World War Wolf Gameplay Mod [WIP]

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armymen12002003
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Re: World War Wolf Gameplay Mod [WIP]

Post by armymen12002003 »

ZikShadow wrote:
armymen12002003 wrote:I'm also pretty sure with a m1 Garand you're supposed to finish off the clip before reloading.
Absolutely wrong on many accounts. https://youtu.be/ebmGLDG1g5M?t=552
Video games rarely depict it most probably because they'd have to code in multiple reload states for the weapon. It's easier to just leave it as empty reload only.
Oh ok my bad lol
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Finally had some spare time today. Updated version on main page.
-M1 Garand pings when emptied instead of reloading
-smoother sword animations
-50cal now shows low/out of ammo on ammo belt.
-also added couple of the other bosses to the Baron rare boss spawn (HANS/TRANS/GRETEL/MENGLE/SCHABBS/ECKMAN/QUARKBLITZ/MOULDER)

Hopefully all the weapons should look and feel bit better now.

Got a couple of things planned on adding at moment but probably going to either add some gore back into the deaths or start working on full rotations next.
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Gezzdt
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Re: World War Wolf Gameplay Mod [WIP]

Post by Gezzdt »

I like your mod! But, would it be possible to do a loadout system? So that i can choose for every slot just 2 weapons or that just the weapons spawn that i choose? To be honest, there are too many weapons for me.
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Gezzdt wrote:I like your mod! But, would it be possible to do a loadout system? So that i can choose for every slot just 2 weapons or that just the weapons spawn that i choose? To be honest, there are too many weapons for me.
There might be a inventory limit introduced at some point, still unsure about this as its not something I enjoy but understand that yes! There is to many weapons to carry at once! Also you can always bind a drop key and toss away unwanted guns.

Glad your liking the mod, thanks for your feedback and for playing
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ZikShadow
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Re: World War Wolf Gameplay Mod [WIP]

Post by ZikShadow »

Would it be possible to move the bullwhip's offsets by a few units to the right? Seems weird that the point of impact is significantly different from the actual edge of the whip when it reaches full length.

I also noticed the Mauser still using angled reloads unlike all the other handgun.

I saw that some of the rifles (like the Carcano and the Kar98k) don't have offsets when firing. Makes them feel a bit stiff compared to the other firearms.

Took a better look at the Arisaka's bolt rechamber frames. I don't think that's how the rifle works. https://youtu.be/ifarJGOyJEM?t=382
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Noticed the bull whip to. Can fix this. Still doing some things with it.

I like the angled Mauser reload. But could swap it to make it consistent with other Pistols

Can put some offsets on bolt rifles to make them less stiff, no problem.

The arisaka is pretty much the only one I am really not happy with at moment, so will change it.

Thanks for feedback
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armymen12002003
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Re: World War Wolf Gameplay Mod [WIP]

Post by armymen12002003 »

Quick nitpick you should have the bat not alert every single enemy in the level lol
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Uploaded new version with fixes for the above issues.
-whip now hits center
-Mauser pistol now has centered reloads like rest
-both Kar98K and Carcano should be less stiff
-Arisaka rifle has more accurate bolt action

-removed some purple left on the M1A1 carbine sprites
-adjusted some weapon pickup sprites
armymen12002003 wrote:Quick nitpick you should have the bat not alert every single enemy in the level lol
-fixed this/ also for Sword

Was Considering updating the Cvar options version, with all the better stuff and set Spawns for all Boss enemies to make it more playable.
Craneo
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Re: World War Wolf Gameplay Mod [WIP]

Post by Craneo »

tried to "tweak" another gun:
Image
not sure if I am happy with the results thought, or when I'll finish it, what do you think?

also, I feel I preffer the pistol sprites from WW_Nazis more than the current ones (Luger, Walther), but that's subjective I guess

EDIT: here is a link to the gun, not too happy with it, ended up paletting some parts of it because I am dumb, but oh well:
https://www.dropbox.com/s/cs0294ecn1a6i1h/G41.pk3?dl=0
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Looks pretty good, I tweaked it tiny bit (muzzle flashes mostly)and put it straight into the mod. Really like how you make metal pop.

I also like the original WW_Nazis Luger/Walther. Mostly used these to differ it a little bit more, and they look alright. I also used the Walther sprites to make the Nambu pistol so kinda worried if i used it again the pistols would look all the same. Might fiddle with them a bit see what i can come up with.

Also Thanks again for improving the stuff you have done, it's really helpful and appreciated :D .
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Updated the Cvar Enemy Roster version, also tweaked it to be less crap, and playable!

This version will let you choose which axis enemies you wish to fight via options menu. choose from different spawn options or use all for colorful mishmash.
-if you turn all off will default to standard spawns.
-not all rosters have there own spawns for certain replacements and will revert to standard.
-bosses now all use same spawn to not break stuff

*ambush flags should carry over now
*Boss specials work properly

should cut down on unnecessary weapon redudancy somewhat!
Same as before (This is literally most of the code from The New Samsara Monster Mixer by Ral22's brother S,with new paint so all credits to them not me)

*EDIT*
DOWNLOAD NEW ENEMY OPTIONS VERSION
moved this to main page.
Last edited by DeeDeeOZ on Sat Aug 21, 2021 12:26 am, edited 2 times in total.
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armymen12002003
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Re: World War Wolf Gameplay Mod [WIP]

Post by armymen12002003 »

nice job i love the spawner version just a little suggestion for the spawner and regular versions you should replace the dead demons zombies and marine corpses with dead allied and axis soldiers.
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Heres one I prepared earlier! :D

CORPSE REPLACER DOWNLOAD
*EDIT* -Moved this to main page


Kept it as a separate file for Level compatibility, as some mappers use corpse/gore objects as new stuff. This should work with most stuff
Also got some hanging gore sprite/impaled stick replacer stuff somewhere, but that has been know cause problems more.

*Also updated Above Version as forgot Revenant Spawns.
Last edited by DeeDeeOZ on Sat Aug 21, 2021 12:27 am, edited 1 time in total.
Bobby
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Re: World War Wolf Gameplay Mod [WIP]

Post by Bobby »

Would it have some stealth/silenced guns? You might have to change how enemies react though.
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Bobby wrote:Would it have some stealth/silenced guns? You might have to change how enemies react though.
I'm really hesitant to add in any more weapons at moment. Silenced weapons are always cool, and its easy to just remove firing alerts from guns.
But stealth stuff really needs to be built into maps to be effective.

So probaly a no for now sorry.
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