Weasel Presents: NAZIS V2

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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Tue Feb 24, 2015 9:33 pm

New weapons will come AFTER I've overhauled the inventory system, and will at first be limited only to those that have appeared in the unofficial patch versions.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Wed Feb 25, 2015 1:32 am

Ed the Bat wrote:I'm liking the idea of vetting these alternate variants for materials to be imported back into the main project. As far as I'm seeing, Lippeth's Stripped & Strangled variant has some weapon additions that could prove interesting (CJ Flavor has a bit of weapon addition too, but it seems to actually come from S&S anyhow). CJ Flavor's weapon edits mostly seem to be just adjustments to ammo capacity, which I'm not sure is so interesting... but where CJ Flavor really stands out is all the extra enemies (even coming from places like Spear Resurrection!), which I think is certainly worth combing through. I haven't taken much time to look into Master_Moose's work, but my understanding is that it brings, among other things, fancy effects for brass/shells and liquid splashes, even with 3D models? Worth a look, in my book.
well, for the late answer about reasons of my version's questionable minor edits, you guessed it a little. kar98k IS from the lippeth's S&S, by accepting his permission. and the another added weapon, the colt is an edited version of the luger. i extended the magazine size and damage, yet slow firelate. and i was going to add the tokarev pistol, but pistols in this mod including mine was so many, so i canceled it. also about the spear resurrection enemies, don't forget some of additional ones from it's sequel!

and about the ammo capacity, i tried to make the ammo amounts we can get underwhelming and normal. because you know, i kinda didn't like to be having a large amounts of them. i would like to waste the ammo for one weapon and change into other one if it's out of it. and take the almost of them in any maps. since i played the vanilla doom series when i knew the doom mods first time.

to be precise, my version's whole ammo capacity was fit and balanced for my taste; ww_nazis CJ's flavor, that's the name. ha-ha. anyway you can edit into a normal capacity like classic version did whatever you like.
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Wed Feb 25, 2015 4:42 pm

I knew the Kar98 was adopted with permission, don't worry. That's how I knew where it came from; you gave proper credits in your package. And I understand about changing the ammo capacity to fit your tastes, and even adjusting enemy health/speed/etc.; it re-balances the game just a little bit to how you prefer it.

Just be aware that, as development of Nazis continues, there can never be a 100% guarantee that your patch will stay fully compatible, so it might be in your interest to actively adjust as time goes on. Or, you can simply keep using the current snapshot of Nazis; these patches are already known to work with it.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Thu Feb 26, 2015 12:55 am

well, i've already stop working for my version, but yes, i'll. unless if he adds new weapons or enemies in it, i'm sure there's no problems but editing the heck out of it.
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Re: Weasel Presents: NAZIS V2

Postby Jeimuzu73 » Thu Feb 26, 2015 2:40 pm

A taunt pack consisting of Miles "Tails" Prower's quotes from Sonic Adventure 1 and 2.

https://www.mediafire.com/?dceyzw8cf7g4xuy

PS @wildweasel is it okay if I alter the taunting system a bit so that the player uses different taunts for firing and reloading?
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Thu Feb 26, 2015 2:41 pm

You might want to hold off for a while. The structure of the weapon code (where all the taunts are, currently) is going to get a pretty hefty overhaul eventually.
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Re: Weasel Presents: NAZIS V2

Postby YukesVonFaust » Thu Feb 26, 2015 6:56 pm

P'rolly i'll put it here.

Tank Dempsey, now as a tauntpack.

"You're KIA, Maggotsack!"
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Thu Feb 26, 2015 7:11 pm

YukesVonFaust wrote:P'rolly i'll put it here.

Tank Dempsey, now as a tauntpack.

"You're KIA, Maggotsack!"


Nice but no grenade calls?
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Re: Weasel Presents: NAZIS V2

Postby YukesVonFaust » Thu Feb 26, 2015 7:14 pm

armymen12002003 wrote:
YukesVonFaust wrote:P'rolly i'll put it here.

Tank Dempsey, now as a tauntpack.

"You're KIA, Maggotsack!"


Nice but no grenade calls?


I may add some reloading calls, but yes. i'll add grenade calls.
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Thu Feb 26, 2015 7:16 pm

ok
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Re: Weasel Presents: NAZIS V2

Postby Jeimuzu73 » Thu Feb 26, 2015 8:10 pm

Didn't know you'd quickly jump on the bandwagon for taunt packs.

Anyways, to celebrate the 700th reply on this mod, I replace the Lee-Enfield with a scoped Kar98k, to quell the mod's infamous lack of a sniper weapon. Riflemen now have a chance to drop this weapon besides the G43. The Kar98k however has only half the capacity of the G43 and the SMLE it replaces and it must be reloaded round-by-round like in real-life.
If you want the weapon, PM me for my custom version or ask me to post it here.

Image
Image
Image
Credits to JoeyTD for the original sprite and wildweasel for the scope.

The following's a list of possible changes I might make for my sub-mod:
  • Replace the revolver with a Colt that shares ammo with the Thompson to make it more like RTCW.
  • Replace the PPSh with either a suppressed Sten or MG42.
  • Introduce a COD-like quick melee knife attack, and make the shovel a loud weapon.
  • Make an extremely rare auto-shotgun dropped only by Gretel Grosse.
  • Separate the taunts for different things, like firing a gun, killing a particular enemy, reloading, getting a new weapon/powerup, etc.

But I'll wait if wildweasel wants to.
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Re: Weasel Presents: NAZIS V2

Postby YukesVonFaust » Thu Feb 26, 2015 8:55 pm

MJ79 wrote:Didn't know you'd quickly jump on the bandwagon for taunt packs.

Anyways, to celebrate the 700th reply on this mod, I replace the Lee-Enfield with a scoped Kar98k, to quell the mod's infamous lack of a sniper weapon. Riflemen now have a chance to drop this weapon besides the G43. The Kar98k however has only half the capacity of the G43 and the SMLE it replaces and it must be reloaded round-by-round like in real-life.
If you want the weapon, PM me for my custom version or ask me to post it here.

Image
Image
Image
Credits to JoeyTD for the original sprite and wildweasel for the scope.

The following's a list of possible changes I might make for my sub-mod:
  • Replace the revolver with a Colt that shares ammo with the Thompson to make it more like RTCW.
  • Replace the PPSh with either a suppressed Sten or MG42.
  • Introduce a COD-like quick melee knife attack, and make the shovel a loud weapon.
  • Make an extremely rare auto-shotgun dropped only by Gretel Grosse.
  • Separate the taunts for different things, like firing a gun, killing a particular enemy, reloading, getting a new weapon/powerup, etc.

But I'll wait if wildweasel wants to.


WOOO-- i mean this is going to be epic.
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Re: Weasel Presents: NAZIS V2

Postby EddieMann » Thu Feb 26, 2015 9:14 pm

Was, kein flammenwerfer?
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Thu Feb 26, 2015 9:43 pm

you mean pyrolight? yeah, that's some kind of flamethrower.
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Thu Feb 26, 2015 11:37 pm

Okay, any new weapon addons should seriously WAIT FOR THE NEXT VERSION. I'm swapping the current inventory system for a more ww-magop-style one, which will change how weapon pickups work, so it'd be best if you avoided wasting effort for a while.
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