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Well here Goes!
This started as pet project where i stockpiled and resprited a insanely large amount of wolfenstein resources with the intention of making a Wolfenstein TC. With the Plan to cover from 1942-1946 and all areas of war Italy, Egypt, Japan etc. Still would love to do this but honestly am not very good at mapping . so instead of giving up figured why not use resources to make a fun Gameplay mod where you take on AXIS enemies.
Enter WW_Nazis... Its gonna take anyone with Slade 30 seconds to see this is built on WildWeasels awesome Mod. Its a great mod with good game balance and lots of nifty extras (tracers/grenades). I asked an was overjoyed to get permission to do this. Hopefully this Mod can bring some joy to us good old Doomers.
WorldWarWolf is a gameplay mod bringing large amount of Wolfenstein style enemies against player through the use of Hopefully balanced Randomspawners. fight back against the Axis horde with all sorts of WW2 weapons and items. be warned though all enemies can dish out damage if your not careful!
MOD INCLUDES.
-47 weapons from all areas of war (these are not intended to all be carried at once..but can if you really want)lot of fan favorites but some unique ones to.
-100+ basic enemy types using Random spawners to keep things interesting.
-60 unique/redone bosses from wolfenstein universe (some of these currently are not implementing into regular spawns but all are fully functional)
-*OBILGE level generator support* this is a main pushing point for me as the Italian/Japanese spawns are through this.
-*Fast Simple Reloads to get you back into the fight quickly!
-Reduced and Enhanced Gore! -enemies will generally collapse from small caliber fire with minimal fuss but also come with gibs/unique burning deaths
-super sexy 4/8 direction rotations ... for everything/also VISIBLE WEAPONS (no more mp40s shooting like Thompsons)
-Color Coordinated enemy factions for easy threat identification
-THE LONGEST CASTING CALL EVER!!. Seriously brings some popcorn and a wrist brace!
-the possibility of one day becoming a Full TC... I'm still hopeful!
-Compatible with MonsterScouter/Targetspy as all enemies have tags set
-*Choose from 4 different Heroes to tackle enemy in different ways.
POSSIBLE CONS
-the reduced rotations might not be for everyone. but please try and see how they feel.
-47 weapons. these was never intended to all be carried at once. but most still have unique feel and use.
-I can currently only Run Zdoom not Gzdoom so this is made for that and don't no if that effects anything
WEAPONS LIST -for more info read WorldWarWolf.txt included in zip
ALSO - alternative CVARS spawner version
This version will let you choose which axis enemies you wish to fight via options menu. choose from different spawn options or use all for colorful mishmash.
-if you turn all off will default to standard spawns.
-not all rosters have there own spawns for certain replacements and will revert to standard.
-bosses now all use same spawn to not break stuff
*ambush flags should carry over now*
*Boss specials work properly*
DOWNLOAD: https://www.dropbox.com/s/t6ufirgbn4bct ... B.zip?dl=0
*This should be more stable now, but could cause problems with some mods,main reason I keep it separate*
Also WorldWarWolf Corpse Replacer
DOWNLOAD:(this will replace all regular Doom2 monster/marine corpses with Allies/Axis and generic corpses) https://www.dropbox.com/s/6qg5iq7f8vwfr ... s.wad?dl=0
*again keep this separate for compatibility with mapsets, but should work with pretty much everything*
*EDIT* NEW CREDITS *
*CREDITS* -Zip file includes original WW_Nazis credit list in full and unchanged. Have folded Credits back into mod as I feel its good enough now. but please if you think i left something out/misscredited or included something i shouldn't let me know.
CHANGELOG:
Spoiler:
-updated both credits list in main file (still probably not perfect but should be better) let me know if its not!
-fixed couple of things with weapon handling, Mab38,Flamethrower,greaser
-replaced some sprites/sounds with new versions with credits.
