Pavlov VR

Pavlov VR

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Aileta's CoDz Parity test map
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1.809 GB
22 Jul, 2021 @ 12:26pm
14 Feb, 2023 @ 4:30pm
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Aileta's CoDz Parity test map

Description
My goal here is to build upon the wonderful CoDz mod made by xCeezyx and make it as accurate to the source material as possible. All for that authentic CoDz feel!


Parity: the state or condition of being equal, especially regarding status

Features of the Parity update:
1:1 Zombie spawn counter algorithm
1:1 Zombie speed curve
1:1 Zombie health curve
1:1 Weapon damage values
1:1 power up drop spawn algorithm and despawn rate
1:1 Audio Design
Gibbing mechanics and crawlers (not 1:1 but present)
1:1 Window animations and mechanics
1:1 revival system mechanics including sfx and vfx + mechanics like circle revives.
1:1 W@W zombie types, NDU zombie sounds, Verruckt sprinters, SNN imperial Zombies, Der Riese Decayed Zombies, and Hell Hounds

Also added:
W@W weapon roster by Gavkips! Flamethrower by TorskeRavn and a browning who's lid you have to open by TreshiBoi.
custom knife & bowie knife
custom grenade holster
Zombies windmill players and "hug" you just like the good ol' days. =P
Persistent player characters with voice lines.
A trap switch lever you have to properly pull.
bouncing betties!
Fully featured and bug fixed pack-a-punch that auto initiates.
Mystery box no longer gives the player a gun they are holding and only allows one wonder weapon per match.


and a whole bunch of little tiny details like how many points can a player get from rebuilding windows per round.


To Do list:
-port to UE5 whenever that happens
-finish CoolRoo's perk overhaul widows wine, deadshot, vulture-aid
-fix leaderboard not spawning properly
-rewrite powered object base to be repnotify and include a reference to the game logic (heavy optimization)
-rewrite zombie damage so that bullet penetration and offline functionality are possible
-optimize the crap out of everything. remove redundant assets like textures and scripts, make as few variables replicated as possible, rework zombie animations, move many variables from ZGL and Player proxy to pavlov game logic and player info.


Notable bugs:
-flamethrower buggy. you have to take your whole hand off the trigger grip to reload. (90% fixed)
-some mechanics don't work if you set dominant hand to left handed in pavlov menu
-ear rape can occur if you turn down your volume through the pavlov menu then proceed to go down or use who's who. (fixed?)
-ammo can decrease if your off hand presses the trigger too close to the mag in your gun.
-its a tad hard to headshot dogs properly as there are multiple head bones.
-Zombies ripping down window boards is a bit jank. there are failsafes, but it needs a rewrite.
-custom guns sometimes get confused and the server will think you have a mag in your hand when you do not. this causes various issues including dropping your gun if you try to hold it in your off hand.


-I do not know the algorithm to determine how long to wait between zombie spawns
-I do not know the algorithm to determine how many points are required for a zombie to drop a power up

if you know either please drop the formula in the comments. I have a close approximation in place but not perfect.

Big Credits:
xCeezyx - Mod framework
Gavkips - Bunch o' scripts and the majority of the weapon roster including wonder weapons.
TorskeRavn - Flamethrower
TreshiBoi - M1919 Browning
CoolRoo - Perk system
Mike - Lots of random quality of life stuff like vfx and soundbites
MichelCats - Player character Models
KillerJim - Limmited Ammo System.





If you are one of those silly people who likes to flush money down the toilet, and would like to see this mod improve in the future (or just function at all with the new Pavlov UE5.1 update) you are welcome to donate via Patreon[patreon.com] or Paypal[www.paypal.com] instead. No features will EVER be hidden behind a paywall, but any support would be appreciated to keep the content flowing =)



If you wish to use this mod in your map, download link is here[drive.google.com]
. If you are porting an official treyarch map, please don't use the word Parity in the title unless you go the extra mile in recreating:

-all map mechanics and features
-full easter egg with 1:1 steps
-all sound cues and particles 1:1
-1:1 Zombie zones
-1:1 custom weapon roster
Popular Discussions View All (2)
3
4 Feb, 2023 @ 1:14pm
Parity for Modders?
tilledhorizon08
0
28 Apr, 2023 @ 1:05am
Some suggestions that could make this better.
Alex
33 Comments
The Unlucky Medic 3 Oct, 2023 @ 6:01pm 
Meebly Glort, they're working on it on mod.io. One of gavkips' maps has a link to a Discord that contains updates and such.
Meebly Glort 2 Oct, 2023 @ 8:52pm 
I would donate money to see this mod become active again lol
Aileta Eyail  [author] 6 Jul, 2023 @ 3:28pm 
So the raygun actually has a slap mechanic! you gotta smack it open, you cant grab it! Gavkips wants to add a grab feature in the new version. Hopefully we will rework how limited ammo works too cuz it has a lot of weird stuff going on
ted 6 Jul, 2023 @ 4:43am 
Playing through on any number of maps that use this including all the parity maps - seem to have two issues - on the nacht du untoten map I have an issue where at round 20 I am unable to reload alot of weapons including raygunMk2 and Thundergun they just stop receiving ammo.

Second issue is to do with the raygun in all maps (at least the parity ones) (normal sidearm one); it seems to just not be reloadable at all pull down the front go to put the battery in where it usual gets reloaded for every other map try placing it in random locations just nothing seems to work.
GOLDCATGER 7 Mar, 2023 @ 2:26pm 
The perk bottles were missing the interact box in the blueprint but i got that fixed. And they where also not working because I misspelled the juggernog paramter in the perk core :steamsad:.

As for the particle textures for the nuke. They just seem to be missing completely. As I can not even find them in a brand new copy of the project.
Aileta Eyail  [author] 7 Mar, 2023 @ 6:03am 
some issues with interactables like perks can arise if you have your pavlov controls set to left handed. you also have to remove the bottle cap to drink it.

sometimes renaming will break references anyways. if you have a backup from before the renaming you can open up the BPs and reselect the particles.

i'm not sure why auto buy wouldn't work.
GOLDCATGER 6 Mar, 2023 @ 11:56pm 
Hey Soro I absolutely love this updated codz mod. I am making a zombie version of my own map and everything works fine except the perks. If i leave them on default settings i can buy them but not drink them. If i set them to auto drink i cant even buy them.

There are some missing particles in the nuke animation and dog spaen animation as well.

Is this because i had to rename the ugc folder for uploading (i did that in engine so it keeps the references) also had to rename some gun folders because the file path was to long. But those work fine.

Any help would be appreciated.
Stinky 31 Jan, 2023 @ 11:10am 
honestly I'd prefer the trap switches trigger with just a simple trigger pull with your hand next to it for playability sake rathar than having to slow down and die trying to try to pull them lol
Aileta Eyail  [author] 25 Jan, 2023 @ 5:05pm 
There's a new VR Handle component that will be exposed in the UE5 modkit that will hopefully make grabables like the trap switch and power switch more streamlined. hopefully I can redesign them in the new update. I think its pretty jank too lol.
The Unlucky Medic 25 Jan, 2023 @ 2:27am 
I agree with Looper22. The switches are quite frustrating in the middle of being chased by a ton of zombies and it letting go by itself