Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- armymen12002003
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
I for one love the spawn filter gives quite the challenge, also could you do a casting call for these enemies like in ww-nazis?
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
Well, there is a serious bug in multiplayer, and I'm not sure if there is any way we can disable the fading screen, since everytime you respawn (In Zandronum) the fading screen would stay in there.
Last edited by JDSH98 on Sun Jul 22, 2018 7:24 pm, edited 1 time in total.
- Dr_Cosmobyte
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- Location: Killing spiders.
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
hmmmmmmmm.... now that's kinda bad.
Thanks for noticing, i believe i'll have to remove this feature. There's also another bug noted by Facínora but i can't seem to solve it: The bombenschuss doesn't count frags to the player.
Anything comes to your mind guys?
Thanks for noticing, i believe i'll have to remove this feature. There's also another bug noted by Facínora but i can't seem to solve it: The bombenschuss doesn't count frags to the player.
Anything comes to your mind guys?
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
Gave this mod a try. It's pretty good but pretty chaotic. I love that AT bolt action rifle! There are so many weapons it's insane. I love it!
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
I played COOP session on GZDoom, and my solution is - wait till screen get black like "5s delay spawn'GAA1992 wrote:hmmmmmmmm.... now that's kinda bad.
Thanks for noticing, i believe i'll have to remove this feature. There's also another bug noted by Facínora but i can't seem to solve it: The bombenschuss doesn't count frags to the player.
Anything comes to your mind guys?
-
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
i am having trouble downloading it, is there any alternative links?
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
Download works fine for me. When will the Weapon and Monster only packs be updated?
- Dr_Cosmobyte
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
@ThrashFanBert1994
Have you tried downloading from another browser? If your problem persists, i think my Dropbox account is still active, so i can provide an alternate download link.
@Rex705
Thanks for the heads-up. I also need to study some spawner changers for the enemies pack.
I am however focused in another project and i think it'll take some time. Maybe the only thing that could draw my attention back is to solve the "Bonbenschuss not fragging in multiplayer" problem.
Have you tried downloading from another browser? If your problem persists, i think my Dropbox account is still active, so i can provide an alternate download link.
@Rex705
Thanks for the heads-up. I also need to study some spawner changers for the enemies pack.
I am however focused in another project and i think it'll take some time. Maybe the only thing that could draw my attention back is to solve the "Bonbenschuss not fragging in multiplayer" problem.
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
The enemies pack causes a conflict with Ultra-Crispy by coming up with the following error:
Script error, "KriegslandEnemies.pk3:cvarinfo" line 1:
cvar 'SmokeEffects' already exists
Script error, "KriegslandEnemies.pk3:cvarinfo" line 1:
cvar 'SmokeEffects' already exists
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
No? Works fine, they shoot bullets but somehow with Revenge_At_Castle_Wolfenstein!.wad they shoot "blue blasters"Gideon020 wrote:The enemies pack causes a conflict with Ultra-Crispy by coming up with the following error:
Script error, "KriegslandEnemies.pk3:cvarinfo" line 1:
cvar 'SmokeEffects' already exists
https://imgur.com/a/M3LNW82
- Dr_Cosmobyte
- Posts: 2755
- Joined: Thu Jun 04, 2015 9:07 pm
- Location: Killing spiders.
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
That's not hard to fix, so i think i'll be doing that when coming back.Gideon020 wrote:The enemies pack causes a conflict with Ultra-Crispy by coming up with the following error:
Script error, "KriegslandEnemies.pk3:cvarinfo" line 1:
cvar 'SmokeEffects' already exists
Funny how it works for you, maybe it's the loading order.CD-Roman wrote:No? Works fine, they shoot bullets but somehow with Revenge_At_Castle_Wolfenstein!.wad they shoot "blue blasters"Gideon020 wrote:The enemies pack causes a conflict with Ultra-Crispy by coming up with the following error:
Script error, "KriegslandEnemies.pk3:cvarinfo" line 1:
cvar 'SmokeEffects' already exists
https://imgur.com/a/M3LNW82
Also, those soldiers really shoot blue blasters, because they were meant to be Astrostein soldiers and replace the original Wolfenstein SS enemy.
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
@Gaa1992
Oh yes, I forgot about them
About the order, works in 2 ways - Ultra Cripsy + Kiergslandenemies and vice versa
Oh yes, I forgot about them
About the order, works in 2 ways - Ultra Cripsy + Kiergslandenemies and vice versa
- Zodomaniac
- Posts: 22
- Joined: Tue Apr 03, 2018 6:59 am
Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
When ironsighted, the weapon sights point significantly below the screen center where the weapon actually hits. Please make the proper ironsighted weapon sprites.
P.S. The dual-wielding identical weapons by secondary attack has to be guessed, as there's no such key binding, there's only Cross akimbo.
P.S. The dual-wielding identical weapons by secondary attack has to be guessed, as there's no such key binding, there's only Cross akimbo.
- Dr_Cosmobyte
- Posts: 2755
- Joined: Thu Jun 04, 2015 9:07 pm
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA
1 - It's not that easy to make sprites out of the box. But i am going to assume that on my side, since you can't deny it isn't instinctive, or right in perspective terms.
2 - Weapons don't have altfires, and something had to fill the gaps (it also doesn't bloat up the entire code). And, after a while, Kriegsland always played this way. Changing the pace might annoy "old" players. Unless everybody shouts out this is a good idea.
2 - Weapons don't have altfires, and something had to fill the gaps (it also doesn't bloat up the entire code). And, after a while, Kriegsland always played this way. Changing the pace might annoy "old" players. Unless everybody shouts out this is a good idea.
Re: Kriegsland : Blutorden 2.4 (Updated 27/06/18)
Hey there! I'm working on a cyber remix monster-pack mod - could I by chance use two of your enemies? = ) I could use some cybernetic replacements for the SS-nazi's in Doom, and yours look great! Full credit will be given, naturally.