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Re: Weasel Presents: NAZIS V2

PostPosted: Sun Mar 01, 2015 7:33 pm
by Jeimuzu73
In a nutshell, our versions basically add more enemies and weapons and tweak everything a bit to make it more balanced. Just like the Trailblazer add-ons.
The worst-case scenario is 'Brutal Doom syndrome' where I go full drspam or DoomGuy007 and end up destroying this mod and getting myself banned. Don't get me wrong, weasel, I loved Nazis! and it's my top favorite of your works, but I just feel it's lacking in some areas and I thought I'd tune it up to make it renewed like it was released today.
But at the end of the day it's your work, and you get to ultimately choose what's in it.

I think my version will be a standalone due to the class-based player system and overhaul of items, weapons and enemies. Unless that can be counted as an add-on.

JOOC, exactly how many other editions of Nazis! are there? So far we have mine, CJ's, the one with the Indy Jones whip and armymen's (check his YouTube account).

Re: Weasel Presents: NAZIS V2

PostPosted: Sun Mar 01, 2015 7:48 pm
by wildweasel
MJ79 wrote:In a nutshell, our versions basically add more enemies and weapons and tweak everything a bit to make it more balanced.

"More balanced" how?

Re: Weasel Presents: NAZIS V2

PostPosted: Sun Mar 01, 2015 7:59 pm
by Jeimuzu73
Basically cutting down on ammo from pickups, tweaking weapon/ammo spawns and slowing reloads so that the player gets to use other weapons. For enemies, well I get kinda bored after fighting countless Hans Grosses/Colonel Zweimeltods (which is kinda my fault since I play Claustrophobia 1024 and New Gothic Movement), so maybe a wider variety of enemies for better randomization should do it.

Re: Weasel Presents: NAZIS V2

PostPosted: Sun Mar 01, 2015 10:47 pm
by -Ghost-
Could you post or PM a link for that? I wouldn't mind trying it out. A bit more enemy variety sounds good. Though I wouldn't really say more balanced, just balanced differently.

Re: Weasel Presents: NAZIS V2

PostPosted: Sun Mar 01, 2015 11:36 pm
by Jeimuzu73
It's still WIP and needs a lot of work to do. I'll let wildweasel decide if he's fine with me releasing my version since it is his mod after all.
Sorry to keep you guys waiting, but I really have other work to do, so here's some screenshots of some new weapons (their original authors/sources will be eventually credited).
Spoiler:

Re: Weasel Presents: NAZIS V2

PostPosted: Mon Mar 02, 2015 12:36 am
by Captain J
Ed the Bat wrote: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...
if i can tell my reasons, i'll; i found my self that making my version into a mutator-friendly is hard. i mean, i tried to fix any of errors but i couldn't understand them and i failed. mostly stuck by this:
Code: Select allExpand view
Script Error, "ww-nazis CJ Flavor! v.2.pk3:decorate.lmp" line 29: Unexpected 'CJWeaselsRevolver' in definition of 'CJWildWeaselPlayer'. even CJWeaselsRevolver that it's already talking about is exist.

second, as i told you before, i've already quit working on this version. so there's nothing else i can do about it. and i'm so sorry about being such a whiner, i'm ain't a script professional or wizard who can handle this problem alone.

Re: Weasel Presents: NAZIS V2

PostPosted: Mon Mar 02, 2015 12:52 am
by Ed the Bat
That sounds like CJWildWeaselPlayer is no longer inheriting from PlayerPawn or anything else that already does. But, I still don't understand. You keep saying you quit working on it, and here's this new version you put out. Which isn't an add-on, even though I already went through the work to make it into one for you. :?

Re: Weasel Presents: NAZIS V2

PostPosted: Mon Mar 02, 2015 1:02 am
by Captain J
oops, gotta be precise. what i meant about quit working on it means no changes, no additions and nothing else but updating it to fit with the newest version of the original one.

btw, i just got fixed about revolver matter because of your help...well, you just saved my doom modding life there. thanks.

EDIT: aaand just got uploaded, thanks for your help also permission, eddy! :D

Re: Weasel Presents: NAZIS V2

PostPosted: Mon Mar 02, 2015 7:27 pm
by -Ghost-
So is that a patch for the original version? I'm getting a little confused with all these patches. :P

Re: Weasel Presents: NAZIS V2

PostPosted: Mon Mar 02, 2015 9:04 pm
by wildweasel
-Ghost- wrote:So is that a patch for the original version? I'm getting a little confused with all these patches. :P

One of the reasons why I feel less than great about the sheer number of them. =P

Re: Weasel Presents: NAZIS V2

PostPosted: Mon Mar 02, 2015 9:32 pm
by Jeimuzu73
Should we make a separate thread for these patches?

Re: Weasel Presents: NAZIS V2

PostPosted: Mon Mar 02, 2015 10:48 pm
by wildweasel
That won't solve the problem, in my opinion. I'm kind of hoping that, by encouraging you guys to actually explain your changes to me and potentially submit them as things that I can toggle on/off with a cvar, that there won't need to be patches anymore.

Re: Weasel Presents: NAZIS V2

PostPosted: Mon Mar 02, 2015 11:18 pm
by -Ghost-
Yeah, merging everything together would be nice. I really like how some of those patches add a more RTCW touch with more monstrous enemies or different weapons. That silenced Sten in particular looks pretty cool.

Re: Weasel Presents: NAZIS V2

PostPosted: Mon Mar 02, 2015 11:37 pm
by Captain J
well, if i can tell, my version. or recently, addon is just adjusting the ammo amounts and adding the new enemies, sounds and graphic changes, such as weapons and items.

and realistic enemy gunfiring sequence, i just made them fire real quick.

Re: Weasel Presents: NAZIS V2

PostPosted: Tue Mar 03, 2015 11:56 pm
by Jeimuzu73
So far, I've implemented three classes: American, British and Russian. The British has the now-renamed Webley and suppressed Sten, the American has the M1911 and Thompson and the Russian has the TT-33 and Shpagin. I added dual-wielding to the American and Russian pistols because, well, primarily for RTCW aesthetic and possible achievement (the John Woo award- beat a level using only dual pistols. The second pistol replaces the chainsaw). I think dual-wielding Webleys may be a bit overpowered, and crud knows what I should do with the two German pistols.