No worries take your time man just glad you tweaked it.DeeDeeOZ wrote:So I'm pretty much certain it's liked to the archvile spawn in the mixer, uploaded it again with it reduced back to regular version spawns as never had problem with these (short term fix). Long term I'm going to go back over the guys I pulled and figure which one is causing it and fix it.
This is probably on the cards, still working on some sprites to fill out full enemy rosters and will give the order guys own set so you can load it with either allied or axis ones.armymen12002003 wrote:any chance of the order troops having the order troops spawn without allied troops beside them?
Real life is a little bit intense at moment so will probably be slow going for a while, sorry.
World War Wolf Gameplay Mod [WIP]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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armymen12002003
- Posts: 1422
- Joined: Wed Jun 01, 2011 10:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Castle Wolfenstein
Re: World War Wolf Gameplay Mod [WIP]
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guest6777
- Posts: 53
- Joined: Fri Dec 16, 2016 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Brazil, São Paulo, Campinas
Re: World War Wolf Gameplay Mod [WIP]
i summoned stealth mancubus, it's crashing all the time!
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DeeDeeOZ
- Posts: 205
- Joined: Fri Jun 18, 2021 12:07 am
- Location: VIC,Australia
Re: World War Wolf Gameplay Mod [WIP]
Ah crap. This will be the same problem armymen12002003 was having but on different spawn. this is the Japanese boss spawn which who where also added to archvile spawns in mixer version. Pretty sure a sound is causing crash.guest6777 wrote:i summoned stealth mancubus, it's crashing all the time!
Give me a sec, I'm just Changing spawn roster and trying it out.
EDIT* updated both files with new spawns for StealthMancubus (now just Japanese supersoldiers) and added Bombasee and General Wolfstone back to archvile spawns in mixer version. going to try and figure out which Japanese boss is causing crash, they all work when i summon them independently .
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guest6777
- Posts: 53
- Joined: Fri Dec 16, 2016 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Brazil, São Paulo, Campinas
Re: World War Wolf Gameplay Mod [WIP]
Thanks, i can use ur sprites japanese on my other mod called beast incarnation unofficial?DeeDeeOZ wrote:Ah crap. This will be the same problem armymen12002003 was having but on different spawn. this is the Japanese boss spawn which who where also added to archvile spawns in mixer version. Pretty sure a sound is causing crash.guest6777 wrote:i summoned stealth mancubus, it's crashing all the time!
Give me a sec, I'm just Changing spawn roster and trying it out.
EDIT* updated both files with new spawns for StealthMancubus (now just Japanese supersoldiers) and added Bombasee and General Wolfstone back to archvile spawns in mixer version. going to try and figure out which Japanese boss is causing crash, they all work when i summon them independently .Please let me know if this still causes issue. might just have to find new sounds for all of them.
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DeeDeeOZ
- Posts: 205
- Joined: Fri Jun 18, 2021 12:07 am
- Location: VIC,Australia
Re: World War Wolf Gameplay Mod [WIP]
If you want to use some of my stuff, that is fine with me, I,m pretty good with people taking and using anything of mine, but most of my stuff is built on other people's so please make sure to give them proper credit.guest6777 wrote: Thanks, i can use ur sprites japanese on my other mod called beast incarnation unofficial?
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guest6777
- Posts: 53
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- Location: Brazil, São Paulo, Campinas
Re: World War Wolf Gameplay Mod [WIP]
Nice, i give credits, no problem manDeeDeeOZ wrote:If you want to use some of my stuff, that is fine with me, I,m pretty good with people taking and using anything of mine, but most of my stuff is built on other people's so please make sure to give them proper credit.guest6777 wrote: Thanks, i can use ur sprites japanese on my other mod called beast incarnation unofficial?
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TheLostSoulSpewer
- Posts: 3
- Joined: Sat Jan 02, 2021 1:20 pm
- Location: Doom II/2 Map 20: Gotcha!
Re: World War Wolf Gameplay Mod [WIP]
Pretty good mod! This only a minor oddity but there is a random black pixel off to the right of the screen in the 50cal hmg's sprite, but it's only a minor oddity. I'm probably going to play going down or something like that with this later. 
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DeeDeeOZ
- Posts: 205
- Joined: Fri Jun 18, 2021 12:07 am
- Location: VIC,Australia
Re: World War Wolf Gameplay Mod [WIP]
Thanks, always nice to hear positive feedbackTheLostSoulSpewer wrote:Pretty good mod! This only a minor oddity but there is a random black pixel off to the right of the screen in the 50cal hmg's sprite, but it's only a minor oddity. I'm probably going to play going down or something like that with this later.
