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

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armymen12002003
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by armymen12002003 »

Don't know if your aware of this but the shotgun robot and the schwatz android gets stuck in place sometimes and doesn't move whatsoever.

Also i'd love to see some jetpack Nazi's thrown in here.
erni945
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by erni945 »

Hey GAA,
I like your mod, but can you tell me if your mod is compatible with Wolfendoom's maps because I have the same error as in the photo and the opponents are just standing there and not attacking me at all? you know how to fix it? :?

Image
Last edited by erni945 on Wed Sep 06, 2017 7:33 am, edited 1 time in total.
Gideon020
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by Gideon020 »

erni945 wrote:Hey GAA,
I like your mod, but can you tell me if your mod is compatible with Wolfendoom's maps because I have the same error as in the photo and the opponents are just standing there and not attacking me at all? you know how to fix it? :?
I've played through the Laz Rojas maps with this mod just fine. Some scripting errors here and there but otherwise perfectly serviceable.
erni945
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by erni945 »

Gideon020 wrote:
erni945 wrote:Hey GAA,
I like your mod, but can you tell me if your mod is compatible with Wolfendoom's maps because I have the same error as in the photo and the opponents are just standing there and not attacking me at all? you know how to fix it? :?
I've played through the Laz Rojas maps with this mod just fine. Some scripting errors here and there but otherwise perfectly serviceable.

Well, besides the mistake of what's in the picture, it's all just fine, it's just about those opponents on the water who are not moving
Gideon020
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by Gideon020 »

erni945 wrote:
Gideon020 wrote:
erni945 wrote:Hey GAA,
I like your mod, but can you tell me if your mod is compatible with Wolfendoom's maps because I have the same error as in the photo and the opponents are just standing there and not attacking me at all? you know how to fix it? :?
I've played through the Laz Rojas maps with this mod just fine. Some scripting errors here and there but otherwise perfectly serviceable.

Well, besides the mistake of what's in the picture, it's all just fine, it's just about those opponents on the water who are not moving
Those are errors in the files. I've had the Sharks and Mini-Subs replaced by officers when I played that one.
erni945
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by erni945 »

erni945 wrote:Those are errors in the files. I've had the Sharks and Mini-Subs replaced by officers when I played that one.
And you know what to do with it?
Gideon020
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by Gideon020 »

erni945 wrote:
erni945 wrote:Those are errors in the files. I've had the Sharks and Mini-Subs replaced by officers when I played that one.
And you know what to do with it?
Nope, I just put up with it. I just play these things, I wouldn't know the first thing about file editing.
erni945
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by erni945 »

Gideon020 wrote:
erni945 wrote:
erni945 wrote:Those are errors in the files. I've had the Sharks and Mini-Subs replaced by officers when I played that one.
And you know what to do with it?
Nope, I just put up with it. I just play these things, I wouldn't know the first thing about file editing.

I wanted to reconcile it but it is so annoying to me that I can not do it
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-Ghost-
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by -Ghost- »

The mod feels pretty good right now! The sonic weapon still feels kind of bland, though. The damage is okay, but it's just underwhelming as a weapon because there's not a lot of feedback from the shots. It just feels like you're shooting circles at people. I agree with the other players who recommend a separate button for dual wielding as well, since in the middle of a fight sometimes you get stuck when you're switching from say, dual super shotguns to a regular shotgun as you cycle through the same super shotgun 2-3 times by accident.

I think a slight increase in healing item drops would be nice as well. I'm usually sitting on 150+ armor but low on health. Maybe an intermediate item can drop from enemies like bandages or something that gives +5 HP? I think I've seen them drop the +1's and medkits, but they're definitely more rare than armor. Lastly, since we can upgrade our health capacity (and I'm assuming armor, though I haven't picked any +armor capacity items yet?), maybe a way to increase ammo capacity slowly would be nice as well. It could be something simple like an ammo satchel that's just +5-10 ammo capacity for everything so it's still a slow increase.

Do you have any plans to add silencers to the Lugers, or maybe throwing knives/dual knives as a pickup? It'd be nice to have a little bit of stealth ability, and it'd add some utility back to the early weapons.
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Mr.Enchanter
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by Mr.Enchanter »

I suggest using the Thundergun sounds from World at War, slowing the fire rate a bit while making the projectiles faster but expire after a certain distance, upping the damage just a wee bit, and adding some offsets or even some resizing/motion blur (similar to Trailblazer's animation style.)
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Dr_Cosmobyte
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by Dr_Cosmobyte »

armymen12002003 wrote:Don't know if your aware of this but the shotgun robot and the schwatz android gets stuck in place sometimes and doesn't move whatsoever.

