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cod5-remastered's Introduction

Call of Duty: World at War Zombies - Remastered Mod

This mod contains bug fixes, quality of life tweaks, fixed inconsistencies, and other improvements for each of the four stock zombie maps. To install & play, download the release and follow the installation instructions. This repository contains the source files of the project. If you would like to modify it, see the instructions below.

Created by JB Shady

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Build Instructions

  • If you are downloading the source code and wish to build it, you will need the latest version of the official Call of Duty: World at War Mod Tools installed before continuing. I also recommend installing the community made V1.1 Launcher patch.
  • Drag & drop the "raw" folder, "mods" folder, and d3d9.dll (T4M) file from this repository into your game's root folder. Some files will be replaced, this is normal. (Program Files (x86)\Steam\steamapps\common\Call of Duty World at War)
  • Use the mod tools Launcher to compile each of the four mods. (Check "Build mod.ff FastFile" and "Build IWD File" in each)
  • If you notice any issues with the mod after compiling, please let me know. However, I tested the files on a fresh install and everything appeared to work.
  • Keep in mind that not every script file (.gsc & .csc) in the \mods directory has been modified, but having them all gives you complete control of every aspect of each map

nazi_zombie_remastered (Nacht Der Untoten)
nazi_zombie_remastered_dlc1 (Verrückt)
nazi_zombie_remastered_dlc2 (Shi No Numa)
nazi_zombie_remastered_dlc3 (Der Riese)

Change Notes

General

  • Added all zombie mode achievements that were on the console version, all tracked through player stats, available on the main menu, and will display a completion notification with sound, an image, and text
  • All maps now use the same (more optimized) zombie spawning formula as Der Riese, fixing the unbalanced 24-limit on solo. Togglable with the new "Gametype" setting in Game Options.
  • All maps now make use of improved scripting and bug fixes that were only added into the later DLCs.
  • AI no longer pushes, creating a "grabbing" effect where touching zombies slowed the player down. Togglable with the new "Enemy Pushing" setting in Game Options.
  • Spectators can switch to 1st person by holding down the melee button, similar to the console version.
  • Upscaled wood board texture by 2x to appear slightly less blurry.
  • Cheats disabled by default

Player

  • Player now spawns as a random character in solo
  • All characters now use historically accurate starting pistols and hand viewmodels that match their corresponding player model, all using assets from elsewhere in the game
  • FOV does not reset upon map restart, map reload, teleporting, or respawning.
  • Increased backwards and sideways movement speed to match closer to the console version.
  • Splash damage has been rebalanced and is equal on all maps. Explosives damage deals differing radius damage depending on impact type and proximity.
  • Fall damage no longer gives shellshock effect unless fall damage takes more than 30% of your health
  • Fall damage occurs after 150 units instead of 200 units, similar to future Call of Duties that all use 128 units as the baseline.
  • Added weapon bobbing like future Call of Duties, weapons no longer just lower while walking
  • Players drop their hands onto the ground when dying as the Game Over screen appears, using an animation ported from Black Ops II
  • Fixed clientside sounds and effects from looping or playing at different speeds depending on the client's FPS
  • Fixed player being able to pull out equipment while drinking perks or purchasing the Bowie Knife
  • Fixed voiceover categories played with a delay having the ability to overlap with other lines
  • Fixed redscreen breaking after bleeding out & respawning
  • Player no longer receives a free Colt when they have no weapons, instead the screen is just blank like future zombie games.
  • Voiceover interactions disabled on a player size of 1 to fix character responses sometimes playing in solo
  • Cannot purchase perks/weapons while falling into death before GAME OVER
  • Fixed red screen bug with feature not working after dying and respawning
  • Fixed bug where player could purchase items while going into game over screen resulting in crashes

Zombies

  • Zombies have glowing eye effects in all DLCs now.
  • In addition to Round 1, Round 2 will also only be walkers to allow for more gradual pacing.
  • All maps use various improvements to zombie logic and pathing
  • Zombies can now spawn with random combinations of helmets, hats, bandages, headbands, or other gear based on rare percent chances and the map's setting, with the first two maps using more equipment and the last two having less
  • Zombies must be on the same floor/actually directly behind players to still play their behind vocals
  • Added missing gore fx when gibbing zombie torsos

HUD

  • Damage indicators are only fully faded when player is actually at full health
  • HUD elements no longer touch the very edge of the screen, including the ammo counter, round counter, and perk shaders.
  • Added a game option that allows for the D-pad equipment and action hintstrings to actually reflect using a controller.
  • Removed objective info screen when pressing tab in solo.
  • Updated the World at War font with an upscale to look better on HD displays, fixing the pixelated round counter
  • Updated crosshair texture with custom made HD version
  • Updated the activation hand logo on hintstrings with a custom made HD version
  • Updated grenade icon and grenade pickup icon to accurately represent the frag grenade in the player's inventory
  • Updated flamethrower icon with custom HD version still in the correct art style
  • Updated perk and powerup shaders with custom made HD versions still in the correct art style
  • Created new better looking icons for Sticky Grenades and Type 97 frags still using the correct art style.
  • Changed the Monkey bomb icon to look more recognizable while still in the correct art style.
  • Removed grenade indicators from special grenades because these grenades cannot be picked up and display the incorrect icon
  • Fixed the round counter not changing white when going to round 6.
  • Fixed yellow point text getting offset when players disconnected.
  • Controller Mode setting switches hints to use the Xbox "X"/D-pad arrows so that players can enjoy a more immersive controller experience. Alternate build is available with the PlayStation square symbol.
  • (T4M) Pressing tab in solo now shows the zombie scoreboard.

Menu

  • Start game button added for quick solo play
  • Overhauled main menu to remove all non-Zombiemode related pages and buttons. While running this mod, it is purely a Nazi Zombies experience. Added a reminder when heading to co-op for all players to install T4M.
  • Co-op menus auto load the selected map and the co-op host settings page now includes the relevant settings added Game Options.
  • Added a Map Intel page with an image/description of the map as well as any available achievements
  • Added a Character Bios page, ported from console but with slight grammatical and layout fixes for the best PC experience.
  • Many new options seamlessly integrated into the existing menus with settings for FOV, the HUD, controller support, gametype/AI, fog, LOD, dialogue, and more all detailed in the table below.
  • Improved spacing between hintstrings and the activation hand logo
  • Capitlization is more consistent in hintstrings
  • Added custom co-op loading screen hint messages relating to the mod
  • Removed intel sponsorship advertisements from all loading screens

