Weasel Presents: NAZIS V2

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

Postby wildweasel » Mon May 23, 2011 4:37 pm

SamVision wrote:MG42 or it didn't happen. :P

Spoiler: "Secret Weapons of the Wehrmacht"
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Mon May 23, 2011 5:28 pm

The mod's been updated. Get it from the first post.

Fixes:
- New revolver thanks to Mike12.
- Shotgun's pump sequence is fixed, and the remnants of grey junk on the top of the B frame were removed.
- Colonel has a less irritating death scream.
- Reloading no longer gets the attention of enemies.
- The secret weapon's fire sequence has been improved.
- Altered Klein-Nebelwerfer pickups to give much less ammo.
- Fist is slightly slower and slightly less powerful to compensate for the fact that Berserk works now.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Enjay » Mon May 23, 2011 6:13 pm

Just played "Dead Simple" and the step around the exit switch didn't raise when all the bad guys were dead. Should it have?

Do there need to be so many shouts of "HALT"?

Good fun mod though.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Mon May 23, 2011 6:18 pm

Enjay wrote:Just played "Dead Simple" and the step around the exit switch didn't raise when all the bad guys were dead. Should it have?

God damn it, that glitch...never did figure out how to fix it.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby NeuralStunner » Mon May 23, 2011 6:33 pm

Enjay wrote:Do there need to be so many shouts of "HALT"?
Doesn't it make you want to shoot nazis, for totally the wrong reason? :P

wildweasel wrote:God damn it, that glitch...never did figure out how to fix it.
You'll want [wiki=MAPINFO/Map_definition]MapInfo's SpecialActivation command[/wiki], probably.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby XutaWoo » Mon May 23, 2011 6:35 pm

Inherit from the Mancubus and the Arachnotron and remember to put A_BossDeath at the end.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby marble » Mon May 23, 2011 9:35 pm

or just put A_BossDeath on every monster, just in case.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby XutaWoo » Mon May 23, 2011 10:00 pm

That still won't identify them as Arachnotrons or Mancubi.

Though...maybe species "Arachnotron" and species "FatSo" would work? Worth a shot.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Mon May 23, 2011 11:17 pm

The bug is fixed and a new version's up.
Code: Select allExpand view
[17:01:43] <BouncyTEM> [about WWHC-ANA.pk3] I looked into your code to see what was causing the Dead Simple glitch and I think I found it. Two things; one, and I don't know how important this one is, flamerman needs a spawnid of 6, not 4. Second, flamerman needs an A_BossDeath in its death state somewhere. Fixed it on my local copy!
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby SamVision » Mon May 23, 2011 11:48 pm

I have a slightly more fitting pickup sprite for that rocket launcher thing.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Vict » Tue May 24, 2011 12:22 am

Just a very small bug I found immediately:

The revolver doesn't alert enemies when you fire it.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Tue May 24, 2011 12:49 am

Vict wrote:The revolver doesn't alert enemies when you fire it.

Good catch...I thought I'd fixed that, but that was before I essentially recoded the revolver to work with Mike12's new graphics.
SamVision wrote:I have a slightly more fitting pickup sprite for that rocket launcher thing.

I might use that, thanks.
Enjay wrote:Do there need to be so many shouts of "HALT"?

I guess you could say I'm going for a Daggerfall thing...actually no, I'm as irritated as you are, so I need to figure out some other way to do this (or just disable the active sounds altogether...but what's the alternative? Should I make them play footstep sounds?)
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Vict » Tue May 24, 2011 12:57 am

I've been playing the first few levels of Epic2.wad with this and it seems like ammo is -extremely- scarce. The enemies barely drop any and Epic2 isn't exactly known for being generous with the pickups either...

To further elaborate: I have enough shotgun shells to supply a small militia, but no shotgun. It seems that Epic2.wad is very dependent on this weapon...

Opinions on this?

EDIT: Sawn off is fine, but the shotgun needs to be added in somehow... Instead of being a chainsaw replacement.

Also, do those gun turret things actually do anything? They just seem to shoot the geometry in front of them.


EDIT 2: The Klein Nebelwerfer's recoil is far too early, the rocket actually fires at the new position instead of where you were initially aiming. Minor gripe, but it does effect it's long range use.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Vertigo » Tue May 24, 2011 5:32 am

The cyberdemon replacement doesn't shoot bullets from the right location, they come out between his legs.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby bgraybr » Tue May 24, 2011 1:27 pm

Vertigo wrote:The cyberdemon replacement doesn't shoot bullets from the right location, they come out between his legs.


What makes you think that's not right? :P
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