-shortened some weapon names for better hud view
-MASSIVE CALIBER/AMMO/WEAPON OVERHAUL -hopefully this is will please a lot of people
-attached ammo type to weapons tag to make it visible in HUD so its easier/faster if unsure
-adjusted WorldWarWolf.txt file in both game and credits file to represent new changes (also included ammo section)
-adjusted some weapon spawns to include more allied weapons
-db shotgun now is right handed
-colt 1911 new sprites/reload style, also fixed issue where it could load more then 7 rounds
-ppsh41 now has barrel
-all pistols now have new simple centered reloads
-new fullscreen sprites for baseball bat/whip range increased
-flamethrower has animated flame/flamethrower flame now animated after firing
-new reload sprites for BAR. BAR fire sound increased
-PIAT doesn't shoot rockets anymore, projectiles slightly affected by gravity
-added giant Dp27 SS to mancubus spawns/added Kaiser Toten to Spidermind spawns
-fixed hands on garand missed this last time/tweaked muzzle flash
-shotgun shell spawn chance increased as regular enemies drop rifle ammo
-nazi probe health reduced
-new edited sprites courtesy of Craneo Bat/Kar/Carcano/Bren *more* STG/DP27
-even better reloads for all pistols/smgs/FG42/BAR/STG
-fixed reloads fr thompson/kar/stg
-DBshotgun now has altfire
-Sword animation smoother
-M1 Garand ping now when weapon is emptied
-50cal ammo belt now shows when belt is low/out of ammo
-added some more of the bosses to the baron boss rare spawn
-bolt rifles should feel less stiff now
-Arisaka has better bolt action
-Bat/Sword now dose not alert enemies/whip now hits center
-G41 sprite improvements by Craneo
NEW**21/08*-changed Luger/Walther back to old WW_Nazis ones, but now have new style reloads
-Luger can now attach silencer as Alt fire,for stealth options.
-Now has 4 choose-able player classes with unique starting equipment
-2 new melee weapons for new classes
This is my First Released mod so please any feedback would be greatly appreciated!
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Last edited by DeeDeeOZ on Sat Sep 25, 2021 2:02 am, edited 19 times in total.
Really like this! Just a couple of things to mention:
For some reason I can't seem to pick up the chaingun from the big enemies who drop it Guess I should learn to RTFM, you addressed it in the readme.
I like the fact that there are no inventory limits but the ability to drop guns would still be nice to keep your inventory tidy, especially for guns that have exotic ammo types that you aren't likely to find much for.
The single chaingun supersoldiers only drop JAMMED chainguns (works as a chunky 9mm ammo pickup). this is intentional to stop you getting one to early (the UMG chaingun is pretty powerful) the elite supersoldiers (no helmet/dual chainguns) or any of the Rare boss spawns will drop it as normal.
*NOTE*this also happens with any of the mounted guns, Mg42/mgo8. again both available from less common enemy types.
Also if you go to your control setup there will be a section under inventory where you can bind a key to drop weapons. this should help if you do not want to carry as many guns.
Could you add some of the weapons from Zikks wolfenstien addon. You could use the sprites from that mod instead of the current ones in order to distance itself from Doom
Bobby wrote:Could you add some of the weapons from Zikks wolfenstien addon. You could use the sprites from that mod instead of the current ones in order to distance itself from Doom
Honestly I really don't want to add any more guns to the Mod, quite alot of them actually are already a little redundant. Actually had more i thought about and chose not to add (though some are tempting just for cool/fun factor) only things i might add are couple more melee weapons and possibly 1 more energy/chemical weapon.
Lots of the sprites in it are already Zikshadows, and also added doom hands to lots of the others to try and make it more Doomy. Sorry if thats a let down.
PresBarackbar wrote:Thanks, really enjoying it so far!
I checked out the mod, so far i dig the arsenal new reloads (some are stiff, especially on the pistols) but i dig it, along with the italian soldiers (though those aren't the bersaglieri) i hope to see the mod improve and potentially add some Cvar options to change the spawners (or have italian bosses, but hey it's just me.)
Oh wow, schit. The numbers of enemies and weapons are at large number and historically accurate. While i love the effort you put into this mod i think i've found some issues:
Spoiler:
- Some of the sound effects, sprites and musics are still uncredited to the actual original authors. Think i talked about this on DM and i'm still regretful for not properly crediting each used resource for my super old standalone of ww_nazis you presumably used it as a base(since i can hear cutscene and ending musics unchanged). I'd suggest to remove or replace some if you can't find out the source, or perhaps DM me with the resources you want to know where they came from.
- So i'm seeing some... Half-naked and Butt-naked soldiers? I'm seeing them in the ending sequence and i wonder what are they doing. Thank god they're not showing their private parts. Might add warning at OP since they're still nude.