Settings

  • Both new settings have been created and also useful existing settings have been added to the options pages for easier access
  • New "fake" DVARs created for cheat protected settings, now labeled with "_settings"--this allow players to edit them in-game and on the menu.
  • All settings and stats are saved to the selected profile even if the game is closed, crashes, switches profiles, etc.
  • Anti-aliasing now goes up to 8x
New Settings DVAR Default Other Values Description
GRAPHICS
Fog r_fog_settings 1 Yes 0 No Enables or disables fog.
Cinematic Mode r_filmUseTweaks_settings 0 No 1 Yes More saturated color grading.
TEXTURE SETTINGS
LOD Range (Rigid) r_lodBiasRigid_settings 0 Default -200 High Increases range of visible detail on rigid models.
LOD Range (Skinned) r_lodBiasSkinned_settings 0 Default -200 High Increases range of visible detail on skinned models.
SOUND
Character Dialogue character_dialog 0 Yes 1 No Enable or disables character dialogue. Locked in-game on co-op.
GAME OPTIONS
Gametype classic_zombies 0 Modified Default 1 Classic By default, 24 zombie cap on solo is disabled. Accessible on menu, requires match restart.
Last Stand classic_perks 0 Modified Default 1 Classic By default, solo Quick Revive and 45 second bleedout buffs are enabled. Accessible on menu, requires match restart.
Enemy Pushing grabby_zombies 0 Modified Default 1 Classic By default, "sticky" zombies are disabled with PushPlayer(false). Accessible on menu, requires match restart.
Enemy Intensity super_sprinters 0 Modified Default 1 Classic By default, additional super sprinters are added to prototype and asylum. Accessible on menu, requires match restart.
HUD cg_draw2D r_flame_allowed 1 Yes 0 No Enables or disables full heads up display.
Display FPS cg_drawFPS Off No Simple Yes Enables or disables FPS counter.
Limit FPS com_maxfps 85 Default 0 Disabled Adjusts the max FPS value.
Field of View cg_fov 65 Default 90 Maximum Adjustable FOV with slider.
View Scale cg_fovScale 1 Normal 1.1 Medium or 1.2 High Scales existing FOV higher or lower by multiplier.
Controller Inversion input_invertpitch 0 Disabled 1 Enabled Enables or disables controller inversion.
Controller Sensitivity input_viewSensitivity 0.6 1 (Low) Scales up to (Medium), (High), (Very High), (Insane) Increases or decreases controller sensitivity using the same scale as console.
Controller Mode cg_drawXboxHUD 0 Disabled 1 Enabled Switches HUD to use console style D-pad icons. Enabling through the menu also executes "default_controller.cfg".
CONSOLE
DVAR Initialization dvar_init_dummy 0 1 Set to 0 in console to reset all new remastered settings back to default, requires mod relaunch.
Character character 0 Random 1-4 Player # Developer command to change character in solo, requires map restart.
Health Counter cg_drawHealthCount 0 1 Developer command to enable health counter in solo, requires map restart.
Clearance Code bio_access [PASSWORD] ? Grants access to confidential menus.
Sumpf Completion sumpf_quest 0 ? Indicates completion of new Shi No Numa Easter Egg achievement in 4-player.
Factory Completion factory_quest 0 ? Indicates completion of new Der Riese Easter Egg achievement in 4-player.

Blockers

  • Repairing individual boards gives the player a screenshake like future games
  • Repairing barriers only plays the cha-ching sound while actively earning +10 points
  • Barriers are now effected by two active double points giving +40

Mystery Box

  • Ray Gun is obtainable from the first Mystery Box location on all maps without having to first get a Teddy Bear
  • All weapons are now always available in the Mystery Box excluding equipment, frag grenades, and starting pistols
  • All maps have the same glow effect when the box is opened
  • Added "no purchase" sound effect when player does not have enough points
  • Fixed Mystery Box playing the debris sound for other players after every use once moving locations
  • Fixed Mystery Box playing the lid close sound when floating away during a Teddy Bear even though the lid never closes
  • Fixed Wonder Weapon stinger sound effect sometimes not playing
  • Der Riese & Shi No Numa boxes now share equal weighted odds for Wonder Weapons, which have also been slightly rebalanced
  • Verrückt & Nacht Der Untoten boxes remain a full lottery, except for the Teddy Bear which is still slightly less forgiving than on later maps

Powerups

  • Carpenter available on all maps, togglable under the "Gametype" setting in Game Options.
  • Max Ammmos now refill equipment on all maps (betties, molotovs, grenades)
  • Fixed Insta-Kill special melee voiceover still being able to play from non-melee kills
  • Increased volume of Insta-Kill active loop sound
  • Double points now effects Carpenters and Nukes giving +800 and +400 respectively
  • Double points stack on all maps like originally scripted. However, it has been capped at only giving up to 4x for balance.

Perks

  • Quick Revive now works on solo giving 3 possible extra lives, togglable under the "Laststand" setting in Game Options.
  • Renamed hintstring from saying to buy "Revive" to "Quick Revive"
  • Jugger-nog abilities and health regeneration behaves the same on all maps using improvements from Der Riese
  • Double Tap Root Beer now gives a 33% damage buff for bullet weapons

Traps

  • All electric traps last for 30 seconds with a 30 second cooldown, except for Shi No Numa which is 60 for balance
  • All levers return to upward posistion when not in use to prevent glitches but will not be usable until cooldown completes and the lights turn green
  • Fixed bug where traps would not slow down player, but players with Jug that do not stand still in traps can still avoid the slow down
  • Fixed traps sometimes displaying yellow lights on Der Riese
  • Decreased Hellhound death delay in traps
  • Fixed Hellhounds playing normal zombie death sounds on Shi No Numa
  • Added "no money" sound effect to all levers when player does not have enough points

Last Stand

  • Self revives take 10 seconds, zombies will run away from the player, and the player is equipped with an upgraded version of their starting pistol.
  • Player does not talk while in last stand in solo.
  • The co-op bleedout time has been increased from 30 seconds to 45 seconds, togglable under the "Laststand" setting in Game Options.
  • Players equipped with better pistols than their designated last stand pistol (normal in co-op, upgraded in solo) will now pull them out in last stand based on an a hierarchy: Ray Gun has precident, then explosive pistols, then the .357
  • Player receives 3 magazines for regular pistols and only 1 cartridge for both the un-upgraded and upgraded Ray Gun.
  • If a player has no ammo for a pistol before they down, then that weapon will not be counted in the above hierarchy.
  • If a player recieves a Max Ammo while down, they will not be given grenades.
  • Disabled leaning while in last stand.

