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

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erni945
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by erni945 »

I played a new update and I have to admit that it is very cool so I have some questions and suggestions. :)

-Are you planning to add support for other iwads in the future?

-I think it would be possible to introduce a system of improvements to each weapon as it appeared in the new order

-What do you think of adding some non-standard weapons such as tubes that were in the old blood?

-What do you think of adding new enemies where everyone would have every possible weapon possessed by us? (ie that from someone we would be able to get eg mg-92 and from someone else blitzgewehr),I think that for starters a good idea would be replacing the current supersoladaten on that with the new order or with the old blood where after his death we could get mg-92
Deii
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Deii »

Ah, I'm a little bit late to the underslung rocket launcher, but I think you could just make it more of a grenadelauncher that uses handgrenades for ammo - if I'm not mistaken, various militaries tried to streamline supplies by using grenades that double as rifle grenades and hand grenades to varying degrees of success, even though it never went anywhere aside of testing purposes. Then you could (potentially) just map the grenade launcher to the hand grenade key. Or something. Just a brainfart, it probably would cause lots of headaches if attempted to...well, be actually coded.
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Dr_Cosmobyte
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Dr_Cosmobyte »

First of all, i apologize lots for not uploading the enemies pack as promised. The "adjustments" i've made are ready, but Yukes patch showed up and i incremented it more and more and more, until it was 2AM in the night and i had to sleep. :p My fault, sorry guys.

But the Enemies Pack is being uploaded as i digit this, so don't worry. In less than a couple hours the upgraded pack will be up. And i'll double post to confirm it.

Now, to answer questions:
-Are you planning to add support for other iwads in the future?
Yes, i am. Kriegsland is not as versatile as Flakes Doom, however (the mod where i'll take my own IWAD patches to work on), but if anything else comes handy, you'll be able to play Kriegsland in other IWADS.
-I think it would be possible to introduce a system of improvements to each weapon as it appeared in the new order
Possible, yes, easy, ehhh... maybe not. I conseidered special stuff for weapons, but to think i'll have to have a double just for a specific upgrade or action... the code, size, and care needed to not break stuff will go sky high. The best i can do is things like the STG-60 stuff Deii suggested and i answered just below.
-What do you think of adding some non-standard weapons such as tubes that were in the old blood?
I like the idea. Really. But where to make them spawn, or how, are question marks.
-What do you think of adding new enemies where everyone would have every possible weapon possessed by us? (ie that from someone we would be able to get eg mg-92 and from someone else blitzgewehr),I think that for starters a good idea would be replacing the current supersoladaten on that with the new order or with the old blood where after his death we could get mg-92
Already noted down. i do have official plans to make each variant of the Ubersoldaten wield a different game weapon. The MG92 could be dropped by the Heavy Machine Gunner (archvile rare spawn). But i warn you guys, they will use YOUR weapons. And that's gonna hurt.
Ah, I'm a little bit late to the underslung rocket launcher, but I think you could just make it more of a grenadelauncher that uses handgrenades for ammo - if I'm not mistaken, various militaries tried to streamline supplies by using grenades that double as rifle grenades and hand grenades to varying degrees of success, even though it never went anywhere aside of testing purposes. Then you could (potentially) just map the grenade launcher to the hand grenade key. Or something. Just a brainfart, it probably would cause lots of headaches if attempted to...well, be actually coded.
Why i haven't thought on something like this is unknown to me. It's actually a good idea. A simple Boolean ACS would do the trick, just like Flakes Doom. No need to duplicate weaponry. Only complicated thing; sprites. But, being only one weapon doing that, i don't really mind giving it a boost. For now.
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Dr_Cosmobyte
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Dr_Cosmobyte »

The enemies pack was updated! Expect small changes from the complete version, such as support for new death types (in code only, not visually) and small bug fixes on enemies.

HAVE FUN!
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by armymen12002003 »

Having fun with the enemies pack but i still notice the SpiderMastermind and the Cyberdemon still has hitscan attacks.
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Dr_Cosmobyte
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Dr_Cosmobyte »

Yes. Sorry. The last update was about to have new enemies and attacks. But i had to release it urgently.

