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Not only Kriegsland Zandronum functionality is back, but with older GZDOOM builds as well. As for gameplay changes, hmmm, this is really more coding related than visual, but those small details will reflect on the actual gameplay, i'm sure about it. The only eye candy i can provide you guys is the addition of floor/ceiling decals for bullets and floor-only decals for explosions! Not a great boom, but a fun detail to have. Credits to (i believe) Sgt. Mark IV, because those (coding and explosion model) were taken from Brutal Doom V20a build.
Please report any bugs regarding it, if necessary!
Spoiler: Changelog
GAMEPLAY CHANGES:
- Fixed Heretic's drop values.
- Adjusted the pattern of kick states.
- Lowered ammo pickup values for some weapons.
- Fixed the slide codings for all weapons, thanks to faslrn!
- Added floor/ceilings decals for bullets and floor decals for explosions.
- Clip can sometimes randomly spawn the Mauser M972 or the Luger P-58.
- Changed some commands to allow Kriegsland to run on Zandronum and older GZDoom builds.
- Jet Thruster on Heretic now inherits from the original wings of wrath, which means it might be fixed.
- Fixed some projectile offsets for akimbo and single weapons, such as the sonic gun and the ekelhaftwaffe
- Took out the recoil from the flammenfaust and the blitzgewehr. Makes no sense having it on a non-"boom" weapon.
- Adjusted recoil on all weapons according to their weight. While some guns are even more lighter, like the Luger, some of them are even harder, like the MG-92 or the Dual MP-86s's. The standard recoil doubles on the akimbos. Some of them (like pistols) still remain the same.
GRAPHIC/SOUND CHANGES:
- Changed heavy armor sound.
- New sprites for the Sonic Gun pickup.
- Corrected casing ejections for all akimbos.
- Corrected sound channels on the Kar sniper rifle
- Added some smoke effects for grenade explosions.
- Renamed the gewehr 56 to gewehr 53. Dumb reason.
- Correction of the statusbar regarding the cross akimbos.
- MG92 doesn't spits casings anymore, because it's a laser weapon, after all.
EDIT: Added a new video on the "Videos" section: A great gameplay through the space nazi headquarters in Astrostein 2 by TheLightBad96! Go watch it, the man is good!
Not only Kriegsland Zandronum functionality is back, but with older GZDOOM builds as well. As for gameplay changes, hmmm, this is really more coding related than visual, but those small details will reflect on the actual gameplay, i'm sure about it. The only eye candy i can provide you guys is the addition of floor/ceiling decals for bullets and floor-only decals for explosions! Not a great boom, but a fun detail to have. Credits to (i believe) Sgt. Mark IV, because those (coding and explosion model) were taken from Brutal Doom V20a build.
Please report any bugs regarding it, if necessary!
Spoiler: Changelog
GAMEPLAY CHANGES:
- Fixed Heretic's drop values.
- Adjusted the pattern of kick states.
- Lowered ammo pickup values for some weapons.
- Fixed the slide codings for all weapons, thanks to faslrn!
- Added floor/ceilings decals for bullets and floor decals for explosions.
- Clip can sometimes randomly spawn the Mauser M972 or the Luger P-58.
- Changed some commands to allow Kriegsland to run on Zandronum and older GZDoom builds.
- Jet Thruster on Heretic now inherits from the original wings of wrath, which means it might be fixed.
- Fixed some projectile offsets for akimbo and single weapons, such as the sonic gun and the ekelhaftwaffe
- Took out the recoil from the flammenfaust and the blitzgewehr. Makes no sense having it on a non-"boom" weapon.
- Adjusted recoil on all weapons according to their weight. While some guns are even more lighter, like the Luger, some of them are even harder, like the MG-92 or the Dual MP-86s's. The standard recoil doubles on the akimbos. Some of them (like pistols) still remain the same.
GRAPHIC/SOUND CHANGES:
- Changed heavy armor sound.
- New sprites for the Sonic Gun pickup.
- Corrected casing ejections for all akimbos.
- Corrected sound channels on the Kar sniper rifle
- Added some smoke effects for grenade explosions.
- Renamed the gewehr 56 to gewehr 53. Dumb reason.
- Correction of the statusbar regarding the cross akimbos.
- MG92 doesn't spits casings anymore, because it's a laser weapon, after all.
EDIT: Added a new video on the "Videos" section: A great gameplay through the space nazi headquarters in Astrostein 2 by TheLightBad96! Go watch it, the man is good!
I see that there are many fixes, but it is always a good update
Not only Kriegsland Zandronum functionality is back, but with older GZDOOM builds as well. As for gameplay changes, hmmm, this is really more coding related than visual, but those small details will reflect on the actual gameplay, i'm sure about it. The only eye candy i can provide you guys is the addition of floor/ceiling decals for bullets and floor-only decals for explosions! Not a great boom, but a fun detail to have. Credits to (i believe) Sgt. Mark IV, because those (coding and explosion model) were taken from Brutal Doom V20a build.
Please report any bugs regarding it, if necessary!
Spoiler: Changelog
GAMEPLAY CHANGES:
- Fixed Heretic's drop values.
