Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 82 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page Next Page
subscribe
Author Topic: almost finished! plz help last touch-ups!
Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Feb. 19, 2009 02:56 am
I had very similar problems myself and Scillman helped me a great deal in working through them.

Check this thread http://www.modsonline.com/Forums-top-94281.html

If all else fails, feel free to PM me. I'd be more than happy to take a look at your map file and see what I can do.

Cheers
Raven
Share |
nubby
General Member
Since: Jan 22, 2009
Posts: 65
Last: Mar 9, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Feb. 19, 2009 05:30 am
nope...didnt work either...im stumped...i was about finished and now it wants to screw up...i used to be able to test it, but when i get about 95% done, it wont load
Share |
nubby
General Member
Since: Jan 22, 2009
Posts: 65
Last: Mar 9, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Feb. 19, 2009 05:53 am
nazi_zombie_bod.csv
Code:
ignore,code_post_gfx
ignore,common
include,zombiemode
include,common_player_us
rawfile,maps/nazi_zombie_bod.gsc
rawfile,maps/nazi_zombie_bod_fx.gsc
col_map_sp,maps/nazi_zombie_bod.d3dbsp

// Sounds
sound,common,nazi_zombie_bod,all_sp
sound,generic,nazi_zombie_bod,all_sp
sound,voiceovers,nazi_zombie_bod,all_sp
sound,requests,nazi_zombie_bod,all_sp
sound,weapons,nazi_zombie_bod,all_sp
sound,projectiles,nazi_zombie_bod,all_sp
sound,nazi_zombie_bod,nazi_zombie_bod,all_sp
sound,weapons,,all_mp
sound,weapons,,all_sp
sound,common,mp_testmap,!all_mp
sound,generic,mp_testmap,!all_mp
sound,voiceovers,mp_testmap,!all_mp
sound,multiplayer,mp_testmap,!all_mp
sound,weapons,audio_test_tuey,all_sp

// Models

xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player
xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a
xmodel,skybox_oki2

// regular weapons
weapon,sp/zombie_colt
weapon,sp/zombie_melee
weapon,sp/bar
weapon,sp/bar_bipod
weapon,sp/bar_bipod_crouch
weapon,sp/bipod_prone
weapon,sp/bipod_stand
weapon,sp/colt
weapon,sp/colt_dirty_harry
weapon,sp/colt_wet
weapon,sp/m1garand
weapon,sp/kar98k_scoped_zombie
weapon,sp/kar98k
weapon,sp/kar98k_scoped
weapon,sp/kar98k_scoped_bayonet
weapon,sp/kar98k_scoped_bayonet_zombie
weapon,sp/fraggrenade
weapon,sp/m2_flamethrower_zombie
weapon,sp/molotov
weapon,sp/napalmblob
weapon,sp/napalmbloblight
weapon,sp/doublebarrel
weapon,sp/m1carbine
weapon,sp/fg42_bipod
weapon,sp/doublebarrel_sawed_grip
weapon,sp/gewehr43
weapon,sp/ptrs41_zombie
weapon,sp/shotgun
weapon,sp/ppsh
weapon,sp/stg44
weapon,sp/thompson
weapon,sp/mp40
weapon,sp/mg42_bipod
weapon,sp/springfield
weapon,sp/m1garand_gl
weapon,sp/panzerschrek
weapon,sp/mk2_frag
weapon,sp/m7_launcher
weapon,sp/walther
weapon,sp/sw_357
weapon,sp/30cal_bipod
weapon,sp/stielhandgranate
weapon,sp/ray_gun
weapon,sp/type99_lmg
weapon,sp/fg42_bipod_crouch
weapon,sp/fg42_bipod_stand
weapon,sp/fg42_bipod_prone
weapon,sp/mg42_bipod_crouch
weapon,sp/mg42_bipod_stand
weapon,sp/mg42_bipod_prone
weapon,sp/type99_lmg_bipod_crouch
weapon,sp/type99_lmg_bipod_stand
weapon,sp/type99_lmg_bipod_prone
weapon,sp/30cal_bipod_crouch
weapon,sp/30cal_bipod_stand
weapon,sp/30cal_bipod_prone

// FX
fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown
fx,misc/fx_zombie_couch_effect
fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud
fx,env/smoke/fx_fog_zombie_amb
fx,env/light/fx_ray_sun_sm_short
fx,env/smoke/fx_fog_rolling_thick_600x600

// Sounds
sound,character,,all_sp
sound,character,,all_mp
sound,weapons,,all_sp
sound,weapons,,all_mp
sound,common,,all_mp
sound,common,,all_sp


nazi_zombie_bod.gsc
Code:
#include common_scripts\utility; 