Music & Sounds

  • Slightly increased Easter Egg song volumes and now all songs now play through the music channel
  • All Easter Egg songs will play a 2 second fadeout if the game ends and switches to the intermission music
  • Added soundtrack/studio quality versions of the Easter Egg songs
  • Removed cha-ching sound when activating DLC1 and DLC2 Easter Egg songs
  • All maps now use the same musicstate system from Der Riese for the background ambient music and intermission music, allowing for better audio mixing
  • Waits during all intermission songs have been slightly extended so the music should not cut off as early in co-op
  • Fixed sound issues with grenade launchers/rocket launchers not playing correctly
  • Lowered volume of wall breaking barrier sounds so they cannot be heard from as far away

Nacht Der Untoten

  • Added "mission intro" in the bottom left corner to include storyline accurate info.
  • Added new musical Easter Egg that plays "Undone" by shooting all 31 red barrels
  • Red barrels slightly buffed and also do AOE damage
  • Slightly buffed explosive truck values
  • KZMB radio now pauses when playing the main Easter Egg song or game over intermission music
  • Using audio from campaign, added an entire set of new voicelines based off of the style of the other maps (headshots, kills, power-ups, weapons, surrounded, downed, etc.).
  • 4 characters with around 100 lines each spread out through about 30 categories, including new categories and interactions not seen on other maps.
  • Removed Scoped Kar98k from the box so that the cabinet is actually unique and useful while still being a "troll" that does not tell you what you are purchasing
  • Added Satchel Charges into a "searchable" mysterious crate akin to the Sniper Cabinet with a working trigger, animation, and custom model.
  • Satchel Charge Crate and Sniper Cabinet now both use unique sounds when opened
  • Instead of randomizing the player models for each character, each Player (1, 2, 3, 4) always has a consistent and unique player model/face/gear.
  • Replaced camoflauged Pacific-theater helmets with regular bare metal helmets
  • Zombies can now use updated animations from future maps for traversing, crawling, attacking, hitting through barriers, walking, running, etc. (The Nacht-unique "sprint" crawler is still present)
  • The exception remains that zombies on this map are still "slower," with custom balanced hit animations where they are more likely to stop before hitting.
  • Reorganized zombie vocals to have more consistency between ambient, attack, and sprint categories with less repitition.
  • Added very quiet and rare behind vocals, with instead the more common indicator of being snuck up on is the character begins nervously breathing
  • Added a new rare type of "super sprinter" that comes after round 10, toggleable in Game Options.
  • Replaced the existing grey uniform zombie variant texture with an SS camouflage texture, which fits better with the battlefield atmosphere of the map.

Verrückt

  • Renamed map from Zombie Verrückt to just Verrückt, similar to how it was named in future Call of Duty titles
  • On co-op low rounds, the zombie spawning formula still has a separate calculation that spawns more zombies than normal to account for the players being split up and ensuring both sides of the spawn face enough of a threat
  • On this map, the team of Marines now uses camouflage raider gear to reference how they were supposed to be a recon team in the storyline. First person viewmodel also reflects this, and this also helps differentiate the two different Marine crews.
  • Instead of randomizing the player models for each character, each Player (1, 2, 3, 4) always has a consistent and unique player model/face/gear.
  • Added the Nacht "sprint" crawler animation to bridge the consistency between the first two maps.
  • Added a second new type of "super sprinter" that comes after round 10, toggleable in Game Options.
  • Added rare co-op voiceover Easter Egg when player 4 turns on the power
  • Fixed the Bouncing Betty model sometimes moving in the wrong direction when purchasing off the wall
  • Rewrote voiceover scripting to use improved code from later DLCs that reduced the repetiveness of how lines are selected
  • Reorganized voiceover categories to be less repetitive and more consistent, and also added new categories for powerups, perks, Teddy Bear (cut), and downed lines (cut).
  • Added generic pain voiceover to allign with the other three modded maps.
  • Fixed vision file changing when going downstairs in the power room
  • Fixed music audio dropping too much when in shower room zone

Shi No Numa

  • Added "mission intro" in the bottom left corner to include storyline accurate info.
  • Added "level start" voiceover using generic character quotes.
  • Added cut jap_walk_v4 animation as another walker variant.
  • Added cut jap_run_v6 animation as another rarely occuring runner variant.
  • Added cut jap_run_v5 animation as another rarely occuring sprinter variant
  • Added unused swamp perk machine textures from the game files.
  • Re-added unique hintstrings for each Perk machine thanks to T4M's increased hintstring limit.
  • Added cut hellhound round "howling" sound that was only used on the PS3 version.
  • Hellhound functionality includes changes made in the next DLC including a health buff, but it is still slightly lower than Der Riese to account for no Pack-a-Punch.
  • Fixed hellhounds playing normal zombie death sounds in electric traps.
  • Carpenter voiceover uses cut repurposed lines that were originally made for general barrier repairing.
  • When picking up a powerup, characters choose from three lines instead of one.
  • When opening the second or third hut, there is a 50% chance of the closest player commenting on the randomization of perks.
  • When a perk is decided, there is a higher chance of the closest player within a close proximity shouting the perk's name.
  • Fixed perk machines from clipping into the wall in the Dr.'s hut.
  • Flogger now damages the player only once per rotation and also sets the player into crouch
  • Flogger now damages the player the exact same between solo and co-op, killing instantly without Jug
  • Fixed flogger light fx from spawning clipped into the wall
  • Zipline cooldowns decreased to 15 seconds for the initial cooldown and 30 for the regular cooldowns.
  • Zipline no longer can glitch player maxhealth values to the wrong value.
  • Added zombie jump down animation from upper zipline station so zombies do not look like they are holding an invisible gun.

Der Riese

  • Updated "mission intro" in the bottom left corner to include the full storyline accurate date.
  • Changed vision file to give the map a bluer and dark tint rather than the original greyish-green look.
  • Added cut German walk_v9 animation that was later used in Black Ops I
  • Added cut 5th Maxis handheld radio from the game files that was used on the IOS version.
  • Added cut rare voiceover that can play after teleporting. (5% chance)
  • Added cut rare voiceover that can player after picking up a power up. (3% chance)
  • Added cut Easter Egg voiceover for the "Teddy is a liar" wall writing. (Requires scope)
  • Increased percent chance for voiceover when interacting with Easter Egg items and also added one unused Takeo line to the Corkboard cycle. (50% chance)
  • Increased percent chance for general storyline VOX early game. (5% chance)
  • Increased PaP "waiting" voiceover odds to play 50% of the time rather than 8%, closer to future zombie games.
  • Fixed the loose change Easter Egg so that it actually gives a real 30 points while only showing +25 on the HUD, this is to prevent confusion because the HUD rounds score to the nearest tens.
  • Added extra checks so players will never talk about needing to link the teleporters or open Pack-a-Punch after the task is already completed.
  • Pack-a-Punch hintstring disappears when you are holding an upgraded weapon or when another player's weapon is in the machine.
  • Added several unused voiceover lines when a player picks up the Carpenter power up.
  • Player surrounded voiceover now also plays in solo, but without the responses from other characters and at a lower percent chance.
  • The post-teleporter FOV effect now uses your actual FOV when doing the effect instead of zooming out into the default 65.
  • Tweaked teleporter cooldown message to be plural, as all teleporters are set on cooldown after one is used
  • Fixed teleporter cooldown message showing on top of other teleporters that still need to be linked, which are not effected by the cooldown.
  • Fixed Der Riese zombies using flesh colored limbs after being gibbed
  • Added collision to the metal sheet on the catwalk barrier

