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

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Re: Kriegsland : Blutorden (Updated 2.3b 31/03/18)

Postby GAA1992 » Mon Apr 02, 2018 10:07 am

It isn't the slot problem, but where to spawn them. Sure, i could assign each weapon piece to a singular weapon, but that would make the game only playable on the "bringest them oneth" or however it is spelled.
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Re: Kriegsland : Blutorden (Updated 2.3b 31/03/18)

Postby insightguy » Tue Apr 03, 2018 5:46 am

by complete accident I played this with kriegsland and found that the first level so far is actually doable! using the knife is a legitimate option and the health packs are correct. it still seems that everything else is still not there. Are you planning to add hexen compat?
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Re: Kriegsland : Blutorden (Updated 2.3b 31/03/18)

Postby Rex705 » Fri Apr 06, 2018 1:57 pm

I love this mod but I have one issue. It seems when I blast a dude everyone comes running so I just have big mobs and then an empty map sections. Like on one map I was playing I blasted everyone got the blue key and on the other side of the door was a massive pile of dudes and that side of the map was empty besides the spawning enemies and guys inside buildings behind doors. :(
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Re: Kriegsland : Blutorden (Updated 2.3b 31/03/18)

Postby GAA1992 » Sat Apr 07, 2018 7:22 pm

insightguy wrote:by complete accident I played this with kriegsland and found that the first level so far is actually doable! using the knife is a legitimate option and the health packs are correct. it still seems that everything else is still not there. Are you planning to add hexen compat?


I am sorry for not seeing this earlier.

I can make a hacky patch, but i am pretty sure it won't be 100% the experience we are used to in Doom or Heretic. Just need some time with this.

Rex705 wrote:I love this mod but I have one issue. It seems when I blast a dude everyone comes running so I just have big mobs and then an empty map sections. Like on one map I was playing I blasted everyone got the blue key and on the other side of the door was a massive pile of dudes and that side of the map was empty besides the spawning enemies and guys inside buildings behind doors. :(


Thank you for playing!

I noticed that, mainly on Doom 2's map 21. It is possible that i forgot an attribute or a flag for the nazi soldiers (my bet is on the +AMBUSH flag), so, i'll begin some tests here to see if i can solve the problem. Thanks for noticing.
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Re: Kriegsland : Blutorden (Updated 2.3b 31/03/18)

Postby namsan » Wed May 23, 2018 9:15 pm

I found a really minor bug.
Gewehr 53 only uses one ammo in zoomed fire, despite it uses 2 ammo in normal fire.

I was thinking, Kampfpistole is too weak to use.
It can only deal 40-50 damage in direct hit, and splash damage is usually too weak to kill adjacent enemies.
Lawine-6 has limited range but it can deal 150+ damage, and this grenade launcher uses same 1 rocket ammo like Kampfpistole, so there is almost no reason to use this flare gun.
To Adding salt to injury, Kampfpistole can't deal any damage to robots.
I think Kampfpistole should deal 90-100 damage at least.
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Re: Kriegsland : Blutorden (Updated 2.3b 31/03/18)

Postby GAA1992 » Wed May 23, 2018 9:42 pm

Thanks namsam! I can't do anything but agree. The kampfpistole needs some love.

Also, for those who thought Kriegsland stopped in the rails and won't get any more attention, i say, just wait. I don't have anything blasting new to show, but many polishments are on their way :)
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Re: Kriegsland : Blutorden (Updated 2.3b 31/03/18)

Postby 0mrcynic0 » Thu May 24, 2018 9:05 am

GAA1992 wrote:Thanks namsam! I can't do anything but agree. The kampfpistole needs some love.

Also, for those who thought Kriegsland stopped in the rails and won't get any more attention, i say, just wait. I don't have anything blasting new to show, but many polishments are on their way :)


I'm currently using the weapons-only version of this mod. It's fantastic so far.
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Re: Kriegsland : Blutorden (Updated 2.3b 31/03/18)

Postby Rex705 » Thu May 24, 2018 9:16 am

GAA1992 wrote:Thanks namsam! I can't do anything but agree. The kampfpistole needs some love.

Also, for those who thought Kriegsland stopped in the rails and won't get any more attention, i say, just wait. I don't have anything blasting new to show, but many polishments are on their way :)


Sweet can't wait for updates :)
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Postby GAA1992 » Tue Jun 26, 2018 10:22 pm

Well, time sure flies!

