Weasel Presents: NAZIS V2

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Re: Weasel Presents: NAZIS V2

Postby xenoxols » Mon Dec 15, 2014 4:47 pm

Screenshots for those who are curious. Also Wildweasel, could you add a link to my version in the first post? Typically people don't go to some random page to find something they've never heard of.
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Mon Dec 15, 2014 5:05 pm

xenoxols wrote:Screenshots for those who are curious. Also Wildweasel, could you add a link to my version in the first post? Typically people don't go to some random page to find something they've never heard of.

I'll do you one better: you have my permission to post a new thread for your version.
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Re: Weasel Presents: NAZIS V2

Postby horsemans » Sat Feb 21, 2015 1:21 pm

Master_Moose, your "ww-nazisV2 REDUX patch.pk3" has some texture issues with Epic. Everything seemed fine up to MAP12 (although my second shotgun would often not fire even with full ammo), but this is what I was seeing with it in my load order:

Some screenshots without it:
Spoiler:


Some screenshots with it:

Spoiler:


My load order:

-iwad iwads/doom2.wad
-file ww-nazis/ww-nazis-v2.pk3
-file ww-nazis-cjflavor/ww-nazis\ CJ\ flavor\!.pk3
-file ww-nazis-cjflavor/ww-nazisV2\ REDUX\ patch.pk3
-file epic2/epic2.wad
-file epic2/epic2gl.wad

Although it doesn't seem to matter if the last two come right after doom2.wad or not.
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Re: Weasel Presents: NAZIS V2

Postby Helion » Sat Feb 21, 2015 2:32 pm

horsemans wrote:My load order:

-iwad iwads/doom2.wad
-file ww-nazis/ww-nazis-v2.pk3
-file ww-nazis-cjflavor/ww-nazis\ CJ\ flavor\!.pk3
-file ww-nazis-cjflavor/ww-nazisV2\ REDUX\ patch.pk3
-file epic2/epic2.wad
-file epic2/epic2gl.wad

Although it doesn't seem to matter if the last two come right after doom2.wad or not.


Nazis CJ flavor is stand alone and doesn't need the original mod to be loaded.
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Sat Feb 21, 2015 2:52 pm

If it's not too rude to ask, what exactly do the CJ Flavor version and the Redux patch change? Are they gameplay changes that I could turn into menu options in a future release of the mod?
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Sat Feb 21, 2015 2:54 pm

On the subject of altered versions of this project, I suppose I can also mention that I've been working with Lippeth a bit as he updates his Stripped & Strangled variant, which has been condensed into an add-on patch instead of a stand-alone, and is being updated to work smoothly with the GitHub dev build of Nazis.
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Re: Weasel Presents: NAZIS V2

Postby horsemans » Sat Feb 21, 2015 5:34 pm

Helion wrote:Nazis CJ flavor is stand alone and doesn't need the original mod to be loaded.


Ahh, that's good to know. Unfortunately, removing the original mod doesn't seem to affect the issue I have.
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Sat Feb 21, 2015 5:40 pm

What about the Redux, then? It looks like it might be doing Brutal Doom-esque warping effects on the waterfall textures, which Epic2 replaces with its own animations.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Sat Feb 21, 2015 11:02 pm

Moose's REDUX version is pretty outdated, i updated with new coddings(thank you,eddie.) and monsters few years ago.

Anyway, too bad i already mind off my version of this mod. Just play or run with it whatever you want. My version only have new monsters, weapons and sprite changes...and nothing else.

And again, I'm sorry to bother you like this once again, weasel.
Last edited by Captain J on Sat Feb 21, 2015 11:10 pm, edited 1 time in total.
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Sat Feb 21, 2015 11:08 pm

Ed the Bat wrote:On the subject of altered versions of this project, I suppose I can also mention that I've been working with Lippeth a bit as he updates his Stripped & Strangled variant, which has been condensed into an add-on patch instead of a stand-alone, and is being updated to work smoothly with the GitHub dev build of Nazis.


Speakin on your' and lippeth's version will you be making this more stable with strife?
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Re: Weasel Presents: NAZIS V2

Postby -Ghost- » Sun Feb 22, 2015 2:33 am

Huh, I didn't know there was a github version of this, I'm glad it's still being worked on. Has anything big been changed in it?
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Sun Feb 22, 2015 1:48 pm

-Ghost- wrote:Huh, I didn't know there was a github version of this, I'm glad it's still being worked on. Has anything big been changed in it?

At the moment? No, not really. Ed the Bat's been sending me pull requests to improve the code formatting and other under-the-hood stuff that shouldn't affect gameplay that much, and I think some improvements to the multi-IWAD support. Aside from that, nothing major.

I do at some point want to toy with the idea of changing the weapon inventory system so that you get one pistol slot, two long-weapon slots, and a melee button instead of the separate Shovel weapon, but that'd require a significant overhaul of how the weapons are coded, as well as rolling a whole new inventory and weapon drop script, because I'm not sure that the MagnumOpus/DoomRLA method is necessarily the most efficient anymore.
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Re: Weasel Presents: NAZIS V2

Postby -Ghost- » Sun Feb 22, 2015 1:57 pm

That sounds like a good change if you can make it work. You could probably go with the Medal of Honor system, pistol, rifle, SMG, MG, grenades, heavy/explosive weapon.
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Tue Feb 24, 2015 2:45 am

Hey, Captain J. Hope I'm not intruding with this, but I spent some of today converting your adaptation of Nazis into an add-on patch, instead of a stand-alone package. Now, if changes are made to things that aren't directly related to what you've done, the results should come through automatically. This will also allow weasel and I to examine just what you added/changed, specifically, to see if maybe there are materials worth pulling in to the main project.

I did my best to capture all of your changes correctly, but I'm not perfect, so I apologize if I made any mistakes, and I would be glad to fix them (not that you couldn't do it on your own, of course).

Remember, this will now need to be loaded on top of the official project, which you can get from GitHub (I'll also be linking my latest version of it here, to save you a step).
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Tue Feb 24, 2015 3:32 am

oooh boy, thanks for making it less heavy! nothing's new or changed, i like that! anyway i see a lot of problems with weapon reloads. some of weapons are won't reload, keeps inserts ammo even it's full and must keep press reload button to refill it.

other than that, brilliant work!
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