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Re: Weasel Presents: NAZIS V2

Posted: Fri Dec 20, 2013 9:30 pm
by Ed the Bat
I'd always seen a bit of hiccup when playing Nazis, when enemies were alerted for the first time. This was especially tough on very large maps. The other night, however, I updated my version with a command to precache nearly all sounds in the Titlemap, which has greatly improved my performance. If anyone else has been plagued by these issues, hopefully this will help.

Quick aside: I did the same for Terrorists. My version of that is easy enough to find from the proper thread.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 22, 2013 8:44 am
by NantoCodd
Master_Moose wrote: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.
Hey, I love this patch! Thanks for adding casings since I feel this feature actually needed since beginning, also loves the flashlight. But one thing that bug me is the MP-40 casings ejection. As far as I know MP40 casings ejected to the right instead to the left. Also enemies that have blood colors other than red will have red gore effect.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 22, 2013 10:22 am
by Lippeth
NantoCodd wrote:As far as I know MP40 casings ejected to the right instead to the left.
You are absolutely right. I had always assumed that since you chamber a round from the left, the shells eject from the left. But while revisiting an old project of mine, it hit me that the shells should come out of the hole located at the top and to the right.

Re: Weasel Presents: NAZIS V2

Posted: Mon Dec 23, 2013 12:39 pm
by armymen12002003
Master_Moose wrote: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.
nice job with the patch im playing it with Deathmatcher DTS-T Megawad especially love the bullet casings & the m1 garand

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 7:37 am
by ZioMcCall
Really fun mod!I love so much the use of Call of Duty 2 sounds and the great number of different nazi soldier in it.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 7:51 am
by Captain J
and i thought it was some kind of news or bugfix reports from the author; weasel, too. otherwise, is your compliment in the 1 year old thread was necessary? i really wanna know.

EDIT: okay okay, i was being an asshole for a bit. i couldn't stand for this late bump and it was gotten more worse. anyway, PLEASE tell us anything about suggestions. then your bump would be really worthy.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 11:27 am
by wildweasel
ZioMcCall wrote:Really fun mod!I love so much the use of Call of Duty 2 sounds and the great number of different nazi soldier in it.
Thank you for the bump. Do you have any other comments or suggestions?

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 10:06 pm
by XanderK9
I'm currently playing this with Whitemare 2 and not only I think it fitting very well, I like how the difficulty goes up in certain maps (especially with the third and fourth level this far). Awesome work!

The ammo seemed scarce versus the amount of enemies to kill, but I won't complain about not doing an 100% completion. Unless it's just me or it's intended, I'm having trouble with throwing grenades to a tall platform (let's say about three times as high as the player) as it have the tendency to bounce right back at me. After all, the stielhandgranate is quite large, so I guess it's working as intended.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 10:22 pm
by Captain J
And that's how the common grenades works; use it with the terrains to defeat the enemies tactically.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 11:14 pm
by wildweasel
XanderK9 wrote:I'm having trouble with throwing grenades to a tall platform (let's say about three times as high as the player) as it have the tendency to bounce right back at me. After all, the stielhandgranate is quite large, so I guess it's working as intended.
If you can, throw the grenades directly at enemies; that'll stop them immediately and cause them to fall to the floor next to them, after which they will explode.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 11:16 pm
by Ed the Bat
Not sure how relevant this is to your situation, but the grenades will also always fall short when aiming at an enemy up above, if autoaim is enabled. There's no way to selectively disable it for a CustomInventory (despite engine requests to do so).

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 11:36 pm
by XanderK9
wildweasel wrote: If you can, throw the grenades directly at enemies; that'll stop them immediately and cause them to fall to the floor next to them, after which they will explode.
Thank you for the info. I haven't noticed this because I was trying to throw them without getting hit by the pack of uber soldiers and Gretel twins. Anyway, that was the only time I have used them this far.

Speaking of grenades, considering how scarce ammo was, I wasn't expecting to find tons of grenades in the lava room of the fourth level. :P
Ed the Bat wrote:Not sure how relevant this is to your situation, but the grenades will also always fall short when aiming at an enemy up above, if autoaim is enabled. There's no way to selectively disable it for a CustomInventory (despite engine requests to do so).
I totally forgot I had autoaim on. I came back to an earlier save to test this with autoaim off and it seems to do the trick. Thanks!

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 11:38 pm
by Abba Zabba
wildweasel wrote:
XanderK9 wrote:I'm having trouble with throwing grenades to a tall platform (let's say about three times as high as the player) as it have the tendency to bounce right back at me. After all, the stielhandgranate is quite large, so I guess it's working as intended.
If you can, throw the grenades directly at enemies; that'll stop them immediately and cause them to fall to the floor next to them, after which they will explode.
Heh, don't they do 1 point of damage if they hit something before they come to a rest? I remember killing Hans once this way.

Re: Weasel Presents: NAZIS V2

Posted: Sun Dec 14, 2014 11:45 pm
by Captain J
it does damages when the grenade hits enemies, potato masher indeed. and extra bonus potato mashing scores when you did that to bosses.

Re: Weasel Presents: NAZIS V2

Posted: Mon Dec 15, 2014 12:06 am
by wildweasel
Lava Grunt wrote:Heh, don't they do 1 point of damage if they hit something before they come to a rest? I remember killing Hans once this way.
Yes. Originally, they did no damage at all, but I decided that the potential of a Nazi getting killed by the sheer blunt force of a Stielhandgranate to the face was too hilarious.