Guys, just passing through with some bug fixes for Kriegsland II, because i did the last update in a rush.
Spoiler:
= Reworked Scharfschutzengewehr sprites, and changed pickup animation
= Fixed lots of bugs in Reichveredikt regarding ammo comsumption and states
= Secret weapons now can't be obtained through ordinary cheats
= Converted two more NPCs in Strife
= Replaced some switch textures just for fun.
= Removed some (yet) unused files
Get psyched! I won't get psyched because my sciatic is hurting me again... =p
EDIT: Reuploaded because i accidentally deleted a frame in the KMG-86.
Re: Kriegsland II: Untergrund [v1.1b 16/07/19]
Posted: Wed Jul 17, 2019 7:09 pm
by Tesculpture
Sorry about the sciatic. As someone who looks after someone with similar problems I understand.
This mod looks promising, but the scope on the sniper rifle is on a hair trigger; when I try to zoom in I usually end up zooming back out immediately. This isn't a problem for the generic zoom with the other weapons.
EDIT:The problem seems to be my middle mouse button, sorry; the zoom works fine if bound to a keyboard key.
Re: Kriegsland II: Untergrund [v1.1b 16/07/19]
Posted: Tue Aug 13, 2019 4:06 am
by Ac!d
Here's a LANGUAGE.fr translated. Unfortunately, I don't undertand portuguese and italian.
[fr]
SAVEDEAD = "\c[Green]Erreur: La sauvegarde ne peut se faire sans partie en cours.\n\nAppuyez sur une touche.";
SECRETMESSAGE = "\c[Green]Avertissement: Zone non identifiée trouvée.";
NIGHTMARE = "\c[Green]Avertissement: Difficulté élevée détectée. \n\nConfirmation de l’utilisateur nécessaire.";
GOTBLUECARD = "\c[Green]>>Objet >Carte d'accès Bleu";
GOTYELWCARD = "\c[Green]>>Objet >Carte d'accès Jaune";
GOTREDCARD = "\c[Green]>>Objet >Carte d'accès Rouge";
GOTBLUESKUL = "\c[Green]>>Objet >Crâne Bleu";
GOTYELWSKUL = "\c[Green]>>Objet >Crâne Jaune";
GOTREDSKUL = "\c[Green]>>Objet >Crâne Rouge";
PD_BLUEO = "\c[Green]Erreur: Carte Bleu requise.";
PD_REDO = "\c[Green]Erreur: Carte Jaune requise.";
PD_YELLOWO = "\c[Green]Erreur: Carte Rouge requise.";
PD_BLUEK = "\c[Green]Erreur: Carte Bleu requise.";
PD_REDK = "\c[Green]Erreur: Carte Rouge requise.";
PD_YELLOWK = "\c[Green]Erreur: Carte Jaune requise.";
PD_BLUECO = "\c[Green]Erreur: Carte Bleu requise.";
PD_REDCO = "\c[Green]Erreur: Carte Rouge requise.";
PD_YELLOWCO = "\c[Green]Erreur: Carte Jaune requise.";
PD_BLUESO = "\c[Green]Erreur: Crâne Bleu requis.";
PD_REDSO = "\c[Green]Erreur: Crâne Rouge requis.";
PD_YELLOWSO = "\c[Green]Erreur: Crâne Jaune requis.";
GGSAVED = "\c[Green]K2: Progression enregistrée avec succès.";
STSTR_DQDON = "\c[Green]>>Erreur dans l’adresse: IDDQD-1";
STSTR_DQDOFF = "\c[Green]>>Erreur dans l’adresse: IDDQD-0";
STSTR_KFAADDED = "\c[Green]>>Erreur dans l’adresse: IDKFA";
STSTR_FAADDED = "\c[Green]>>Erreur dans l’adresse: IDFA";
STSTR_NCON = "\c[Green]>>Erreur dans l’adresse: IDCLIP-1";
STSTR_NCOFF = "\c[Green]>>Erreur dans l’adresse: IDCLIP-0";
STSTR_NC2ON = "\c[Green]>>Erreur dans l’adresse: IDCLIP-1";
TXT_DEFAULTPICKUPMSG = "\c[Green]>>Objet >Non identifié";
EDIT : some spelling mistakes were made, sorry
Re: Kriegsland II: Untergrund [v1.1b 16/07/19]
Posted: Tue Aug 13, 2019 10:32 pm
by Dr_Cosmobyte
Wow, that's great!!!
