Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: Gross Deutschland weapon pack v2.0 [WIP]

Post by Patriot1776 »

I really wanna try this, but sadly I primarily use GZDoom. I may try it anyway. I like the idea of the half-track hiding vehicle for the player. I know of several maps where, playing them with this mod, having the half-track/APC to jump into for a bit when things are getting 'out of hand' would be essential for you, as the battlefield commander, to staying alive. It could also become critical to gameplay in being the means to swap out your MP-40 for other weapons like the Karabiner 98K, Sturmgewehr 44 or even the FG42 for those times you, as Hitler, wanna have a little more substantial personal protection on you than an MP40 can provide. What I'm saying is, the half-track can serve not only as a player APC when conditions on the ground get extremely dangerous, but also as a player rearming point to get weapons other than the MP40, but they have to swap the MP40 out for something else, the player can't have more than one gun on them at a time.

EDIT, I agree that making tank corpses destroyable would be sound. If a wrecked Ferdinand hulk or other very large tank hulk is blocking you and your army from progressing it should be doable to mark the destroyed tank as a target for panzerschrekers or other tanks to completely destroy to free back up a blocked path.
Uberkreatur
Posts: 27
Joined: Fri Dec 26, 2014 10:54 am
Location: Russia

Re: Gross Deutschland weapon pack v2.0 [WIP]

Post by Uberkreatur »

Patriot1776 wrote:I really wanna try this, but sadly I primarily use GZDoom. I may try it anyway..
It seems, I found a way to fix bug with voxels. I will compile a new version soon, with some fixed bugs and maybe some new units.
It could also become critical to gameplay in being the means to swap out your MP-40 for other weapons like the Karabiner 98K, Sturmgewehr 44 or even the FG42 for those times you, as Hitler, wanna have a little more substantial personal protection on you than an MP40 can provide.
Hmmm, it needs to be careful with that. Automatic rifles are too powerful as regular weapon, their firepower is almost like a plasmagun. So, their use must be somehow limited. And here we got some problems:
- If we left the mp40 in a APC and ammo is potentially unlimited, the player makes no sense to take mp40 back. It would be better to walk with sturmgewehr all the time.
- If we left the mp40 in a APC and ammo is limited, the player can become unarmed if APC would be destroyed.
- If we did not leave the mp40 in a APC, this may be too imbalanced.
Nevertheless, I am planning to make refilling of ammo for mp40 in the APC. But it is questionable idea to relate special weapons with APC. Maybe it would be better to spawn K98 or FG42 kit randomly like powerup-item, and throw it out when ammo is over. Don't know yet.
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: Gross Deutschland weapon pack v2.0 [WIP]

Post by Patriot1776 »

I did try it anyway despite the 'translucent' voxels bug and it wasn't that aggravating a bug since I play 1920x1080 resolution but it was still noticeable and did detract from the action a bit. I do have a bit of a suggestion also that the extra control keys, indicators for them, or info pertaining to them, be displayed on the HUD along with possibly the icons for the 'command slots' and such slots be 'grayed out' when you don't have enough 'collected rank' to summon them, as I'll term the Nazi Mana represented by the medals that replace most of the weapons and ammo. I figure you are working on HUD revisions too?

Valid points about the potential balance issues with making other guns available from the APC to swap the MP40 out with. The random spawning of those additional weapons as powerups seems sound too, along with potentially, if and when you manage to get the airstrike problems worked out, also make it so that, during air strikes, there is also a rare, random chance on those airstrikes of one of those said 'powerup'-type weapons get air-dropped for the player to pickup as well.
Uberkreatur
Posts: 27
Joined: Fri Dec 26, 2014 10:54 am
Location: Russia

Re: Gross Deutschland weapon pack v2.0 [WIP]

Post by Uberkreatur »

Patriot1776 wrote:I figure you are working on HUD revisions too?
Yes, I thought about this. There is one important moment - not to overload the HUD visually. Those indicators must be so minimalistic as possible.
Patriot1776 wrote:and when you manage to get the airstrike problems worked out, also make it so that, during air strikes, there is also a rare, random chance on those airstrikes of one of those said 'powerup'-type weapons get air-dropped for the player to pickup as well.
This is possible, but not for bombing airstrike. I want to make one more type of airstrike with Ju-52 transport planes throwing paratroopers. So, they also can throw medkits and weapon kits with some chances. (But there is no guarantee that the player will be able to reach them.)
Uberkreatur
Posts: 27
Joined: Fri Dec 26, 2014 10:54 am
Location: Russia

Re: Gross Deutschland weapon pack v2.0 [WIP]

Post by Uberkreatur »