#include maps\_utility;


main()
{
	level thread maps\_callbacksetup::SetupCallbacks();

	include_weapons();
	include_powerups();
	
	maps\nazi_zombie_bod_fx::main();
	maps\_zombiemode::main();
	
	init_sounds();

	// If you want to modify/add to the weapons table, please copy over the _zombiemode_weapons init_weapons() and paste it here.
	// I recommend putting it in it's own function...
	// If not a MOD, you may need to provide new localized strings to reflect the proper cost.
}

init_sounds()
{
	maps\_zombiemode_utility::add_sound( "break_stone", "break_stone" );
}

// Include the weapons that are only inr your level so that the cost/hints are accurate
// Also adds these weapons to the random treasure chest.
include_weapons()
{
	// Pistols
	//include_weapon( "colt" );
	//include_weapon( "colt_dirty_harry" );
	//include_weapon( "walther" );
	include_weapon( "sw_357" );
	
	// Semi Auto
	include_weapon( "m1carbine" );
	include_weapon( "m1garand" );
	include_weapon( "gewehr43" );

	// Full Auto
	include_weapon( "stg44" );
	include_weapon( "thompson" );
	include_weapon( "mp40" );
	include_weapon( "ppsh" );
	
	// Bolt Action

	include_weapon( "kar98k" );
	include_weapon( "springfield" );

	// Scoped
	include_weapon( "ptrs41_zombie" );
	include_weapon( "kar98k_scoped_zombie" );
		
	// Grenade
	include_weapon( "molotov" );
	// JESSE: lets go all german grenades for consistency and to reduce annoyance factor
	//	include_weapon( "fraggrenade" );
	include_weapon( "stielhandgranate" );

	// Grenade Launcher
	include_weapon( "m1garand_gl" );
	include_weapon( "m7_launcher" );
	
	// Flamethrower
	include_weapon( "m2_flamethrower_zombie" );
	
	// Shotgun
	include_weapon( "doublebarrel" );
	include_weapon( "doublebarrel_sawed_grip" );
	include_weapon( "shotgun" );
	
	// Bipod
	include_weapon( "fg42_bipod" );
	include_weapon( "mg42_bipod" );
	include_weapon( "30cal_bipod" );

	// Heavy MG
	include_weapon( "bar" );

	// Rocket Launcher
	include_weapon( "panzerschrek" );

	// Special
	include_weapon( "ray_gun" );
}

include_powerups()
{
	include_powerup( "nuke" );
	include_powerup( "insta_kill" );
	include_powerup( "double_points" );
	include_powerup( "full_ammo" );
}

include_weapon( weapon_name )
{
	maps\_zombiemode_weapons::include_zombie_weapon( weapon_name );
}

include_powerup( powerup_name )
{
	maps\_zombiemode_powerups::include_zombie_powerup( powerup_name );
}


nazi_zombie_bod_fx.gsc
Code:
#include maps\_utility; 

#include common_scripts\utility;


main()
{
	scriptedFX();
	footsteps(); 

}

footsteps()
{
	animscripts\utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "ice",        LoadFx( "bio/player/fx_footstep_snow" ) );
	animscripts\utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
	animscripts\utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "snow",       LoadFx( "bio/player/fx_footstep_snow" ) );
	animscripts\utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
	animscripts\utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
}

scriptedFX()
{
	level._effect["large_ceiling_dust"]		= LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
	level._effect["poltergeist"]			= LoadFx( "misc/fx_zombie_couch_effect" );
}


i believe my files are correct...i have no idea what to do...frustrating!!

edited on Feb. 19, 2009 12:56 am by nubby
Share |
nubby
General Member
Since: Jan 22, 2009
Posts: 65
Last: Mar 9, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Feb. 19, 2009 06:00 am
there is one thing that is pretty funny...when compiling, if i have the BSP info checked and compile, it doesnt build the fastfiles...if i uncheck BSP info it does build the fastfiles....but the fastfiles are already built and not understanding why the map gets stuck after the activision logo goes away

heres what it says on the BSP info, dont know if it means anything...not worries about the normal errors...just the "buffer for lump 40 is too small

Code:
CoD2Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---------------------
C:\Program Files\Activision\Call of Duty - World at War\raw\maps\nazi_zombie_bod.d3dbsp: 14960848
LoadBspFile: buffer for lump 40 is too small (2097152 < 7499319)

