Works for me.Hellser wrote:Not sure if this has been addressed to, but holding down the alt-fire on the super shotgun / double barreled shotgun causes it to reload when its already loaded.
Weasel Presents: NAZIS V2
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
- wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
New version released: http://files.drdteam.org/index.php/file ... hc-ana.pk3
Changelog:
- Improved grenades with slightly more damage and blast radius, and addition of hitscan "nails" from the A_Explode command for extra beef.
- Burning deaths added!
- Support for external taunt packs.
Taunt Packs is a new idea I came up with - by default, the mod does not include a player "voice," but does support taunt packs by referencing sounds that are not in the main package. The Taunt Packs include these sounds. To make a Taunt Pack, you need only make a new wad/pk3 with sounds named as such:
taunt1-taunt15 - 15 taunts, which will play at random when the player is holding down the trigger on most weapons or when reloading.
grenade1-grenade3 - 3 grenade taunts, which play when the player throws a grenade.
others - Taunt Packs can also replace existing sounds, of course, so your Taunt Pack can turn into its own complete character replacement.
To use a Taunt Pack, just load it AFTER wwhc-ana.pk3 in your loading order.
Download Taunt Pack #1: Caleb
Download Taunt Pack #2: Soul Man
Download Taunt Pack #3: TF2 Spy
(Due to the links being broken I've moved them into a pack in the first post instead)
Changelog:
- Improved grenades with slightly more damage and blast radius, and addition of hitscan "nails" from the A_Explode command for extra beef.
- Burning deaths added!
- Support for external taunt packs.
Taunt Packs is a new idea I came up with - by default, the mod does not include a player "voice," but does support taunt packs by referencing sounds that are not in the main package. The Taunt Packs include these sounds. To make a Taunt Pack, you need only make a new wad/pk3 with sounds named as such:
taunt1-taunt15 - 15 taunts, which will play at random when the player is holding down the trigger on most weapons or when reloading.
grenade1-grenade3 - 3 grenade taunts, which play when the player throws a grenade.
others - Taunt Packs can also replace existing sounds, of course, so your Taunt Pack can turn into its own complete character replacement.
To use a Taunt Pack, just load it AFTER wwhc-ana.pk3 in your loading order.
Download Taunt Pack #1: Caleb
Download Taunt Pack #2: Soul Man
Download Taunt Pack #3: TF2 Spy
(Due to the links being broken I've moved them into a pack in the first post instead)
Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
By the way, if there are any requests for taunt packs, I'll be more than happy to field those. I'm lending my voice to a couple in the future and I can always use input.
Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
Something I noticed, the pyrolight makes the enemies bleed before they die. Not a bug, but it does stand out.
Spoiler:
- wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
I don't really want to have two melee weapons in the mod, and if I were to drop the fists for another weapon, I'd add the shovel.
Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
I vote for the big-ass whopping shovel.
- NeuralStunner
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
Heh heh heh...EksFaktr wrote:I vote for the big ass-whopping shovel.
But yes, I agree. Would give it more flair than the same old punch-punch.
Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
This isn't a Wolfenstein mod, it's a Nazi Killing mod. So it doesn't need a knife. A shovel though...
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
A hammer and sickle close combat weapons?
That might work better in Russian Overkill though.
That might work better in Russian Overkill though.
Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
But... doesn't that basically amount to the same thing? I think we're all in favor of ass-whopping, especially of the big variety, ESPECIALLY if it involves shovels. Moving on...NeuralStunner wrote:Heh heh heh...EksFaktr wrote:I vote for the big ass-whopping shovel.
- chronoteeth
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
everyone seems to agree on the fact that the shovel kicked all sorts of ass. A big, slow but powerful melee weapon is a nice change of pace from fists fists fists. Sure its slower but god its cooler
Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
fists and chainsaws and combat knives are cool and all, but sometimes you just want to give something a good solid thwack upside the head instead of rapidly poking them to death.
shovels are perfect for that. they make a satisfying CLANG sound and everything.
it'd be even more awesome if enemies went flying backwards when you killed them with it.
shovels are perfect for that. they make a satisfying CLANG sound and everything.
it'd be even more awesome if enemies went flying backwards when you killed them with it.
Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
This.Ethril wrote: it'd be even more awesome if enemies went flying backwards when you killed them with it.
- PillowBlaster
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
I vote for pipe wrench. I love pipe wrenches. I also use soulman now, heh.
On the other note:
On the other note:
Quite possible to do, to be honest. Not sure where I will find the sprites, though. Still, I have an idea where I could find a sickle.CaptainToenail wrote:A hammer and sickle close combat weapons?
- wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)
The shovel's in. I'm also making some mild changes to balance, including but not limited to a slight power increase and speed drop for the revolver, some changes on the rifle ammo pickups (clips only give 5 instead of 7, but boxes now give 25 instead of 20), and I'm still tuning the shovel and I think perhaps I should increase the kickback...