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MW2019 ZoneTool Custom map Dev-Progress Part 8 I’ve successfully gotten Foliage-type XModels rendering, the kind that serve as essential ground decorations in level design. Because of how the CoD engine is designed, every XModel requires different adjustments depending on its assigned Techset, so tweaking the GfxImages was pretty laborious. But now that this is working, the overall visuals are starting to come together nicely, and the atmosphere for custom maps feels like it’s improved a lot. For this video, I recorded the whole process: creating a custom map in real time with CoD4’s Radiant tool, converting it on the spot for MW19, and loading it directly in-game. One of the really nice features of MW19 is that you don’t have to close the game, you can just modify the fast files and hot-reload them instantly. Thanks to that design, there’s no need to rebuild the client code every time, and I can swap fast files and test custom maps at runtime. It’s been incredibly helpful for ZoneTool development. Also, as you can see in the video, I’ve now managed to get the classic numBones 2 FX (gfx_missing_fx) rendering properly. FX XModels displayed with MW2019’s Techset have very clean and sharp surface rendering, which makes them much easier to work with. Slightly off-topic from the video, but back when I was in the BodHQ community, they had an even more advanced Demonware Emulator. It supported full network emulation for every modern CoD title from MW19 all the way to BO6, accurately replicating the ranking system, friends list, level statistics, and everything else. I don’t think anything has surpassed BodHQ in the last few years. Even though it’s been shut down, its technology is still alive. #ZoneTool #x64zt #CoD #CallOfDuty #CoDMW #IW8 #MW19 #MW2019 #CustomMap #CoD4 #IW3 #CustomCamo #FastFile
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Before: install Ruby, install Fastlane, configure the Fastfile, hope the gem versions line up. After: gplay releases upload app.aab --track production One binary. No runtime. Exit codes you can actually script against.
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Shipping to the Play Store from CI shouldn't require a Ruby runtime, a 200-line Fastfile, and a prayer. So I built gplay: a single Go binary for the Google Play Developer API. Built for CI, scripts, and AI agents. Here's what it replaces →
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I tried loading a Mario map in MW19 to test ZoneTool’s current conversion features lol Techset mapping isn’t perfect yet, but it looks like the MapEnts-related crashes that were happening during early development have improved quite a bit The changes in the engine structure for Triggers are pretty tough to deal with I’ll keep making adjustments to fully restore the IW3 visuals, including all of these things #ZoneTool #x64zt #CoD #CallOfDuty #CoDMW #IW8 #MW19 #MW2019 #CustomMap #CoD4 #IW3 #FastFile #Mario
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MW2019 ZoneTool Progress Part 7 This time I tried playing around with it after making sure XModel (SModel) shapes are rendered accurately Since this is my first time making a ZoneTool, I was pretty nervous, but I’m starting to feel like the map conversion process is heading in the right direction I expanded the Bsp Surface size compared to before, so it’s now much easier to test placing and scaling large objects It’s not a full custom map yet, but I’ll continue implementing other asset conversions so that porting maps becomes possible step by step Being able to display XModels from older titles on MW19 is a really good result #ZoneTool #x64zt #CoD #CallOfDuty #CoDMW #IW8 #MW19 #MW2019 #CustomMap #CoD4 #IW3 #CustomCamo #FastFile
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MW2019 ZoneTool Progress Part 6 I finally managed to spawn an XModel on the map I used the CoD4 Radiant Tool to place various 3D models on the mp_test map for testing, but the IW8 engine’s rendering structure is seriously complicated and tough to work with The model isn’t rendering properly yet, but I’ve at least succeeded in getting it to appear. From here, I’ll improve the surface handling and carefully check the Techset mapping, so it should keep getting better! Unlike Unity or Unreal, I don’t have the IW8 Mod Tool’s level design window right in front of me, so choosing the right Techset isn’t easy at all lol But overcoming these challenges is what makes it a true iw8-mod Any IW8 that doesn’t have ZoneTool is basically just an iw8-rat at that point By the way, I recently updated the design of the RTM Tool It has a design that boys would probably like, right? lol I personally prefer the pink design more, but this one isn’t bad either #ZoneTool #x64zt #IW8 #MW19 #MW2019 #CustomMap #CoD4 #IW3 #CustomCamo #FastFile
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MW2019のZoneToolの進捗🥱 ついに、CoD4から変換したカスタムマップ「mp_test.ff」のfastfileをクラッシュせずに読み込めるようになり、ゲームにも正常に入れるようになりました。 あともう少しです(コンパスマップのテクスチャはまだ「UNKNOWN MAP」の画像のままです)
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Replying to @Lierrmm
That’s runtime texture injection. im doing zone,fastfile,imagefile pak editing, xbox tiled DXT, streamed mips, and an auth patch applied to the .xex so assets load directly from game files on RGH. This way camos and other textures can be shared universally by swapping 2 files.
