[0.8(Dver0.5)] Nazi Zombies: Doom Edition (Thread Reboot)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Re: [0.7.4] NZ:DE (Thread Reboot)

#121

Post by MrEnchanter » Fri Apr 01, 2016 12:03 pm

WhiteAce wrote:Fuck, I am sorry guys it turns out I lost all of the files on the other hand I have started to redraw everything from scratch and I think you guys will be impressed with what I have so far.

Image
Image
Image

I also have another announcement to make, from now on I will be turning the entire thing into swan fox, it appears this is what you guys wanted so I figured it should have anime arms hand drawn by me.
[INTERNAL SCREAMING]

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Re: [0.7.4] NZ:DE (Thread Reboot)

#122

Post by Debaser94 » Tue Apr 12, 2016 3:30 am

I cannot wait until this is updated. The upcoming change-log looks great! I'm not sure if you viewed this site, but it has a good layout with PDF's to view the structure of the maps etc. http://codzombified.blogspot.ca/

I didnt see it in the Changelog, and I'm not sure how easy or difficult it would be to implement, but it would be cool to see the Crawler Zombies/ Gas Zombies in another Round-based approach (say, every 8 rounds) in Kino Der Toten, "Five" and "Moon" levels.

Down the line, it would also be cool (but again, not sure how easy to implement) to be able to more fully destroy the zombies bodies (limbs/heads) instead of the usual death animation. Dehacked/Whacked could probably help there.

Also (since i'm still playing the 7.4 Oct 2015 update, I'm wondering how much detail has gone into the maps, I know it wont be a 1:1 recreation, but it would be nice to get lots of the decals in there (Hitler insignia like the nazi swastika and whatnot) (im speaking of Kino Der Toten specifically here)

All in all, i'm very excited for this. If you need a mapper, I'd love to help construct more Zombie levels for this (from the original Zombies, not Exo Zombies)

Keep up the great work guys!

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Re: [0.7.4] NZ:DE (Thread Reboot)

#123

Post by MrEnchanter » Wed Apr 13, 2016 2:46 am

You mean like this?
Image

Also, I had the idea of hitboxes for each body part, (ala brutal doom), and possibly make them into crawlers.

As far as Nova Crawlers go, I do want to have them in Kino, we just need sprites for them which will most likely have to be made.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#124

Post by NachtIntellect » Thu Apr 14, 2016 1:06 pm

The thing is with hitboxes is I am not entirely sure on how to operate such a system which is why I would have to get someone to give me an example of how it would work, I did try making my own but it just resulted in a nightmare, I just need something simple to build off of, it would also have to morph the actor after they get they get a specific amount of damage to arms/legs/head.

Nova crawlers? No problem I am pretty sure there is a plasma gun splash that we can also use for them when they die, if not I'll make my own, I am pretty good at doing those kinds of small things when it comes to spriting, which reminds me I had some extra work for Zio on different variants of zombies I still haven't heard back from him it's been atleast 3 months, I know this can take time but I am thinking about checking up on that soon, things have been way too slow.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#125

Post by Debaser94 » Thu Apr 14, 2016 2:09 pm

MrEnchanter wrote:You mean like this?

Yes! Very nice work! Although, I do miss the red carpet flooring on the stairs (i'm assuming that'll be put back in though, for details.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#126

Post by NachtIntellect » Thu Apr 14, 2016 3:19 pm

MrEnchanter's Kino Der Toten is absolutely amazing, the amount of detail he puts into all the rooms, even the smallest ones and I am sure the carpet might be no problem, just another matter of overlaying a 3D floor on the upper level me thinks, also those barricades you see there are old ones, we still use them for positioning the barricades right.

EDIT: Also I is such epic noob Q-Q Browning Auto-5 is going to be a new weapon added in, it really helps when you need a gun that you can spray a multitude of zombies with at a fast rate.

Image

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Re: [0.7.4] NZ:DE (Thread Reboot)

#127

Post by Debaser94 » Thu Apr 14, 2016 9:00 pm

WhiteAce wrote:MrEnchanter's Kino Der Toten is absolutely amazing, the amount of detail he puts into all the rooms, even the smallest ones and I am sure the carpet might be no problem, just another matter of overlaying a 3D floor on the upper level me thinks, also those barricades you see there are old ones, we still use them for positioning the barricades right.