On this day, exactly one year ago, i released to the public a clunky pile of horsepoop known as Kriegsland: Blutordnung. With the help of so many influencers and feedbacks, the stone was polished to turn into what we have today: a Dieselpunk-styled mod where you fight nazis and robots with reimagined WWII armory, tons of variety and easter eggs. I am pretty satisfied with the mod, being modest. But i know it can get higher and higher.

My objective at the beggining of the year, was to have at least something Playable from Kriegsland II: Untergrund for this birthday. Of course, i don't have anything other than cool sprites and ideas to show off, and that doesn't satisfy nobody except me, maybe.

So i gathered some things on the last weeks and prepared an update that isn't a big blast, but at least polishes and fixes some things even more and keeps Kriegsland on the level, like always. So, a big THANK YOU for all of the 1000+ downloads and fun times i've had learning more and making this game for you!

If you guys get a bad file or anything, please contact me!

Here goes the changelog:

Spoiler:


Have fun and GET PSYCHED!

P.S.: To avoid bumping another thread, erni945 made an awesome patch for Ultra Crispy!!! It contains all musics from Blood 1 and 2 and i really would like you to download it and have some fun times!

Thank you buddy!

http://www.mediafire.com/file/v5bb7bj2c2d7x5h/UltraCrispyMusicPatch.pk3/file
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Postby erni945 » Wed Jun 27, 2018 3:03 am

GAA1992 wrote:Well, time sure flies!

On this day, exactly one year ago, i released to the public a clunky pile of horsepoop known as Kriegsland: Blutordnung. With the help of so many influencers and feedbacks, the stone was polished to turn into what we have today: a Dieselpunk-styled mod where you fight nazis and robots with reimagined WWII armory, tons of variety and easter eggs. I am pretty satisfied with the mod, being modest. But i know it can get higher and higher.

My objective at the beggining of the year, was to have at least something Playable from Kriegsland II: Untergrund for this birthday. Of course, i don't have anything other than cool sprites and ideas to show off, and that doesn't satisfy nobody except me, maybe.

So i gathered some things on the last weeks and prepared an update that isn't a big blast, but at least polishes and fixes some things even more and keeps Kriegsland on the level, like always. So, a big THANK YOU for all of the 1000+ downloads and fun times i've had learning more and making this game for you!

If you guys get a bad file or anything, please contact me!

Here goes the changelog:

Spoiler:


Have fun and GET PSYCHED!

P.S.: To avoid bumping another thread, erni945 made an awesome patch for Ultra Crispy!!! It contains all musics from Blood 1 and 2 and i really would like you to download it and have some fun times!

Thank you buddy!

http://www.mediafire.com/file/v5bb7bj2c2d7x5h/UltraCrispyMusicPatch.pk3/file


I did not expect a year to pass :o , but in spite of everything, the mod is great in my opinion and I hope that you will still develop it. The changer is quite interesting so I will gladly download this version :)
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Postby Rex705 » Wed Jun 27, 2018 1:18 pm

yay it's awesome to see this mod get some updates :) Will the weapon and enemies packs be updated as well?
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Postby GAA1992 » Wed Jun 27, 2018 6:38 pm

Yes! Not today, but probably on the weekend. I want to revise internal organization, as i am sure there is unused stuff due to copy and paste matters.
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Postby erni945 » Fri Jun 29, 2018 5:54 am

GAA1992 wrote:Yes! Not today, but probably on the weekend. I want to revise internal organization, as i am sure there is unused stuff due to copy and paste matters.


And due to the fact that you have released a new version, I plan to upgrade and release my music patch to kriegsland which I will probably release soon :wink:
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Postby StroggVorbis » Tue Jul 10, 2018 2:33 pm

I noticed that all difficulties have the SpawnFilter set to Hard and there's none with an enemy HealthFactor of 1, only 0.5 or 0.75. Why is that? :)
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Re: Kriegsland : Blutorden (Updated 2.4 27/06/18) HAPPY B.DA

Postby GAA1992 » Tue Jul 10, 2018 7:04 pm

Hey! Good to see you around!

Actually, one of the first feedbacks from Kriegsland was that the enemies were bullet sponges and moved too fast. Then, lazy as i am, i just lowered their health on difficulties instead of individually and it stuck =p

And, as for the spawn filter, i planned to set difficulty levels based in the aracnocide system (which, in exchange, were tottally based on Crossfire doom mod). But it's really not fun having so few enemies around, considering the player has so many weapon advantages. of course, if this gets to be a request, i can set better options for difficulty levels. ;)
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