Copying  C:\Program Files\Activision\Call of Duty - World at War\mods\509owm\mod.ff
     to  C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\509owm\mod.ff
Copying  C:\Program Files\Activision\Call of Duty - World at War\mods\HumorModTWO\mod.arena
     to  C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\HumorModTWO\mod.arena
ERROR: Access to the path 'C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\HumorModTWO\mod.arena' is denied.
Copying  C:\Program Files\Activision\Call of Duty - World at War\mods\mp_HumorModTWO\mp_humormodtwo.iwd
     to  C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\mp_HumorModTWO\mp_humormodtwo.iwd
ERROR: Access to the path 'C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\mp_HumorModTWO\mp_humormodtwo.iwd' is denied.
Copying  C:\Program Files\Activision\Call of Duty - World at War\mods\mp_HumorModTWO\mod.arena
     to  C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\mp_HumorModTWO\mod.arena
ERROR: Access to the path 'C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\mp_HumorModTWO\mod.arena' is denied.
Copying  C:\Program Files\Activision\Call of Duty - World at War\mods\mp_usermaps\mp_usermaps.iwd
     to  C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\mp_usermaps\mp_usermaps.iwd
ERROR: Access to the path 'C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\mp_usermaps\mp_usermaps.iwd' is denied.
Copying  C:\Program Files\Activision\Call of Duty - World at War\mods\usermaps\nazi_zombie_bod\images.iwd
     to  C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\usermaps\nazi_zombie_bod\images.iwd
ERROR: Access to the path 'C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\usermaps\nazi_zombie_bod\images.iwd' is denied.
Copying  C:\Program Files\Activision\Call of Duty - World at War\mods\usermaps\nazi_zombie_nubby\images.iwd
     to  C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\usermaps\nazi_zombie_nubby\images.iwd
ERROR: Access to the path 'C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CodWaW\mods\usermaps\nazi_zombie_nubby\images.iwd' is denied.
Share |
COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Feb. 19, 2009 03:31 pm
hey this keep happing to me and what i found was it was one of my blockers ,i
copyed, and moved, and this crap started
if i removed all the blockers it ran again ,might try that by ,
#1 select all blockers that you have added last
#2 open new map from your map with them selected and copy selected name it my blocker "or whatever"
#3 dont move anything in the map and you will be able to add it back with out hasle of replaceing each one
#4 reopen your zombie map remove the blockers that you just copyed "you have save them in different maps and can read them"
#5 compile and test map see if its blockers that are the cause of the black screen, it happen to me many times, when we were first trying to get blockers to work

as far as i see everything looks right ,

edited on Feb. 19, 2009 10:41 am by COLMAC
Share |
nubby
General Member
Since: Jan 22, 2009
Posts: 65
Last: Mar 9, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Feb. 19, 2009 05:14 pm
yeah had a feeling about those blockers...cuz before it all messed up, i added brushmodel clips that would move with the model when bought
Share |
nubby
General Member
Since: Jan 22, 2009
Posts: 65
Last: Mar 9, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Feb. 19, 2009 05:47 pm
just went ahead and deleted all blockers and recompiled, still no fix...[confused]
Share |
nubby
General Member
Since: Jan 22, 2009
Posts: 65
Last: Mar 9, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Feb. 19, 2009 06:55 pm
got an idea maybe
what about the location of the fastfiles? ill post the directories in which i find them

Code:
1.) C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CoDWaW\usermaps\nazi_zombie_bod

2.) C:\Documents and Settings\Chris\Local Settings\Application Data\Activision\CoDWaW\mods\usermaps\nazi_zombie_bod

3.) C:\Program Files\Activision\Call of Duty - World at War\usermaps\nazi_zombie_bod

4.) C:\Program Files\Activision\Call of Duty - World at War\mods\usermaps\nazi_zombie_bod
Share |
nubby
General Member
Since: Jan 22, 2009
Posts: 65
Last: Mar 9, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Feb. 19, 2009 09:02 pm
help anyone?[banghead][confused]
Share |
nubby
General Member
Since: Jan 22, 2009
Posts: 65
Last: Mar 9, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, Feb. 20, 2009 03:17 am
still not working...have already tried rebuilding files about 10 times, and deleting everything but my skybox, light grid, walls, floors, roofs, stairs, window prefab, lights, reflection probes, weapons w/triggers, and a few static models....dont know where to go or what to do??

even tried copying and pasting all items into a new map and building new files, but to no avail...the first time i compiled, popped up a d3dbsp error sayin to rebuild the fastfiles for the bsp, but when recompiled and tested, had a black screen again and had to ctrl+alt+del my way outta codwaw...cpu usage high, with codwaw being 50%

edited on Feb. 19, 2009 10:20 pm by nubby
Share |
Restricted Access Topic is Locked
Page
Previous Page Next Page
subscribe
MODSonline.com Forums : Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»