EDIT: Also I is such epic noob Q-Q Browning Auto-5 is going to be a new weapon added in, it really helps when you need a gun that you can spray a multitude of zombies with at a fast rate.

Image
Wow. That looks absolutely amazing! How is Shi No Numa and Verruckt coming along ?
Last edited by Debaser94 on Sun Apr 17, 2016 4:43 am, edited 1 time in total.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#128

Post by Debaser94 » Sat Apr 16, 2016 4:28 am

WhiteAce wrote:The thing is with hit boxes is I am not entirely sure on how to operate such a system which is why I would have to get someone to give me an example of how it would work, I did try making my own but it just resulted in a nightmare, I just need something simple to build off of, it would also have to morph the actor after they get they get a specific amount of damage to arms/legs/head.
Did you already view brutal Doom 20b's Hit boxes code? you could just modify that to the sprites/death animations you're making? I don't really know all this code that well, or else i'd help with that.

As for Stielhandgranate 24s, you could use the damage/blast radius from BD20, or 20a/b for the Stielhandgranates, along with the WallBuy decoration (which is currently a normal hand grenade picture).

I'm thinking you could also use some of the code from BD or some other code/ sprites, that show the damage after-effects from fire being burnt on the walls and explosions from grenades at the walls (or rockets hitting the walls), along with some destructable decals/props (like lights) and such. Just to give it a nice touch. (also I'm not sure how much you changed Nacht Der Untoten, but you should really get a texture of sandbags (there's some within Blade of Agony (but apparently cannot be used yet because the author doesn't want people using the textures... :sadface: ) I'm sure you could if you credit him (its only a sandbag texture lol.)

Also, some more minor details/nit-picks, like the text on the wall "You Must Ascend From Darkness" (http://imgur.com/a/25Jzw) (going up the stairs from the Starting Room in Nacht Der Untoten), and "Salvation Lies Above" (http://imgur.com/a/25Jzw) (going to the uppermost floor) along with the Help/Hell door should be put in place of the shiny door going into the Help Room (i.e. where the mystery box is) image here: http://imgur.com/a/25Jzw) , also some other prefab things (like Filing Cabinets) within the first room and second room (Help Room) (This could be taken from Blade of Agony (Level 5) , once released, or the Brutal Doom (Starter Pack).

Again, in terms of Nazi SOUNDS, it would be possible to rip/ get the sounds from each of the original zombies from the maps (Nacht Der Untoten, Kino, etc) for use within the mod, to make it as accurately as possible within Doom. (COD WIki has them i think...)
Last edited by Debaser94 on Thu Apr 21, 2016 12:38 pm, edited 1 time in total.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#129

Post by Debaser94 » Tue Apr 19, 2016 9:58 am

Sorry for the double post, but are you also possibly going to put in some of the cut weapons/ Cut levels?) (from Zombies) (that still have files/ textures/icons) from WAW/BO's into the game? Here's a link with some of the cut weapons/places from World At War (https://tcrf.net/Call_of_Duty:_World_at ... t_Weapons)

along with other cut things from the others (Black Ops: https://tcrf.net/Call_of_Duty:_Black_Op ... ed_Weapons)
Black Ops II: (https://tcrf.net/Call_of_Duty:_Black_Ops_II#Subpages)

Also, in order to save space when downloading, you should possibly convert any mp3 or wav to ogg files, to make the complete package much less in terms of file-size.

