A comprehensive World War 2 weapon pack with 68 authentic firearms – made from scratch - and with 7 tanks and numerous NPCs. Please read the included manual for every necessary detail!
WW2 Weapon Pack with 2x8 optional spawner/replacer sub-addon!
Included guns:
US:
M1911A1
M1917 S&W
M1 carbine
M1 Garand
Springfield
M1A1 Thompson
M3 Greaser
M1918 BAR
M1919A6
Bazooka
UK:
Webley
Browning HP
Sten
M1928 Thompson (Chicago style)
Owen gun
De Lisle commando carbine
Lee-Enfield
Bren
Lewis
Boys .55
PIAT
GER:
Luger
P38
MP40
MP28
Kar98k
G43
Volkssturmgewehr
StG44
FG42
MG42
Panzerfaust 60
USSR:
TT-33
Nagant revolver
PPSh-41
PPS-43
Mosin-Nagant
SVT40
DP28
Maxim-Tokarev 1925
PTRS41
ITA:
Beretta 34
Carcano
MAB38
Breda 30
MG34
Panzerschreck
HUN:
Frommer Stop
35M
43M Danuvia
31M Solothurn
MG34
Panzerschreck
JAP:
Nambu
Katana
Arisaka
Type 100
Type 99
"Knee" mortar
Lewis
Misc:
Mauser C96
M1897 shotgun
MAS36
MAS38
Stinger machine gun
Unique flamethrower for each faction
The recommended loading order:
Brutal Doom v21 (unmodified)
WW2 Weapon Pack
Any (but only one) optional sub-addon
The hardcore sub-addons include a bulk system which is limiting your carrying capacity (like you just cannot carry a Bazooka and a Bren at the same time – making side arms far more valuable) and introducing more, different kinds of ammunition. Basically this is the way this meant to be played!
Please make sure that you read the included manual!
Every weapon sprite made from scratch which you can (re-)use for you project but I would like to be informed and credited.
Please feel free to report any bug and stay tuned for the further updates and additional content!
…and the most important: Have fun!
What's new?
New pistol sprites and reloading animations – in (more or less) unified style
Slide/bolt now locks open on SLRs and pistols when the magazine is empty
A more realistic “+1 in the chamber” system has been integrated
More sophisticated and Brutal Doom-like recoil system added
Volkssturmgewehr added
Stabbing attack added to the katana
Upgraded/added (Soviet and allied) NPCs – both hostile and friendly
Added some textures to replace the Wolf3D nazi-related ones, in coherence with the chosen sub-addon
-When the Mosin is equipped with the scope firing it from the hip doesn't shoot any bullet and still consumes ammo
-When you drop the PPS-43 you still have the gun in the slot
-Something similar happens to the M3 but more weird, when you drop it spaws a STEN and still have the M3 in the weapon slot
-When you drop the Panzerfaust it the dropped one simply dissapears
-I don't know if this was intended to be like that or even this counts as a bug, but the sniper scope of the Lee Enfield seems a little bit off... But maybe the rifle is just innacurate
Thank you, will investigate soon. Frankly I made the lee-enfield not *too* accurate to balance it's higher ROF and the larger magazine capacity. But will also give it a look.
Well... Yet again I found some bugs (one of them my dumb-*** forgot to mention it before)
-If you select the Mosin while moving it will make you sprint for some seconds
-When the BREN is unloaded you cannot drop it
-The TT-33 doesn't have a weapon icon in the hud
-Every time you start a new level you'll get a new pistol, even if your bulk points are up to 10
-This one can't happen in a nornal run, but if you use one of the cheats to get all the weapons the sprite of selecting for the first time the FG-42 is kinda buggy, I think it have's to do with the sniper scope sprite
Aaaaand I think that's it, i'm pretty sure that after fixing these the addon would be pretty clean
So thanks for listening all my bug reports :)
Hey dude, I played out a little bit of the new version a so far I found a couple of things
-Suppressed Lugers and Hi-Powers can't be dropped
-And starting a new game always gives me a Hi-Power, I suppose that it was meant to give you a ramdon sidearm, right?
- Yeah, probably the drop check is missing from the ready state. Will fix tomorrow.
- Nah, it is what it is. Spawning with HP is intentional. Used to be an ACS script to give a random pistol, but was buggy.
So... Yet another report, but atleast is not only a report ¯\_(ツ)_/¯
I accidentaly found out that after you unload a pistol (maybe even with other guns, but I just check it with other pistols) when you reload the P38 it does almost instantly. Like just touching the mag
Anyways just to make this more than a simgle bug report of a single bug I have some recomendations
I've heard that the 14,5 mm rounds where armor-piercing incendiary, any plans of giving the PTRS a "flash" effect when the bullet hits something? Maybe even giving it a little bonus damage to the first enemy it hits?