Also i'd love to see some jetpack Nazi's thrown in here.
What maps it happened? Can you reproduce this bug somehow?
I'm thinking not only on jetpack nazis, but Heinrich Krist as well. It's just a IF, at the moment.
erni945 wrote:Hey GAA,
I like your mod, but can you tell me if your mod is compatible with Wolfendoom's maps because I have the same error as in the photo and the opponents are just standing there and not attacking me at all? you know how to fix it? :?
I reproduced this bug when playing LasRojas stuff WITHOUT his ".deh" file. Maybe it could be that. Otherwise i can't help too much, since kriegsland just replaces enemies. The weapon pack isn't ready yet. :c
-Ghost- wrote:The mod feels pretty good right now! The sonic weapon still feels kind of bland, though. The damage is okay, but it's just underwhelming as a weapon because there's not a lot of feedback from the shots. It just feels like you're shooting circles at people. I agree with the other players who recommend a separate button for dual wielding as well, since in the middle of a fight sometimes you get stuck when you're switching from say, dual super shotguns to a regular shotgun as you cycle through the same super shotgun 2-3 times by accident.
Pressing "Zoom" button when you are on dual wielding switches back to single wielding. It was on latest changelog and was told before by Yukes. Sorry if i haven't made myself clear.
-Ghost- wrote:I think a slight increase in healing item drops would be nice as well. I'm usually sitting on 150+ armor but low on health. Maybe an intermediate item can drop from enemies like bandages or something that gives +5 HP? I think I've seen them drop the +1's and medkits, but they're definitely more rare than armor. Lastly, since we can upgrade our health capacity (and I'm assuming armor, though I haven't picked any +armor capacity items yet?), maybe a way to increase ammo capacity slowly would be nice as well. It could be something simple like an ammo satchel that's just +5-10 ammo capacity for everything so it's still a slow increase.

Do you have any plans to add silencers to the Lugers, or maybe throwing knives/dual knives as a pickup? It'd be nice to have a little bit of stealth ability, and it'd add some utility back to the early weapons.
By parts:

- thanks for suggesting a increase. I was eager for adding another health items and needed some word on it.
- there aren't +armor items.
- the only mod where i've seen a +ammo item was ZBlood, and i think it used ACS for that. I am a zero at ACS.
- i've planned silencers for the mausers, but i paused a little bit progress.
Mr.Enchanter wrote:I suggest using the Thundergun sounds from World at War, slowing the fire rate a bit while making the projectiles faster but expire after a certain distance, upping the damage just a wee bit, and adding some offsets or even some resizing/motion blur (similar to Trailblazer's animation style.)
faster projectiles, more damage. Noted down. ;)
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armymen12002003
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by armymen12002003 »

GAA1992 wrote:
armymen12002003 wrote:Don't know if your aware of this but the shotgun robot and the schwatz android gets stuck in place sometimes and doesn't move whatsoever.

Also i'd love to see some jetpack Nazi's thrown in here.
What maps it happened? Can you reproduce this bug somehow?
I'm thinking not only on jetpack nazis, but Heinrich Krist as well. It's just a IF, at the moment.
i was playing it with the going down megawad which most of the wad has some close quarter fighting so that might be it.
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-Ghost-
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by -Ghost- »

Thanks, I've been using Z to switch to dual wielding. Would it be better then to remove the dual variants from the 1-9 keys? Same for the grenades, since if there's already a key to do it, it just kind of makes it redundant.
erni945
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by erni945 »

GAA1992 wrote:Don't know if your aware of this but the shotgun robot and the schwatz android gets stuck in place sometimes and doesn't move whatsoever.


erni945 wrote:Hey GAA,
I like your mod, but can you tell me if your mod is compatible with Wolfendoom's maps because I have the same error as in the photo and the opponents are just standing there and not attacking me at all? you know how to fix it? :?

I reproduced this bug when playing LasRojas stuff WITHOUT his ".deh" file. Maybe it could be that. Otherwise i can't help too much, since kriegsland just replaces enemies. The weapon pack isn't ready yet. :c


I just tried to launch a map without a .deh file and it's the same, but it's hard, thank you that even though you tried to help
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Re: Kriegsland : Blutordnung (LU 23/08/17) ZAND PATCH PG 14

Post by Dr_Cosmobyte »

Try it on this order: lasrojasmap + its deh file + kriegsland.

@-Ghost-

I can't remove the guns from slot 9. Also, the grenade on slot 5 can be held for a longer time. Different from the quick grenade, which can't be held.
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