Weasel Presents: Terrorists!
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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.
- chronoteeth
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
Maybe also the fact that they're so similar in gameplay, both terrorists and nazis, but the former is a spiritual sequel to the latter, so who knows
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
I've been trying to make Terrorists a decidedly different experience from Nazis. The weapons fill different roles, the reloads are slower, and the upgrade system in particular should make for a different experience from Nazis. As stated in the first post, literally the only thing borrowed from Nazis is the projectile tracers.
- Viscra Maelstrom
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
i think i know why there appear regular doom enemies on certain ZDoom maps. the invisible monsters aren't replaced; they're their original Doom counterparts.
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
Honestly, meh, if a mapper is going to use stealth monsters in their maps, I don't care enough to make "stealth" versions of my terrorists to fix that...
And yet, I heard a report that the glitch in question happened in Titan 1024 - isn't that a vanilla or Boom-compatible set, or am I mistaken?
And yet, I heard a report that the glitch in question happened in Titan 1024 - isn't that a vanilla or Boom-compatible set, or am I mistaken?
- BouncyTEM
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
chronoteeth wrote:Yanno, the more I play these mods, like this and nazis, the more I cant help but feel like, somethings missing. Gameplay wise its awesome, but it kinda feels like a recent mario game more than anything. The quality and gameplay is top notch but its missing something that the likes of which diaz had
sounds more like nostalgia goggles to me. I vastly prefer both of these to Diaz.chronoteeth wrote:I guess its more like, if mods had soul, if that means anything
Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
Does anybody else feel the urge to throw together a music wad of 80's/80's-style songs and action movie soundtracks when they're playing this, or is it just me? 

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
Heh, yes, it does have a little of that sort of vibe about it.
Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
If somebody does make a series of maps with this mod in mind, it's gotta have some Time Crisis music in it. It just fits.
- NeuralStunner
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
"Eye of the Tiger" should be the only song you need. 

- Viscra Maelstrom
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
i found a bug with the taser: if you get stunned, then hit by a regular attack from anyone, if you don't get hit by the taser again, you're completely immobile and unable to do anything.
it seems that setting off barrels nearby armored enemies with a weapon that doesn't pierce armor, makes the explosion from said barrels not pierce through the armored foes.
for that matter, setting off barrels with the taser makes the barrels deliver stunning damage (heh).
speaking of the taser, i find it kinda weird that the taser brings down mech enemies to the ground like that. but that maybe just imo.
it seems that setting off barrels nearby armored enemies with a weapon that doesn't pierce armor, makes the explosion from said barrels not pierce through the armored foes.
for that matter, setting off barrels with the taser makes the barrels deliver stunning damage (heh).
speaking of the taser, i find it kinda weird that the taser brings down mech enemies to the ground like that. but that maybe just imo.
Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
That was actually completely intentional. It's kinda supposed to be a movie effect sort of thing where hitting a robotic enemy with an electrical current makes them short-circuit and cease functioning. In this case, the current screws with their flight systems and makes them shut off. It also makes it easier to deal with Seekers since they're too dumb to correct themselves again and thus will just scrape and drag along the floor at a slow speed.Viscra Maelstrom wrote:I find it kinda weird that the taser brings down mech enemies to the ground like that.
The enemies should probably have a unique sound for when applying a taser current makes them shut down.
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
That will warrant some patchwork. I know how to fix this, though.Viscra Maelstrom wrote:i found a bug with the taser: if you get stunned, then hit by a regular attack from anyone, if you don't get hit by the taser again, you're completely immobile and unable to do anything.
Here's the thing - for some reason, the barrels deal only the damage type that damaged them. I don't know if this is an artifact of them transferring the owner (for kill credit) or whether it's safe to alter them accordingly...it seems that setting off barrels nearby armored enemies with a weapon that doesn't pierce armor, makes the explosion from said barrels not pierce through the armored foes.
Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
It's a ZDoom mechanic that's needed to make things like damage-type-specific states work. So the only real fix would be to spawn another actor with the appropriate damage type to deal the damage.wildweasel wrote:Here's the thing - for some reason, the barrels deal only the damage type that damaged them. I don't know if this is an artifact of them transferring the owner (for kill credit) or whether it's safe to alter them accordingly...
Edit: Oh, I see what you mean now. No, this is explicit code to set the damagetype when harmed by a projectile of that damagetype, so transferring the owner/target/killer of the barrel to the new projectile/object should not cause any problems.
Last edited by Kate on Sun Aug 26, 2012 1:37 am, edited 1 time in total.
Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
NeuralStunner wrote:"Eye of the Tiger" should be the only song you need.
Needs more Metal Slug:Steve1664 wrote:If somebody does make a series of maps with this mod in mind, it's gotta have some Time Crisis music in it. It just fits.
- armymen12002003
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #
y not try to get this comptible with batman doom?