Kriegspfad

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-Ghost-
Posts: 1780
Joined: Wed Sep 08, 2010 4:58 pm

Re: Kriegspfad

Post by -Ghost- »

Hmm, I'm getting an error on the latest GZDoom SVN:

Code: Select all

acid_Kriegspfad-main.zip:zscript/weapons/flammenwerfer.txt, line 150: BrightA_JumpIf: action function not found in FlammenwerferProj

Execution could not continue.

1 errors, 0 warnings while compiling acid_Kriegspfad-main.zip:zscript.txt
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Ac!d
Posts: 347
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Kriegspfad

Post by Ac!d »

-Ghost- wrote:Hmm, I'm getting an error on the latest GZDoom SVN:
Fixed.
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-Ghost-
Posts: 1780
Joined: Wed Sep 08, 2010 4:58 pm

Re: Kriegspfad

Post by -Ghost- »

That fixed it, thanks! Though now I'm not sure if the flammenwerfer is firing correctly, it'll light up with the initial animation but nothing happens on left click.
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Ac!d
Posts: 347
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Kriegspfad

Post by Ac!d »

Code: Select all

-- Weapons --
- Fixed Flammenwerfer crash if firing weapon when out of ammo + new sprites for ammo.
- Added the possibility of defusing dynamite (press "use" when it's ticking)
- Added brightmaps for weapons
I also added an addon made by ZikShadow which cover the arms with sleeves.
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Ac!d
Posts: 347
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Kriegspfad

Post by Ac!d »

Code: Select all

- Changed the sprites of some pickups.
- Edited Flammenwerfer and ÜberMaschinenGewehr 43.

Flammenwerfer :
	- Need to be reloaded if out of ammo.
ÜberMaschinenGewehr 43 :
	- Need to be reloaded if out of ammo.
	- Halved the amount of ammo. (from 500 to 250).
	- Renamed the 7.62 mm ammo for the ÜMG-43 to 9,3 × 62 Mauser, a caliber now used for hunting.
	
1938 Latour :
	- Prevent the health pickup to be picked up again when not depleted.

LANGUAGE : 
	- Removed an additional 'the' in QUIT_MSG7.
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-Ghost-
Posts: 1780
Joined: Wed Sep 08, 2010 4:58 pm

Re: Kriegspfad

Post by -Ghost- »

Good to see you're still updating!
combolynch
Posts: 54
Joined: Sat May 30, 2020 1:51 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany

Re: Kriegspfad

Post by combolynch »

Bug report: I don't why but when I reload MP40, it starts bugging until I drop it and pick it up again.
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Ac!d
Posts: 347
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Kriegspfad

Post by Ac!d »

Fixed among other things I've added/edited in the passing months. (Sprites, code, sounds, effects, etc...)
combolynch
Posts: 54
Joined: Sat May 30, 2020 1:51 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany

Re: Kriegspfad

Post by combolynch »

Sorry to say that again, but it still happens

Edit: Nevermind, I fixed it by copying the mp40 script from v1.1.1.
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Sgt. Ham
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Operating System Version (Optional): Windows 10
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Re: Kriegspfad

Post by Sgt. Ham »

Along with vouching for combolynch's MP40 problem (which happens when reloading with the second mag selected), is ZikShadow still lurking around here? The link to his addon in the OP is dead.
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Ac!d
Posts: 347
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Kriegspfad

Post by Ac!d »

Sgt. Ham wrote: Tue Dec 03, 2024 8:09 am Along with vouching for combolynch's MP40 problem (which happens when reloading with the second mag selected), is ZikShadow still lurking around here? The link to his addon in the OP is dead.
Both issues have been fixed.
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-Ghost-
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Joined: Wed Sep 08, 2010 4:58 pm

Re: Kriegspfad

Post by -Ghost- »

Any chance of maybe some Allied weapons down the road? Feels like we have tons of Axis/German WW2 weapons but not really a lot of Allied arsenal ones.

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