Next update have a great chance of bringing those new features.
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by armymen12002003 »

ok lol also if you play this with Project MSX the enemies seem to be a breeze to kill on any difficulty.
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by LukasG2004 »

I can't get the enemies pack to work with Doom Incarnate on ZDL
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Dr_Cosmobyte
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Dr_Cosmobyte »

What issues are you getting?
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Dr_Cosmobyte »

Just double posting to say, Kriegsland 1.8 is coming along nicely, and might be out very soon. In the screenshot below, you can check out that Odin has tracers when he fires bullets, and so has the Terminator. Also, the status bar got a little little modifying. The best part of next update will be the animation work that YukesVonFaust did greatly.

And, if you guys take a peek at the "Add-ons" section, there's a new Music pack made and submitted by erni945, which adds awesome tunes by Mick Gordon to the game. (I am sure i heard some of them in Wolf TNO, but i am not sure if all of them are). It's 230MB heavy, but worth the play. Have fun guys.

erni945
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by erni945 »

GAA1992 wrote:Just double posting to say, Kriegsland 1.8 is coming along nicely, and might be out very soon. In the screenshot below, you can check out that Odin has tracers when he fires bullets, and so has the Terminator. Also, the status bar got a little little modifying. The best part of next update will be the animation work that YukesVonFaust did greatly.

And, if you guys take a peek at the "Add-ons" section, there's a new Music pack made and submitted by erni945, which adds awesome tunes by Mick Gordon to the game. (I am sure i heard some of them in Wolf TNO, but i am not sure if all of them are). It's 230MB heavy, but worth the play. Have fun guys.


Thanks for sharing my patch on my thread but I have a few questions:

-Could you add more ammo in the next version because I think that 80 shells and 150 heavy amunition after taking a backpack are a bit too short and it consumes quickly?

-Would you also do something to consume a realistic amount of ammunition because it seems to me that like a bombenschuss consumes 2 pieces of ammunition and spits out only one hull it seems to me nonsense

- Do you plan to add some substitute items in heretic in the next version because for me wings of wrath or morph ovum are useless and do not fit thematically to this modification?
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Dr_Cosmobyte »

Alrighty then. :)

- More ammo? Well, i could make the shotgun go to the vanilla-ish 50/100 and the heavy ammo to 100/200. What are your thoughts on it?

- I understand it's strange to see the Bombenschuss use 2 ammo and spit one (or the panzerkreus using 3) but that's more of a gameplay factor than a graphic oversight, really. I got inspired by Doom 4/'16 after realizing how balance was going down after some longplays. With 50 ammo at my side, i wouldn't take the bombenschuss out for nothing, and all the other ammo types just got stuck in there. The Heavy Ammo request is understandable, due to how fast it goes, though.

- I've planned a substitute for the Tome of Power, but haven't really thought about the other items. Thanks for reminding me.
Deii
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Deii »

I say you could indeed buff the shells/heavy ammo capacity a little more, sometimes you can run just that quick out of them (particularly if it's a hectic firefight with lots of baddies). It could kinda throw the balance off some, but it's better to just buff the heavy ammo capacity in my opinion since the guns that do take shells for ammo generally deal more damage per shot - with the exception of the sniper weapons that use heavy ammo, of course.
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Captain J »

Oh yeah, i'm finally playing this mod once again and i must say it's always new and fun when i play this mod! And i guess i haven't made up some feedback. No?
Spoiler: Anyway here we go!
Aaaand that's about it. Powerful and retrospective mod with plenty of effort! You've done a great job and hope you can update the mod with great prejudice!
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Re: Kriegsland : Blutordnung (26/11/17) V1.7 IS OUT!

Post by Dr_Cosmobyte »

EDIT: Forgot to quote Deii: Thanks for the suggestion, buddy, i'll get to it tonight, :)

Hey captain, thanks a lot for making this feedback list! Luckily i already fixed some of them, such as the "knee" projectile and the knife damage buff (which was weird, given the kick could easily kill a nazi, and the knife don't).

Now to answer some of those questions:

1 - i don't understand what exactly happens when you press the cross akimbo on the mentioned weapons. If you could clarify it, since it seems to be a big flaw, as you said!

2 - Complete weapon zoom states are a constant request, i just haven't found good ADS sprites yet for the ones who lack it. But as soon as i find some of them, i'll deliever, be sure!

3 - Let's see if i got it: The Gepanzer-Wanderer stops attacking if you get behind him?

4 - The T-800 indeed is going to be replaced, i believe there's still a unused file containing another robot which would replace it, but i couldn't work his death frames in a satisfactory way, i believe. He's going out as soon as 1.8 is up, being replaced or not.

Other than that, all the other items will be worked ASAP, jawohl!
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