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Apr 25
Replying to @tison1096
我已经把各个项目里的 Makefile, Rakefile, Fastfile 都换成了 mise.toml
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Apr 15
Today is the day! That’s right – it’s tax filing deadline day, 4/15! For the quickest, easiest filing methods use FastFile (No login/User ID/Password) or MyAccount. Available 24/7! See available resources for your municipal income tax filing needs at ritaohio.com/Individuals/Hom…
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Çok karmaşık olmayan basit uygulamalar için bir süredir uçtan uca otomatize edilmiş bir süreç üzerinde düşünüyorum. Konsepti kodladım ama henüz bu süreci işleterek App Store'a bir uygulama göndermedim. Fikri büyük ihtimalle daha önce görmüş olabilirsiniz ama benim bahsettiğim üründe ana fikir şöyle: - AlpLabs ismini verdiğim bu sistemin ilk aşamasında verdiğim bazı kaynakları araştırarak her App Store kategorisi için belirli aralıklarla, belirli sayıda fikir üreten bir "stage" var. - İkinci aşamada sistem bunları belirlediğim bazı metriklere göre (market talebi, teknik fizibilite, monetizasyon potansiyeli, rekabet yoğunluğu) puanlayıp sıralıyor. Kendim de PRD veya ürün/özellik ekleyebiliyorum. - Üçüncü aşamada seçilen fikir için pazar araştırması, rakip analizi ve MVP feature seti çıkarıyor. - Dördüncü aşamada (Core/Engine/Feature), Tuist manifest'i ve Makefile'ı dahil olmak üzere 3 katmanlı modüler bir Swift mimarisi oluşturuyor. - Beşinci aşamada her modül için SwiftUI kodu ve unit test'leri yazıyor. Design system'ı da otomatik olarak üretiyor. - Altıncı aşamada app icon'u AI ile generate edip 13 farklı boyuta scale ediyor, screenshot placeholder'ları oluşturuyor. - Yedinci aşamada App Store metadata'sını (isim, subtitle, açıklama, keyword'ler) yazıp 43 dile çeviriyor. Fastlane dizin yapısını hazırlıyor. - Son aşamada Fastfile, Appfile oluşturup App Store Connect'e submit'e hazır hale getiriyor. Model tarafında tek bir LLM'e bağımlı değil. Bir orchestrator var. Her task tipi (research, code generation, copywriting, translation, image generation) için en uygun modeli priority sırasına göre route ediyor. DeepSeek V3'ü kod için, Groq'u araştırma için, Together AI'ı copywriting için, Replicate FLUX'u icon generation için kullanıyor ve bu modellerden biri fail ederse otomatik fallback ile diğer modelleri kullanıyor. Bu sayede 100 uygulama için aylık ~$3-5 civarı bir maliyet ile sistemi işletebiliyorum (teorik olarak). Sistem bir "checkpoint" sistemi sayesinde herhangi bir stage'de kalınan yerden devam edebiliyor. Şimdilik sadece iOS ve macOS destekliyor. Ama tabi pratikte tüm sistem sorunsuz bir şekilde çalışmıyor. Otonom modda çalışan bir agent pipeline'ı kurmak için etrafına çok fazla araç seti ve logging eklemem gerekti. Tüm sistem şimdilik lokalimde çalıştığı için de bir hayli kırılgan durumda. Örneğin bazı aşamaları crontab ile script kullanarak çalıştırıyorum ama nihai hedefim tüm sistemi sürekli up olan bir bilgisayara deploy etmek. Bu kadar çok uygulama üretip uygulamaların hepsini App Store'a gönderdikten sonra sürekli olarak her uygulamayı düzenli versiyon güncellemeleri, bug fixler ile yönetebileceğimi düşünmüyorum. Burada da OpenClaw tarzı bir sistem ihtiyacı doğuyor. Ama Opus'un yazdığı kodda bile o kadar ciddi problemler düzeltmem gerekti ki, bu sistemin ürettiği uygulamaların ölçeklenebilirliği konusunda ciddi endişelerim var. Örneğin Orta Dünya Haritası uygulamasında geçen gün NSNotification kullanarak routing yaparken yakaladım agent'ı.. Codebase'i okumak için yarım saatten fazla