Weasel Presents: NAZIS V2

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Re: Weasel Presents: NAZIS V2

Postby YukesVonFaust » Fri Feb 27, 2015 9:19 am

the Tank Dempsey tauntpack for WW-Nazis has been updated.

OOH-FREAKING-RAH STUMPY
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Re: Weasel Presents: NAZIS V2

Postby Water Hazard » Fri Feb 27, 2015 6:05 pm

Didn't quite understand this "inventory overhaul", but it looks like it's going to be cool!

(Boy, i can't wait to have a Sten and a BAR in-game. Don't think Sniper Rifles have a place in this mod, but i play Epic2 so dunno)
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Re: Weasel Presents: NAZIS V2

Postby -Ghost- » Fri Feb 27, 2015 6:42 pm

Long range weapons can be nice, there are some Doom 2 maps that have enemies far enough away that it's a pain to plink at the distant pixels.
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Fri Feb 27, 2015 9:24 pm

Today's update to the Github overhauled how the taunts work. The randomness is now handled via an ACS script, which waits a short time (about half a second) before saying something. In addition, the player/reload sound has been added, and these sounds will be played when reloading.

I've also added the four tauntpacks I had lying around - Caleb, SoulMan, TF2Spy, BouncyTEM's AllCapsGuy, and a new Kingpin tauntpack that demonstrates the reload taunts.
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Re: Weasel Presents: NAZIS V2

Postby Sgt. Shivers » Fri Feb 27, 2015 9:33 pm

Hey, would it be possible to have a CVAR to choose to fight Wehrmacht, SS or the Africa Korps(?) or a mix? I think it would add immersion to maps.
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Re: Weasel Presents: NAZIS V2

Postby Jeimuzu73 » Fri Feb 27, 2015 11:17 pm

Where can I get the new taunting system?
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Fri Feb 27, 2015 11:21 pm

MJ79 wrote:Where can I get the new taunting system?

Download the Github repository (there's a Download ZIP button - link to the github's in the first post), extract it somewhere, run the _zip.bat to generate a devbuild, load that with any of the Tauntpacks.
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Fri Feb 27, 2015 11:25 pm

Sgt. Shivers wrote:Hey, would it be possible to have a CVAR to choose to fight Wehrmacht, SS or the Africa Korps(?) or a mix? I think it would add immersion to maps.


I was wondering this to.
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Re: Weasel Presents: NAZIS V2

Postby Jeimuzu73 » Fri Feb 27, 2015 11:34 pm

Technically speaking, is the ACS script essential for the idle animation (not firing, reloading or anything like that)? Is it also possible to taunt when collecting a pickup/opening a switch/going 'oof' on a wall/opening a door? (for instance like in PillowBlaster's mods)
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Re: Weasel Presents: NAZIS V2

Postby Clownman » Sat Feb 28, 2015 12:20 am

So... I made a thing.

https://www.mediafire.com/?um9bt617qsnb9gg

It's a tauntpack of Leonard from Redneck Rampage to put it simply.
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Re: Weasel Presents: NAZIS V2

Postby Jeimuzu73 » Sun Mar 01, 2015 1:20 am

Minor update of my custom version so far (pm me if you want the link:)
  • Added new weapons (MG-42, dual Colts (will make single one soon), Schwarzer Zwerg auto super-shotgun (Yes, I love that shotgun.).)
  • Altered the weapon spawn replacements (the Chaingun replacement will spawn any of the SMGs, the plasma rifle spawns either LMG, the shotgun will spawn the M1897/Kar98k/STG, the super shotgun the Auto-5/G41/FG42 and the Rocket Launcher the Nebelwerfer/Pyrolight).
Things to do:
  • Lower ammo given by pickups and fix the spawns for more 'balanced' gameplay.
  • Add and tweak new enemies (some that throw grenades, gas mask mooks, give the Grosses, Hitler and Death Knight metallic armor like in Terrorists!, change enemy spawns)
  • Gibbing for lesser mooks
  • Maybe have a small player class selection (play as a Brit, Ruskie or Yank and start with respective weapons).
  • Redesign the taunting system (I know weasel did it, but I'm going ACS-free for now).
  • Wait for V3 (What I shoulda done).

At this rate I'll end up with German Overkill.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Sun Mar 01, 2015 4:14 am

okay, i've updated my version as well except mutator one. i just exported the older changed script bits into the original yet newest vanilla version, no more changes because of reason that i've already quit working on this. so you really don't have to update the mutator version if you are don't mind this, ed.

download it here.
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Re: Weasel Presents: NAZIS V2

Postby Master_Moose » Sun Mar 01, 2015 7:04 pm

Hey everyone, I'm not much involved in the community anymore, but being this mod is receiving an overhaul, I'll help if anyone needs to know any resources I used for the patch and provide it. Or just help in general. Thanks
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Sun Mar 01, 2015 7:16 pm

Uh...I know you guys mean well, but I feel I need to vent a bit. I don't think I like how fragmented this mod has become; there are about four or five different versions of it floating around by now, and I don't know what half of them add.
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Sun Mar 01, 2015 7:26 pm

That was why I tried putting some of my efforts into turning them into add-ons, as they should've been all along. Not only is that smaller and more flexible, it also highlights what's different about them. Not sure why CJ turned his back into a stand-alone, really...
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