Also the sounds of the PPS-43, the PPSh-41 and the M3 are kinda low... It's very weird hear that the suppressed M3 is louder than the unsuppressed one xd
I know about the P38 issue, but just like in the case of the random "bolt-action sprint" issue I'm a bit clueless. However these bugs are so marginal that I haven't really investigated them in depth.
Regarding to the PTRS it would be definitely a nice idea to improve/add some beefy impact effect. It would probably require to add a new puff type which is frankly a rather new area for me, but probably isn't too tricky. Also, I'm always up to learn something new. :)
Adding extra dmg to the first target is a hard one. I don't see yet, how it would be possible.
Back off from the PPSh sound effect!! It's one of my favourites! :D All I can offer is a little amplification... But yeah, M3's sound is kinda lame. Looking for a replacement already.
I'm always open for bug reports and new ideas, so let them come, if you have any! :)
Best of luck when you try to make the flash effect! I'll be waiting until then
Also love the PPSh sound effect, it just fits very well but compared with the other guns sounds was kinda low, hope the amplification doesn't screw the sound quality. In theory it shouldn't
I was kinda afraid that at long term telling you almost dialy any bug I found (even the littlest ones) could bother you, good to know that this is not the case :')
Hello there Thorir! I wanted to say that i really liked that mod, you really did a excellent job. And from reading the comments i noticed that you are open for suggestions, so here are some bugs and some details that you may want to know about. (Notice that i don't have used any cheats neither modified anything, the BD version is the latest one, download here, and not modified. The extension that i have used was Mixed and Mixed hardcore, no other maps and wads was used for this report)
1- i have noticed that suppressed weapons give you some extra ammo when you remove/put the suppressor on then. (E.G. the Hi-power gives you 5 ammo each time you do that, perhaps you may wish to investigate this bug further) and as mentioned above when you unload a pistol and reload again it does it instantly. Also the rifles that accepts scopes can reload indefinitely even if the mag is full (this only happens when you have the scope on).
2- This one really bothered me up. Sometimes i clearly hit the enemy and props like barrels, tables, etc... (this mostly happens in non-automatic rifles, notably the PTRS41 [which should be a one hit-kill for zombies] and some other bolt action rifles) and it doesn't do any tiny bit of damage (i play with the "show enemy health" option on) even from point blank range. I hope you can replicate what i said up there and investigate further and address this problem.
3- Theses next ones is just some attention to detail that comes from someone that maybe spent too much time in IMFDB. All right, so some guns don't have a dry mag reloading animation (notably the pistols that lack a back locked slide sprites) or it's the other way around like some don't have a half-mag reloading animation (notably the Springfield that just eject a round and insert a clip even still having half-mag loaded). Also i would suggest that the M1 Garand just ejected the loaded clip like the revolvers that throws off the unspent rounds and just put new ones instead of blocking me from reloading (or this is not possible and I'm talking sh*t).
Finally i must say that you hard work can never be contested, you are doing a very good job in these mods and i couldn't be more satisfied.
I want to say right away that you forgive me if I said something I shouldn't or in any way offended you. it is not my intention to diminish or degrade your work in any way. keep up the excellent work, and I hope you will heed my suggestions. Good luck with your future projects.
Thank you for your kind words and your valuable feedback! All suggestions and bug reports are always appreciated, so no need to worry! 😀
1. That's a silly glitch which I've tought that already has been fixed. Will do it by the next update anyway.
2. Yes, that's because for some reason if I make a gun to penetrate actors (railgun effect) they don't leave a wall decal for some reason. At the moment it's fixed by a second "bullet" which deals 0 damage, but will make a decal. However it's flawed because still inflicts bleeding and has a different (random) trajectory from the primary projectile. The said effect (bleeding, but no damage) occurs when only the "blank" projectile hits the enemy. I am already working on more sophisitcated method to fix this issue.
3. Yeah, the issue of the back locked slide, and different dry/no-dry reloading animations. The simple explanation here is laziness or simply effectiveness if you are willing to excuse me some compromissums. 🙂 Detailed spriting from scratch is a very demanding task and I had to draw a line somewhere between being productive (means more content) and being extra-realistic. The current state of this addon represents my decision where this certain line exactly lies.
Being unable to reload the Garand mid-clip is a little gimmick, an homage paid to the misconception of the eary 2000s shooters (CoD, MoHAA, H&D2;, etc.) where you just couldn't do so. If too many people will complain about, I might re-enable it, but personaly I just like it as it is. Also keep in mind, that in return the Garand has the highest damage output among SLRs!
If you have anything more to add, please do not hesitate to do so!
Thank you for being so attentive, i really appreciate you dedication and hard work. keep your own pace and don't worry too much, If i find anything i will let you know right away. See ya
WOOOOAAAAAAAH!
