Weasel Presents: NAZIS V2

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

Postby E.C.S » Sun May 29, 2011 7:37 pm

Make the reload animations, so make this mod more difficult. I think this is the first mod which is hard for me.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Sun May 29, 2011 10:42 pm

New version uploaded just in time for Memorial Day: http://files.drdteam.org/index.php/file ... hc-ana.pk3

Changes this version:
- Added TITLEMAP by Jallamann, scrounged from the ruins of my long-abandoned Operation Arctic Wolf remake. Includes an actual recording of "Horst Wessel Lied" as the theme song.
- New enemies: Fake Hitler (replaces the Cacodemon/mini-sub) and Geist (replaces the Lost Soul/gun turret). Please let me know if these enemies need to be rebalanced.
- Weapon reloads modified - now have unique reload sounds for all weapons and "clicky-dance" animations instead of Goldeneye-style.
- Fixed: Otto Giftmacher had undefined See sounds.
- Fixed: player had no death sounds. (edit: never mind, still broken and i have no idea why)
- Sawed-off shotgun can now fire barrels individually. Alt-fire reloads.
- UMG-43 now has vertical recoil. I recommend you use mouselook while firing this weapon, if you don't wish to be firing at the ceiling!
- UMG-43's accuracy tightened up slightly to compensate for above.
- Klein Nebelwerfer deals slightly more damage and has an increased blast radius.
- Fixed minor glitch in Klein Nebelwerfer's fire sequence; was not smoothly returning to the ready position after cycle sequence.
- New TNT containers to replace explosive barrels - randomly selected between marked barrels, unmarked barrels, or boxes. All have the same explosive characteristics. I have tried to match the exploding behavior as closely to Doom's as possible - please let me know if this breaks any maps.
- New casting call sequence at the end of Map30.
- Other things I might have forgotten.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby SamVision » Mon May 30, 2011 1:21 am

Sawed-off shotgun can be reloaded when it is full.

Also there is something visually wrong with the rocket launcher projectiles, cant really see what it is though.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Vict » Mon May 30, 2011 9:04 am

SamVision wrote:Also there is something visually wrong with the rocket launcher projectiles, cant really see what it is though.


The rocket projectile is below the smoke/fire trail it leaves as it flies through the air.

Other than that, and the DB Shotgun reloading, I don't see any other issues. Nice work wildweasel, the new reloads are really good.

One suggestion though: Maybe the lost soul replacement should have a quiet but noticeable sound associated with them? As far as I can tell, they are completely silent, and can do a -ton- of damage if you walk into one unaware.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby marble » Mon May 30, 2011 10:53 am

Vict wrote:There doesn't need to be long, complex reload animations.

Though I'd like to see more like the .357. I'm not a fan of the Goldeneye-style reloading but adding a little more feedback and sound when reloading a weapon would make a huge difference.




i agree, Goldeneye reloads are to simple, while elaborate ones are too slow, make them all like the .357, with some detail, but not too much.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Mon May 30, 2011 3:29 pm

SamVision wrote:Sawed-off shotgun can be reloaded when it is full.

That turned out to be an easy fix, thanks for alerting me.
Vict wrote:The rocket projectile is below the smoke/fire trail it leaves as it flies through the air.

Hm. Currently trying to figure that out. [edit] Seems Woolie's code had the A_CustomMissile calls for the rocket trails being spawned 6 units above the rocket. Changing that to zero fixes the trails.
One suggestion though: Maybe the lost soul replacement should have a quiet but noticeable sound associated with them? As far as I can tell, they are completely silent, and can do a -ton- of damage if you walk into one unaware.

I'll think about it, but I don't want to make the sound too obvious or else the surprise factor of them is completely lost. [edit] Trying out brain/cube as the Geist's active sound.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby TheDarkArchon » Mon May 30, 2011 5:20 pm

wildweasel wrote:- Fixed: player had no death sounds. (edit: never mind, still broken and i have no idea why)


You've got spaces between the file name and the extension (I.E "WWDETHLO .ogg" and WWDETHHI .ogg") removing the excess space seemed to fix it: I could get a high scream to test it but the normal one worked OK.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Mon May 30, 2011 6:40 pm

TheDarkArchon wrote:You've got spaces between the file name and the extension (I.E "WWDETHLO .ogg" and WWDETHHI .ogg") removing the excess space seemed to fix it: I could get a high scream to test it but the normal one worked OK.

Cool, thanks. Somehow that had evaded my notice.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby marble » Mon May 30, 2011 9:27 pm

you could use the drone sound from Duke 3D as the turret sound.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby TheDarkArchon » Mon May 30, 2011 9:35 pm

marble wrote:you could use the drone sound from Duke 3D as the turret sound.


The turret's removed from the mod.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby armymen12002003 » Wed Jun 01, 2011 11:44 pm

hey weasle could u quite possibly make this compatible for skulltag 2?
Last edited by armymen12002003 on Tue Jun 07, 2011 11:17 am, edited 1 time in total.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Thu Jun 02, 2011 10:03 pm

armymen12002003 wrote:hey weasle could u quite possibly make this compatible for skulltag 2?

If this were to be neutered for Skulltag, the following features would likely be gone:
- Most of the status bar functions.
- The bullet tracers (I'm unsure if the current Skulltag supports FastProjectile)
- Recoil (since I know for sure Skulltag doesn't support A_SetPitch yet)
- Maybe other important stuff too.

I really do not want to remove functionality from the mod just to make it work in Skulltag. Your best bet is to just wait until they update to a more recent vintage of ZDoom, if that ever happens.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby armymen12002003 » Thu Jun 02, 2011 10:27 pm

wildweasel wrote:
armymen12002003 wrote:hey weasle could u quite possibly make this compatible for skulltag 2?

If this were to be neutered for Skulltag, the following features would likely be gone:
- Most of the status bar functions.
- The bullet tracers (I'm unsure if the current Skulltag supports FastProjectile)
- Recoil (since I know for sure Skulltag doesn't support A_SetPitch yet)
- Maybe other important stuff too.

I really do not want to remove functionality from the mod just to make it work in Skulltag. Your best bet is to just wait until they update to a more recent vintage of ZDoom, if that ever happens.


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

Postby Ethril » Fri Jun 03, 2011 4:58 am

wildweasel wrote:- The bullet tracers (I'm unsure if the current Skulltag supports FastProjectile)


Considering it supports Hexen, I'd say it definitely supports FastProjectile. :P
ZDoom Wars also uses them in place of hitscans.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Woolie Wool » Sat Jun 04, 2011 11:45 am

MageWandShot existed for a long time before FastProjectile, but it was a native class and you couldn't do a whole lot with it. One early mod that I worked on had a sniper weapon whose projectile inherited from MageWandShot.
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