jbleezy / bo1-reimagined Goto Github PK
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License: Other
Call of Duty: Black Ops Zombies - Reimagined
License: Other
not cheating online or anything want to do it for personal fun but at the same time also experience reimagined, loading menus works fine on unmodded but reimagined doesnt load the gsc menu at all.
when i downloaded it i tried to unzip it with winRAR but it said it was corrupted so i tried to with 7zip and it worked but not all the files were in the folder some of the files that are shown in this website didn't apear + when i used the game mod file to add modes onto my steam version of bo1 the mods section showed up on the tv i selected reimagined and after loading it and playing the game nothing changed no new settings nor can i finish the EEs solo and i tried it also with plutonium i created a mods folder in plutonium and and dragged the mod into it and started the game loaded the mod and again nothing changed so i believe it's cuz the file didn't download fully i redownloaded it many times but it never seems to work , any suggestions ?
The P.E.S. can't be picked up in survival making it impossible to play moon with this mod
I'm playing the Solo mode and the Mule Kick perk machine does not appear on Kino der Toten.
Hey , IK I am probably to late here but , I love this mod , probably the best one , I was trying to do the ester egg on shangrila to have the stone so I can do the moon ester egg to do it with people that doesn’t want to put mods in theirs game , is that posible to enable commands so it will be more easy to do it? Or if there is a other way to get the ester egg without the need of 4 players?
When i click on the mod within the tv screen and boot up bo1 re imagined, i just get a black screen and my cursor. I cant alt+tab, nor does it ever load. i have to restart my computer every time i try to boot it up. Does anyone know why/ what i could do?
when i spawn in i cant see my m1911 and have a dfult wepon gun i cant see neither ones or either one
I see all the other gamemodes, just not versus
none of the models load and where the starting knife you get is supposed to be it is like a gun_model1 or something very messed up and I am very sad I cant play Call of the Dead with my boy George R.
So I use plutonium, I did everything right (or I hope I did), and I did what you said at the end to fix the shortcut issues "Right click on BO_Reimagined.bat, then select Copy. Right click on Call of Duty Black Ops (Reimagined) shortcut, then select Properties. Select Target, then press CTRL + V, then click OK." problem is, now it says the folder C:/program files (x86)/steamapps bluh bluh bluh, is not valid in the "start in" section in properties, what do I do?
Im trying to port the frontend map to blender and I have everything but the coordinates where the objects are. Can you help me find out where BO1 stores map object coordinates?
Hello! Just wanted to start off by saying thank you for this awesome mod! Making something of such scope with a limited toolset is nothing short of impressive. Anyhow, I'm fairly new to programming and I had a few questions concerning the code if it isn't too much of a bother.
My first question concerns the camo on weapons, namely the Mp40 and the Wunderwaffe. In the file /maps/_zombiemode_weapons.gsc on line 4060, you use the function get_upgraded_weapon_model_index(weapon). Now, as far as I can tell, this function serves to switch the DG-2 and MP-40 Pack-a-Punch camos to gold and WaW respectively on any map that starts with the zombie_cod5 string. Herein lies my problem. So, assuming the map title and weapon type check out, the function returns a 1, but I can't make sense of how that changes the camo itself. What is it returning 1 to? How does that result in the camo change? Why don't the DG-2 and MP-40 both get the same camo (DG-2 has WaW camo or MP-40 is gold) given that the function returns 1 regardless of which weapon it is?
My second question closely follows the first. The function for the camo variance, as far as I can tell, is called in _zombiemode_perks.gsc on line 875. However, this code is executed only on the grounds that the weapon is not a 'primary' and that the player's weapon count does not exceed the max(?), I think. That begs the question, what are the 'primaries'? I initially thought it meant a primary weapon, as in something that takes up a weapon slot (m1911, ray gun, anything that isn't a grenade/tactical), but the MP-40 and the DG-2 aren't part of that category, or so it seems. So, would the 'primaries' just include the list of weapons that are in every map, like the MP5 or G11?
This one is on the implementation of custom weapons. I was trying my hand at making some code edits, yet, try as I might, I couldn't remove the added weapons (PPSH, Stoner, etc.) from any of the maps. I noticed most of the references of said weapons could be found under clientscripts, but I'm not sure at what point in the code the map decides to load the list of weapons for use.
Thank you for your time and have a good day!
Dear @Jbleezy,
First of all, I'd like to salute your work and thank you for all you do for the community.
Please friend, can you give me a detailed end-to-end process to install your BO 1 Reimagined mod that I've been unable to install for several weeks.
I have unzipped the entire BO1-Reimagined folder, which I have copied here %appdata%/Local/Plutonium/t5/mods/->BO1-Reimagined
My t5_plutonium_full game folder is here: E:\Games\t5_pluto_full_game
I've copied the contents of the game_mod zip file into my E:\Games\t5_pluto_full_game folder.
When I launch plutonium and load the mod, I don't see any weapons or other visual textures, and when the game starts on any map, the power is already on and the zoombies are as excited as they were in round 10. I've tried everything, I'm desperate... I'd also like to point out that I previously installed a menu mod via a patch_zombie.fff file to be replaced, could this cause a problem?
ive done all the steps to enable sv cheats binds and it still wont work
I was wondering if it's possible to revert some things like bring back the og mystery box light for Shi No Numa (and lack thereof for Nacht/Verukt), remove the added/reduced sprint speed of some weapons, etc. I love this mod so much but I find some changes to be of personal preference rather than "quality of life" in my opinion. I can't open some of the archived folders inside the mod to see what all I can change so not sure if that's intentional or not. Much love and thanks for all you do.
Hello JBeelzy this is the Antonio Beta Testing guy, from WAW Zombies Remaster by JB-Shady. This will be a informal bug report mainly because, I am asking for any troubleshooting options. When hosting your mod online in a private match with friends.
So last night, a friend and I were trying to play standard survival on your mod. Despite successfully hosting multiple matches of vanilla BO1 Zombies, on the mod launcher beforehand. We could not host a match in your mod. (We were stuck at the loading screen, with the loading text stuck on awaiting players). We tried playing Five and Der Riese. Here I will list some things that I think could of caused the issue/we did not try to fix the issue. I get this is funny haha issue, with a hosting problem that everyone could have. So you probably can't do much. But I figure I give this a shot.
So yeah sorry, if this is lackluster not really important report. Although, if you had any suggestions on what to do I would appreciate it. If not no worries.
does this work with mac? don't wanna mess up my game. has someone tried using wine to open the exe files?
I know this may be a longshot since BO1 is pm dead at this point, but me and my boyfriend are attempting to play and we get stuck at "Waiting for other players..." before it eventually kicks him and says lost connection. We live in the same house and use the same WiFi, so I have no idea how this could be happening. Any help is greatly appreciated
The mule kick option used to be present in the version 1.0 but in the new version is missing.
Even enabling it in the cfg files won't make it appear in all the maps
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