- Adjusted the pattern of kick states.
- Lowered ammo pickup values for some weapons.
- Fixed the slide codings for all weapons, thanks to faslrn!
- Added floor/ceilings decals for bullets and floor decals for explosions.
- Clip can sometimes randomly spawn the Mauser M972 or the Luger P-58.
- Changed some commands to allow Kriegsland to run on Zandronum and older GZDoom builds.
- Jet Thruster on Heretic now inherits from the original wings of wrath, which means it might be fixed.
- Fixed some projectile offsets for akimbo and single weapons, such as the sonic gun and the ekelhaftwaffe
- Took out the recoil from the flammenfaust and the blitzgewehr. Makes no sense having it on a non-"boom" weapon.
- Adjusted recoil on all weapons according to their weight. While some guns are even more lighter, like the Luger, some of them are even harder, like the MG-92 or the Dual MP-86s's. The standard recoil doubles on the akimbos. Some of them (like pistols) still remain the same.
GRAPHIC/SOUND CHANGES:
- Changed heavy armor sound.
- New sprites for the Sonic Gun pickup.
- Corrected casing ejections for all akimbos.
- Corrected sound channels on the Kar sniper rifle
- Added some smoke effects for grenade explosions.
- Renamed the gewehr 56 to gewehr 53. Dumb reason.
- Correction of the statusbar regarding the cross akimbos.
- MG92 doesn't spits casings anymore, because it's a laser weapon, after all.
EDIT: Added a new video on the "Videos" section: A great gameplay through the space nazi headquarters in Astrostein 2 by TheLightBad96! Go watch it, the man is good!
das ich guten updaten!
when's the weapons-only version? so i can beat the hell out of hell's infantry?
Remember that effect I mentioned with the sonic gun? It also occurs with the plasma gun thingy (GZDoom doesn't show weapon names, so I don't know what it's called). Except this time, it goes up and to the left. I would personally just make it so weapons fire their projectiles from the middle of the screen to avoid this problem altogether. You might be able to do some trickery to make it seem like it's firing from it's respective side of the screen, but the way you currently have it set up seems to just cause problems.
To display weapon tags, just go to HUD options and on the nametags section, select "weapons".
But i am pretty sure you're mentioning the Ekelhaftwaffe. It really is trickery to make them shoot on an angled view, so i thought better opening their spread, just like i did on the sonic gun. I'll double check my coding, just to be sure.
SO, i heard you guys wanted a Weapons-Only version for a long time, eh.
Sorry for the long waiting! Now you can download the weapons-only pack at the ADD-ONS section! As always, have fun and report back any bugs/incompatibility issues. I'll solve things on my reach ASAP.
Not only this, but i've also made a music add-on which replaces the musics of the game with the Disruptor (PSX game) soundtrack. It's a nice themed dark-future ambience tracklist, and whoever played this pretty much knows that Kriegsland borrows many sounds and edited resources from this nice Doom-clone.
Captain J wrote:Got any more detail about the bullet hole bug? Very few bullet holes spawning from that shotgun? Metal-ish bullet hold does not match with grass FLAT?
This happens after firing any weapon that leaves bullet holes and what I noticed is shooting at the robot
So, what i noticed is that one is way bigger than the other. They seemed in mid-air to me, but since you haven't confirmed it, then it probably isn't.
One thing that happens is: The enemies also spawn bullet puffs with their tracers, so, obviously you shot him and either one pellet went away, OR he shot you and one puff got into the ground. But this shouldn't interfere in the puff size, even the monster being taller than you.
If you can find a easier way to reproduce it, it'll be easier to try and figure out, so we can solve this
GAA1992 wrote:So, what i noticed is that one is way bigger than the other. They seemed in mid-air to me, but since you haven't confirmed it, then it probably isn't.
One thing that happens is: The enemies also spawn bullet puffs with their tracers, so, obviously you shot him and either one pellet went away, OR he shot you and one puff got into the ground. But this shouldn't interfere in the puff size, even the monster being taller than you.
If you can find a easier way to reproduce it, it'll be easier to try and figure out, so we can solve this
@BradmanX
Hope you like it!
I do not know if I had to do it but when it comes to the projectile in the air, so far I saw that the bullet holes are in the air, not in the ground and in the wall, and that's the problem I wanted
EDIT: Bullet holes are in the wall and outside the wall and
and I noticed that something similar is happening to the explosions https://imgur.com/a/mML1Q
They're not exactly decals. They are 3D models which get "painted" into the ground. So when there's a lower level near, it won't bend itself.
The bullet holes are supposed to behave the same way. I, however, still haven't found out why they got stuck in the air on your last post, so i still can't be of any help. Sorry.
GAA1992 wrote:Right. The explosions are a easy answer:
They're not exactly decals. They are 3D models which get "painted" into the ground. So when there's a lower level near, it won't bend itself.
The bullet holes are supposed to behave the same way. I, however, still haven't found out why they got stuck in the air on your last post, so i still can't be of any help. Sorry.
Ok, I understand. If you find a solution then I will be grateful