EDIT: More Details (mostly for Kino Der Toten Map) , such as: Using 3d Obj for the chairs within the lobby in the spawn room (http://tf3dm.com/3d-model/leather-chair-7241.html),(http://tf3dm.com/3d-model/chair-chesterfield-10282.html), this one (http://tf3dm.com/3d-model/sofa-38854.html) or this one (http://tf3dm.com/3d-model/armchair-92006.html). [Also put some of these Chairs within the Lower Hall section of the Map, just like original BOps]

Also I think these Storage Shelves could work with mostly all Zombies maps (Kino,Nacht,Verruckt etc..) (http://tf3dm.com/3d-model/storage-rack-3865.html)

Picture Frames textures (like this: https://www.filterforge.com/filters/1187.jpg) (with Richtofens', Nikolai's, unknown Siloutette photo et al inside them) that is located in the upper right room (First door you open on the top right), along with a photographs down below by the entrance to the theatre (again, on the right and left side)

Add Another Sentry gun in the Foyer room that also has the Speed Cola, MP40 in it ; A couple (2-3) small wooden chairs within the Foyer room

Text: "Beware Of The 6!" written atop the main window outlooking the main spawn area (Picture #1 - http://imgur.com/a/qKtKw)

Texture of Map Layout [aka you are [Here - being the location you're curently at] (Picture #2 - http://imgur.com/a/qKtKw)
Dumpster 3d obj. for outside alley area (i think some of these will work - http://tf3dm.com/3d-model/trassh-box-61698.html ) (best looking & fit Kino Der Toten)
And Trash cans for outside alley area (view YT for placement - these ones - http://tf3dm.com/3d-model/trash-bin-23328.html)

Theatre Seats (currently looking for 3d obj. for them [for inside the Theatre] - might be able to find some useful 3d objs here? http://www.md2.sitters-electronics.nl/models.html) and some Debris (currently looking for them - for inside the theatre)

Have the Projector continuously loop an animation onto the screen in the theatre (the 4,3,2,1) thing. (edit: https://www.youtube.com/watch?v=8o0dYPfN-PM this is what I mean)

Dressing Room (with Dressing Room (breakable ) Mirrors/ ready stations for getting ready) along with putting in places for the zombies to come into / barricades.
Last edited by Debaser94 on Wed Jun 01, 2016 3:29 pm, edited 1 time in total.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#130

Post by MrEnchanter » Fri Apr 22, 2016 9:15 am

Hehe a chainsaw(the sabertooth) wouldn't be a bad idea.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#131

Post by MrEnchanter » Fri Apr 22, 2016 9:17 am

Very useful stuff, I'll most likely reference it when I'm working on this.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#132

Post by Debaser94 » Fri Apr 22, 2016 1:01 pm

I agree! Also I'm currently working on the map "Five" if no one else is working on that one. I'll send it your way once it's looking good.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#133

Post by NachtIntellect » Sat Apr 23, 2016 4:53 am

Sorry it's taken me so long to reply, yes I have looked at BD hitboxes, to be honest I just can't seem to pay attention enough to it, I might attempt to clean it up later myself but for now I have just moved into a new place and have been working heavily on the code for Der Riese, almost done btw, while doing so I came across something I found interesting an old part of Cubasy's code and well, we now have players taunting after killing 8 zombies, not an intended feature but I shall add it in, now waiting for a good voice actor.

In terms of those resources you found, they are great, MrEnchanter has been looking for things like that to make his map even more brilliant and believe me it already looks amazing, I tell you that guy has talent in putting things together, same goes with Tank, Verruckt looks amazing.

Five might take a while to push the code out, if I remember there is a teleporter in the underground/lab area, there is really not too much I know about it but the guy who steals your weapon is easy enough to code, I guess he'll do more than that though behind the scenes otherwise the player will be stuck with only one weapon, I would think the thing we are lacking in right now is someone besides me who can read and understand the code and how to modify it, that rewriting the mystery box and wall item part of the script is going to be really tedious, it must be done though otherwise moving mystery boxes and Molotovs/Sticky grenades are a no go, I'll more than likely start pulling it apart next week.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#134

Post by Debaser94 » Mon Apr 25, 2016 12:12 am

WhiteAce wrote:Sorry it's taken me so long to reply, yes I have looked at BD hitboxes, to be honest I just can't seem to pay attention enough to it, I might attempt to clean it up later myself but for now I have just moved into a new place and have been working heavily on the code for Der Riese, almost done btw, while doing so I came across something I found interesting an old part of Cubasy's code and well, we now have players taunting after killing 8 zombies, not an intended feature but I shall add it in, now waiting for a good voice actor.

