Weasel Presents: NAZIS V2

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wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by wildweasel »

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.
Works for me.
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wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by wildweasel »

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)
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EksFaktr
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by EksFaktr »

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. :D
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SamVision
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by SamVision »

Something I noticed, the pyrolight makes the enemies bleed before they die. Not a bug, but it does stand out.
Spoiler:
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wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by wildweasel »

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.
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EksFaktr
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by EksFaktr »

I vote for the big-ass whopping shovel. :twisted:
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NeuralStunner
 
 
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by NeuralStunner »

EksFaktr wrote:I vote for the big ass-whopping shovel. :twisted:
Heh heh heh... :P

But yes, I agree. Would give it more flair than the same old punch-punch.
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Xim
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by Xim »

This isn't a Wolfenstein mod, it's a Nazi Killing mod. So it doesn't need a knife. A shovel though...
CaptainToenail
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by CaptainToenail »

A hammer and sickle close combat weapons? :lol:

That might work better in Russian Overkill though. :roll:
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EksFaktr
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by EksFaktr »

NeuralStunner wrote:
EksFaktr wrote:I vote for the big ass-whopping shovel. :twisted:
Heh heh heh... :P
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...
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chronoteeth
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by chronoteeth »

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
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Ethril
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by Ethril »

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.
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Xim
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by Xim »

Ethril wrote: it'd be even more awesome if enemies went flying backwards when you killed them with it.
This. :)
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PillowBlaster
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by PillowBlaster »

I vote for pipe wrench. I love pipe wrenches. I also use soulman now, heh.

On the other note:
CaptainToenail wrote:A hammer and sickle close combat weapons? :lol:
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. :P
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wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by wildweasel »

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...
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