Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)

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armymen12002003
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by armymen12002003 »

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?
JDSH98
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by JDSH98 »

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.
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Dr_Cosmobyte
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by Dr_Cosmobyte »

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?
DukeWooze
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by DukeWooze »

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!
CD-Roman
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by CD-Roman »

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?
I played COOP session on GZDoom, and my solution is - wait till screen get black :) like "5s delay spawn' :P
ThrashfanBert1994
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by ThrashfanBert1994 »

i am having trouble downloading it, is there any alternative links? :(
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Rex705
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by Rex705 »

Download works fine for me. When will the Weapon and Monster only packs be updated?
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Dr_Cosmobyte
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by Dr_Cosmobyte »

@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.
Gideon020
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by Gideon020 »

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
CD-Roman
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by CD-Roman »

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
No? Works fine, they shoot bullets but somehow with Revenge_At_Castle_Wolfenstein!.wad they shoot "blue blasters"

https://imgur.com/a/M3LNW82
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Dr_Cosmobyte
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by Dr_Cosmobyte »

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
That's not hard to fix, so i think i'll be doing that when coming back.
CD-Roman wrote:
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
No? Works fine, they shoot bullets but somehow with Revenge_At_Castle_Wolfenstein!.wad they shoot "blue blasters"

https://imgur.com/a/M3LNW82
Funny how it works for you, maybe it's the loading order.

Also, those soldiers really shoot blue blasters, because they were meant to be Astrostein soldiers and replace the original Wolfenstein SS enemy.
CD-Roman
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by CD-Roman »

@Gaa1992
Oh yes, I forgot about them :P

About the order, works in 2 ways - Ultra Cripsy + Kiergslandenemies and vice versa
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Zodomaniac
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by Zodomaniac »

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.
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Dr_Cosmobyte
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Post by Dr_Cosmobyte »

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.
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DoomN00b
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Re: Kriegsland : Blutorden 2.4 (Updated 27/06/18)

Post by DoomN00b »

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.
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