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Re: Weasel Presents: NAZIS V2

Posted: Wed Jun 26, 2013 8:27 pm
by armymen12002003
well if weasel is still gonna do the nazi texture disguise i found a wad that would be a great source for it http://www.hexenmagetower.com/nmdbackup3.htm

Re: Weasel Presents: NAZIS V2

Posted: Wed Jun 26, 2013 9:51 pm
by wildweasel
armymen12002003 wrote:well if weasel is still gonna do the nazi texture disguise i found a wad that would be a great source for it http://www.hexenmagetower.com/nmdbackup3.htm
I fail to see how this has any relevance whatsoever.

Re: Weasel Presents: NAZIS V2

Posted: Wed Jun 26, 2013 10:10 pm
by armymen12002003
wildweasel wrote:
armymen12002003 wrote:well if weasel is still gonna do the nazi texture disguise i found a wad that would be a great source for it http://www.hexenmagetower.com/nmdbackup3.htm
I fail to see how this has any relevance whatsoever.
oop sorry lol i meant the wolfendoom texture disguise pack weasel mentioned of doing a little while ago

Re: Weasel Presents: NAZIS V2

Posted: Thu Jun 27, 2013 2:27 am
by Captain J
this textures seems good to fits at hexen but wooden texes. not a wolf textures. i mean, read the link.

anyway i'm keep feeling about you're posting link around and your above ideas are quite unnecessary and you're always aplogizing or that was just a kidding when it's wrong.
we know that was wrong, you don't need to say about that was a joke or saying sorry. just found something stronger, explain more, perhaps made your own wolf map what's you're working on for ww_nazis.

that's should be the best for wildweasel and few of us.

Re: Weasel Presents: NAZIS V2

Posted: Thu Jun 27, 2013 2:39 am
by armymen12002003
Captain J wrote:this textures seems good to fits at hexen but wooden texes. not a wolf textures. i mean, read the link.

anyway i'm keep feeling about you're posting link around and your above ideas are quite unnecessary and you're always aplogizing or that was just a kidding when it's wrong.
we know that was wrong, you don't need to say about that was a joke or saying sorry. just found something stronger, explain more, perhaps made your own wolf map what's you're working on for ww_nazis.

that's should be the best for wildweasel and few of us.
actually im not that good of a mapper the only map i have is my level 31 remake map the only way i completed that is a very good friend of mine showed me the basics of making a map well anywho here is my version of nazis which i added wsj's gas masked goons Panz Grosse from TotenkopfSDL and two other bosses from monkee's image world you can find here on my nazis extras page here http://forum.zdoom.org/viewtopic.php?f= ... 90#p641890

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 15, 2013 7:32 pm
by Master_Moose
Well with permission from Weasel, i am allowed to upload this. What this is, is a patch for "ww-nazisV2-CJ flavor!". i am going to make a patch for the original, but for now i will stick with this. The patch adds a weapon, ACS scripts, 3-d models, weapons casings, and a few other things. i made a standalone mod of this for my friend and i, but it was requested it be in a patch. the reason i am using the ww-nazisV2-CJ flavor! version, is because of the extra enemies. without further-a do, here's the link.

http://www.mediafire.com/download/dd6bp ... +patch.zip

this link has the patch and the ww-nazisV2-CJ flavor! version(in case you never got to downloading it.)
Enjoy.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 15, 2013 8:40 pm
by Master_Moose
I forgot to add, that GZ-Doom is recommended.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 15, 2013 10:39 pm
by Captain J
Master_Moose wrote:I forgot to add, that GZ-Doom is recommended.
damn straight, of course almost of doom mods are recommands gzdoom. also double posts are not welcome on this forum; you can edit your post for some additional words. search it from right corner if you know what i mean.

otherwise, thanks for make my version even more tastier!

EDIT: well, i did played some patch of yours, the experience was really great. footsteps, water splashes, casings and bloods...lot's of it. but still it's not looking great so far because of some issues.
Spoiler: and here's for an example;
those casings goes unstably specially browning auto. and .44 magnum and chaingun throws rifle casing even they using a small caliber ammos. and thanks for adding some weapons such as garand and colt. but unfortunatly, the .45 auto are not enough to use. only 10 of 'em.

also, i still need to do some update with my version. so keep your eyes on it.

Re: Weasel Presents: NAZIS V2

Posted: Mon Dec 16, 2013 2:36 pm
by Master_Moose
Captain J wrote:
Master_Moose wrote:I forgot to add, that GZ-Doom is recommended.
damn straight, of course almost of doom mods are recommands gzdoom. also double posts are not welcome on this forum; you can edit your post for some additional words. search it from right corner if you know what i mean.

otherwise, thanks for make my version even more tastier!

