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 Post subject: NeuroWolf [MOD SP]
PostPosted: Thu Sep 03, 2009 2:52 am 
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Neuro Wolf v0.4

Author: Nicola "Neurological" Capecci
Website: http://www.neuro-lab.net
E-Mail: neurological AT neuro-lab DOT net

DESCRIPTION

This mod is intended to change some of the Single-Player functions of Wolfenstein.
The features are:

Movements features
- Decreased sprint head bobbling
- Decreased melee attack head bobbling on all weapons (except bayonetta)
- Decreased recoil head bobbling on MP40 and MP43
- Changed Offset position on sprint animations for all weapons (now it looks more like RTCW when sprinting)
- Increased FOV from 80 to 90 for both walk and sprint (for a movement like RTCW)
- No more head bobbling when climbing ladders
- No more delay on sprint start
- No more jump and landing recovery time for perform quick jumps
- Rescaled speed to heavy weapons (now the player have the same speed as holding an MP40 on all weapons)

Weapon features
- MP40, MP43 pickups now give less ammo
- New MP40 upgrade that adds incendiary ammunition unlockable on Castle (gold needed 3500, and it lower carryable ammo to 80)


Hud features

- Removed Button Tips on hud (like press F to pickup or Press R to reload)
- Removed Stab icon on hud
- Removed health warning from hud
- Removed directional indicator of planted dynamite
- Shortened transition time for ingame mainmenu
- Enabled crosshair while sprinting

Fixes v0.3
- Fixed postprocess effects not loading with the mod
- Fixed new upgrades strings name appearing also on MP43 and Kar98


Misc features

- Increased number of corpses on screen from 5 to 10
- Multilanguage support for the new upgrade name and description(still missing Polish and Russian).
- Added mod Wallpaper
- Added new icon for link to desktop

Version 0.4 New Features
- Removed glowing effect on ammo and weapons pickups
- Increased health on normal soldiers, assassins, scribes and flame troopers
- Decreased time of reaction of all enemies
- Increased sprint time
- Removed mouse turn limit on flamethrower while firing
- Removed compass
- Added instructions files for adding quicksave and screenshot functions (See Extras folder)

This mod is still work in progress. More features will be added.


INSTALLATION

Extract the zip into your WolfSP folder (eg. x:/Program Files/Activison/Wolfenstein/WolfSP/) and run neuro_wolf.bat.

UNINSTALLATION

Simply delete the file zzz-neurowolf.pk4 and neuro_wolf.bat from your WolfSP base folder.

CREDITS & THANKS

Nicola "Neurological" Capecci - Def changes, Italian and English strings translation.
Ansgar 'Berserk' Alsfasser - German strings translation.
Olivier "__MaX__" Zuccaro - French strings translation.
Robert 'bLiN_de' Ramirez - Spanish strings translation.
Masensuk - Tester.
Sikkpin - Thanks for the quicksave function
Jarad "TinMan aka Tex" Hansen - Thanks for the pre-SDK guide for Wolfenstein and example files.
Vertex007 - Thanks for the instruction on quick save and screenshot function


LEGAL NOTES

Wolfenstein logo and Id logo are trademarks of Id Software, LLC. ©2004-2008 all rights reserved.
This mod is not supported by Id Software, LLC.

No need to ask any permission if you want to use this mod for your projects such as mods or videos, but credits
are appreciated.

VIDEO v0.2 - YouTube

VIDEO v0.3 - YouTube

DOWNLOAD 1 - http://www.moddb.com/members/neurologic ... rowolf-v04

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Last edited by Neurological on Tue Sep 15, 2009 4:33 pm, edited 6 times in total.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Thu Sep 03, 2009 8:44 pm 
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"Wolfenstein logo and Id logo are trademarks of Id Software, inc. ©2004-2008 all rights reserved.
This mod is not supported by Id Software, inc."

Just as a heads up, they are id Software LLC now.


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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Thu Sep 03, 2009 10:04 pm 
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hey, good mod, incendiary ammunition is a good idea but I think it should have a key switch to change to normal ammo and the ammo should be well balanced - difficult to find because it is a bit overpowered.
I gave your mod a go but as pointed out in the other thread there is an issue so far with this method of modding, you lose pretty much all of the post process effects which decreases the overall graphics quality quite a bit.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Fri Sep 04, 2009 12:38 am 
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Thanks for the copyright thig, I'll include it to the next version.

@Vertex: Yeah I would like to add a switch button, but with the actual "tools" can't be done. I tried to balance it a little, when you take the upgrade the carryable ammo drop from 200 to 80 and the precision is lowered, the price of the ammo is higher and weapons and ammo pickups give less ammo, plus the upgrade can be taken only after Castle. But yeah is overpowered still.

I would like to tweak it more, any suggestion is appreciated.