Redead-ITA wrote:(though those aren't the bersaglieri)
No Sadly.there just dark helmets. Just really wanted to make them different to regular enemy stalhelms. glad to hear you like it. would also like to do more italian bosses.
Captain J wrote:Some of the sound effects, sprites and musics are still uncredited to the actual original authors. Think i talked about this on DM and i'm still regretful for not properly crediting each used resource for my super old standalone of ww_nazis you presumably used it as a base(since i can hear cutscene and ending musics unchanged). I'd suggest to remove or replace some if you can't find out the source, or perhaps DM me with the resources you want to know where they came from.
Updated the music section of credits to include both tracks from SOD and SOD lost missions. I will PM you with the resources that i think your talking about still needing credit. and feel free to let me know if there's anything else you think needs fixing. more then happy to amend or change things. want to make sure all proper parties are credited.
-in regards to the second part. enemies where left over from original TC plan. with Unready supersoldiers who burst out of tubes and come punch you, other guards are supposed to represent unready troops in barracks rooms, locker rooms etc. also as a homage to some older sillier Wolfenstien Mods. was unsure about including them. Have removed Unready Supersoldier completely and removed the other guards from the casting call as they currently don't feature in spawn list (these are i feel tame enough that they shouldn't cause problems) but left sprites for regular unready guards in mod in case they are implemented at later date. Sorry if this caused any distress!
I appreciate all the effort that went into this, and it's been fun so far(first three maps of Ultimate DooM). There are just a couple of things I'd like to see:
First off, could there be an option to turn off the recoil? Please? I understand that this mod makes numerous major changes to the gameplay, but this one thing specifically actually bothers me.
Secondly, could there be an option to set what weapons are projectile-based and which ones are hitscan? Myself, I'd just as soon make it where all bullet weapons used by the player are hitscan, while enemy guns still fire tracers; but there could be various combinations here, such as making it where automatics fire tracer projectiles while single-shot weapons get hitscan, or where lower velocity weapons like pistols and SMGs fire tracers and high velocity rifles are hitscan. Maybe even the ability to mix and match whether certain types of guns are hitscan in the player's hands but projectile-based for the enemies, with different sets for each. I hope you can figure it out.
And lastly, would anyone know of a good WWII-themed texture and/or prop set? Something that would make it feel like going from the front lines, then progressively deeper into enemy territory, as you go through enemy bunkers and eventually to their secret "Wunderwaffe" labs, or something like.
I must say, this is quite an ambitious project you got here. Even as a gameplay mod, there's quite the variety you tried putting in.
I did however have several concerns regarding things here and there. Note that these are just preliminary observations from playing it for an hour or two. I could miss details here and there, which if I do, I apologize. But still, I won't ring around the rosie for some of these concerns.
Spoiler:
1. I'll be frank with this, since it's currently my biggest problem with the mod, the angled reloads look awful. A lot of the sprites you choose to represent the angled guns look nothing like their normal idle frames. Sometimes they even defy the laws of sense, swapping modelshots with every different frame (the PPSh being one that suffers from this). Might I recommend just animating the regular view frames, instead? Doesn't have to be Goldeneye-styled reloads too, you could use offsets with occasional different frames like removing the hand from the gun to indicate the player removing the mag and adding a new one offscreen before adding a new frame where the hand sits on the bolt to indicate round rechambering. You can do a lot with simplicity.
2. The credits are all over the place. When I said I was okay with my stuff added in, I mentioned intact credits. That means adding everyone's names that worked on the assets used, not just mine. One example is the M1A1 Carbine reloading sound being from my Confiscated Weapons addon, of which has proper detailed credits for the sounds, but isn't mentioned at all in the text in your mod. Another example is the PIAT, of which the firing sound is once again properly credited with everyone's names and what they contributed to the asset in my addon, but you chose to ignore and just added my name to the list, which is highly inaccurate.
3. The baseball bat sprites are cut off at the sides, being primarily 4:3 made sprites. With the existing frames, you could probably remove those cutoff ones and use offsets in order to make a convincing animation without needing much graphical editing from the remaining sprites.
4. The katana shares swinging sounds with the shovel. The shovel is a much heavier weapon than the sword, so it feels very out of place that both weapons would swing the same way. Might wanna change that to something that sounds lighter.