In terms of those resources you found, they are great, MrEnchanter has been looking for things like that to make his map even more brilliant and believe me it already looks amazing, I tell you that guy has talent in putting things together, same goes with Tank, Verruckt looks amazing.

Five might take a while to push the code out, if I remember there is a teleporter in the underground/lab area, there is really not too much I know about it but the guy who steals your weapon is easy enough to code, I guess he'll do more than that though behind the scenes otherwise the player will be stuck with only one weapon, I would think the thing we are lacking in right now is someone besides me who can read and understand the code and how to modify it, that rewriting the mystery box and wall item part of the script is going to be really tedious, it must be done though otherwise moving mystery boxes and Molotovs/Sticky grenades are a no go, I'll more than likely start pulling it apart next week.
Very awesome to hear! As far as Pack=A-Punched Weapons go, and what they add in terms from the normal/ non-upgraded weapons, all the info on all the guns and upgrades can be found here in a side by side comparison for all 4 games (World at war, Black Ops 1+2+3) http://callofduty.wikia.com/wiki/Upgraded_weapons

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Re: [0.7.4] NZ:DE (Thread Reboot)

#135

Post by NachtIntellect » Mon Apr 25, 2016 2:31 pm

Well guys, pack a punch code is done teleport code is annoying me, only seems to teleport me when I noclip, however I have also had to make a change to the weapon slot system, it appears that I can't put the pack a punch weapons into 1, well not all of them anyway I could put half of them into 1 but where'd the rest go?

Well the pack a punch weapons are now in slot 2, as unfortunate as it is, I really wanted to keep everything in 1, I hope in the future Zandronum will allow for 200 weapons in one slot.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#136

Post by Debaser94 » Mon Apr 25, 2016 5:12 pm

WhiteAce wrote:Well guys, pack a punch code is done teleport code is annoying me, only seems to teleport me when I noclip, however I have also had to make a change to the weapon slot system, it appears that I can't put the pack a punch weapons into 1, well not all of them anyway I could put half of them into 1 but where'd the rest go?

Well the pack a punch weapons are now in slot 2, as unfortunate as it is, I really wanted to keep everything in 1, I hope in the future Zandronum will allow for 200 weapons in one slot.
Instead of using code for the teleporter, why can't you just use a sector tag, wouldn't that be much easier and less time consuming ?

Also, again, wouldn't there be some way you could put say the Upgraded weapon in slot one, along with the normalized second weapon, then drop the normalized weapon and put in the upgraded second weapon also in slot 1? and if Mule Kick is involved, have the 3rd weapon in Slot #2 ?
How I'm reading that is this: Non-PAP'ed weapons are in Slot #1, while PAP'ed Weapons are all in Slot #2, meaning 4 weapons..., and considering that within Zombies, you can only have 2 weapons per player (3 if you have Mule Kick), that doesnt make sense... although i could be interpreting it wrong.

Also, I', not sure if this person was ever tied to this specific project at all, lol (https://www.youtube.com/watch?v=Kqus9Dxcnsc) but the HellHound sprites that are in this mod, are pretty amazing (so you could possibly use them in this mod) (that's really the only thing I liked about that mod that i linked.)

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Re: [0.7.4] NZ:DE (Thread Reboot)

#137

Post by NachtIntellect » Thu Apr 28, 2016 2:20 pm

What I meant was the weapons you currently use can be changed by pressing 1 on the keyboard, I had to make it so that if you press 2 on the keyboard, your pack a punched weapons would come up unless you happen to use a scroller on your mouse, it has do with too many weapons being in one place, I think 50 might be the limit adding up 29+29, errored out around putting in 50 on 1 I'd say

Yes, it all has to be activated via script, if I were to make it sector/lindef based well that cause even more issues, the player could use it whenever they please (not something I want) not only that but I spent hours working on the code, everything including linking and purchasing the teleporters works, the only thing that just won't work is teleporting the players, so if you look at it this way, I'd be pissed if working on that code was all for naught.