EDIT: well, i did played some patch of yours, the experience was really great. footsteps, water splashes, casings and bloods...lot's of it. but still it's not looking great so far because of some issues.
Spoiler: and here's for an example;
those casings goes unstably specially browning auto. and .44 magnum and chaingun throws rifle casing even they using a small caliber ammos. and thanks for adding some weapons such as garand and colt. but unfortunatly, the .45 auto are not enough to use. only 10 of 'em.

also, i still need to do some update with my version. so keep your eyes on it.
Hey, sorry for the error's here and there . I will get to fixing the error's later in the week, and i might decide to add more content. Thanks for trying it out, i hope you enjoyed it.

Re: Weasel Presents: NAZIS V2

Posted: Mon Dec 16, 2013 3:37 pm
by TheRailgunner
Since we're doing ww-nazis edits now...

Version compatible with my and SInael's MoH:A mod

Version compatible with MoH:A Super mod

At some point, I got tired of killing hellspawn with these guns, and Nazis just seemed like appropriate enemies for a WW2 weapons mod.

Re: Weasel Presents: NAZIS V2

Posted: Mon Dec 16, 2013 6:12 pm
by -Ghost-
Out of curiosity, what is this MOH: A mod? Is it a mapset?

Re: Weasel Presents: NAZIS V2

Posted: Mon Dec 16, 2013 6:19 pm
by Master_Moose
-Ghost- wrote:Out of curiosity, what is this MOH: A mod? Is it a mapset?
I downloaded both links, and i have yet to find out how to use it. when i loaded it as a patch with the original ww-nazisv2, the game play was unchanged. When i loaded it as a standalone, it had the HUD, the Nazis, and vanilla doom weapons. None of Weasels guns were there. I believe its just a monsters .wad.

Re: Weasel Presents: NAZIS V2

Posted: Mon Dec 16, 2013 6:54 pm
by twinkieman93
Master_Moose wrote:
-Ghost- wrote:Out of curiosity, what is this MOH: A mod? Is it a mapset?
I downloaded both links, and i have yet to find out how to use it. when i loaded it as a patch with the original ww-nazisv2, the game play was unchanged. When i loaded it as a standalone, it had the HUD, the Nazis, and vanilla doom weapons. None of Weasels guns were there. I believe its just a monsters .wad.
It's a version of WW-Nazis with the weapons cut out so that it can be loaded with the Medal of Honor: Allied Assault (Or MOH:AA) mod that's floating around on these forums. Although you could always combine it with other weapons-only mods, too.

Re: Weasel Presents: NAZIS V2

Posted: Mon Dec 16, 2013 8:45 pm
by TheRailgunner
Master_Moose wrote:
-Ghost- wrote:Out of curiosity, what is this MOH: A mod? Is it a mapset?
I downloaded both links, and i have yet to find out how to use it. when i loaded it as a patch with the original ww-nazisv2, the game play was unchanged. When i loaded it as a standalone, it had the HUD, the Nazis, and vanilla doom weapons. None of Weasels guns were there. I believe its just a monsters .wad.
This.
twinkieman93 wrote:
Master_Moose wrote:
-Ghost- wrote:Out of curiosity, what is this MOH: A mod? Is it a mapset?
I downloaded both links, and i have yet to find out how to use it. when i loaded it as a patch with the original ww-nazisv2, the game play was unchanged. When i loaded it as a standalone, it had the HUD, the Nazis, and vanilla doom weapons. None of Weasels guns were there. I believe its just a monsters .wad.
It's a version of WW-Nazis with the weapons cut out so that it can be loaded with the Medal of Honor: Allied Assault (Or MOH:AA) mod that's floating around on these forums. Although you could always combine it with other weapons-only mods, too.
It's actually Airborne, not Allied Assault. It just seemed appropriate somehow. The difference between the two is that one calls to the normal mod's weapons and item spawners, and the other to Super's, which uses more spawners due to its class system. They COULD be used with other mods, though a lot of ammo/weapon spawns will likely be missing.

One thing I didn't remember at the time of the post: Neither is currently compatible with non-Doom IWADs, which I will eventually correct.

Re: Weasel Presents: NAZIS V2

Posted: Fri Dec 20, 2013 5:53 pm
by armyman12345
Strange request, but does somebody have or can make a patch that doesn't have vertical recoil? I use a laptop.