5. The whip has surprisingly terrible range even though it's meant to be a really long weapon.
6. The 1911 has a 10 round magazine instead of the proper 7.
7. The sound quality in this mod is very inconsistent. Lots of lower rate sounding stuff being mixed in with high rate ones, making for a very mismatched experience auditory-wise.
8. Putting the M1A1 Carbine in Slot 4 where all the automatics are sitting felt offputting. It may be a carbine, but it's still technically a semi auto rifle. Not much different from the SVT40 you put in the other category aside from ammunition fired.
9. The ammunition naming, or perhaps just the research in general is all over the place with this mod. Guns being loaded the wrong rounds and some that defies reason, like the Enfield that, I quote, from your code is a "bolt-action pistol-caliber carbine". Most confounding. Why not just simplify everything and use the tried and tested MoH-style "Pistol Ammo, Rifle Ammo, SMG Ammo, etc"? It'd atleast handwave away things like stuffing .303 British to the famously .30-06 loaded M1 Garand. Or the Beretta M1934 somehow loading 9mm instead of the accurate .380 ACP. Or the Nambu pistol loading 9mm instead of the one literally named "8×22mm Nambu". Or the SVT-40 loading 7.92×33mm Kurz instead of 7.62×54mmR. Plenty more examples where that came from.
10. Typos and inconsistencies in text all over the place. Some texts aren't capitalized when they should like names of weapons or items. Sometimes nation origin names are included in the pickup text while other times it is omitted. Examples include "Britsih sten" instead of just "Sten", "M1a1 Carbine" on the HUD missing the other capital A, "M1 jungle Carine" instead of "M1A1 Carbine" (I'm pretty sure the M1 Jungle Carbine is a different gun model entirely, that one had a flash hider and stuff, assuming you didn't mean the MK1 Jungle Carbine, of which is a Lee Enfield, a completely different weapon), and so many more.
11. The Sumoi feels a bit out of place in this mod. First, I don't think Sumoi is an actual word in Japanese (there is Suomi, but it's Finnish), feel free to correct me if I'm wrong. Second, I'm pretty sure the thing's an Armsel Striker that you somehow time traveled to WW2. I think it might've worked better if it was a Manville Gun instead.
12. The Browning Auto-5 reloads from the bottom, not from the side. That other frame I used there for the BoAC2 addon was for the bolt rechambering, not literally loading a new shell from the side.
13. The Double Barrel shotgun sprites have the gun used left handed. The rest of the sprites in the mod are right handed.
14. This is a pet peeve of mine, but it's such a common occurrence in sprite authors, I might as well report it in an attempt to cull it. Some of the gun sprites have the right hand bit placed awkwardly. I imagine 'cause sprite authors wanted the gun to seem more lively and held sensibly even when it isn't. I know some of them are untampered from Nazis!, but it is rather irritating to see, like the Thompson right hand being visible even though it should be holding the pistol grip underneath all of the gun. The Trenchgun being held like the main character is putting his palm under the gun instead of properly holding the stock. Same thing for the Garand. The BAR is particularly awful, since it looks like the character's holding his whole hand to the side instead of holding the gun by the stock.
15. The PPSh suffered the same issue as in WW's Nazis! where there isn't actually a gun barrel. No, the heatshield does not constitute a gun barrel.
16. The M3 Grease Gun's shooting frames still has pink pixels on the muzzleflashes.
17. The Beretta MAB38 doesn't take ammo for its second shot, effectively doubling the ammo capacity to 80 at the cost of 40 rounds. Holstering it also uses the MP40 frames instead of the proper MAB38 ones.
18. Sten has 30 rounds in the magazine instead of the proper 32.
19. Clips and magazines are entirely different things. Even the original Nazis! acknowledged that clips are not the same as magazines.
20. The M1 Garand ping only happens when you fire off the last round in the gun. Tactically reloading the gun would not do the ping 'cause the user would be manually pulling out the whole enbloc clip instead of using the weapon's automatic eject. The original Nazis! acknowledged this, so I don't know why you tampered with that bit.
21. The Arisaka's firing state doubles the sprites, you can see the bolt being duplicated as it fires for a split second. Very noticeable.
22. The steam effect in the flamethrower should be thrown out. While the original flamer sprite from Nazis! could be argued that it's steam from heated internals, the one used in the mod looks like a disaster waiting to happen. Primarily because the steam's coming from the flamethrower's barrel, the bit where fuel goes through!