The Four Heroes

  • Added cut sniper pickup voiceover found in the game files.
  • Added cut hellhound kill voiceover found in the game files with a 25% chance of it playing per kill.
  • Added cut voiceover that plays when a player downs.
  • Added cut reload voiceover that only plays when reloading an empty LMG when in close proximity to zombies
  • Added cut pain voiceover that plays when a player is damaged.
  • Added cut exert voiceover that plays about 75% of the time a player damages a zombie with melee, and 100% of the time when a player kills a zombie with melee (Unless other dialogue is queued, in which case it over rules the exert sound).
  • Added several cut voiceover lines that play after a player is revived, instead of only alternating between 2 possible lines.
  • Added cut Takeo Panzershrek voiceover
  • Unlocked a few cut unused voiceover lines for weapons that were never called in the scripts but were already included in the soundaliases (MP40, BAR, Shotgun, Wunderwaffe, Monkey Bomb).
  • Reworked "no money" sounds and voiceover for purchasable items when a player does not have enough points:
  • Wall Weapons: Now have a chance of saying a cut voiceover line, the standard groan, or nothing.
  • Mystery Box: Now has a chance of saying two cut voiceover lines, the standard groan, or nothing.
  • Perks/PaP: Now have a chance of playing the groan instead of only playing the voiceover dialogue to make it less repetitive.

Weapons

  • All weapons are 100% consistent in stats, behavior, and appearance between each map.
  • All use the best available materials (HD textures from Singleplayer, weathered materials if available, normal/spec maps).
  • Weapons cannot share ammo reserves anymore because it was a glitchy system where players could create ammo out of thin air.
  • All added weapons (and their upgraded variants) use official sounds, stats, names, effects, models, and materials unless non-existent. In such rare cases, they were created from scratch while still matching Treyarch's style.
  • All maps share the same loadout, except for the exceptions described in the table below:

Loadout

Category Nacht Der Untoten Verrückt Shi No Numa Der Riese
Starting Pistols Colt M1911 Colt M1911 Faction Dependent Faction Dependent
Bolt-action Rifles Kar98k, Springfield Kar98k, Springfield Arisaka Kar98k
Scoped Rifles Scoped Kar98k Scoped Springfield Scoped Arisaka Scoped Mosin Nagant
Rocket Launcher Panzerschrek Panzerschrek M9A1 Bazooka Panzerschrek
Frag Grenades Stielhandgranate Stielhandgranate Type 97 Grenade Stielhandgranate
Speical Grenades Molotov Molotov, Smoke Grenade Molotov, Sticky Grenade Molotov, Monkey Bomb
Equipment Satchel Charges, Mortar Bouncing Betties Bouncing Betties Bouncing Betties, Bowie Knife
Entirely New Weapons SVT-40 SVT-40 SVT-40, DP-28, Type 99 SVT-40, DP-28, Type 99
Missing Weapons Added Type 100, PPSh-41 Type 100 None M1 Garand, Sawed-Off Double Barrel
Wonder Weapons Ray Gun Ray Gun Ray Gun, Wunderwaffe DG-2 Ray Gun, Wunderwaffe DG-2

Starting Pistols

  • Starting pistols are now faction dependent. Americans spawn with the Colt M1911, Russian with the Tokarev T-33, Japanese with Type 14 Nambu, and German with Walther P38
  • All have identical stats and upgrade into explosive pistols
  • (Walther P38) removed first raise animation
  • (Upgraded, all) Increased reserve ammo from 40 to 42 so it is actually divisible by the magazine capacity (6)
  • (Upgraded, all) Changed the last shot animation so the pistol slides do not go back and glitch forward due to being categorized as a grenade launcher
  • (Upgraded, all) Added muzzle flash effects
  • (Upgraded, all) Added PaP firing soundsand grenade impact sounds instead of using the Rifle Grenade sounds
  • (Upgraded, all) Slightly buffed fire rate and damage to make these weapons more rewarding, taking inspiration from how great the Mustang & Sally were in Black Ops 1

Type 99

  • Stats for upgraded/un-upgraded slightly rebalanced from default SP values to fit for zombies as a mid-tier LMG (damage, ammo, firerate)
  • Increased ADS FOV from 30 to 40 to give more visibility
  • Has visible bipod in models for both upgraded/un-upgraded versions
  • (Upgraded) Custom model with uniqe UV mapping of silver etching

DP-28

  • Stats for upgraded/un-upgraded slightly rebalanced from default SP values to fit for zombies as a mid/low-tier LMG (damage, ammo, firerate)
  • Rebalanced empty reload speed to closer match animation
  • Has visible bipod in models for both upgraded/un-upgraded versions
  • (Upgraded) Custom model with uniqe UV mapping of silver etching

SVT-40

  • Stats for upgraded/un-upgraded slightly rebalanced from default SP values to fit for zombies as a mid-tier rifle (damage, ammo, firerate)
  • (Upgraded) Custom model with uniqe UV mapping of silver etching

M9A1 Bazooka

  • Tweaked sprint and raise animation timing to look better
  • Has identical damage and ammo stats with the Panzerschreck, used on non-German maps

Type 97 Grenade

  • Has identical damage and ammo stats with the Stielhandgranate, used on non-German maps

Sticky Grenade

  • High damage, low radius grenades rebalanced for zombies
  • Custom code that allows them to stick to zombies and other players even in the Singleplayer engine
  • Uses cut voicelines

Mortar Round

  • Very high damage, very high radius explosive rebalanced for zombies
  • Occupies an action slot like other equipment, allowing the player to choose when they want to pull out a Mortar Round once acquired

Satchel Charges

  • High damage, high radius detonatable explosives rebalanced for zombies that also deals damage to the player
  • One-time purcahse that takes up equipment slot, rewarded 2 per round and damage scales with rounds just like Bouncing Betties
  • Added functionality for double-tapping use key to detonate
  • Limit of 20 charges per player
  • Disabled friendly fire to prevent griefing, unless the satchel owner disconnects

Scoped Snipers

  • Have identical damage and ammo between variants depending on the map
  • Names tidied up for more historical accuracy and all have unique in-scope textures
  • (Upgraded Mosin Nagant) Uses cut model made by Treyarch along with custom name & stats

.357 Magnum

  • Can now gib zombies
  • Decreased reserve ammo from 80 to 78 so it is actually divisible by the weapon capacity (6)
  • (Upgraded) Slightly increased fire rate
  • (Upgraded) Increased reserve ammo from 80 to 90 so it actually an ammo buff upon upgrading

Kar98k

  • Fixed Bowie Knife missing sound when knifing with this weapon
  • (Upgraded) Fixed missing muzzle flash effect
  • (Upgraded) Increased reserve ammo from 60 to 64 so it is actually divisible by the magazine capacity (8)
  • (Upgraded) Updated model to remove metal gaps without silver etching

Gewehr 43

  • (Upgraded) Increased reserve ammo from 170 to 180 so it is actually divisible by the magazine capacity (12)