As for the postprocess thing, yeah it break the overall looks, but for now I think is better than nothing.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Fri Sep 04, 2009 7:59 pm 
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Sorry for double post, but I've updated the first post with a new version of the mod.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 1:31 am 
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No problem at all w/ extra posts. Nice work so far. If you're releasing a new revision of the mod, you may want to simply mention the version number and any significant changes since the last version. That'll let people know what new and shiny things to look for when they get the update. I like the changes you've made so far. Great stuff.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 1:50 am 
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- Removed Button Tips on hud (like press F to pickup or Press R to reload)
- Removed Stab icon on hud
- Removed health warning from hud
- Removed directional indicator of planted dynamite
- Shortened transition time for ingame mainmenu

great features, really !
little by little it is becoming a real PC game, way to go ..

on my wishlist : - Remove the cheesy amulet !
- nazi females npc killable

you say incendiary ammo is only after castle and as an upgrade but when I install your mod I get immediately the incendiary ammo and it becomes the standard mp40 ammo ?
or do you have to restart a new game in order to get it working properly ?

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 2:35 am 
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vertex007 wrote:
- Removed Button Tips on hud (like press F to pickup or Press R to reload)
- Removed Stab icon on hud
- Removed health warning from hud
- Removed directional indicator of planted dynamite
- Shortened transition time for ingame mainmenu

great features, really !
little by little it is becoming a real PC game, way to go ..

on my wishlist : - Remove the cheesy amulet !
- nazi females npc killable

you say incendiary ammo is only after castle and as an upgrade but when I install your mod I get immediately the incendiary ammo and it becomes the standard mp40 ammo ?
or do you have to restart a new game in order to get it working properly ?


Thanks. About the incendiary ammo, yes it uses standard MP40 ammo, as because I can't place new type of ammo on the maps, but only on the black market.
As for the upgrade you already have it is because I haven't added a new upgrade type, but replaced an existent one, so if you already have this upgrade on your save games, it will make automatically have icendiary ammo. You have to restart a new game to make the upgrade to be buyable after Castle.

Hope the SDK come soon, as I can tweak those features better and quicker, the def files aren't enough. But I'll look into making the nazi females npcs killable, should be doable with only the defs.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 9:55 am 
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Please, i think that removing the directional indicator of grenade throw will be a very good feature, this kind of things are too console childish, so removing anything like this will be fine i think.

It's strange that it isn't any console command to do this with easy. :)

Note !...: I am referring to the minute 1:36 on your second new 2k9 Wolfenstein mod video.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 9:59 am 
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Also, i have seen on many videos that when you are selecting weapons from the circle, the sounds and/or music stops, automatically killing the immersion feel, so, can fix this kind of things also ?

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 10:47 am 
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Dafama2k7 wrote:
Please, i think that removing the directional indicator of grenade throw will be a very good feature


not necessarily, game becomes pretty busy later on, you really can´t take notice of every granade you are thrown at without the indicator, I would make it optional at best.

but the veil amulet thing could go away, you always know how much and which powers you use anyway, it just too intrusive and cheesy looking imo.

some indicators do make sense, others don´t :wink:

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 11:29 am 
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vertex007 wrote:
on my wishlist : - Remove the cheesy amulet !
- nazi females npc killable


I was playing the other day, and one of the "general's mistresses" was killed by an enemy grenade which I thought was funny. The "unkillable" (command/function?) is in one of the defs. They do seem to have a death animation, so it should be quite easy to implement (although, I haven't tested it at all).


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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 11:40 am 
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Megazoid wrote:
vertex007 wrote:
on my wishlist : - Remove the cheesy amulet !
- nazi females npc killable


I was playing the other day, and one of the "general's mistresses" was killed by an enemy grenade which I thought was funny. The "unkillable" (command/function?) is in one of the defs. They do seem to have a death animation, so it should be quite easy to implement (although, I haven't tested it at all).


I noticed that in the bunker level (where you have to free the 3 golden down members) there is that ritual going on in a room, the woman laying on the pentagram can get killed with blood and everything, but she is the only one so far...
I ll have a look at the defs, I mean it is not super priority but it sucks that you can´t harm the damn nazis females ... :lol: :mrgreen:

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Last edited by vertex007 on Sat Sep 05, 2009 12:00 pm, edited 1 time in total.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 11:52 am 
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I was looking at the defs, and actually theres nothing that prevent them to be killed. I think Raven did put some key/val on the characters in the editor.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sat Sep 05, 2009 12:06 pm 
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yes I noticed that too, maybe there is some val in the sinlge maps - game- streampacks -because it is strange that on some rare occasion they can be killed ..but then you can´t repack them so far, so nevermind ..

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Tue Sep 15, 2009 4:34 pm 
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Updated with new version, will add more mirrors soon.

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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Sun Feb 26, 2012 1:01 pm 
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Necrobump.
Can't make this mod work. Put .pk4 in base/sp and launched bat. Nothing has changed. Adding seta com_SingleDeclFile "0" in wolf.cfg causes crash in main menu.
Have Steam version.

Also, did Wolf have some kind of autoexec.cfg?


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 Post subject: Re: NeuroWolf [MOD SP]
PostPosted: Thu Mar 01, 2012 7:19 pm 
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The Steam version prevents to make it work, someone found a fix, take a look here:

http://forums.steampowered.com/forums/s ... ?t=2551211

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