Nice catch on the rogue pixel, fixed and re-uploaded both versions on main page, was on all frames which actually made it harder to spot then if it had of flickered.
Also Going Down is pretty good with this, have fun!
*Also wanted to let people know I plan on working on this some more soon, keep getting distracted and real life to busy lately, which has been horrible for my motivation (and time). Hope to knuckle down and get more done in near future.
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YasuoProjectX
- Posts: 183
- Joined: Tue Oct 09, 2018 6:37 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Ionia
Re: World War Wolf Gameplay Mod [WIP]
can you tell me what map is that in the first screenshot you have there?
oh umm yeah your mods so perfect at all 11/10
- Much Axis Troops
- Weapons not so bad
- Hud so similar but perfect
- Enemies are no very aggressive (kinda)
- Gets Nosebleeds lol
oh umm yeah your mods so perfect at all 11/10
- Much Axis Troops
- Weapons not so bad
- Hud so similar but perfect
- Enemies are no very aggressive (kinda)
- Gets Nosebleeds lol
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DeeDeeOZ
- Posts: 205
- Joined: Fri Jun 18, 2021 12:07 am
- Location: VIC,Australia
Re: World War Wolf Gameplay Mod [WIP]
Its Lost Civilization 1 (MAP07). Probably one of my favorite mapsets of all time.YasuoProjectX wrote:can you tell me what map is that in the first screenshot you have there?
Also thanks for the really nice feedback!
Have been considering coming back to this a lot lately as there's is still some stuff that needs fixing/changing. Just been busy and also working on other stuff while the motivation is there.
Again super glad your enjoying it.
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Crossed Guns
- Posts: 3
- Joined: Sun Jun 12, 2022 9:16 pm
Re: World War Wolf Gameplay Mod [WIP]
Can I use these weapon sprites if I give credit?
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DeeDeeOZ
- Posts: 205
- Joined: Fri Jun 18, 2021 12:07 am
- Location: VIC,Australia
Re: World War Wolf Gameplay Mod [WIP]
As with all my stuff I'm completely fine with people using it in other mods, but please make sure all original authors receive proper credit (should all be listed in the credits.txt's inside mod). Also please be aware that alot of these are originally from WW_Nazis and it would probably be polite to get permission there aswell.
..on a unrelated note I have been doing some work on this in my spare time as a (much needed)mood booster and while there is nothing worth showing yet I got some interesting ideas for improving this.
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ApexMX
- Posts: 3
- Joined: Thu Mar 21, 2024 12:04 am
Re: World War Wolf Gameplay Mod [WIP]
[quote="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. [/quote]
If you want a weapon equipment limit system, this mod might be useful
:
viewtopic.php?t=81508&sid=49824b03baaa4 ... b0ae083569
If you want a weapon equipment limit system, this mod might be useful
viewtopic.php?t=81508&sid=49824b03baaa4 ... b0ae083569
Last edited by ApexMX on Mon Jun 01, 2026 1:40 pm, edited 1 time in total.
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Shatter-Thought[V-4]
- Posts: 155
- Joined: Tue Apr 06, 2021 8:21 pm
- Graphics Processor: Not Listed
Re: World War Wolf Gameplay Mod [WIP]
I have an odd bug report that only seemed to really happen with one map called Infernal Odyssey wherein after obtaining the blue and red keys, I was unable to open the red and blue key door.
I've never had a problem with keys in other maps, however I had not encountered a 2 key door using this specific mod, so maybe there is something in particular.
On another topic, I have found that the withering firepower that can get blasted in your face because of how every monster is replaced by one with ranged weapons, including pinkies, can tilt the game balance hard even if the map is not slaughter-style.
I would like to recommend you take a page from another wolfenstein mod and have enemies drop rootbeers on occasion to taper off how quickly a player's health can be taken down from large ambushes.
Lastly, would you mind if someone were to create a weapon-only pk3 of your mod so players can mix and match them up? I'm not inferring I would do this anytime soon, but I would like to consider trying to do this at a later date but only with your permission if it's fine.
I've never had a problem with keys in other maps, however I had not encountered a 2 key door using this specific mod, so maybe there is something in particular.
On another topic, I have found that the withering firepower that can get blasted in your face because of how every monster is replaced by one with ranged weapons, including pinkies, can tilt the game balance hard even if the map is not slaughter-style.
I would like to recommend you take a page from another wolfenstein mod and have enemies drop rootbeers on occasion to taper off how quickly a player's health can be taken down from large ambushes.
Lastly, would you mind if someone were to create a weapon-only pk3 of your mod so players can mix and match them up? I'm not inferring I would do this anytime soon, but I would like to consider trying to do this at a later date but only with your permission if it's fine.