Call of Duty: Black Ops III

Call of Duty: Black Ops III

Black Ops 1 Zombies Weapon Pack
 This topic has been pinned, so it's probably important
TheGoldenBum 14 Jun, 2023 @ 10:34am
Bugs
Here people can post bugs they find.

1. The Skullcrusher grenade launcher has no explosive visual effect

2. The PAP MPL doesn't eject the magazine when reloading, It just stays in place in the gun.

3. Red Dot Sights are very blurry, More a smudge than a dot
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Showing 1-15 of 240 comments
marinesciencedude  [developer] 14 Jun, 2023 @ 3:00pm 
Originally posted by TheGoldenBum:
2. The PAP MPL doesn't eject the magazine when reloading, It just stays in place in the gun.
Will get onto this, it's happened with multiple guns already and is just a consequence of TheSkyeLord making PaP weapons have extended mag attachments they didn't have in the actual Zombies mode, so when I change out the model groups what I should've done was change out the animations as well.
TheGoldenBum 14 Jun, 2023 @ 3:55pm 
Originally posted by marinesciencedude:
Originally posted by TheGoldenBum:
2. The PAP MPL doesn't eject the magazine when reloading, It just stays in place in the gun.
Will get onto this, it's happened with multiple guns already and is just a consequence of TheSkyeLord making PaP weapons have extended mag attachments they didn't have in the actual Zombies mode, so when I change out the model groups what I should've done was change out the animations as well.
Awesome, Thanks. I'll update this discussion if I find anything else
TheGoldenBum 14 Jun, 2023 @ 5:50pm 
The PAP M14 has some insane zoom when ADS, Is this intended? It's damn near like sniper scope level of zoom
marinesciencedude  [developer] 14 Jun, 2023 @ 11:38pm 
That must have been from the optics attachment the PaP M14 originally had with this weapon port, I'll get to work on it.
TheGoldenBum 15 Jun, 2023 @ 4:50am 
I noticed the M72 Law also lacks visual explosive effects. So I'm guessing that's a thing for all explosives
TheGoldenBum 15 Jun, 2023 @ 5:31pm 
No Dragons Breath round visual effect on the PAP Olympia.

Not sure if this is a bug or just a discrepancy, The Dual Wield CZ-75's when PAP, The left pistol has 20 rounds in the mag, The right pistol has 25 rounds in the mag, In BO1, Both only had 20 when PAP. Also, I may be wrong, But it looks like on the left pistol, The barrel sticks out further than the right pistol.

PAP M72 Law has massive smoke trails to the rockets that fill half a room and obstruct view after firing.

The Python has a speed reloader whilst not PAP, It used to only have a speed reloader while PAP, And would reload one bullet after another un PAP

The single CZ-75 when PAP has no sights anymore, Like literally you just look down the barrel of the gun, The front and rear sights have disappeared.
marinesciencedude  [developer] 16 Jun, 2023 @ 12:19am 
Originally posted by TheGoldenBum:
Not sure if this is a bug or just a discrepancy, The Dual Wield CZ-75's when PAP, The left pistol has 20 rounds in the mag, The right pistol has 25 rounds in the mag, In BO1, Both only had 20 when PAP. Also, I may be wrong, But it looks like on the left pistol, The barrel sticks out further than the right pistol.
Originally posted by TheGoldenBum:
The single CZ-75 when PAP has no sights anymore, Like literally you just look down the barrel of the gun, The front and rear sights have disappeared.
Oh, I wondered what the 'extbarrel' thing was about. I thought I removed it though...
I'll look into the magazine size and ironsights problem, I think for some reason there was a Red Dot attachment I had to remove and I didn't unhide the modelgroups.

Originally posted by TheGoldenBum:
PAP M72 Law has massive smoke trails to the rockets that fill half a room and obstruct view after firing.
That's interesting, I'll have to take a look at that.

Originally posted by TheGoldenBum:
No Dragons Breath round visual effect on the PAP Olympia.
Originally posted by TheGoldenBum:
The Python has a speed reloader whilst not PAP, It used to only have a speed reloader while PAP, And would reload one bullet after another un PAP
I don't think I've assets for either of these (Dragon's Breath also applies to SPAS-12), I did ask about the Python reload[www.ugx-mods.com] since there doesn't seem to be any animations included but my posts have only recently been approved so it will be some time to get a response.
TheGoldenBum 17 Jun, 2023 @ 5:11am 
Is the RPK in this mod? I haven't gotten it once and I don't think I can see it in the box?
TheGoldenBum 17 Jun, 2023 @ 5:26am 
Also, The PAP HK21 has the same issue as a lot of other weapons had, The mag doesn't eject and just stays in the gun when reloading.

Edit: I might be wrong but the PAP HK21 seems to have a faster fire rate than in BO1?
Last edited by TheGoldenBum; 17 Jun, 2023 @ 5:38am
marinesciencedude  [developer] 17 Jun, 2023 @ 6:41am 
Originally posted by TheGoldenBum:
Is the RPK in this mod? I haven't gotten it once and I don't think I can see it in the box?
Ah, oversight: I had it in the zm_mapname_weapons.csv files but didn't import it into the zm_mod.zone so it's not included in the .xpak/.ff files.

Originally posted by TheGoldenBum:
Also, The PAP HK21 has the same issue as a lot of other weapons had, The mag doesn't eject and just stays in the gun when reloading.
I'll get onto that.

Originally posted by TheGoldenBum:
Edit: I might be wrong but the PAP HK21 seems to have a faster fire rate than in BO1?
Just another change I didn't expect to be in the original ports, having the extended mag model shouldn't've been the only thing to anticipate.
TheGoldenBum 17 Jun, 2023 @ 11:30am 
Just tested out the weapons and I'm not finding any more bugs, All seem to be fixed now, Just some refinements could be done really, Upscaling the textures a bit, They're a bit low res, Same for the red dot on red dot sights, Or, Like you said you wanted, See if you can get the randomised reticles. And the lack of visual effects for explosives, So I guess it's less bug fixes now and more actually updating the mod
TheGoldenBum 17 Jun, 2023 @ 12:19pm 
Is the Death Machine affected by Double Tap? Because although it's definitely weaker than base BO3, It still feels a good bit stronger than the BO1 version
marinesciencedude  [developer] 17 Jun, 2023 @ 12:26pm 
While I'm not sure about whether it's true, the Call of Duty wiki does say as trivia under the Black Ops heading that it does increase the Death Machine's fire rate. Maybe there's supporting information online but first things that come up only apply to BO III so I'll have to trawl further.
TheGoldenBum 17 Jun, 2023 @ 12:27pm 
Originally posted by marinesciencedude:
While I'm not sure about whether it's true, the Call of Duty wiki does say as trivia under the Black Ops heading that it does increase the Death Machine's fire rate. Maybe there's supporting information online but first things that come up only apply to BO III so I'll have to trawl further.
I'm wondering if because it's Double Tap 2.0, It's also doubling the bullets fired like it does on all other weapons too
marinesciencedude  [developer] 17 Jun, 2023 @ 1:22pm 
Originally posted by marinesciencedude:
I did ask about the Python reload[www.ugx-mods.com] since there doesn't seem to be any animations included but my posts have only recently been approved so it will be some time to get a response.
Okay, been confirmed by TheSkyeLord it seems[www.ugx-mods.com]:
Originally posted by TheSkyeLord:
Hey! I do plan on adding all of the above attachments and animations when I rework BO1 weapons.

I'll see if I can get on to trying out the explosion effects fix, though an installation of the additional Mod Tools content is not something I want to keep around for long.
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