Update.
- Fixed bug with translucent voxels in GZdoom renderer.
- Fixed bug with panzershreckers, now they hardly ever ignore targets marked with kampfpistole.
- Fixed bug with Ferdinand reverse moving in some conditions.
- Normally doomguy hands was added on the sprites of Mp-40 and Flag.
- Fixed animation of mortar.
- Tank corpses are destroyable now. You need to ask panzershreckers or artillery to destroy them. (It needs 4-8 rockets.)
- Added reload bind for Mp-40 (standard zdoom "reload" button). Now mp40 can be reloaded at any time.
- Added individual waypoints, that substantially complements the gameplay. Now, with the Nazi flag, you can not only send all units into one point for all, but also to select a separate unit (or multiple units) and send them in a separate direction. For example, you can send one tank on the one flank and send a couple of fast bikes to reconnaissance on other flank, without distracting the rest of the army. Also, for example, if you accidentally met cyberdemon, you can order the army to retreat (to avoid unnecessary casualties) and send heavy slow tank directly to the cyberdemon.
Controls are bit confusing. Fire: set waypoint, Reload: select units, Altfire: cancel all waypoints. (If nobody selected, it will be set common waypoint for all army.)
(I recommend to assign "reload" to the mouse3 button.)
- Changed some spritenames conflicting with BFGball.
- New mechanics of armor penetration shells, now they works stable without speed limits.
- Added significantly improved ballistic calculator that takes into account height and pitch limits. It is testing on panzershreckers which now shoot projectiles on parabolic trajectory and hit the targets very well, especially when the enemies on the dais. It looks nice, but whether to leave it in the final version - I'm not sure yet. Firstly their fire range decreased, and secondly in the low-ceilinged sectors missiles sometimes fall into the sky and disappear there.
- Automap marks for all units! Now it is always visible, who and where goes.
- New unit: 3.7 cm anti-tank cannon Pak36 with limited traverse angle. It can perfectly control the narrow corridors and streets, but is helpless if enemies come from dead zone. Place it wisely.
Download

ImageImage
ImageImage
ImageImage
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Captain J »

What nice changes, and about time too! Also that flak cannon looks trusty!
Uberkreatur
Posts: 27
Joined: Fri Dec 26, 2014 10:54 am
Location: Russia

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Uberkreatur »

Some new experiments...
Image
Image
Image
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Captain J »

Ooooooh, looks deadly brilliant!! So is it going to fire the whole barrel?
Uberkreatur
Posts: 27
Joined: Fri Dec 26, 2014 10:54 am
Location: Russia

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Uberkreatur »

Captain J wrote:Ooooooh, looks deadly brilliant!! So is it going to fire the whole barrel?
Yep, like this.
Spoiler:
I have really no idea, where so mass destruction artillery can be used on typical doom maps. But it seems, I found advanced mechanism for projectiles to fly through all limits of doom sector engine, so I can make it very realistic now.
Uberkreatur
Posts: 27
Joined: Fri Dec 26, 2014 10:54 am
Location: Russia

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Uberkreatur »

1. The new mechanics for ballistic missiles. The height of the sector is no longer an obstacle, projectiles moving along a parabolic trajectory outside the sector, while remaining visible from the ground. Such missiles can fly from sector to sector through the wall. (They seemed to fly over the wall.)
ImageImage

2. MLRS Nebelwerfer 41 is finished.
Sensations are contradictory. This is not a mortar, the elevation angle is limited to 45 °, and reach the target behind of obstacle is much more difficult for it. It is difficult to work on maps with a large height difference. He has a very long cooldown. But one salvo can kill Cyberdemon and sometimes well-located battery is able to control half a map.
ImageImage
ImageImage
ImageImage
User avatar
Wolfbrf
Posts: 115
Joined: Sat May 07, 2016 2:36 pm

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Wolfbrf »

fun gameplay. maybe can be cool if the players can select more weapon class to start the game, nothing much overpowerd, just basic weapons.
example: kar98, shotgun, lmg... and later, player can upgrade these weapons(scoped kar98, stg44 > mp44, hmg>lmg, doublebarrel > shotgun)
User avatar
Leon_Portier
Posts: 62
Joined: Sun Feb 12, 2017 3:30 pm
Location: Dark side of Bavaria

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Leon_Portier »

Great mod. Love the concept and execution. Dankeschön!
Is it just me or do the soldiers not like to move to sectors with different floorheights?
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Captain J »

When they can't climb somehow, you can use your replacer gun to less their trail of woe.
User avatar
Rozy
Posts: 60
Joined: Sun Mar 08, 2015 9:51 pm
Contact:

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Rozy »

Man the voxel tank is just super cool, really just super awesome looking in game. I haven't tried it myself yet but I just wanted to express how damn cool it looks in the videos.
User avatar
Zen3001
Posts: 412
Joined: Fri Nov 25, 2016 7:17 am
Location: some northern german shithole

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

Post by Zen3001 »

how did you create that tank?
Post Reply

Return to “Gameplay Mods”