Weasel Presents: NAZIS V2

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rollingcrow
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Re: Weasel Presents: NAZIS V2

Post by rollingcrow »

I noticed, you can't speed up the auto shotgun's reload by pressing the reload key repeatedly anymore and super soldiers don't bleed even though the more armored Hitler and Death Knights do.
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

The former is (slightly) intentional as a balance tool and is due to the new way reloading is handled. The latter, well, I forgot to give Hitler and Death Knight +NOBLOOD. They're armored, why would they be bleeding?

Which reminds me, I gotta fix up some of these bosses with those new rotation frames I keep seeing around (and make Hitler work properly).
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TheDarkArchon
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Re: Weasel Presents: NAZIS V2

Post by TheDarkArchon »

SladeEXE wrote:I was not aware of this site. Sorry.
Sorry, but how? It's not as if you're just joined the forums two days ago and it's been around 2 years since 2.5.0 was released with quite a few mods being released in that time that require post-2.5.0 exes.
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Enjay
 
 
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Re: Weasel Presents: NAZIS V2

Post by Enjay »

The Hitler mech sprite has always looked like a Hitler head in a life-preserving jar mounted atop a mechanical body to me.

Yeah, anyway, yes, those new rotation sprites would be nice rather than having the bosses apparently strafing all over the place. By "mak[ing] Hitler work properly" to you mean the two stage boss like in the original Wolfenstein 3D? That too would be nice.
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Re: Weasel Presents: NAZIS V2

Post by BouncyTEM »

So, yay, i've been working on something as of late.

http://dl.dropbox.com/u/3238714/ww-nazis-v2-wehr.pk3

More nazis! An addon to ww-nazis-v2 which adds another variety of enemy to the zombiemen, shotgunguys, imps, and chaingunguy replacement nazis.

The new nazis are the standard Wehrmacht forces, clad in gray. They appear the same as the Afrika Korps guys, but do not be fooled; they are MUCH more trigger happy and aggressive.

However, they also graduated from the Imperial Stormtrooper Marksmanship Academy. Their first shots are likely to hit but subsequent ones can go all over the place.

Three of the four are done. Still need to do the shotgunguy's replacement nazis.

Edit: And done! It is a complete! Beware the new super-aggressive nazis. =P
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Re: Weasel Presents: NAZIS V2

Post by armymen12002003 »

Bouncy wrote:The new nazis are the standard Wehrmacht forces, clad in gray. They appear the same as the Afrika Korps guys, but do not be fooled; they are MUCH more trigger happy and aggressive.
this is cool can i suggest something i was playing epic2 with this when i got to the space levels these nazis seemed a little outta place on the levels so i was wondering if you could make some futuristic nazis for the space levels?
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

Absolutely impossible without modifying Epic2 itself.
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Re: Weasel Presents: NAZIS V2

Post by armymen12002003 »

oh ok
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Snarboo
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Re: Weasel Presents: NAZIS V2

Post by Snarboo »

A Nazis with rayguns spinoff might be cool though. :p
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Re: Weasel Presents: NAZIS V2

Post by Woolie Wool »

Bouncy wrote:So, yay, i've been working on something as of late.

http://dl.dropbox.com/u/3238714/ww-nazis-v2-wehr.pk3

More nazis! An addon to ww-nazis-v2 which adds another variety of enemy to the zombiemen, shotgunguys, imps, and chaingunguy replacement nazis.

The new nazis are the standard Wehrmacht forces, clad in gray. They appear the same as the Afrika Korps guys, but do not be fooled; they are MUCH more trigger happy and aggressive.

However, they also graduated from the Imperial Stormtrooper Marksmanship Academy. Their first shots are likely to hit but subsequent ones can go all over the place.

Three of the four are done. Still need to do the shotgunguy's replacement nazis.

Edit: And done! It is a complete! Beware the new super-aggressive nazis. =P
I've got some better sprites for the Heer, in proper Feldgrau green. Replace the Afrika Korps guys for European-looking environments.

http://www.sendspace.com/file/y7kwiq
Last edited by Woolie Wool on Wed May 16, 2012 11:22 pm, edited 1 time in total.
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Re: Weasel Presents: NAZIS V2

Post by BouncyTEM »

...is that supposed to be weapon sprites instead of the heer sprites you just mentioned?
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darkhaven3
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Re: Weasel Presents: NAZIS V2

Post by darkhaven3 »

wildweasel wrote:Absolutely impossible without modifying Epic2 itself.
Not true, necessarily -- GetLevelInfo and LOADACS can be used to find out what map number you are on specifically, and this can be used for mapset-specific patches

So, really, depending on how much effort a person wishes to put into a mod-of-a-mod, they could make an EPIC2 specific NAZIS patch that checks the map number, and passes that off to the DECORATE spawners so they can determine which monsters to spawn at map runtime
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

Hm, actually a cool idea, going by what you've said, it's probably better to leave this sort of thing as an external patch. (If anybody actually feels like doing this sort of thing, perhaps Laz Rojas' Astrostein might be a good basis...just sayin'. No real interest in doing it myself.)
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Re: Weasel Presents: NAZIS V2

Post by Woolie Wool »

Bouncy wrote:...is that supposed to be weapon sprites instead of the heer sprites you just mentioned?
I suck at Control+C. Or Windows sucks at the clipboard. Take your pick.

http://www.sendspace.com/file/y7kwiq
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Snarboo
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Re: Weasel Presents: NAZIS V2

Post by Snarboo »

Have you ever wanted to pump flemoids full of lead from vintage WW2 weaponry?

Well uh, now you can!

There are still a few kinks to work out, namely the attack sound for the Flemoidus Commonus. Get close to one and you'll see what I mean. :p

Edit:
Seems there's an issue with LOCKDEFS: I completely forgot that Episode 3 had Flem Keys. I'll upload a new version tomorrow.
Last edited by Snarboo on Thu May 17, 2012 6:21 pm, edited 1 time in total.
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