You are viewing our Forum Archives. To view or take place in current topics click here.
How to compile ZombieLand for use in raw folder on console?
Posted:

How to compile ZombieLand for use in raw folder on console?Posted:

Reconcile
  • Prospect
Status: Offline
Joined: Jan 01, 201410Year Member
Posts: 623
Reputation Power: 49
Status: Offline
Joined: Jan 01, 201410Year Member
Posts: 623
Reputation Power: 49
So I was messing around with this for a few hours last night and I simply couldn't find a way to get this to work for me. I have Black Ops 2 on my RGH set up to take compiled GSCs inside of the raw folder inside of the Black Ops 2 directory. I tried compiling half of the project into _rank.gsc and the other half into _development_dvars.gsc, but always end up with one singular script error. I swear I've done everything correctly and used all the proper includes in each compiled GSC, but it still ends up giving me a script error. I could really use some help here. I have a few pictures below. But if more are needed, I can provide them.

On the left is _rank and on the right is _development_dvars.

[ Register or Signin to view external links. ]


Location of _development_dvars and _rank on the console.

[ Register or Signin to view external links. ]
[ Register or Signin to view external links. ]


Error message while trying to start ZombieLand with GSCs in their respective locations (Sorry for retarded quality).

[ Register or Signin to view external links. ]
#2. Posted:
Chat
  • Gold Gifter
Status: Offline
Joined: Jan 10, 201212Year Member
Posts: 7,911
Reputation Power: 7437
Status: Offline
Joined: Jan 10, 201212Year Member
Posts: 7,911
Reputation Power: 7437
If you find the correct download, there's a decompiled and a compiled version of this, if you find the original source you will get both and not need to do this yourself.
#3. Posted:
Reconcile
  • 2 Million
Status: Offline
Joined: Jan 01, 201410Year Member
Posts: 623
Reputation Power: 49
Status: Offline
Joined: Jan 01, 201410Year Member
Posts: 623
Reputation Power: 49
Chat wrote If you find the correct download, there's a decompiled and a compiled version of this, if you find the original source you will get both and not need to do this yourself.


Well, the reason I wanted to know how to do this is because I've made certain changes from the original. I know that there is a compiled version already.
#4. Posted:
Chat
  • Winter 2019
Status: Offline
Joined: Jan 10, 201212Year Member
Posts: 7,911
Reputation Power: 7437
Status: Offline
Joined: Jan 10, 201212Year Member
Posts: 7,911
Reputation Power: 7437
Reconcile wrote
Chat wrote If you find the correct download, there's a decompiled and a compiled version of this, if you find the original source you will get both and not need to do this yourself.


Well, the reason I wanted to know how to do this is because I've made certain changes from the original. I know that there is a compiled version already.


Just change what you need to change then inject it, saves the hassle no need to compile, at least you can go back and edit again without needing to recompile each time.
#5. Posted:
Reconcile
  • V5 Launch
Status: Offline
Joined: Jan 01, 201410Year Member
Posts: 623
Reputation Power: 49
Status: Offline
Joined: Jan 01, 201410Year Member
Posts: 623
Reputation Power: 49
Chat wrote Just change what you need to change then inject it, saves the hassle no need to compile, at least you can go back and edit again without needing to recompile each time.


I've changed what I wanted to already. I kept it in the injection-friendly form for ages just in case I needed to change anything, but I don't really feel the need to change anything anymore. So I'd rather just compile it and put it inside the raw folder because ZombieLand takes like, ten or so minutes just to inject to the console. I don't want to have to do that every time I want to play with friends or something.
#6. Posted:
Chat
  • Winter 2019
Status: Offline
Joined: Jan 10, 201212Year Member
Posts: 7,911
Reputation Power: 7437
Status: Offline
Joined: Jan 10, 201212Year Member
Posts: 7,911
Reputation Power: 7437
Reconcile wrote
Chat wrote Just change what you need to change then inject it, saves the hassle no need to compile, at least you can go back and edit again without needing to recompile each time.


I've changed what I wanted to already. I kept it in the injection-friendly form for ages just in case I needed to change anything, but I don't really feel the need to change anything anymore. So I'd rather just compile it and put it inside the raw folder because ZombieLand takes like, ten or so minutes just to inject to the console. I don't want to have to do that every time I want to play with friends or something.


You'd need to check a guide my dude, I think it's different how you compile it, how many files is the originally compiled file?
#7. Posted:
Reconcile
  • V5 Launch
Status: Offline
Joined: Jan 01, 201410Year Member
Posts: 623
Reputation Power: 49
Status: Offline
Joined: Jan 01, 201410Year Member
Posts: 623
Reputation Power: 49
Chat wrote You'd need to check a guide my dude, I think it's different how you compile it, how many files is the originally compiled file?


There were originally 17 GSC files in the normal, unchanged, decompiled ZombieLand. I added another GSC to serve as a map selector so you can add multiple map edits for different maps and the game will choose one at random. That and a weapon camo menu, some error fixes, and so on. I was in contact with LSDFun a while back, a creator of another well-known ZombieLand version, and he says that's how he compiled his ZombieLand edit.
Jump to:
You are viewing our Forum Archives. To view or take place in current topics click here.