harcamadığımı düşündüğüm zaman görmediğim kısımda yazdığı koda güvenebilmem için de çok ciddi bir production ölçeği görmüş, kendi yazdığım "taslak" hobi/mimari demosu olan projelerimle eğitmem gerekicek diye düşünüyorum. Bu sistemi konsept olarak geliştirmek eğlenceliydi ama hala uygulama gönderirken biraz daha temkinli ilerlemeye çalışıyorum. Bu iyi mi kötü mü henüz kestiremiyorum. Ama şurası net ki, bu modellerin daha iyi çıktılar verdiği bir dönemde, daha önce de belirttiğim gibi, kişisel günübirlik ihtiyaçlarım için uygulamalar üretme noktasına geleceğimize inanıyorum.
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22 Oct 2025
fellow custom fastfile gamer
22 Oct 2025
ok
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16 Aug 2025
That's actually true. I just dumped the fastfile to check myself. The upgraded Famas has a unique 9.25x headshot multiplier to George. The upgraded AUG, Commando, Galil, FAL and Matroyshka Dolls have unique modifiers too.
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Every time I have to make changes to our Fastfile I’m reminded how nice of a language Ruby is.
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5 Apr 2025
COD Online Fun Fact: there was a 3rd battle royale map that got cut due to the game being shut down. there was a fastfile for the map found in a test server build that was very early in its build called mp_hunger. the map was essentially chernobyl using bloc combined with wasteland. seems this map was attempted remade on CODM before that was cancelled aswell🤔
An old BR map asset: Chernobyl Found in CODM alpha test game files
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Replying to @TheJoaoLandeiro
for code/complex setups yes e.g.: I just built this one to deploy apps faster: 1. Export the code to github from tool 2. Clone to local repo 3. cd ios && fastlane init 4. Copy Fastfile and Appfile to the ios/fastlane directory 5. Update .env 6. fastlane ios create_app --verbose 7. fastlane certificates (might ask macbook password) 8. fastlane beta
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Replying to @JGODYT
⚫️Attachments for guns in MWII and MWIII being locked ⚫️ Hackers (low level/low prestige) are worse than ever (the Prestige system definitely doesn't help with the shadowbans) ⚫️ "Fastfile errors" when loading into a game that kicks a player (or players) ⚫️ Revert loadouts to MW2019 through MWIII's system where you save INDIVIDUAL blueprints ⚫️Favoriting a loadout should send it to the top of your loadout list ⚫️Rearranging your Loadouts in the menu ⚫️ Teammate footstep audio is the same volume level as enemies ⚫️ Audio when I'm climbing a ladder is non-existent from my POV but in the killcam it's heard plain as day ⚫️ Screen acted like I was coming out of a killstreak/gas mask animation random times throughout a match even though I was just tac sprinting (without a gas mask equipped or in my inventory). ⚫️ Spectating a RANDOM team when you die...makes reporting that much worse as people go into the "recent players" menu instead of being able to watch the person and how they play Just give us the MW2019 UI and gameplay back but incorporate a new cheat detection system. @Gamerdoc had some GREAT suggestions from his side of things, hopefully the devs will look into his tweet and make some changes.
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@ATVIAssist I keep getting the error "Our level fastfile is different from the server! Aborting connection" when trying to find a match in BO6
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