Weasel Presents: NAZIS V2

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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Thu May 17, 2012 12:03 pm

Snarboo wrote:Can monsters kill each other with friendly fire? If not, I'd like to suggest that they can. I believe there are flags that prevent monsters from attacking each other if they are struck by a friend, so this should be doable. Some maps rely on infighting, and while Nazis is not designed with those maps in mind, I feel that's a good compromise. Obviously some monsters should be exempt from this, but for low level grunts I think this is acceptable.

Here's what happens when this gets enabled...(note: this behavior is only enabled for skill 1 and 2.)

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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Thu May 17, 2012 2:00 pm

love the nazis patch woolie wool & i've been replaying zblood with this & the Wehrmacht patch i must say it's pretty fun
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Re: Weasel Presents: NAZIS V2

Postby Snarboo » Thu May 17, 2012 7:25 pm

A new version of the Nazis: Chex Quest Edition patch is out! Fixes include:
  • Fixed an issue with LOCKDEFS so the Flem Keys work
  • Removed redundant item definitions for future integration with Nazis

Check the original post for the new download link.
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Thu May 17, 2012 8:11 pm

It's been merged into the main branch now, too, so even if you don't download this, you'll eventually just have it anyway. =P
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Re: Weasel Presents: NAZIS V2

Postby dljosef » Fri May 18, 2012 8:30 pm

Having played through Equinox with this mod up to Map12 (couldn't get past the IOS spawner area right at the end), I might look for other levelsets/megawads that will at least suit these enemies (or the Heer equivalents) fine, at least. I'll try the first Epic mapset with them a little later.

Edit: Having read the lore, I definitely wouldn't mind seeing what new bosses will replace Heinrich Krist and General Fatface. (The latter was not pretty threatening for his health level, anyway, and the former still proved to be a pain in the ass in tight spaces.)
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Fri May 18, 2012 11:27 pm

This is not a minor update, but it is not a major update, either. Haven't added any new bosses, but a bunch of other stuff made it in. Check the changelog included for more info. Oh, and if you decide you want to play Chex Quest with it, anything less than Mein Leben!! will not do. =P
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Re: Weasel Presents: NAZIS V2

Postby dljosef » Sat May 19, 2012 12:07 am

Yeah, taking on the wehrmact soldiers amongst the rest of the soldiers sounds like fun in Epic and Epic 2, though I doubt the Heer soldiers'll fit in if they did make it in. (However, I guess the green guys'll have something at least to set them apart from the other guys.)

Edit: Epic 2's map14 definitely has the whole "impassable barrier" thing, as the tracers can't go through the barrier right at the starting point of the map.
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Sat May 19, 2012 2:43 am

i was just playing the new update it rock's i just have a couple of nitpicks the death knight & hitler still bleed through their armor hopefully this will get fixed in the new version also will u be adding dead allied soldiers to replace the dead former humans, former sergeants, dead players & dead imps if so i suggest getting them from the cold as hell special edition wad
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Re: Weasel Presents: NAZIS V2

Postby JoeyTD » Sat May 19, 2012 3:00 am

Update on my Luger sprites WW.
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Re: Weasel Presents: NAZIS V2

Postby dljosef » Mon May 21, 2012 3:05 pm

At the last level of Epic, right before the exit, I noticed that the death knights had a little too wide a collision box, therefore they were pretty much sitting ducks as I took them down effortlessly. They didn't even fire at me.
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Re: Weasel Presents: NAZIS V2

Postby Project_Hellbane » Mon May 21, 2012 8:24 pm

Fricken' amazing, I love this version of nazis even more now! :D
And also, bobstyle is official now!?
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Re: Weasel Presents: NAZIS V2

Postby Mike12 » Tue May 22, 2012 10:05 am

Not sure if you have any plans for further updates or not, but I was screwing around with making a sorta Doom-style FG42 if it's of any use to you.
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Re: Weasel Presents: NAZIS V2

Postby TheDarkArchon » Wed May 23, 2012 8:39 am

A couple of things:

First of all, I've gone and redid the Thomson and PPSh ammo boxes so they are more distinctive and touched the Shell Box so that the shells are orange to match the loose pickup.

http://files.drdteam.org/index.php/file ... prites.zip

Secondly, there are a couple of issues I have with the mod. There is no way in Doom 1 to use the STG44 ammo that spawns in the place of cells because the only way to get the STG44 is from a chaingunner replacement, which is not in Doom 1. Also, the Luger is pretty much useless and a waste of a weapon slot, given it's low damage per shot and the rate of fire advantage not being worth it at all.
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Re: Weasel Presents: NAZIS V2

Postby chronoteeth » Wed May 23, 2012 10:27 am

Mike12 wrote:Not sure if you have any plans for further updates or not, but I was screwing around with making a sorta Doom-style FG42 if it's of any use to you.
Image


On an unrelated note, with a little bit of tweaking that could actually look hella similar to a G11
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Re: Weasel Presents: NAZIS V2

Postby _Iceberg_ » Wed May 23, 2012 3:40 pm

While the luger as is can be somewhat useless, I increased the random damage for it so that it did the base damage and had a chance to do a bit more. Seemed to fit into a niche when I played with it. I'd personally love to see a KAR98 instead of or along side the enfield, maybe with a bayonette to offset the smaller magazine size. I deal with firearms as a hobby and profession, so it was a little weird to see an enfield loaded with 7.92 mauser. Not much of a gripe though to be honest.
I personally love this mod by the way. Great job Weasel.
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