminate pop-inNo this is easily possible in gsc it shouldn't matter if they're saved in player config you can still modify them.
You don't want to use "level waittill("connected", player);" nothing notifies that here, it won't work just use " flag_wait( "all_players_connected" ); "
The onPlayerConnect() function in zombiemode normally waits for a "connecting" flag not "connected," also you probably don't want to name it the same thing as a stock function
I just scripted in both dvars in my onplayerspawned() and onplayerconnect_clientdvars() functions in zombiemode.gsc because I'm actually modding a lot of stuff but if you want to do it in an external script that's still possible. These 2 functions ensure the LOD setting will change both when you restart and when you load the game like normal. Or, you could use a loop but that's not really necessary unless you want to be able to toggle the LOD settings (which is a good idea incase something goes wrong-you probably don't want to set these both to -1000. There is a vertex limit and game will have errors, models can turn invisible. Maybe test it out and try a few different values)
for example this is me modifying stock zombiemode, "lod_bias_enable" is a new fake dvar I made which there's a few more steps if you want to do something like that
if( isdefined( self.initialized ) ) { if( self.initialized == false ) { self.initialized = true; // self maps\_zombiemode_score::create_player_score_hud(); // set the initial score on the hud self maps\_zombiemode_score::set_player_score_hud( true ); self thread player_zombie_breadcrumb(); self thread player_reload(); self SetClientDvars( "aim_automelee_range", "96", "aim_automelee_lerp", "50", "aim_automelee_region_height", "240", "aim_automelee_region_width", "320", "player_meleechargefriction", "2500" ); if( getDvar( "lod_bias_enable" ) == "1" ) { self setclientdvar("r_lodBiasRigid", -1000); self setclientdvar("r_lodBiasSkinned", -1000); } } }
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unlimited sprint?Isn't there literally a dvar for this player_sprintunlimited 1