Kriegsland : Blutorden 2.4 (Updated 27/06/18)

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

Postby armymen12002003 » Tue Jul 10, 2018 8:11 pm

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

Postby JDSH98 » Wed Jul 18, 2018 3:53 pm

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 8:24 pm, edited 1 time in total.
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Postby GAA1992 » Wed Jul 18, 2018 7:53 pm

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

Postby DukeWooze » Wed Jul 18, 2018 11:31 pm

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

Postby CD-Roman » Sun Jul 22, 2018 5:32 am

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

Postby ThrashfanBert1994 » Mon Jul 30, 2018 8:47 am

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

Postby Rex705 » Mon Jul 30, 2018 3:34 pm

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

Postby GAA1992 » Mon Jul 30, 2018 5:26 pm

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

Postby Gideon020 » Wed Aug 08, 2018 1:30 am

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

Postby CD-Roman » Wed Aug 08, 2018 9:39 am

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

Postby GAA1992 » Wed Aug 08, 2018 8:50 pm

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

Postby CD-Roman » Thu Aug 09, 2018 2:19 am

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

Postby Zodomaniac » Fri Sep 28, 2018 4:05 am

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

Postby GAA1992 » Fri Sep 28, 2018 5:33 pm

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

Postby DoomN00b » Tue Oct 23, 2018 1:31 pm

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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