Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
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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.
- Dr_Cosmobyte
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Re: Z-Kriegsland!
Hey there guys! It's been some time i don't talk about Kriegsland or anything, but recently i had a chat with Ac!d and he brought me a lot of gifts. Among these, he worked on a bundle with both Kriegsland mods converted to ZScript!
There are some great optmizations from his part, but the biggest objective here is to make this avaiable as a study for newcomers and people who maybe want to peek at the code and bring even better changes or get some ideas.
Both threads will be updated with this same message as you are reading it, so just an advice so you don't need to read both.
DOWNLOAD BOTH Z-KRIEGSLANDS HERE!
There are some great optmizations from his part, but the biggest objective here is to make this avaiable as a study for newcomers and people who maybe want to peek at the code and bring even better changes or get some ideas.
Both threads will be updated with this same message as you are reading it, so just an advice so you don't need to read both.
DOWNLOAD BOTH Z-KRIEGSLANDS HERE!
Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
Some changes about the original version :
- No customs enemies, you can now select your own monster pack.
- The blue armor replacement have 20% of chance to drop a "Armor Upgrade" instead of an heavy armor (gives you 10 points of armor for every armor pickup to a maximum of 100)
Also, a big THANK YOU for Dr_Cosmobyte, YukesVonFaust, Matt, and others users of the ZDoom Forums for their incredible work !
- No customs enemies, you can now select your own monster pack.
- The blue armor replacement have 20% of chance to drop a "Armor Upgrade" instead of an heavy armor (gives you 10 points of armor for every armor pickup to a maximum of 100)
Also, a big THANK YOU for Dr_Cosmobyte, YukesVonFaust, Matt, and others users of the ZDoom Forums for their incredible work !
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Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
Is it normal if the menu is not properly centered in this one? At first, I thought this was because of GZDoom 4.5's Clean Menu Scaling option, but no.
Last edited by Anonymous on Mon Jan 18, 2021 8:39 am, edited 2 times in total.
- Dr_Cosmobyte
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Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
Yes, the menu should be in the inferior left part 

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Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
That is a relief!
But this mod seems to have the same issue than its successor when it comes to the Zoom key's extreme sensitivity. As Tesculpture said in the other thread, it feels like it is on a hair trigger.
Oh, and for some reason, de-zooming with the Sniper Rifle and the Explosive Rifle makes the player-character grunt.
Finally, how do I do the slide in this mod? I tried pressing the key bound to the Slide key but nothing happens.
But this mod seems to have the same issue than its successor when it comes to the Zoom key's extreme sensitivity. As Tesculpture said in the other thread, it feels like it is on a hair trigger.
Oh, and for some reason, de-zooming with the Sniper Rifle and the Explosive Rifle makes the player-character grunt.
Finally, how do I do the slide in this mod? I tried pressing the key bound to the Slide key but nothing happens.
- Dr_Cosmobyte
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Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
You must be crouching to do that, it was a limitation i had back then =p
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Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
Ah, gotcha! I managed to get it working, but it is incredibly awkward to use: it seems to only work once when I crouch. I can see why you did not bring sliding back in the sequel.
Spotted a typo in the Player Setup: it should be B.J. Blazkowicz, not "B.J. Blaskowicz". Oh, and there is a Multiplayer Options that does not seem to serve any purpose: doing so only gives me a "Attempting to open menu of unknown type 'ZA_MultiplayerOptions'" error message.
All in all, I must say, I am pleasantly surprised with this mod: not that I was not expecting it to be bad or anything, just not as good as its successor, being the first attempt and all. However, unlike Kriegsland II's explosive weapons (and again this might just a problem with the ZScript conversion), the Blutorden ones kick ass!
If I have one (medium) complaint, it is that the mod just has way too many weapons! If I were to remake that mod myself, I would cut down on the number of explosive and energy weapons, because a lot of them, while fun to use, feel redundant and there are just not enough weapon slots to reassign them all in a way that feel intuitive to me; I hate having to scroll through multiple weapons, especially in the heat of combat, and I would have loved for certain weapons - such as the Flamethrower and the BFG replacement - to have their own separate weapon slot.
Oh well. Maybe food for thought for a Kriegsland III?

Spotted a typo in the Player Setup: it should be B.J. Blazkowicz, not "B.J. Blaskowicz". Oh, and there is a Multiplayer Options that does not seem to serve any purpose: doing so only gives me a "Attempting to open menu of unknown type 'ZA_MultiplayerOptions'" error message.
All in all, I must say, I am pleasantly surprised with this mod: not that I was not expecting it to be bad or anything, just not as good as its successor, being the first attempt and all. However, unlike Kriegsland II's explosive weapons (and again this might just a problem with the ZScript conversion), the Blutorden ones kick ass!
If I have one (medium) complaint, it is that the mod just has way too many weapons! If I were to remake that mod myself, I would cut down on the number of explosive and energy weapons, because a lot of them, while fun to use, feel redundant and there are just not enough weapon slots to reassign them all in a way that feel intuitive to me; I hate having to scroll through multiple weapons, especially in the heat of combat, and I would have loved for certain weapons - such as the Flamethrower and the BFG replacement - to have their own separate weapon slot.
Oh well. Maybe food for thought for a Kriegsland III?

- Dr_Cosmobyte
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Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
Ac!d has updated Z-Kriegsland 1 my friends:
https://drive.google.com/file/d/1QaK_Xj ... ruaAD/view
Have fun! =)
https://drive.google.com/file/d/1QaK_Xj ... ruaAD/view
Have fun! =)
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Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
Cool, but... I am not sure I see any difference from the previous release.
Could you provide us with a changelog?

Could you provide us with a changelog?
Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
- Removed unused ACS files (Janitor effects caused some issues with Kriegsland : Enemies Pack)JohnnyTheWolf wrote:Could you provide us with a changelog?
- Some ACS scripts are now converted in ZScript (HeartBeat and FootSteps)
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Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
Merci!
Could you increase the tics for the weapon zoom in this one as well? It feels way too sensitive.

Could you increase the tics for the weapon zoom in this one as well? It feels way too sensitive.
Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
De rien !JohnnyTheWolf wrote:Could you increase the tics for the weapon zoom in this one as well? It feels way too sensitive.

Re-Download the mod, I increase the tics for the weapon zoom to 2 instead of 1.
Re: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
Yep, I'm still getting the JanitorEffects error even though I downloaded the new version from the link above.
EDIT: So, being as the ACS files are unused, I've made the Kriegsland Enemies pack work with Kriegsland Blutorden ZScript by editing the "Kriegsland Blutorden - ZScript.pk3" file in Slade, removing the following two lines from the CVARINFO.
SERVER INT JanitorEffects = 1;
SERVER INT FireBodyEffects = 0;
EDIT: So, being as the ACS files are unused, I've made the Kriegsland Enemies pack work with Kriegsland Blutorden ZScript by editing the "Kriegsland Blutorden - ZScript.pk3" file in Slade, removing the following two lines from the CVARINFO.
SERVER INT JanitorEffects = 1;
SERVER INT FireBodyEffects = 0;