Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Page 4!

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Dr_Cosmobyte
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Dr_Cosmobyte »

I can't blame my friend Ac!d; he rewrote both games entirely in ZScript =p

But, if you want a simpler version that runs in decorate, you can try the original release (and the optional nazi pack) at the first page!
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Ac!d
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Ac!d »

Laid wrote:EDIT: So, I noticed a couple of (thankfully very minor) issues with the latest release: when running out of ammo while dual-wielding, I get the "K2_DRYFIRE" message and when I pick up the Ammo Suitcase, I get the "K2_PICKUP_AMMOBP1". :?
Ac!d wrote:
ShockwaveS08 wrote:Minor bug with Z-Kriegsland II: The backpack's pickup message doesn't display properly, instead showing a generic language string for the missing text.
This bug shouldn't be happening, but it's here for some reason. Also, here's a conflict with the smallfont of the mod and the smallfont of some IWADs when you change the language in GZDOOM and when you pick up some "specials items".
That was my firsts issues when I re-work on this mod.
If this message can answer to your post... I will probably fix a little "mistake" for a weapon and see for Strife support.
JohnnyTheWolf
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by JohnnyTheWolf »

Oops! I did not bother to go through previous threads... :oops:

Also, I somehow failed to notice that you, Ac!d, were French. C'est chouette de tomber sur un autre francophone! :D
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Korell
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Korell »

The Kriegsland Enemies pack doesn't seem to work with the ZScript version of Kriegsland Blutorden. It gives some error about a Janitor function already existing. It works fine with the ZScript version of Untergrund, however.
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Ac!d
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Ac!d »

Laid wrote:Also, I somehow failed to notice that you, Ac!d, were French. C'est chouette de tomber sur un autre francophone! :D
Merci ! :3:
Korell wrote:The Kriegsland Enemies pack doesn't seem to work with the ZScript version of Kriegsland Blutorden. It gives some error about a Janitor function already existing. It works fine with the ZScript version of Untergrund, however.
For issues, bugs and feedback for Kriegsland Blutorden, please go to this topic.
To answer to your post, the janitor function is an ACS file that I should remove for the next update.
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by JohnnyTheWolf »

So this mod is great fun, but I have some criticisms in regard to the arsenal:

The Explosive Rifle is incredibly disappointing: it looks and sounds like it should be a hard-hitting weapon, but in reality, it is absurdly weak. Despite the explosive projectile, it does not seem to do much splash damage and it feels no more powerful than the vanilla Shotgun. Similarly, the Grenade feels severely underpowered: while it can effectively dispatch a small group of zombified soldiers, against anything else, it does not seem to do much damage. All in all, I find it baffling that a punch would be more powerful than the explosive weapons. :?

Speaking of which, is a fully-charged punch supposed to be more powerful?

Finally, is there a difference between the SMG and the Assault Rifle? While they both look and sound great, I have a hard time telling if one is more powerful than the other.
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Dr_Cosmobyte »

Thanks once again. Well, the explosives are already kind of stronger than vanilla stuff, but maybe they could use some bigger area impact.

Yes, a fully charged punch is stronger :)

And the SMG is fast and innacurate, while the Assault Rifle is better and has less DPS. ;)
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Tesculpture
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Tesculpture »

Laid wrote: The Explosive Rifle is incredibly disappointing: it looks and sounds like it should be a hard-hitting weapon, but in reality, it is absurdly weak. Despite the explosive projectile, it does not seem to do much splash damage and it feels no more powerful than the vanilla Shotgun.
The splash damage isn't just weak, it's literally nonexistent. I think something has gone wrong in the translation to zscript, because I'm firing the AP Rifle into a wall within touching distance and nothing is happening to me.

Another criticism I have is that, like a few mods I've encountered, the "weapon zoom" function is on a hair trigger - pressing the key for even a millisecond too long will cause it to zoom in then immediately back out, and vice versa. Could you implement some sort of momentary cooldown on the zoom function to keep it from registering too many inputs?