Great addon Thorir, finally released, i will enjoy it!
Yes
Wow Good
Well... Time to invade Berli-
I mean, hell!!
For some reason, I can't drop the FG 42
Will investigate. Is it on hardcore, right?
Yup, the mixed one to be more specific
Fixed, try to re-download it.
Sweet!
Gonna test it, maybe i'll come back to report more bugs if I found some...
halp who is the command for the m1 garand
summon garand
or
give garand
RTFM 😀
Good work, as usual.
Thank you! 🙂
Found more bugs:
-When the Mosin is equipped with the scope firing it from the hip doesn't shoot any bullet and still consumes ammo
-When you drop the PPS-43 you still have the gun in the slot
-Something similar happens to the M3 but more weird, when you drop it spaws a STEN and still have the M3 in the weapon slot
-When you drop the Panzerfaust it the dropped one simply dissapears
-I don't know if this was intended to be like that or even this counts as a bug, but the sniper scope of the Lee Enfield seems a little bit off... But maybe the rifle is just innacurate
Thank you, will investigate soon. Frankly I made the lee-enfield not *too* accurate to balance it's higher ROF and the larger magazine capacity. But will also give it a look.
It's up!
Hell yeah!
Well... Yet again I found some bugs (one of them my dumb-*** forgot to mention it before)
-If you select the Mosin while moving it will make you sprint for some seconds
-When the BREN is unloaded you cannot drop it
-The TT-33 doesn't have a weapon icon in the hud
-Every time you start a new level you'll get a new pistol, even if your bulk points are up to 10
-This one can't happen in a nornal run, but if you use one of the cheats to get all the weapons the sprite of selecting for the first time the FG-42 is kinda buggy, I think it have's to do with the sniper scope sprite
Aaaaand I think that's it, i'm pretty sure that after fixing these the addon would be pretty clean
So thanks for listening all my bug reports :)
Yeah, I know the sprinting one; it's kinda weird, I haven't figured out the reason yet.
Empty BREN think is also known... Will fix later.
TT... Yeah. That's not a playability issue.
The new pistol issue has been fixed just right after I uploaded the v1.2; just re-download the thing.
Don't use cheats. ;)
Very gud
EXACTLY what I wanted! Iron sights, weight, ammo types, and even an amusing M1 thumb! Great job!!!!
Thanks! You've triggered it? 😀
DUDE THIS IS AWESOME!!! BTW IS THERE ANY WW2 MAPS FOR THIS!!
Sadly I don't know any. But it would be really nice to work together with someone to make some maps and NPCs.
Hey dude, I played out a little bit of the new version a so far I found a couple of things
-Suppressed Lugers and Hi-Powers can't be dropped
-And starting a new game always gives me a Hi-Power, I suppose that it was meant to give you a ramdon sidearm, right?
- Yeah, probably the drop check is missing from the ready state. Will fix tomorrow.
- Nah, it is what it is. Spawning with HP is intentional. Used to be an ACS script to give a random pistol, but was buggy.
when i play on tactical and i use the sniper with magazine it bugs and infinitely pulls the bolt back so i cant change weapons or do anything
Could you elaborate any further? I assume you are cheating.
Maybe he is cheating, it happened to me with the Springfield when I was testing some things using the IDKFA cheat
The update is up anyway, fixing this issue as well. Thank you for the report.
**** yeah! Thanks dude. Will check it out later
i only used give all
that is idkfa essentially
So... Yet another report, but atleast is not only a report ¯\_(ツ)_/¯
I accidentaly found out that after you unload a pistol (maybe even with other guns, but I just check it with other pistols) when you reload the P38 it does almost instantly. Like just touching the mag
Anyways just to make this more than a simgle bug report of a single bug I have some recomendations
I've heard that the 14,5 mm rounds where armor-piercing incendiary, any plans of giving the PTRS a "flash" effect when the bullet hits something? Maybe even giving it a little bonus damage to the first enemy it hits?
Also the sounds of the PPS-43, the PPSh-41 and the M3 are kinda low... It's very weird hear that the suppressed M3 is louder than the unsuppressed one xd
What do you think?
I know about the P38 issue, but just like in the case of the random "bolt-action sprint" issue I'm a bit clueless. However these bugs are so marginal that I haven't really investigated them in depth.
Regarding to the PTRS it would be definitely a nice idea to improve/add some beefy impact effect. It would probably require to add a new puff type which is frankly a rather new area for me, but probably isn't too tricky. Also, I'm always up to learn something new. :)
Adding extra dmg to the first target is a hard one. I don't see yet, how it would be possible.
Back off from the PPSh sound effect!! It's one of my favourites! :D All I can offer is a little amplification... But yeah, M3's sound is kinda lame. Looking for a replacement already.
