[REL] Bratwurst RECOOKED - mod revival!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [Rel] Bratwurst - Customizable nazis for Doom
I wasn't sure how i felt about this wad after i played a few levels of zones of fear and combined arms with it pretty fun and challenging.
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Re: [Rel] Bratwurst - Customizable nazis for Doom
I always felt like wolfenstein's enemies (while iconic and nostalgic as hell) were a bit too basic for this to be any fun. I was sorely mistaken. The improvements you made to them with things like tracers and continuous fire options, mutant revival, made this one of my favorite monster packs hands down. pair it with trailblazer for the ultimate america fuk yeah power fantasy
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Re: [Rel] Bratwurst - Customizable nazis for Doom
very good and very fun!
but enemies dont drop weapons?
i don tknow if i really want this but texture replacemnt that are form wolfenstein ?
but enemies dont drop weapons?
i don tknow if i really want this but texture replacemnt that are form wolfenstein ?
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Re: [Rel] Bratwurst - Customizable nazis for Doom
It's in the options under Bratwurst Settings, look for Officer Drops and SS Drops and change it.shadstarn wrote:but enemies dont drop weapons?
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Re: [Rel] Bratwurst - Customizable nazis for Doom
If you're not sure, why bother the modder with something which hasn't anything to do with this project? Texture packs aren't easy to do.i don tknow if i really want this but texture replacemnt that are form wolfenstein ?
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Re: [Rel] Bratwurst - Customizable nazis for Doom
Small bugfix update: Mainly fixing the monsters not having ambush flags, and also changed the mod to a .pk3 instead of a wad file.
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Re: [Rel] Bratwurst - Customizable nazis for Doom
Also, Melodica was kind enough to make a patch that adds the sprite rotations from the Wolfenstein Sprite fix project in Bratwurst:
http://www.mediafire.com/file/bxai4glsj ... 1.pk3/file
Just load this after Bratwurst and you're gravy.
http://www.mediafire.com/file/bxai4glsj ... 1.pk3/file
Just load this after Bratwurst and you're gravy.
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Re: [Rel] Bratwurst - Customizable nazis for Doom
Bratwurst is incompatible with weapon mods because making enemies drop a shotgun/chaingun once and shells/clips afterwards only checks for the original weapons by name. I've no idea to work around this, but maybe giving a token along with the weapon. Also, you used A_SpawnItemEx instead of A_DropItem for ammo drops, making them disregard the DropAmmoFactor setting, e.g. dropped clips should give 5, shotguns 4, shells 2, chainguns 10 and clipboxes 25 ammo. Apart from that I'm really enjoying this mod, thanks for the effort
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Re: [Rel] Bratwurst - Customizable nazis for Doom
I really wish there was a weapon mod with Wolf3D weapons to go along with the mod, even community ones such as the rocket launcher and flamethrower aside from the boring vanilla Doom weapons.
Yeah, yeah. I knew the weapon mod is on the to-do list at the main post, but are you still working on it?
Yeah, yeah. I knew the weapon mod is on the to-do list at the main post, but are you still working on it?
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Re: [Rel] Bratwurst - Customizable nazis for Doom
Codename: Jaguar comes to mind, as does playing as BJ in Samsara.Finder153 wrote:I really wish there was a weapon mod with Wolf3D weapons to go along with the mod, even community ones such as the rocket launcher and flamethrower aside from the boring vanilla Doom weapons.
Yeah, yeah. I knew the weapon mod is on the to-do list at the main post, but are you still working on it?
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Re: [Rel] Bratwurst - Customizable nazis for Doom
I want a simple, customizable Wolf3D weapons mod with community weapons such as the rocket launcher, flamethrower, and more aside from the vanilla guns, not Samsara and Codename Jaguar, just a simple weapons mod with no changes to other stuff at all.
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Re: [Rel] Bratwurst - Customizable nazis for Doom
I second thisFinder153 wrote:I want a simple, customizable Wolf3D weapons mod with community weapons such as the rocket launcher, flamethrower, and more aside from the vanilla guns, not Samsara and Codename Jaguar, just a simple weapons mod with no changes to other stuff at all.
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Re: [Rel] Bratwurst - Customizable nazis for Doom
Yeah, there's a surprising lack of WWII-themed weapon mods that don't replace everything else. Closest you get is the Plutonia set in Final Doomer, off the top of my head.
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Re: [Rel] Bratwurst - Customizable nazis for Doom
Yeah, I just wanna add some more stuff to the monsters first, like MAC skins, the super secret Christmas skins I'm working on, and other stuff like replacing the officer's spawn with the SS(for further WolfenDoom compability) and mirrored deaths like in the Jaguar version. I'm gonna leave gibbable bosses for later cause I have a lot of other sprites I'm working on right now and aaaa y'know how it goes. You'll probably see the weapons before I finish those.Finder153 wrote:Yeah, yeah. I knew the weapon mod is on the to-do list at the main post, but are you still working on it?
I waaas gonna remove that, but decided to keep it for when I make the weapons mod(altho I might look into your idea of item tokens now).DabbingSquidward wrote:Bratwurst is incompatible with weapon mods because making enemies drop a shotgun/chaingun once and shells/clips afterwards only checks for the original weapons by name.
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Re: [Rel] Bratwurst - Customizable nazis for Doom
Does anyone know any recommended settings for the enemies? Like a way to balance the monsters so that they aren't too easy.