23. The PIAT does not shoot straight fire rockets. If anything, it should act more like a very powerful contact grenade launcher.
24. The Browning HMG bullet belt does not change as the rounds count low. The gun could have zero ammunition and the sprites would still show a belt loaded.
25. Interesting anomaly that the MG42 is the only weapon in Slot 9 that needs reloading. I wonder if it's because of balancing reasons or if it's because you couldn't find anything resembling angled sprites to add reloading to the other weapons.
26. A strange decision I noticed here is the fact that none of the enemy roster seem to suffer from any type of permanent injury, sprite wise. No one here looks bloodied or torn apart when dying, almost like you shot them with tranquilizers instead of, y'know, firearms. Even MechaHitler stands down and surrenders instead of suffering his Wolf3D counterpart injury, being completely and utterly gibbed. I question why.
27. Some of the weapon names are so long that they go off screen in the HUD. Might wanna shorten them.
Thanks for the Feedback. Have amended the credits list with the 2 things you pointed out, let me know if there is anything more. will give more detailed reply later. I am new at this and first time making credits list so gonna make mistakes. want to make sure everyone is properly credited. and do not want to offend anyone.
also plan on addressing some of the issues mentioned soon.
Again thanks for honest feedback.
*EDIT* Finally had chance to reply properly
Concerns:
Spoiler:
1.This is a design decision i really do not want to give up on but has handicapped me quite a lot. made a bunch of plans at get go.
-did not want to use much from Realm667 if possible(lots of people already have).
-did not want to use much that the BOA team used if possible(really respect them and there mod).
-wanted to use sprites not commonly used to try and give it new appearance (probably should have just used some all ready good favorites).
-wanted centered firing sprites (hard enough to find for WW1/WW2 settings as it is/and did not want just Ironsights)
-Really liked angles so people can get a better look at the weapons.
-did not want to just rip Call Of Duty. (not great at ripping sprites and do not enjoy doing it)
I figure I am going to flex on some of these but the less the better. still am reasonably happy with some of the centered/angled sprites (STG/FG42/BREN/DP27/MAUSER/MG42) would like to try and improve on rest before giving up on that. also feel the slight angle looks far better then hard angle so probally try for more of that.
Also want you to know I value you input as all your stuff has amazing weapon handling, usually with a lot of simplicity. You clearly know your stuff and it shows.
2. Hopefully fixed this. First time trying to make a proper credits list and rushed it. Am sorry about this and understand any annoyance this caused. Put your name there to remind me to fill in proper details and was never intentional. More then happy to amend any more if there is still mistakes.
3. probably going to do this.
4.probably going to do this.
5.Whip was silly addition added for fun/Indiana Jones reference. Probably going to extended range also got something planned for custom damage type
6.Long story here, originally wanted to increase this to 14 but the 1911 never came with double stack magazine in 45, and didn't like the idea of spriting extended mag, could have made it a 9mm variant but that kind of defeats the purpose, Is supposed to become the main pistol when dealing with the Order Wolfstone soldiers (Baddies from Rott) who where intended as end game enemies and wanted to make pistol still useful. Short story cant be bother explaining this again so just changed it back to everyone's expect 7.
7. Very little skill in sound editing. also really wanted to used lots of old Wolfenstein sounds which where never top quality to begin with.
8. attempt at not overloading weapons keys more then they already are. also is acquired from same soldiers as the Garand and felt strange gaining 2 weapons on same slot. may or may not change
9. HUGE issue. Bothers me to. Has more to do with me balancing ammo spawns and overloading game with unnecessary calibers. The MOH option is one solution but Considering incorporating
AXIS and ALLIED styles of ammo, but still has issues. More then likely the Beretta/Nambu will always use same pistol ammo as Walther/Luger, Same for Carcano/Arisaka and the Kar98. this is because they are intended to replace them when fighting Italian/Japanese. Currently figuring out solution to this. Also the Enfield pistol thing is a left over from WWNazis i thought i deleted.
10. Put this down to being time poor/tired and me typing to fast.
11.the name had nothing to do with the Finnish one, was just a made up Japanese word for a made up gun. Renamed it something more appropriate. also original sprites where a really good striker shotgun but that rankled with me to much, so thats why it looks like it does. probably change pickup sprite at some point. Rare enough drop from only the Japanese supersoldiers I plan to leave it in.