I'm always open for bug reports and new ideas, so let them come, if you have any! :)
Best of luck when you try to make the flash effect! I'll be waiting until then
Also love the PPSh sound effect, it just fits very well but compared with the other guns sounds was kinda low, hope the amplification doesn't screw the sound quality. In theory it shouldn't
I was kinda afraid that at long term telling you almost dialy any bug I found (even the littlest ones) could bother you, good to know that this is not the case :')
Yeah, it shouldn't I guess, but I thing a little "noisiness" would even fit better for such a clanky gun. 😀
And yes, just let them come. I'm always open for improving such a love project.
Great weapons mod,but I hate the recoil and the reloading too.Fix this in alternative version,please.
Sorry, recoil and especialy realoading are parts of the concept.
Hello there Thorir! I wanted to say that i really liked that mod, you really did a excellent job. And from reading the comments i noticed that you are open for suggestions, so here are some bugs and some details that you may want to know about. (Notice that i don't have used any cheats neither modified anything, the BD version is the latest one, download here, and not modified. The extension that i have used was Mixed and Mixed hardcore, no other maps and wads was used for this report)
1- i have noticed that suppressed weapons give you some extra ammo when you remove/put the suppressor on then. (E.G. the Hi-power gives you 5 ammo each time you do that, perhaps you may wish to investigate this bug further) and as mentioned above when you unload a pistol and reload again it does it instantly. Also the rifles that accepts scopes can reload indefinitely even if the mag is full (this only happens when you have the scope on).
2- This one really bothered me up. Sometimes i clearly hit the enemy and props like barrels, tables, etc... (this mostly happens in non-automatic rifles, notably the PTRS41 [which should be a one hit-kill for zombies] and some other bolt action rifles) and it doesn't do any tiny bit of damage (i play with the "show enemy health" option on) even from point blank range. I hope you can replicate what i said up there and investigate further and address this problem.
3- Theses next ones is just some attention to detail that comes from someone that maybe spent too much time in IMFDB. All right, so some guns don't have a dry mag reloading animation (notably the pistols that lack a back locked slide sprites) or it's the other way around like some don't have a half-mag reloading animation (notably the Springfield that just eject a round and insert a clip even still having half-mag loaded). Also i would suggest that the M1 Garand just ejected the loaded clip like the revolvers that throws off the unspent rounds and just put new ones instead of blocking me from reloading (or this is not possible and I'm talking sh*t).
Finally i must say that you hard work can never be contested, you are doing a very good job in these mods and i couldn't be more satisfied.
I want to say right away that you forgive me if I said something I shouldn't or in any way offended you. it is not my intention to diminish or degrade your work in any way. keep up the excellent work, and I hope you will heed my suggestions. Good luck with your future projects.
Hello there,
Thank you for your kind words and your valuable feedback! All suggestions and bug reports are always appreciated, so no need to worry! 😀
1. That's a silly glitch which I've tought that already has been fixed. Will do it by the next update anyway.
2. Yes, that's because for some reason if I make a gun to penetrate actors (railgun effect) they don't leave a wall decal for some reason. At the moment it's fixed by a second "bullet" which deals 0 damage, but will make a decal. However it's flawed because still inflicts bleeding and has a different (random) trajectory from the primary projectile. The said effect (bleeding, but no damage) occurs when only the "blank" projectile hits the enemy. I am already working on more sophisitcated method to fix this issue.
3. Yeah, the issue of the back locked slide, and different dry/no-dry reloading animations. The simple explanation here is laziness or simply effectiveness if you are willing to excuse me some compromissums. 🙂 Detailed spriting from scratch is a very demanding task and I had to draw a line somewhere between being productive (means more content) and being extra-realistic. The current state of this addon represents my decision where this certain line exactly lies.
Being unable to reload the Garand mid-clip is a little gimmick, an homage paid to the misconception of the eary 2000s shooters (CoD, MoHAA, H&D2;, etc.) where you just couldn't do so. If too many people will complain about, I might re-enable it, but personaly I just like it as it is. Also keep in mind, that in return the Garand has the highest damage output among SLRs!
If you have anything more to add, please do not hesitate to do so!
Thank you for being so attentive, i really appreciate you dedication and hard work. keep your own pace and don't worry too much, If i find anything i will let you know right away. See ya
Alright, please inform me if anything else comes up. I'm taking a longer break right now. Burnt out a little lately.
First aid vodka.
Damn it, comrade. Is this a Boris Yeltsin simulator? :/
I should have added Yeltsin quotes for taunts instead.
Script error, "BD_WW2WeaponPack.pk3:guns/m1917.txt" line 4:
'@property@weapon.selectionorder' is an unknown actor property
Your loading order must be messed up.
How To summon of The WW2 weapons
How to summon Maxim Tokarev machine gun?
How about reading the manual?