Outside of that, this is looking pretty cool. The unusual hierarchy of weapons, with the assault rifle where you'd expect the shotgun, the sniper rifle in place of an SSG (whilst possessing a German name that can be shortened to "SSG" as well), and the shotguns instead serving as standins for the Plasma Rifle/BFG is an interesting concept too.
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Dr_Cosmobyte »

Thanks for the feedback! As for the AP-Gewehr/AP-G1, i would suggest playing the original release in the first page (or a few posts behind), and testing out the splash damage.

If it was an error when translating to ZScript, then it will be easier both for Ac!d and me to track the problem down.

;)
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by JohnnyTheWolf »

Tesculpture wrote:Outside of that, this is looking pretty cool. The unusual hierarchy of weapons, with the assault rifle where you'd expect the shotgun, the sniper rifle in place of an SSG (whilst possessing a German name that can be shortened to "SSG" as well), and the shotguns instead serving as standins for the Plasma Rifle/BFG is an interesting concept too.
Personally, I "cheated" a bit, as I used SLADE to reallocate the weapons to different slots to make their selection feel more intuitive: now, the SMG is bound to the same slot as the Pistol (Slot 2), the Explosive Gauntlet to the Explosive Rifle (Slot 3), the Grenade Launcher to the Grenade (Slot 5), the two shotguns together (Slot 7) while the Sniper Rifle now has its own slot (Slot 6).

Should of course this mod be updated and the Explosive Rifle gets reworked into dealing actual splash damage, I might have to rethink that, of course.
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Ac!d
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Ac!d »

Tesculpture wrote:
Laid wrote:The Explosive Rifle is incredibly disappointing: it looks and sounds like it should be a hard-hitting weapon, but in reality, it is absurdly weak. Despite the explosive projectile, it does not seem to do much splash damage and it feels no more powerful than the vanilla Shotgun.
The splash damage isn't just weak, it's literally nonexistent. I think something has gone wrong in the translation to zscript, because I'm firing the AP Rifle into a wall within touching distance and nothing is happening to me.

Another criticism I have is that, like a few mods I've encountered, the "weapon zoom" function is on a hair trigger - pressing the key for even a millisecond too long will cause it to zoom in then immediately back out, and vice versa. Could you implement some sort of momentary cooldown on the zoom function to keep it from registering too many inputs?
Both issues will be fixed for the next update.
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Dr_Cosmobyte »

It's been some time, but here's an update for Z-Kriegsland II:

https://drive.google.com/file/d/1WBMQp1 ... G6QuU/view

Thanks to Ac!d =)
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Ac!d
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Ac!d »

Changelog :

- Removed unused ACS files
- Some ACS scripts are now converted in ZScript (HeartBeat and FootSteps)
- AP-Gewehr and Eisenschutz explosive puffs have now splash damage
- Increased more tics for the "weapon zoom" (10 instead of 1)

- Added a better compatibility for Strife : Quest for the Sigil (WIP)
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Tesculpture
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Tesculpture »

With its explosive damage added, the AP-Gewher is vastly improved; it's now both useful and a joy to use. My only complaint is that it isn't perfectly accurate even with the zoom enabled. Granted, the spread is tiny, and I was testing on Lost Civilisation 1 which involves shooting at ranges far longer than most doom maps, but it was still disappointing to get a faraway enemy dead in my sights, only for the shot to land five meters to his right.

Also, there seems to be a bug with the pistol and zooming in. Zooming in makes the fire rate go from "as fast as you can pull the trigger" to "you must press the fire button at a very precise, slow rhythm in order to fire continually". You also can't fire at all for a brief moment after zooming in.

Still, this is looking better and better. Keep up the good work!
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Re: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Pag

Post by Ac!d »

Code: Select all

	ReadyZoomed:
		TNT1 A 5 A_WeaponReady(WRF_NOSECONDARY); // Added A_WeaponReady
		TNT1 A 5 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY);
		Loop;
That's the fix for all the weapons. Re-Download the mod

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