Weasel Presents: NAZIS V2

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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 7:44 am

EDIT: Updates go here.
Alright, here is the Indiana Jones version:
https://www.mediafire.com/?6fzbf2hc16cx76v
Still need to add bullet casings, more weapons, and change the enemies a bit.(there should be no chainguns)
Run it with gzdoom 2.x. Or whatever the equivalent zdoom is.
Screenshots:
Spoiler:
Last edited by xenoxols on Mon Dec 15, 2014 4:45 pm, edited 5 times in total.
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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 10:33 am

Updated. New weapon, and casings.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Mon Dec 15, 2014 10:44 am

asd.PNG
what is this? do i supposed to be run it with G2.0 version? if that's true, ouch.

EDIT: oh well, then.
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Last edited by Captain J on Mon Dec 15, 2014 11:20 am, edited 1 time in total.
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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 10:49 am

Yup. Also fixed the STG44 using the MP40's ammo.(oops)
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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 11:23 am

Actually fixed the bug this time. Also only officers drop revolver ammo now.
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Mon Dec 15, 2014 12:25 pm

I am impressed. About the only thing that really needs tweaking and polishing, IMO, is the animation for the whip. Ideally, I'd think the whip could also be used to snatch guns from the enemies without killing them, but I understand that'd not be an easy feat in ZDoom without some serious brute-forcing.
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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 12:32 pm

Thanks Wildweasel. Updated with a few general improvements to the whip.(Not the animation though.) What should the rest of the weapons be? I need to replace the supershotgun(thinking of a double barreled shotgun), the plasmarifle, the chainsaw, and the BFG9000(thinking of some magic thing.) Also the whip really needs better sprites.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Mon Dec 15, 2014 12:32 pm

wildweasel wrote:I am impressed. About the only thing that really needs tweaking and polishing, IMO, is the animation for the whip. Ideally, I'd think the whip could also be used to snatch guns from the enemies without killing them, but I understand that'd not be an easy feat in ZDoom without some serious brute-forcing.
and that would be requires more graphical edit, bare armed soldats for example.
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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 12:38 pm

Although I don't see why you couldn't use a custom damage type and corresponding pain state to do so. Although as Captain J said, you do need custom sprites. Also it would really screw with gameplay.
EDIT: Should I add a few cultist enemies? I do want to de-wolfenstein it.
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Mon Dec 15, 2014 12:53 pm

xenoxols wrote:EDIT: Should I add a few cultist enemies? I do want to de-wolfenstein it.

I wouldn't mind seeing more types of enemies; maybe some folks in robes and turbans, or the guys from Temple of Doom if sprites exist.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Mon Dec 15, 2014 12:58 pm

Coming of the storm monk sprites would be the great base, btw.
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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 1:05 pm

Where exactly could I find those?
EDIT: I was thinking of blood, but I'll consider anything.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Mon Dec 15, 2014 1:08 pm

Searching it from the wolfenstein 3d dome is the answer. You'll find that addon very easily.

Also don't forget you should open the game data with Chaosedit, too.
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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 1:15 pm

ChaosEdit's link is down. Anyone got it?
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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 3:42 pm

Have a shotgun! Probably need to make it fire faster, although it is very powerful.
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