M1A1 Carbine

  • Renamed to M1 Carbine for historical accuracy (non-folding stock variant)
  • Slightly nerfed damage as this weapon should be similar, if not worse, at pure damage than the M1 Garand
  • Slightly buffed mobility to suit this weapon better, being lighter than other rifles in real life
  • (Upgraded) Increased magazine size from 15 to 30 so it actually receives a decent ammo buff upon upgrading
  • (Upgraded) Updated model to use the 30-round magazine from Multiplayer

M1 Garand

  • Slightly buffed base rifle damage
  • Slightly buffed weapon spread accuracy to balance with the Rifle Grenade version (which makes the rifle less accurate)
  • (Upgraded) Increased reserve ammo 150 to 156 so it is actually divisible by the clip capacity (12)
  • (Upgraded) Slightly buffed headshot multiplier so it is the highest out of all regular semi-automatic rifles, which fits with its superiority in WWII

M1 Garand w/ Launcher

  • Slightly buffed base rifle damage
  • Decreased mobility to compensate for Rifle Grenades
  • Nerfed maximum ammo to balance with regular M1 Garand and compensate for having to carry Rifle Grenades
  • When equipping the launcher, the name changes to the name of the grenade launcher for historical accuracy
  • (Upgraded) Nerfed maximum rifle ammo to balance with regular M1 Garand and compensate for added Rifle Grenades
  • (Upgraded) Renamed equipped launcher to M7000
  • (Upgraded) Receives the same headshot multiplier buff as the non-launcher variant
  • (Upgraded) Slightly nerfed max launcher explosion radius so that it is less than the upgraded Panzer, there's no reason these should had identical stats when they're different projectiles
  • All maps use the proper model where an attachment is fitted under the barrel even when a grenade is not loaded

Double-Barreled Shotgun

  • Removed Trench Gun ejecting shell effect as the shells are only disposed of when reloading
  • (Upgraded) Fixed capitalization in the name
  • Fixed small gaps in the model by the hammer
  • Uses the model with the smaller grip that does not clip through the player hand

Sawed-Off Double-Barreled Shotgun

  • Removed Trench Gun ejecting shell effect, as the shells are only disposed of when reloading
  • Removed "w/ Grip" from the name
  • Small damage boost to both un-upgraded and upgraded version so that this version is a little stronger than the normal double barrel, but with a wider and less accurate fire spread
  • Uses the model with the smaller grip that does not clip through the player hand

Thompson

  • Renamed to M1A1 Thompson for historical accuracy
  • (Upgraded) Increased reserve ammo from 250 to 280 so it is actually divisible by the magazine capacity (40)

Type 100

  • Increased reserve ammo from 160 to 180 so it is actually divisible by the magazine capacity (30)
  • Fixed dry fire sound effect not being the SMG sound effect
  • Fixed shells ejecting from the wrong position on the weapon
  • (Upgraded) Increased reserve ammo from 220 to 240 so it is actually divisible by the magazine capacity (60)
  • (Upgraded) Updated models with the standard Pack-a-Punch texture, as this weapon used Treyarch's original silver texture that was not shiny
  • Fixed wood material from appearing as all black on some maps

PPSh-41

  • (Upgraded) Decreased reserve ammo from 700 to 690 so it is actually divisible by the drum mag capacity (115)

STG-44

  • Slightly buffed damage to better fit being in the rifle weapon category
  • Fixed capitalization of the "t" to be lowercase for historical accuracy
  • (Upgraded) Updated model to remove metal gaps without silver etching

BAR

  • Renamed to M1918 BAR for historical accuracy
  • Slightly decreased mobility to suit its weapon category better
  • (Upgraded) Increased stock ammo from 180 to 240 so it actually receives a decent ammo buff upon upgrading, especially because it is not a wall weapon on Der Riese

FG42

  • Updated viewmodels to look more complete when playing on higher FOVs
  • (Upgraded) Recieves telescopic scope attachment and updated model to remove metal gaps without silver etching

Browning M1919

  • Name rearranged to M1919 Browning for historical accuracy
  • Slightly lower mobility compared to the MG42, representing its heavier weight in real life
  • Slightly lower ADS time, as this weapon is supposed to be slow to handle
  • (Upgraded) Fixed capitalization in the name
  • (Upgraded) The Browning now recieves a similar damage multiplier buff compared to the MG42 when upgrading, instead of previously being left behind
  • Has visible bipod in models for both upgraded/un-upgraded versions

MG42

  • Slightly higher mobility compared to the Browning, representing its lighter weight in real life
  • Decreased un-upgraded drum magazine capacity from 125 to 100 while still retaining 500 stock ammo to differentiate it from the Browning, which also better represents its historically accurate lower capacity
  • Has visible bipod in models for both upgraded/un-upgraded versions
  • (Upgraded) Updated model to remove metal gaps without silver etching

PTRS-41

  • Nerfed reserve ammo to 50 max instead of 60 to match other similar rifles, and also so that the upgraded reserve ammo of 60 feels earned
  • Uses the cut sniper voiceover category instead of the PPSh when playing as the four heroes
  • (Upgraded) Increased reserve ammo from 60 to 64 so it is actually divisible by the clip capacity (8)
  • (Upgraded) Recieves small mobility buff

M2 Flamethrower

  • Player model now has attached fuel tank while weapon is in inventory
  • Uses mobility stats from Nacht Der Untoten
  • USes slightly buffed damage stats from later DLCs
  • Fixed knife delay
  • Fixed ADS glitching when using Toggle ADS settings
  • Fixed Bowie Knife missing sound when knifing with this weapon
  • (Upgraded) Recieves additional small mobility buff

Panzerschrek

  • Small damage buff so rockets are actually (logically) deadlier than grenades
  • (Upgraded) Recieves small mobility buff

Knife

  • Knife lunging is more smooth and occurs less often

Bouncing Betty

  • Decreased delay from 2 seconds to 1 second before activation
  • Each player can only have 30 Bouncing Betties placed at once
  • When more than 4 mines explode one server frame the server waits another frame before continung to prevent crashes
  • Fixed capitalization in the instruction hintstring
  • Hintstring also requires the player to look at the wall chalk, like other weapons

Molotov Cocktails

  • Added fire FX deaths when zombies are killed
  • Received a small buff so they are better than normal grenades while still being far from powerful
  • Leaves AOE damage at location of impact that deals ticks of fire damage to zombies that walk through the fire

Frag Grenades

  • Recieved a small buff making frag grenades on all maps behave similar to the regular Der Riese style / Black Ops 1
  • Fixed plurality on hintstrings
  • If a player with full grenades tries to purchase more, the wall model simply appears but no points are lost
  • Grenade suicide does not give you an extra grenade when falling into last stand

Ray Gun

  • Fixed idle animation to remove blocky left hand
  • (Upgraded) Fixed Ray Gun VOX not playing
  • (Upgraded) Fixed last stand giving you more than one ammo cartridge
  • (Upgraded) Added missing 3rd person weapon model that has the silver etching material

