It's effectively a Megasphere replacement; it maxes your health to 200 and gives you full composite armor.QuickShotGunman wrote:Sorry for bumping, but what good does the Koin do?
Weasel Presents: Terrorists!
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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.
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Sorry for the bump, but is that pack of extra/different weapons for this still in the works? You've been working on that DoomNukem mod, though I've wondered, would any of those weapons work well in this mod? Congrats on the good Doomworld /newstuff review, by the way.
Also if anyone's looking for a good mapset for this: Not Over works pretty well, decent monster amounts and semi-realistic environments (http://www.doomworld.com/idgames/?id=17185). Hasn't been too hard to play through with this mod, or super easy either.
Also if anyone's looking for a good mapset for this: Not Over works pretty well, decent monster amounts and semi-realistic environments (http://www.doomworld.com/idgames/?id=17185). Hasn't been too hard to play through with this mod, or super easy either.
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Kind of, yes.-Ghost- wrote:Sorry for the bump, but is that pack of extra/different weapons for this still in the works?
No, because they're centered and not angled. I felt DN's guns were good enough that they deserved a mod to themselves, honestly.You've been working on that DoomNukem mod, though I've wondered, would any of those weapons work well in this mod?
Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Just wanted to pop in and say that the early techbase and city levels in Freedoom go along pretty well with this mod (both gameplay and graphics wise) in case people wanted level suggestions.
- armymen12002003
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
there is doomworld's project which is doom 2 in name only the levels are big & excellent for this which is here http://www.doomworld.com/vb/wads-mods/6 ... -released/
- Captain J
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
sorry for worthless chit chats, i really had to revamping your wad and release because my summer vacation is almost over and i need to do something about it.
so i did it, with two day has been passed.
so check it out. it's good as new.
P.S: also i wanted to add a ED-209 for this version because my version's enemies are now changed into a police. also this is the future too. but too bad lilwhitemouse's ED-209 was pretty unfinished to my eye. because when it's killed me, it's lag is still moving. and there's no ways to stop them.
but another version of my friend robotzealot already did it; with plenty of hyper fps heroes and bad guys.
so i did it, with two day has been passed.

