[RELEASED]Wolfenstein Infinity

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ZioMcCall
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Re: [RELEASED]Wolfenstein Infinity

Post by ZioMcCall »

So,this work on Zandronum,eh?I'll see to convince my friends to play this and see how work it in cooperative.
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-Ghost-
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Re: [RELEASED]Wolfenstein Infinity

Post by -Ghost- »

chronoteeth wrote:this is solid! except one... kinda unnerving thing. You think you could change the dog death noise? its a bit.. too realistic, kinda unsettling <:X
Yeah, that one bothered me a little bit too.
Chloroxite
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Re: [RELEASED]Wolfenstein Infinity

Post by Chloroxite »

Oh hey I remember this mod. During it's early stages you hosted a server with the mod on it. You may remember me too, as I played on it often for a while. (Back then, I went by EpicCrafter1.) I am also glad you switched from hitscan enemies, as that was a criticism I had back then. Still a challenging mod, but still fun. Its nice to see the mod in full shape 1 or 2 years later.
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Dr_Cosmobyte
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Re: [RELEASED]Wolfenstein Infinity

Post by Dr_Cosmobyte »

I discovered this recently. And i loved it a lot. Coincidence or not, i started working on a WWII project (no mutants or wolf bosses of the like, but rather other things), and some things i did are similar with some from here.

But hey, don't worry. I'm not going to take anything without asking first. I actually wanted to leave my praises as i liked this mod a lot. Keep up the excellent work on it.
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Captain J
 
 
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Re: [RELEASED]Wolfenstein Infinity

Post by Captain J »

Well at least you explained peacefully unlike zygo, though!
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Whoah
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Re: [RELEASED]Wolfenstein Infinity

Post by Whoah »

Gee, I'm glad I bumped this! This mod is getting a shit ton of attention! Which is really good, because it's truly badass mod, that deserves a lot of attention.
Baronos
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Re: [RELEASED]Wolfenstein Infinity

Post by Baronos »

This looks really good,but I've wanted to ask you are you going to make a pack only for the weapons?I really like them so far.
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Captain J
 
 
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Re: [RELEASED]Wolfenstein Infinity

Post by Captain J »

At least we can make an addon about it.
Edward Marlus
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Re: [RELEASED]Wolfenstein Infinity

Post by Edward Marlus »

Hey everyone!

So I finally got around to reading everyone's posts since the last time I was here!

Armymen; Uhm... I will take another look at the potato masher but I remember talking about this with Garde and not being able to implement this the way I wanted exactly so meh!

Whoah; I'm glad you enjoy this so far! Stick around and i'll see if I can bring anything else to the table!

-Ghost-; I've been debating that too and recently, I decided to go that route. We should be switching over to MoH/CoD dialogue soon! Also I looked at the dog death sounds and found that one of them was indeed potentially unsettling! The other two seem to be the yelping everyone wants and so I think isolating that one sound should help! We'll update with the dog voice patch soon so when it goes live let us know what you think!

chronoteeth; As I was telling Ghost, I took a look at it. IDK when Garde and I will go live with the patch since i'm also updating a lot stuff but when it does, give us your feedback! Tell us if isolating that sound improved things!

ZioMcCall; This was pretty much made with Zandronum in mind! It's kind of a long story but if you want i'll tell you over discord!

Chloroxite; Oh geez! Hey Epic, how's it going? It's been too long and yup, we finally made the switch to projectiles for the footsoldiers! Balancing them is still a tad bit difficult but Gardie managed! As for the mod being in full-shape, I wish I could agree on that part but this thing is still missing so many features I planned on implementing...

GAA1992; If you're doing WW2 without the Wolfenstein angle I take it you're going for historical accuracy too? In that case I could see why our mods would share similarities! As for the latter, you're more than welcome to reuse any of my sprites as long as you credit properly! I'll even help you out with crediting the others responsible for said sprites too! And additionally, you should probably stay tuned since we're most likely going to be producing a lot of WW2 era weapons in this mod...

Baronos; Uhh... You mean make the weapons stand-alone? I'd say no but only because I am kinda swamped with a whole bunch of stuff for this mod! Although... I should ask Garde what he'd think... It's funny you ask this too, Aerial and I were talking about Hard-Doom the other night and I was like "I'd rather fight the cybs with a KAR than a Chaingun"! I'm definitely open to it though, and I can understand why people would want to port the weapons over to other mods! These things are made to inspire feelings within players that you won't be able to "feel" anywhere else!

Captain J; Uhm... I think everything else you said was covered by my addressing everyone else so I am not quite sure what to say here! Oh well, I guess I'll see you around on the discord!



EDIT;
Oh and here's a sneak preview of what i've been up to!
http://imgur.com/WaNrAB0 (KAR98 touchup)
http://imgur.com/gwQCN0n (G43 touchup, still in progress)
http://imgur.com/3TQHkcF (M1 Garand, still in progress)
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Dr_Cosmobyte
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Re: [RELEASED]Wolfenstein Infinity

Post by Dr_Cosmobyte »

JESUS ZOMBIE CHRIST. That Garand is incredible!

But to answer your doubt, i'm going on angled weapons, human nazis and some robots for this one, and there's a planned add-on which goes on centered weapons and i wanted to release it a long time ago. Thanks for offering your help! :)
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-Ghost-
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Re: [RELEASED]Wolfenstein Infinity

Post by -Ghost- »

That KAR98 looks nice, I think that's one of the smoothest looking bolt action (plus scope) sprites I've seen.

I'm glad you're embracing the Wolfenstein part of this and not just the WW2. The crazy occult/tech monsters and weapons are what makes games like RTCW as much fun as they are.

I think there are a couple pickup sprites that could use some work, like the combat armor and the health potion pills. They look a little jarring compared to your typical Doom pallete, even though they fit with Wolfenstein's brighter colors.
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Captain J
 
 
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Re: [RELEASED]Wolfenstein Infinity

Post by Captain J »

Heh, my garand sprite still shines for the project, i see! Looks really nice and keep up the good work. They looks absolutely promising.
Edward Marlus
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Re: [RELEASED]Wolfenstein Infinity

Post by Edward Marlus »

Captain J wrote:Heh, my garand sprite still shines for the project, i see! Looks really nice and keep up the good work. They looks absolutely promising.
Yeah I did frankensprite it into the base! I used to just copy the colors off the surface from your sprites... But now I developed a fancy way of lighting sprites and i'm planning to test it on the Garand soon...
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Jeimuzu73
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Re: [RELEASED]Wolfenstein Infinity

Post by Jeimuzu73 »

The Gewehr 43 looks weird with a side-mounted scope; normally the scope is mounted on the top like on the Kar98.
Edward Marlus
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Re: [RELEASED]Wolfenstein Infinity

Post by Edward Marlus »

Jeimuzu73 wrote:The Gewehr 43 looks weird with a side-mounted scope; normally the scope is mounted on the top like on the Kar98.
Welp, thanks for the videogame screenshots of the G43 IMFDB... :|

I have no idea what to do now then...

EDIT: whoops... G41 was stripper clips and G43 was box mags... nevermind i'm just confused... Uhhh TLDR I'll work on it even further I guess

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