Weasel Presents: NAZIS V2

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Re: Weasel Presents: NAZIS V2

Postby Valherran » Tue May 14, 2013 12:14 am

@MJ79: Thompson badly needed that drum clip, I support that one, and the other one you made.
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Re: Weasel Presents: NAZIS V2

Postby Lippeth » Tue May 14, 2013 12:30 am

Woolie Wool wrote:Honestly I find the MP40 too fast now/ Its original ww-nazis fire rate (the same as the chaingun) felt just right and was very close to the real MP40's fire rate (595 rpm vs. 600)

Roger that, assuming you're referring to me.

FIXED, and added my Panzerfaust to randomly spawn in the PyroLight's place, for good or ill.
Can be found on page 36.
Last edited by Lippeth on Wed May 15, 2013 2:49 am, edited 1 time in total.
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Re: Weasel Presents: NAZIS V2

Postby Jeimuzu73 » Wed May 15, 2013 2:41 am

Now I added an M1911A1. This pistol fires the same stronger .45 ACP ammo as the Thompson, but at a lower rate of fire that the 9mm pistols.
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Re: Weasel Presents: NAZIS V2

Postby Jeimuzu73 » Thu May 16, 2013 12:52 am

New stuff!
Added the Tokarev TT-33 to share the PPSH's ammo.
Added Rainbow Dash as an enemy with an MG42.
Nazis! will never be the same game!
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Thu May 16, 2013 4:57 am

(nope)
Last edited by Captain J on Tue Feb 25, 2020 12:47 am, edited 1 time in total.
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Thu May 16, 2013 10:10 am

Captain J wrote:special guest come from outside of japen; hiroshima hyoto. the traitor of the asia. and now next target is grau adler, baron von schmitt.


i like how u did a traitor from asia so it got me thinking about walter donovan from indiana jones & the last crusade so i decided to make an american traitor in a nazi uniform, he dual wields two thompson smg's.

Spoiler:


download it from here modified nothing is changed really except i add the unused miniship & machine gun turret & my american traitor which also has my ww2 music addons & voicepacks for your nazi killing experience
Last edited by armymen12002003 on Thu May 16, 2013 1:16 pm, edited 6 times in total.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Thu May 16, 2013 10:47 am

viewtopic.php?f=12&t=14126&p=685307&hilit=hiroshima#p685307
Captain J wrote:and i have no fudging idea about reboot this stupid japanese imperial douche bag...
but he is in the spear resurrection, so i must to do. :?
for want a reason, just check this page.
i was hated to reboot him, but i just wanted complete every spear resurrection characters, so i should do it.

and it worked, and pretty weird feelings among to me now. :?
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Re: Weasel Presents: NAZIS V2

Postby lizardcommando » Thu May 16, 2013 10:54 am

wildweasel wrote:I would not; if I were to continue work on Nazis V2, I would actually prefer to do something about the enormous amount of me-too weapons that I threw in solely to expand the armory. Or perhaps I'd try to recreate the weapon slots system from Magnum Opus, and allow the player a pistol slot, two primary slots and a heavy slot, which might actually give me an excuse to add yet more weapons... hmm... =P


I know many people aren't a big fan of this system, but that's what I always loved about that Magnum Opus mod. You can have a ton of guns, but you can only carry 2-3 guns at a time. It adds a bit of strategy. I wish you implemented this system into more of your mods.
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Re: Weasel Presents: NAZIS V2

Postby Princess Viscra Maelstrom » Thu May 16, 2013 11:24 am

MJ79 wrote:Added Rainbow Dash as an enemy with an MG42.!

i'm unsure why you thought this was a good design choice.
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Re: Weasel Presents: NAZIS V2

Postby Lippeth » Fri May 17, 2013 9:57 pm

I've updated Weasel's Nazis: Stripped and Strangled to act more like Ed the Bat's version, while keeping it that love it or hate it Lippeth style.

I'm sorry, Weasel that this has turned into the "Everyone break and upload their own version of Nazis thread", you're initial mod is amazing on its own. Looking back, I've grown to like some of the things I criticized, save for the lack of auto firing. My poor mouse (which is now replaced) had been subjected to one to many left-clicks to enjoy it properly.
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Fri May 17, 2013 10:00 pm

Lippeth wrote:I'm sorry, Weasel that this has turned into the "Everyone break and upload their own version of Nazis thread", you're initial mod is amazing on its own.


I can't speak for anyone but myself, but I only did mine out of love. This is an excellent project, and I wouldn't have cared enough to offer my fixes if I didn't love it. :)
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Fri May 17, 2013 10:48 pm

Lippeth wrote:I'm sorry, Weasel that this has turned into the "Everyone break and upload their own version of Nazis thread".
that's a good news, because i needed to lurk more for make another enemies and bosses. but not weapons, i'm really suck at offset animations.
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Re: Weasel Presents: NAZIS V2

Postby Lippeth » Fri May 17, 2013 10:53 pm

Captain J wrote:i'm really suck at offset animations.

Same here. I almost always resort to duplicating weapon frames and animating them that way. I studied traditional animation a little in college so animating frame by frame is easier for me.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Sat May 25, 2013 6:58 am

Image
more reinforcements for make schmitt's third reich shine. also wildweasel.
VONSA0.PNG

Spoiler: and of course, here some changes;
-oh, also zombie, imp, demon's replacement enemy's ai and bullet damage has been lower for every gamer's sanity...again!

updated, still link is same, try it.
http://www.mediafire.com/?9l8m0wjencaj4wf
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Last edited by Captain J on Sat May 25, 2013 10:53 am, edited 2 times in total.
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Re: Weasel Presents: NAZIS V2

Postby Abba Zabba » Sat May 25, 2013 8:47 am

Wow, I had a feeling this mod was lacking a few key enemies...Spear Ressurection sure did have some notable ones. Grau Adler and the Baron seen to fit in better than the palatte swap for fatface.
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