Now onto other things, MrEnchanter, TankDempsey, ZioMcall, if you are reading this I can't access skype, please pm me on here for the time being, Tank I am sending you a changelog to do with Der Riese, I'll have to type the whole thing out from my laptop and also so far your map is the only one with the new codes, even I'm jealous, kek but if any of you whom are in the team want the new code also, it'll take a while for me to type on this thing but I'll provide if asked.

Edit: So I was testing a theory earlier and it worked, looks like we'll be able to have random rounds for dogs so instead of being each 6 rounds it could be 6 rounds, 5 rounds after that and etc, how this works is I use an integer that picks a random number at the start, if anyone's interested in the code I'll be willing to share, every bit of code in this wad you are interested in using just feel free to use, give credit to TheCubasy for the code in 0.7.4, however in 0.8 I've done a lot of my own stuff, stuff I never even thought I was capable of doing, so I'd like you to credit both TheCubasy and I if any of you do end up using ACS code from 0.8, for decorate that was the work of MrEnchanter, me and TheCubasy, the perks was just simply a modified version of his code that he gave me and I edited, even more so now anyway I believe a changelog is due, I'll try to recall everything I did and put it all down, when I get my actual internet back there will probably be a new video uploaded.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#138

Post by MrEnchanter » Thu Apr 28, 2016 5:05 pm

WhiteAce wrote:What I meant was the weapons you currently use can be changed by pressing 1 on the keyboard, I had to make it so that if you press 2 on the keyboard, your pack a punched weapons would come up unless you happen to use a scroller on your mouse, it has do with too many weapons being in one place, I think 50 might be the limit adding up 29+29, errored out around putting in 50 on 1 I'd say

Yes, it all has to be activated via script, if I were to make it sector/lindef based well that cause even more issues, the player could use it whenever they please (not something I want) not only that but I spent hours working on the code, everything including linking and purchasing the teleporters works, the only thing that just won't work is teleporting the players, so if you look at it this way, I'd be pissed if working on that code was all for naught.

Now onto other things, MrEnchanter, TankDempsey, ZioMcall, if you are reading this I can't access skype, please pm me on here for the time being, Tank I am sending you a changelog to do with Der Riese, I'll have to type the whole thing out from my laptop and also so far your map is the only one with the new codes, even I'm jealous, kek but if any of you whom are in the team want the new code also, it'll take a while for me to type on this thing but I'll provide if asked.

Edit: So I was testing a theory earlier and it worked, looks like we'll be able to have random rounds for dogs so instead of being each 6 rounds it could be 6 rounds, 5 rounds after that and etc, how this works is I use an integer that picks a random number at the start, if anyone's interested in the code I'll be willing to share, every bit of code in this wad you are interested in using just feel free to use, give credit to TheCubasy for the code in 0.7.4, however in 0.8 I've done a lot of my own stuff, stuff I never even thought I was capable of doing, so I'd like you to credit both TheCubasy and I if any of you do end up using ACS code from 0.8, for decorate that was the work of MrEnchanter, me and TheCubasy, the perks was just simply a modified version of his code that he gave me and I edited, even more so now anyway I believe a changelog is due, I'll try to recall everything I did and put it all down, when I get my actual internet back there will probably be a new video uploaded.
Good stuff! I can't wait until you are able to be online again.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#139

