(WIP) The Great War: 1916 [Files Released- Scavenge Away!]

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
  • Is the resource ENTIRELY my own work?
  • If no to the previous one, do I have permission from the original author?
  • If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!
bwc153
Posts: 23
Joined: Tue Jun 30, 2009 1:25 pm

Re: (WIP) The Great War: 1916

Post by bwc153 »

Dr. Crushcup wrote:Aha! Well, that about solves it; next stop, medic station.

...Well, after I fix my damn rifle again. Now it won't fire while in the sight state. Thing is, I haven't touched the code since last night, and it was working perfectly then.

Edit: Nevermind, I got this. Backup saves the day again.

Update: I've now added muzzle climb. When you fire, your gun no longer stays on target (still working out how to set rifle accuracy based on player movement speed, though; with that, if you're moving, you'll be more inaccurate than you would be while standing still.)
Also while moving please make it so the weapon has much higher muzzle climb... And similar to Hideous Destructor see if you can't give the player a few feet in leeway, to allow them to be behind a corner, go around it about a foot, fire, and not have the penalty of moving around.
User avatar
Dr. Crushcup
Posts: 112
Joined: Tue Mar 08, 2011 1:27 pm

Re: (WIP) The Great War: 1916

Post by Dr. Crushcup »

I'll try my best. I spoke with Vaecrius, he said I could borrow code from HD, so it shouldn't be too difficult to find out how he did that and add such a feature to my own mod.
User avatar
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $

Re: (WIP) The Great War: 1916

Post by Bio Hazard »

Oh man, this sounds absolutely epic.
Please tell me this will be multiplayer compatible. :X
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: (WIP) The Great War: 1916

Post by Matt »

Dr. Crushcup wrote:Question: How many of you would like to see the more obscure, more varied Ottoman Empire battles, such as Gallipoli?
Sure.
User avatar
Dr. Crushcup
Posts: 112
Joined: Tue Mar 08, 2011 1:27 pm

Re: (WIP) The Great War: 1916

Post by Dr. Crushcup »

Bio Hazard wrote:Oh man, this sounds absolutely epic.
Please tell me this will be multiplayer compatible. :X
I'm planning to make it MP compatible, yes :) I'm not 100% sure yet if it will be, but I'll keep you posted.

Vaecrius wrote:
Dr. Crushcup wrote:Question: How many of you would like to see the more obscure, more varied Ottoman Empire battles, such as Gallipoli?
Sure.
haha should have seen that one coming. Personally, I'm more of a classic music type of guy, but it's pretty kick ass that a band wrote a song about the battle.
bwc153
Posts: 23
Joined: Tue Jun 30, 2009 1:25 pm

Re: (WIP) The Great War: 1916

Post by bwc153 »

Sabaton likes to write about modern (1900s-Current) battles, my personal favorite of theirs is about the Battle of Passchendaele


EDIT: Watching this video, seeing the soldiers slipping gave me an idea.

On the map, make some (wet) spots have the 'ice' terrain thingy, so you slip and slide on it!
User avatar
LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US

Re: (WIP) The Great War: 1916

Post by LilWhiteMouse »

Just tossing an idea your way concerning artillery. In one of my mods, artillery can rain fire down on the player only when a spotter unit relays the location. Killing the spotter robs the enemy of it's ability to precisely target units.
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]

Re: (WIP) The Great War: 1916

Post by Tragos »

I have to admit, this is coming together quite fast and it's looking good!
FANG2
Posts: 33
Joined: Wed Oct 13, 2010 1:13 pm

Re: (WIP) The Great War: 1916

Post by FANG2 »

This looks pretty neat. There aren't enough games that focus on WW1.

I just got a really cool idea. World war 1...

WITH DEMONS
User avatar
JimmyJ
Posts: 658
Joined: Mon Nov 09, 2009 6:17 pm

Re: (WIP) The Great War: 1916

Post by JimmyJ »

FANG2 wrote:This looks pretty neat. There aren't enough games that focus on WW1.

I just got a really cool idea. World war 1...

WITH DEMONS
It's been done.
Spoiler:
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: (WIP) The Great War: 1916

Post by SamVision »

NecroVision?
bwc153
Posts: 23
Joined: Tue Jun 30, 2009 1:25 pm

Re: (WIP) The Great War: 1916

Post by bwc153 »

Someone also recently made a flash game recently at armorgames where you fight Zombies, which are controlled by some Necromancer group who are using the casualties from WW1 to create an undead army... Not exactly demons, but interesting game nonetheless.

http://armorgames.com/play/10827/carveola-incident
User avatar
Dr. Crushcup
Posts: 112
Joined: Tue Mar 08, 2011 1:27 pm

Re: (WIP) The Great War: 1916

Post by Dr. Crushcup »

bwc153 wrote: On the map, make some (wet) spots have the 'ice' terrain thingy, so you slip and slide on it!
Good suggestion. Next time I'm in Doom Builder (which is starting to run hellishly slow on the first map of this mod-- any suggestions to speed it up just a bit?), I'll give that a shot.
LilWhiteMouse wrote:Just tossing an idea your way concerning artillery. In one of my mods, artillery can rain fire down on the player only when a spotter unit relays the location. Killing the spotter robs the enemy of it's ability to precisely target units.
That's another excellent suggestion! I'll have to work on implementing spotters; it'll definitely add another dimension to the game.


Glad everyone's still interested in the project! Hope you all don't mind that I burned out and took a few days off. Still feeling a little fatigued from today, but I'll be back in the groove either tonight or tomorrow :)
By the way, I should mention that I've resumed work on another mod of mine that I've been working on since about last August. Don't worry, I won't abandon this one, but progress might be slowed up a bit. The good news is that even though the other mod has a huge head start, The Great War should have a playable beta release far before the other one, still gunning for an ANZAC Day release.
User avatar
JimmyJ
Posts: 658
Joined: Mon Nov 09, 2009 6:17 pm

Re: (WIP) The Great War: 1916

Post by JimmyJ »

I don't know how you feel about it, or if it'd work, but I found this free model of a C96 pistol. I love the look of the gun, and thought it might fit with this mod; http://www.turbosquid.com/FullPreview/I ... /ID/288779
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: (WIP) The Great War: 1916

Post by Big C »

I'm looking at this thread at the same time I'm watching a playthrough of Call Of Duty 1, and all of a sudden I'm wondering how well a Stalingrad-esque level would work in DooM.

Ammo? DooMguy doesn't need no steenkin' ammo!

Return to “Resources”