Spoiler: differents goes here;link eliminated for author's recommand.
so check it out. it's good as new.
P.S: also i wanted to add a ED-209 for this version because my version's enemies are now changed into a police. also this is the future too. but too bad lilwhitemouse's ED-209 was pretty unfinished to my eye. because when it's killed me, it's lag is still moving. and there's no ways to stop them.
but another version of my friend robotzealot already did it; with plenty of hyper fps heroes and bad guys.
Last edited by Captain J on Sat Aug 17, 2013 9:22 am, edited 2 times in total.
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
I would really appreciate if you would ask me before you do this. I don't agree with much of the changes you've made here.
[edit] Or if you really MUST modify my mod, release it as a patch, not as a full version.
[edit] Or if you really MUST modify my mod, release it as a patch, not as a full version.
- Captain J
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
otherwise, i maded my own every version of their wads without permissions. and everyone liked it instead of telling me a permissions.
but you're the one of the firtst person who told me a truth. not more like other peoples...what am i saying, it's too late for make it as a patch and i'm already feeling a guilt.
my only one medicine was delete this version's link, and only show 'em to my friends. i never knew after that. so please, forgive my ignorant.
but you're the one of the firtst person who told me a truth. not more like other peoples...what am i saying, it's too late for make it as a patch and i'm already feeling a guilt.
my only one medicine was delete this version's link, and only show 'em to my friends. i never knew after that. so please, forgive my ignorant.
- Ed the Bat
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Got a little something I'd like to offer up, if that's okay. Following in the vein of my Modified Nazis upload (which has since been revised a bit, incidentally), I'd like to present this:
Modified Terrorists
Once again, my objective was not to alter Weasel's work, but rather to fix bugs and fill in absent features, while preserving the original gameplay. Among the more notable changes present, weapons that are out of ammo no longer clog up your weapon cycle, most "gumby" (frozen animations) issues have been sniffed out and fixed, grenades can now be activated with the 'Use Inventory' key, and some visual bugs here and there (such as the Sherazi foregrip vanishing when kicking) are now fixed. Aside from this, a lot of under-the-hood code fixing has taken place, removing extraneous code, making some things more efficient, etc.
I will say upfront, I don't consider my work 'perfect' just yet, so if anyone finds an issue or mistake, I won't be terribly surprised. I also haven't yet had an opportunity to test this in multiplayer, so be forewarned, and please tell me if anything is amiss (even if it was borked in Weasel's original; I'll fix those too).
And before I forget, I believe this should still be compatible with the 'real weapon names' add-on. I'm also still patiently waiting on a feature suggestion to selectively control autoaim so that I can finally fix these grenades. Hope for the future...
Happy hunting!
Modified Terrorists
Once again, my objective was not to alter Weasel's work, but rather to fix bugs and fill in absent features, while preserving the original gameplay. Among the more notable changes present, weapons that are out of ammo no longer clog up your weapon cycle, most "gumby" (frozen animations) issues have been sniffed out and fixed, grenades can now be activated with the 'Use Inventory' key, and some visual bugs here and there (such as the Sherazi foregrip vanishing when kicking) are now fixed. Aside from this, a lot of under-the-hood code fixing has taken place, removing extraneous code, making some things more efficient, etc.
I will say upfront, I don't consider my work 'perfect' just yet, so if anyone finds an issue or mistake, I won't be terribly surprised. I also haven't yet had an opportunity to test this in multiplayer, so be forewarned, and please tell me if anything is amiss (even if it was borked in Weasel's original; I'll fix those too).
And before I forget, I believe this should still be compatible with the 'real weapon names' add-on. I'm also still patiently waiting on a feature suggestion to selectively control autoaim so that I can finally fix these grenades. Hope for the future...
Happy hunting!
- wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Uh, hey, do you have a changelog or something I could use? I'd like to update my own copy here if this stuff is unconditionally better.
- Ed the Bat
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Sad to say, keeping records of my exact changes is not one of my strongest habits... However, I will be happy to sift through it and compare it against the old version to recreate the list of changes. It might take me a day or so, though...wildweasel wrote:Uh, hey, do you have a changelog or something I could use? I'd like to update my own copy here if this stuff is unconditionally better.
Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Could you re-upload your modified version? I'm getting a 404 error when I try to download it.
- Ed the Bat
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
Ah, looks like my ftp transfer failed when I wasn't looking. Sorry about that. Give it a try now.-Ghost- wrote:Could you re-upload your modified version? I'm getting a 404 error when I try to download it.
Now, to add to that, here's the list of all the significant changes I could come up with:
Spoiler:I still urge that you (specifically Weasel, but anyone else who's interested also) try out my version to help verify that everything is working as intended, and that nothing is heinously broken. It would rather defeat the purpose of a bugfix revision if it broke things, wouldn't it.

- Captain J
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
many thanks, that's gonna pretty useful for weasel and me(again, sorry. but least i deleted the download link.)! 

- Ed the Bat
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Re: Police Brutality (Weasel Presents: Terrorists!) - /idgam
While I'm thinking of it, just a couple of quick notes:
1. I'm finding that grenades lack the NOTELEPORT flag. I personally think they might do better with it. Something to think about...
2. I mentioned that using the Kuznetzov's underbarrel grenade launcher can be a problem now that empty weapons no longer show up in the weapon cycle. In addition to this, I realized emptying the spent shells from the Slugger may also be trickier, as will selecting a weapon before picking up an Ibex kit. However, I realized something else, which leads me to my next point...
3. I had forgotten briefly that the ability to select empty weapons is fully available to the player, at his/her preference, via the Gameplay Options menu, meaning the original behavior from the earlier version of this project can still be activated, but only if the player wants it (the way everything should be, in my opinion).
Again, if anyone else spots something that needs to be looked at, I'm happy to hear it out and investigate.
1. I'm finding that grenades lack the NOTELEPORT flag. I personally think they might do better with it. Something to think about...
2. I mentioned that using the Kuznetzov's underbarrel grenade launcher can be a problem now that empty weapons no longer show up in the weapon cycle. In addition to this, I realized emptying the spent shells from the Slugger may also be trickier, as will selecting a weapon before picking up an Ibex kit. However, I realized something else, which leads me to my next point...
3. I had forgotten briefly that the ability to select empty weapons is fully available to the player, at his/her preference, via the Gameplay Options menu, meaning the original behavior from the earlier version of this project can still be activated, but only if the player wants it (the way everything should be, in my opinion).
Again, if anyone else spots something that needs to be looked at, I'm happy to hear it out and investigate.