Wunderwaffe DG-2

  • Does not permanently reduce max health upon zapping yourself
  • Fixed missing reload clip on Der Riese for both upgraded/un-upgraded versions
  • (Upgraded) Time between arcs is 20% shorter, improving the effectiveness of the weapon
  • (Upgraded) Added missing 3rd person weapon model that has the silver etching material
  • (Upgraded) Fixed not playing idle electric humming sound while holding weapon
  • (Upgraded) Fixed not playing the tesla sound after getting a 4 killstreak

Special Thanks

  • Numan, Phil81334, cristian_m, Gympie5, Tristan, NGcaudle, psulions45 - General modding advice
  • MrJayden585 - Zombified SS uniform texture
  • Bunz1102 - Secret model & animations work
  • Tom Crowley - Secret melee weapon model & animation
  • ege115 - New first person sway walking script
  • jiggy22 - Original creator of SVT-40, Type 99, and DP-28 upgraded model UV mapping
  • Fusorf - Original creator of some assets used in HD shaders
  • RealVenom - Fixed Ray Gun viewmodel animation at high FOVs
  • Jbird632 - Working sticky grenades on AI & "Reward All Perks" scripts
  • Inspired by JBleezy's Black Ops 1 Reimagined mod
  • Thank you to the members of both my own & UGX's Discord for helping me along the way

cod5-remastered's People

Contributors

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clippy95

cod5-remastered's Issues

[FACTORY][PLUTONIUM] Weapon index mismatch for 'zombie_item_journal'

Hello!

If i want to join my factory modded server on zn01.zocken.io:28667 i get an error message:
image

In the plutonium client logs i get the following errors:

File Handles:
----------------------
81780 files in iwd files
Setting state to CA_LOADING in CL_DownloadsComplete
Setting state to CA_LOADING in CL_InitCGame
Player 0 no longer burning at time: 0
Player 0 no longer electrified at time: 0
Player 0 no longer transporter sick at time: 0
Error: Could not load material "nightvision_overlay_goggles".
Error: Could not load material "decode_characters".
Error: Could not load material "decode_characters_glow".
Error: Could not load material "killicondied".
Error: Could not load material "killiconcrush".
Error: Could not load material "killiconfalling".
Error: Could not load material "killiconsuicide".
Error: Could not load material "killiconheadshot".
Error: Could not load material "killiconmelee".
Database: Assets Sync Started
Database: Assets Sync Finished
********************
ERROR: Weapon index mismatch for 'zombie_item_journal'
********************

[PROTOTYPE][PLUTONIUM] "ERROR: Weapon index mismatch for 'satchel_charge'" while joining plutionium server.

Hello!

First of all: Thanks for the mods, they are great!

I am the admin of zocken.io and just updated all * - Remastered maps.
If i now want to join prototype with plutoniums client, i get the following error:
image

Here is a part of the log file from the plutionium client console:

File Handles:
----------------------
83602 files in iwd files
Setting state to CA_LOADING in CL_DownloadsComplete
Setting state to CA_LOADING in CL_InitCGame
Player 0 no longer burning at time: 0
Player 0 no longer electrified at time: 0
Player 0 no longer transporter sick at time: 0
Error: Could not load xmodel "viewmodel_knife_bowie".
Error: Could not load material "nightvision_overlay_goggles".
Error: Could not load material "ammo_counter_tesla".
Error: Could not load material "decode_characters".
Error: Could not load material "decode_characters_glow".
Error: Could not load material "killicondied".
Error: Could not load material "killiconcrush".
Error: Could not load material "killiconfalling".
Error: Could not load material "killiconsuicide".
Error: Could not load material "killiconheadshot".
Error: Could not load material "killiconmelee".
Notetrack-to-Sound: Weapon 'falling_hands' has bad entry; notetrack 'hideTags' doesn't have a corresponding sound.
Notetrack-to-Sound: Weapon 'molotov' has bad entry; notetrack 'hideTags' doesn't have a corresponding sound.
Error: Could not load xmodel "viewmodel_zombie_type100_smg".
Error: Could not load xmodel "viewmodel_satchel_charge".
Error: Could not load xmodel "weapon_satchel_charge".
Error: Could not load material "hud_icon_satchelcharge".
Database: Assets Sync Started
Database: Assets Sync Finished
********************
ERROR: Weapon index mismatch for 'satchel_charge'
********************

On the server side i can see the login and the instant disconnect, but no errors.
Server address is zn01.zocken.io:28668 and can be found in the plutonium launcher.

Any idea whats happening here?

[SUMPF|ASYLUM][PLUTONIUM] Session does not get reset once all players have disconnected

Hello!

I experience a bug with the session system on the SUMPF and ASYLUM map:
It states in the logs after the last logout:

0:DaTiz EXE_DISCONNECTED
Ending game as no players are left alive...
Removing xuid 0 (clientNum 0) from session
Couldn't find  in the party list

image

But then the game session does not reset and stays in an infinite round without any players or zombies.
If someone joins the game they join as specatator as the game would only allow them to join once the current round is over.

[SUMPF][PLUTONIUM] Completely broken animations

Hello!

I host SUMPF on zn01.zocken.io:28669, apart from the session restart bug in plutionium there is now another bug which seems to totally destroy the animation system. By that i mean that the zombies use animations which do not fit the current status. E.g. Sliding backwards to the window they want to attack, with an invisible gun in hands, or sliding to your position with an invisible gun.

image
image

Here is the client log from plutonium:

File Handles:
----------------------
81776 files in iwd files
Setting state to CA_LOADING in CL_DownloadsComplete
Setting state to CA_LOADING in CL_InitCGame
Player 0 no longer burning at time: 0
Player 0 no longer electrified at time: 0
Player 0 no longer transporter sick at time: 0
Error: Could not load xmodel "viewmodel_knife_bowie".
Error: Could not load material "nightvision_overlay_goggles".
Error: Could not load material "decode_characters".
Error: Could not load material "decode_characters_glow".
Error: Could not load material "killicondied".
Error: Could not load material "killiconcrush".
Error: Could not load material "killiconfalling".
Error: Could not load material "killiconsuicide".
Error: Could not load material "killiconheadshot".
Error: Could not load material "killiconmelee".
Notetrack-to-Sound: Weapon 'stielhandgranate' has bad entry; notetrack 'hideTags' doesn't have a corresponding sound.
Notetrack-to-Sound: Weapon 'falling_hands' has bad entry; notetrack 'hideTags' doesn't have a corresponding sound.
Notetrack-to-Sound: Weapon 'molotov' has bad entry; notetrack 'hideTags' doesn't have a corresponding sound.
Notetrack-to-Sound: Weapon 'st_grenade' has bad entry; notetrack 'hideTags' doesn't have a corresponding sound.
animscripts/traverse/wall_hopanimscripts/traverse/crouch_jump_down_40animscripts/traverse/wall_hop_zombieLoading script scripts/sp/callbacks.gsc...
Script scripts/sp/callbacks.gsc loaded successfully.
Loading script scripts/sp/zm_spawn_fix.gsc...
Script scripts/sp/zm_spawn_fix.gsc loaded successfully.
Error: Could not load xanim "ai_flamethrower_crouch_pain".
Error: Could not load xanim "ai_flamethrower_stand_pain".
Error: Could not load xanim "ai_flamethrower_wounded_stand_leg".
Error: Could not load xanim "ai_flamethrower_wounded_stand_head".
Error: Could not load xanim "ai_flamethrower_wounded_stand_chest".
Error: Could not load xanim "ai_flamethrower_wounded_stand_arm".
Error: Could not load xanim "ai_bonzai_buddy_fail_rear".
Error: Could not load xanim "ai_bonzai_buddy_fail_front".
Error: Could not load xanim "ai_bonzai_enemy_fail_rear".
Error: Could not load xanim "ai_bonzai_enemy_fail_right".
Error: Could not load xanim "ai_bonzai_enemy_fail_left".
Error: Could not load xanim "ai_bonzai_enemy_fail_front".
Error: Could not load xanim "ai_flamethrower_crouch_death".
Error: Could not load xanim "ai_flamethrower_stand_death".
Error: Could not load xanim "ai_flamethrower_death_b".
Error: Could not load xanim "ai_attacked_german_shepherd_05_death_a".
Error: Could not load xanim "ai_attacked_german_shepherd_04_getup_a".
Error: Could not load xanim "ai_attacked_german_shepherd_04_middle_a".
Error: Could not load xanim "ai_attacked_german_shepherd_03_shoot_a".
Error: Could not load xanim "ai_attacked_german_shepherd_03_push_a".
Error: Could not load xanim "ai_attacked_german_shepherd_02_getup_a".
Error: Could not load xanim "ai_attacked_german_shepherd_02_idle_a".
Error: Could not load xanim "ai_attacked_german_shepherd_01_start_a".
Error: Could not load xanim "ai_bonzai_enemy_attack_player_success".
Error: Could not load xanim "ai_bonzai_enemy_attack_player_fail".
Error: Could not load xanim "ai_bonzai_enemy_attack_player_intro".
Error: Could not load xanim "ai_bonzai_enemy_attack_player".
Error: Could not load xanim "ai_bonzai_enemy_attack_player_impact".
Error: Could not load xanim "ai_bonzai_enemy_success_rear".
Error: Could not load xanim "ai_bonzai_enemy_success_front".
Error: Could not load xanim "ai_bonzai_buddy_success_rear".
Error: Could not load xanim "ai_bonzai_buddy_success_right".
Error: Could not load xanim "ai_bonzai_buddy_success_left".
Error: Could not load xanim "ai_bonzai_buddy_success_front".
Error: Could not load xanim "ai_zombie_traverse_v3".
Error: Could not load xanim "jump_across_72_crawler".
Error: Could not load xanim "ai_flamethrower_stand_2_crouch".
Error: Could not load xanim "ai_flamethrower_crouch_2_stand".
Error: Could not load xanim "ai_flamethrower_crouch_turn90r".
Error: Could not load xanim "ai_flamethrower_crouch_turn90l".
Error: Could not load xanim "ai_flamethrower_turn180".
Error: Could not load xanim "ai_flamethrower_turn135r".
Error: Could not load xanim "ai_flamethrower_turn135l".
Error: Could not load xanim "ai_flamethrower_turn90r".
Error: Could not load xanim "ai_flamethrower_turn90l".
Error: Could not load xanim "ai_flamethrower_turn45r".
Error: Could not load xanim "ai_flamethrower_turn45l".
Error: Could not load xanim "ai_flamethrower_crouch_aim_5".
Error: Could not load xanim "ai_flamethrower_aim_5".
Error: Could not load xanim "ai_flamethrower_crouch_idle_a_alert_v1".
Error: Could not load xanim "ai_flamethrower_stand_idle_alert_v1".
Error: Could not load xanim "ai_flamethrower_crouch_aim_8".
Error: Could not load xanim "ai_flamethrower_aim_8".
Error: Could not load xanim "ai_flamethrower_crouch_aim_2".
Error: Could not load xanim "ai_flamethrower_aim_2".
Error: Could not load xanim "ai_flamethrower_crouch_aim_6".
Error: Could not load xanim "ai_flamethrower_aim_6".
Error: Could not load xanim "ai_flamethrower_crouch_aim_4".
Error: Could not load xanim "ai_flamethrower_aim_4".
Error: Could not load xanim "ai_mg_shoulder_run".
Error: Could not load xanim "ai_bonzai_sprint_d".
Error: Could not load xanim "ai_bonzai_sprint_c".
Error: Could not load xanim "ai_bonzai_sprint_b".
Error: Could not load xanim "ai_bonzai_sprint_a".
Error: Could not load xanim "ai_flamethrower_combatrun_c".
Error: Could not load xanim "ai_flamethrower_crouch_twitch".
Error: Could not load xanim "ai_flamethrower_crouch_idle_b".
Error: Could not load xanim "ai_flamethrower_crouch_idle_a".
Error: Could not load xanim "ai_flamethrower_stand_twitch".
Error: Could not load xanim "ai_flamethrower_stand_idle_casual_v1".
Error: Could not load xanim "ai_mg_shoulder_run2crouch".
Error: Could not load xanim "ai_mg_shoulder_crouch_idle".
Error: Could not load xanim "ai_mg_shoulder_run2stand".
Error: Could not load xanim "ai_mg_shoulder_stand_idle".
Error: Could not load xanim "ai_flame_crouch_fire_center".
Error: Could not load xanim "ai_flame_fire_center".
Error: Could not load xanim "void_loop".
Error: Could not load xanim "int_bonzai_attack_player_success".
Error: Could not load xanim "int_bonzai_attack_player_fail".
Error: Could not load xanim "int_bonzai_attack_player_intro".
Error: Could not load xanim "int_bonzai_attack_player".
Error: Could not load xanim "int_bonzai_attack_player_impact".
Error: Could not load xanim "german_shepherd_attack_ai_05_kill_a".
Error: Could not load xanim "german_shepherd_attack_ai_04_middle_a".
Error: Could not load xanim "german_shepherd_attack_ai_03_shot_a".
Error: Could not load xanim "german_shepherd_attack_ai_03_pushed_a".
Error: Could not load xanim "german_shepherd_attack_ai_02_idle_a".
Error: Could not load xanim "german_shepherd_attack_ai_01_start_a".
Error: Could not load rawfile "clientscripts/_zombie_mode.csc".
Could not find script 'clientscripts/_zombie_mode'
Error: Could not load xanim "p_makinraid_hatch".
Error: Could not load xanim "crew_sherman_passenger9_combatidle_player".
Error: Could not load xanim "crew_sherman_passenger8_combatidle_player".
Error: Could not load xanim "crew_lvt4_peleliu1_character9_player".
Error: Could not load xanim "crew_lvt4_peleliu1_character5_player".
Error: Could not load xanim "crew_lvt4_peleliu1_character4_player".
Error: Could not load xanim "p_flak1_tag2_idle".
Error: Could not load xanim "pb_prone_crawl_right_hold_satchel".
Error: Could not load xanim "pb_prone_crawl_left_hold_satchel".
Error: Could not load xanim "pb_prone_crawl_back_hold_satchel".
Error: Could not load xanim "pb_prone_crawl_hold_satchel".
Error: Could not load xanim "pb_crouch_hold_run_right_satchel".
Error: Could not load xanim "pb_crouch_hold_run_left_satchel".
Error: Could not load xanim "pb_crouch_hold_run_back_satchel".
Error: Could not load xanim "pb_crouch_hold_run_satchel".
Error: Could not load xanim "pb_hold_run_left_satchel".
Error: Could not load xanim "pb_hold_run_right_satchel".
Error: Could not load xanim "pb_hold_run_back_satchel".
Error: Could not load xanim "pb_hold_run_satchel".
Error: Could not load xanim "pb_sprint_hold_satchel".
Error: Could not load xanim "pb_crouch_hold_idle_satchel".
Error: Could not load xanim "pb_hold_idle_satchel".
Error: Could not load xanim "pb_prone_hold_satchel".
Error: Could not load xanim "pt_hold_prone_throw_satchel".
Error: Could not load xanim "pt_hold_throw_satchel".
LOADING... collision map
LOADING... graphics
LOADING... maps/nazi_zombie_sumpf.d3dbsp