Post by Debaser94 » Sat Apr 30, 2016 12:53 am

WhiteAce wrote:What I meant was the weapons you currently use can be changed by pressing 1 on the keyboard, I had to make it so that if you press 2 on the keyboard, your pack a punched weapons would come up unless you happen to use a scroller on your mouse, it has do with too many weapons being in one place, I think 50 might be the limit adding up 29+29, errored out around putting in 50 on 1 I'd say
Thanks for clarifying this for me.
WhiteAce wrote:Yes, it all has to be activated via script, if I were to make it sector/lindef based well that cause even more issues, the player could use it whenever they please (not something I want) not only that but I spent hours working on the code, everything including linking and purchasing the teleporters works, the only thing that just won't work is teleporting the players, so if you look at it this way, I'd be pissed if working on that code was all for naught.
Ah, I can see how that would cause issues, especially with all the scripts to buy weapons/ use things like elevators and lifts, again, thank you for the clarification. I would most certainly be pissed too if it was all for naught in the end. Hopefully the teleporter script will work as intended sometime.
WhiteAce wrote:So I was testing a theory earlier and it worked, looks like we'll be able to have random rounds for dogs so instead of being each 6 rounds it could be 6 rounds, 5 rounds after that and etc, how this works is I use an integer that picks a random number at the start, if anyone's interested in the code I'll be willing to share, every bit of code in this wad you are interested in using just feel free to use, give credit to TheCubasy for the code in 0.7.4, however in 0.8 I've done a lot of my own stuff, stuff I never even thought I was capable of doing, so I'd like you to credit both TheCubasy and I if any of you do end up using ACS code from 0.8, for decorate that was the work of MrEnchanter, me and TheCubasy, the perks was just simply a modified version of his code that he gave me and I edited, even more so now anyway I believe a changelog is due, I'll try to recall everything I did and put it all down, when I get my actual internet back there will probably be a new video uploaded.
This is great news! Looking forward to when you're back online, and hopefully the new video!
WhiteAce wrote:The thing is with hitboxes is I am not entirely sure on how to operate such a system which is why I would have to get someone to give me an example of how it would work, I did try making my own but it just resulted in a nightmare, I just need something simple to build off of, it would also have to morph the actor after they get they get a specific amount of damage to arms/legs/head.
bringing this back up, but SGT_Mark recently was interviewed in-depth at how the gore/hitbox system works at RPS here: https://www.rockpapershotgun.com/2016/0 ... doom-gore/
Read through that, and maybe it'll make things a bit clearer on how to implement such a feature as hitboxes?

Also this video gives a good overview/walkthrough of the map "Ascension", if one were to construct either a very similar or somewhat 1:1 remake. - https://www.youtube.com/watch?v=y_v6TKedIE8

This is also a very thorough walkthrough video of "Shangri-La" - https://www.youtube.com/watch?v=cl8vJzFk2gY

Not sure if you have all the Perk 3dobj models, but here https://steamcommunity.com/sharedfiles/ ... =112366716 are some (not sure if this format works within the engines we're using, as i didn't download the pack yet) but could be useful (also has the BO2 Perks as well!)

Regarding the Musical Easter-Eggs and Game Over Screens, could they be put back in corresponding to the original Easter Eggs/ G/ Over Screens within the levels ?

Musical Easter Eggs/ Music for Game Over Screens for correct levels, along with the Audio Logs from the radios when interacted with:

Nact Der Untoten = "Undone" / Game Over Song: "Dawn of the Dead" / No Radio Messages
Verruckt = "Lullaby for a Dead Man" / Game Over Song: "Psychotic" / No Radio Messages
Shi No Numa = "The One" / Game Over Song: "Swamp Of Secrets" / 6 Radio Messages
Der Reise = "Beauty of Annihilation" / Game Over Song: "Heartland Of The Dead" / 3 Radio, 3 Phonograph Messages
Kino Der Toten = "115" / Game Over Song: "Final Scene" / 2 Radio messages
Five = "Won’t Back Down" / Game Over Song: "Final Scene"
Ascension = "Abracadavre" / Game Over Song: "The Mechanism" / 6 Radio messages (first 3 don’t need power)
Shangri-La = "Pareidolia" / Game Over Song: "Trouble In Paradise" / 8 Radio messages
Moon = "Coming Home" / Game Over Song: "Armageddon" / 5 Radio messages , 6 Audio Reel messages
Bus Depot = "Carrion" / Game Over Song: "A New Beginning" / No Radios

(These are all avail. on YouTube (Musical Easter Eggs/ Game Over Screen Music, and the Radio Messages are on Call of Duty Wikia)
Last edited by Debaser94 on Thu Feb 16, 2017 1:03 am, edited 1 time in total.

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Re: [0.7.4] NZ:DE (Thread Reboot)

#140

Post by Angel_Neko_X » Mon May 16, 2016 8:51 pm

Someguy made the 3D RIP thundergun sprites!

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