I used english for all others just for linear matters, but i'll defenitely update Kriegsland II with this (i might write Portuguese and Spanish too, given my mother language).
Thank you!!!
Re: Kriegsland II: Untergrund [v1.1b 16/07/19]
Posted: Wed Aug 14, 2019 3:13 am
by Ac!d
For the ammo dropped by the monsters, you should add the +IGNORESKILL flag. It's strange to pickup 7 bullets of 9x19mm Clip and see on the pickup message : +15 Bullets !
Re: Kriegsland II: Untergrund [v1.1b 16/07/19]
Posted: Wed Aug 14, 2019 4:46 pm
by Dr_Cosmobyte
Will do, thanks once again! =)
Re: Kriegsland II: Untergrund [v1.2 08/09/19]
Posted: Sun Sep 08, 2019 1:50 pm
by Dr_Cosmobyte
So, uh
I just had this update stopped around here. I couldn't reproduce the Clip bug, because all my clips are getting me 15 bullets. In anyway, i removed the Reichveredikt because it was kinda off. The Lawine-6 closes the gap and, aside from the Vorderminen, all ammo types have two weapons each.
Spoiler: changelog
= SSG scope is not so sensible
= removed texture replacements
= fixed some MENUDEF stuff
= Buffed Sturmflinte even more
= Fixed a weapon spawner in Hexen
= Added a new animation for the KMG pickup
- Removed the Reichsveredikt
= Fixed some internal definitions
= Fixed a vorderminen spawner
= Re-scaled some ammo pickups
= Added grenades counter to the HUD
= Replaced Jet powerup sprite
Whoever downloads the version uploaded by gaming room in the video description, you'll get a small patch imbued which grants Kriegsland 2 compatibility with Return of the Triad by ElZe and 5thFifty!
To load the mods, you do the same process as Hacx 2.0:
- Select Hacx 2.0/Return of he Triad pk3;
- Select Kriegsland 2;
- Drag Them on your launcher of choice;
- Select Doom 2 as the IWAD.
Easy peasy.
EDIT: Video was added to the main page.
Re: Kriegsland II: Untergrund [v1.2B 16/10/19]
Posted: Tue Oct 15, 2019 10:18 pm
by Dr_Cosmobyte
I'd like to double post a little to say i've just posted a hotfix for the game, merging some small fixes from Facínora by GamingRoom, and some aesthetical stuff i needed to change.
Nothing really major, just some fixes on SBARINFO, removal of leftover files which weren't meant to be there, renaming of some actors and fixes on texture and replacemente patches.
On a side note, Kriegsland 1 has reached almost 4000 downloads! It's a pretty impressive mark, considering my mods don't have too much flux around, so, thanks to you all and keep spreading the word and getting psyched with Kriegsland.
Re: Kriegsland II: Untergrund [v1.2B 16/10/19]
Posted: Mon Nov 11, 2019 8:46 pm
by Dr_Cosmobyte
Guys, just passing through to say that i plan to add a few bugfixes and change small stuff to the game!
I can't give a estimated day, but in a few weeks i might have something.
Cheers!
Re: Kriegsland II: Untergrund [v1.3 16/11/19]
Posted: Sat Nov 16, 2019 8:06 pm
by Dr_Cosmobyte
Hey guys, i just updated Kriegsland II.
Many small fixes in the game, somehow there was a bug where grenades could be thrown while dual wielded even when zeroed. Also, many elements in the HUD were re-adjusted, footsteps have some different sounds and N.W.K.S. was rebalanced to avoid being so OP.
With that said, i hope you enjoy your sunday with this new update.
I was playing through Strife and encountered a bug where the story stops once you acquire the sigil. It seems Forest cannot enter into dialog or switch weapons from the sigil once he defeats the Programmer.