12.Fixed. did not notice this was wrong
13.Simple fix, will fix
14. Funnily enough agree with you on this. actually placed hands sillier then normal to make it fit with commonly accept Doom style. Probably will fix
15. Probably fix this.
16.Fixed
17.Fixed
18. Balancing, the Sten is far better then the Mp40 in damage,ROF. loosing 2 rounds is minor attempt at balancing. Just tell yourself its under loaded to help prevent jams.
19.True, again time poor/tired. will fixed at some point
20. Garand i used was not from WWnazis version i have. i just used sprites from DDDland. Would like more feedback on this as its a pretty easy fix but feel like rule of cool might make some people prefer the ping even though it breaks realism. definitely not removing the ability to reload with out emptying it.
21.Going to Work on this
22.Fixed. Also going to add animated flame as Craneo suggested.
23. Acknowledge this. it will continue to share ammo with Panzershrek purely for practicality reasons for now. may change in future
24. Was on my to do list. probably going to be cheap short belt at 5 no belt at 0 sprites instead of every one though.
25.Balancing. All these are pretty rare. the UMG and MG42 the least and both have slight drawbacks.
26. Multiple Reasons for this.
-My kids actually asked me if i could make the deaths less violent.
-makes the gibbing/burning deaths more impact full.
-planned on adding gibbing gory deaths for the bosses.
-some of the weapons are low power/non lethal.
-enemies still show blood puffs and splatter walls.
-and also makes enemies that utilize raising look less strange.
Could add single bloody sprite for each enemy death and make alt deaths for others. but do i have to?
27.Fixed
Last edited by DeeDeeOZ on Thu Jul 15, 2021 9:50 pm, edited 2 times in total.
I like the idea, but I feel the flamethrower needs an idle animation for it's flame, it's just there frozen, also, not sure where the smoke comes from after you fire (there is no tube for a smoke release, it seems to just come out of the side of the barrel), other than that I like it's sprites more than the WW_Nazis one, I feel this mod has potential personally, I like the idea of a mod expanding on Weasel's nazis (an already pretty great mod) so I hope to see more progress on this in the future, I also really like how this seems to cover all powerups already (one thing I didn't like that much from WW_Nazis is that last I checked it didn't cover most of the sphere powerups, but i may be out of date), some sprites need tweaking but generally like the potential it has, just polish it a bit more and you'll do it great!
also some animations could use polishing too, like the melee weapons, I feel need smoother animations
(I mostly say this from going on Kinsie's test map and testing the weapons, haven't fully played through a level with this yet, mostly commenting from the graphical side as that's what I was more interested in currently, as a spriter I am curious on how other mods look like graphically)
So far I have a mixed first impression of this mod. I like the wide variety of enemies and weapons, but quantity doesn't always translate to good quality, and it shows:
Many weapons are redundant, especially when they share the same ammo pool when most of them use different ammo IRL. This makes it even harder since I can't tell from the HUD which weapon uses which ammo. ZikShadow's BoA addon is a great example since many of its weapons use their proper ammos, and is much more balanced to alleviate redundancy; you should take notes from it.
Weapon casings would be nice.
Enemies only have four rotation sprites (no diagonals) instead of the usual eight. Don't be lazy and cut corners; if you want directions, make eight directions.
Other than that, I concur with the comments Captain J and the others posted.
Just wanted to let people know I'm currently hard at work fixing some of the issued raised by people above. Have currently split my credits files/Lore file out of main mod for ease of editing and allowing me to update it without constantly re uploading .
Have left original WWnazis file in and untouched. Also adjusting it to make it more consistent and easier to read.
Thankful for all the feedback, both positive and negative (I am a big boy, I can take it) honestly rushed the release of this as was burning out and needed motivation to keep working on it. Fair bit of stuff not as polished as could be and it shows.
Main issues being addressed are firstly the crediting of stuff and replacing/resourcing some sounds so everything is going to proper parties. Feel this is more important than minor sprite edits. Again really happy when people point specific stuff out as its usually stuff i missed and never intentional.
Also fixing some of the more obvious problems pointed out and tweaking some things but this will be done as time permits. Am very time poor at moment, work long hours and shiftwork so sadly Modding has to get put on back bench sometime. Also got lots of other stuff going on in the real world.
Thanks again to everyone. will try to give more targeted Feedback when have more time.