Foliage: --------------------------
Foliage: smodelCount = 6170
Foliage: foliage model count = 6170 (max=16384)
Foliage: sizeof(g_modelInfos) = 16384, element size = 1
Foliage: --------------------------

vertex stream 2: --------------------------
vertex stream 2: needs 31716 bytes
vertex stream 2: vertex buffer allocate ok
vertex stream 2: --------------------------
LOADING... game media
LOADING...  - textures
Error: Could not load material "headicondisconnected".
Error: Could not load material "headiconyouinkillcam".
Error: Could not load material "objective_up".
Error: Could not load material "objective_down".
Error: Could not load material "compassping_friendly".
Error: Could not load material "objective_friendly_chat".
Error: Could not load material "compassping_enemy".
Error: Could not load material "compass_radarline".
Error: Could not load material "compass_objpoint_airstrike_busy".
Error: Could not load material "compass_objpoint_airstrike_friendly".
Error: Could not load material "hud_flashbangicon".
Error: Could not load material "hud_banzai".
Error: Could not load material "hud_banzaigrenade".
LOADING...  - models
LOADING...  - items
LOADING...  - inline models
LOADING...  - server models
Error: Could not load xmodel "char_usa_raider_gear_flametank".
Error: Could not load fx "impacts/fx_deathfx_bloodpool_view".
Error: Could not load fx "impacts/fx_deathfx_dogbite".
Error: Could not load fx "weapon/grenade/fx_american_smoke_grenade".
Error: Could not load fx "misc/fx_flare_sky_white_10sec".
Error: Could not load fx "weapon/grenade/fx_gas_grenade_22sec".
Error: Could not load fx "env/fire/fx_fire_player_sm_smk_2sec".
Error: Could not load rawfile "shock/zombie_death.shock".
Error: couldn't open 'shock/zombie_death.shock'.
'0' is not a valid value for dvar 'bg_shock_viewKickPeriod'
  Domain is any number from 0.001 to 1000
'0' is not a valid value for dvar 'bg_shock_soundFadeInTime'
  Domain is any number from 0.001 to 1000
'0' is not a valid value for dvar 'bg_shock_soundFadeOutTime'
  Domain is any number from 0.001 to 1000
Error: Could not load fx "treadfx/heli_dust_default".
Error: Could not load fx "treadfx/heli_water".
Error: Could not load fx "smoke/smoke_trail_white_heli".
Error: Could not load fx "smoke/smoke_trail_black_heli".
Error: Could not load fx "fire/fire_smoke_trail_L".
Error: Could not load fx "fire/jet_afterburner".
Error: Could not load fx "vehicle/water/fx_wake_lvt_churn".
LOADING...  - game media done
LOADING... clients
Error: Could not load menufile "ui/scriptmenus/briefing.menu".
Error: Could not load menufile "ui/scriptmenus/loadout_splitscreen.menu".
*** CLIENT SPAWN 0 script_brushmodels 0 script_models.
Error: attempted to play spatialized alias 'cicada_drone_loop_b' while there is no active listener. Most likely this means you tried to play a spatialized sound while not in a level.
Error: attempted to play spatialized alias 'cicada_drone_loop_b' while there is no active listener. Most likely this means you tried to play a spatialized sound while not in a level.
Error: attempted to play spatialized alias 'amb_swamp_01_L' while there is no active listener. Most likely this means you tried to play a spatialized sound while not in a level.
Error: attempted to play spatialized alias 'amb_swamp_01_R' while there is no active listener. Most likely this means you tried to play a spatialized sound while not in a level.
Error: attempted to play spatialized alias 'amb_swamp_02_L' while there is no active listener. Most likely this means you tried to play a spatialized sound while not in a level.
Error: attempted to play spatialized alias 'amb_swamp_02_R' while there is no active listener. Most likely this means you tried to play a spatialized sound while not in a level.
Error: Could not load material "terrain_scorch_bark".
Error: Could not load material "terrain_scorch_brick".
Error: Could not load material "terrain_scorch_carpet".
Error: Could not load material "terrain_scorch_cloth".
Error: Could not load material "terrain_scorch_concrete".
Error: Could not load material "terrain_scorch_dirt".
Error: Could not load material "terrain_scorch_flesh".
Error: Could not load material "terrain_scorch_foliage".
Error: Could not load material "terrain_scorch_glass".
Error: Could not load material "terrain_scorch_gravel".
Error: Could not load material "terrain_scorch_ice".
Error: Could not load material "terrain_scorch_metal".
Error: Could not load material "terrain_scorch_paper".
Error: Could not load material "terrain_scorch_plaster".
Error: Could not load material "terrain_scorch_rock".
Error: Could not load material "terrain_scorch_snow".
Error: Could not load material "terrain_scorch_water".
Error: Could not load material "terrain_scorch_wood".
Error: Could not load material "terrain_scorch_asphalt".
Error: Could not load material "terrain_scorch_ceramic".
Error: Could not load material "terrain_scorch_plastic".
Error: Could not load material "terrain_scorch_rubber".
Error: Could not load material "terrain_scorch_cushion".
Error: Could not load material "terrain_scorch_fruit".
Error: Could not load material "terrain_scorch_paintedmetal".
Error: Could not load material "terrain_scorch_player".
Error: Could not load material "terrain_scorch_tallgrass".

Any ideas?

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