Weasel Presents: NAZIS V2

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby TheDarkArchon » Sat Jun 04, 2011 2:51 pm

Woolie Wool wrote:MageWandShot existed for a long time before FastProjectile, but it was a native class and you couldn't do a whole lot with it. One early mod that I worked on had a sniper weapon whose projectile inherited from MageWandShot.


It was in r1290. Safe to say it's in Skulltag.
User avatar
TheDarkArchon
OUT!
 
Joined: 07 Aug 2004
Location: Some cold place

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Sat Jun 04, 2011 3:33 pm

I stand corrected. However, my apprehension towards a Skulltag version remains unchanged. =P
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Tragos » Sun Jun 05, 2011 9:19 am

Not sure how I missed this one... I really like the weapon effects! When I first saw the title I got really excited.... I couldn't believe someone like Weasel would be making a mod where you could play as a Nazi. After watching the video I was a little disappointed, but overall this is shaping up very nicely. Wolfenstein was one of my first FPS games so seeing the weapons and enemies like this in a new way really speaks to me in a nostalgic kind of way. I'll never forget how nervous I was the first time I came across one of those power suit chaingun soldiers. Nice work Weasel now I need to download this and play! :wub:
User avatar
Tragos
2d > 3d "Remember: short, controlled bursts"
Banned User
 
Joined: 02 Jun 2009
Location: [Getting frisky with Xeno's]

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby PillowBlaster » Sun Jun 05, 2011 12:27 pm

Uh, the trail from Nebelwerfer missiles obscures vision a bit, maybe lower the missile launch offset a bit or increase alpha on smoke? Aside from that, I like that!
User avatar
PillowBlaster
 
Joined: 24 Jan 2010

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Sun Jun 05, 2011 4:35 pm

Magban724 wrote:Uh, the trail from Nebelwerfer missiles obscures vision a bit, maybe lower the missile launch offset a bit or increase alpha on smoke? Aside from that, I like that!

I might look into it; I notice the smoke/fire trails are not being rendered as additive translucency, which might account for them looking so thick. I think that might make it slightly easier to see, but also note that the German word "Nebelwerfer" literally translates to "smoke thrower" so removing the smoke might turn that into a misnomer. =P
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby SamVision » Sun Jun 05, 2011 10:47 pm

Few small things:

-The double shotgun takes annoyingly long to reload
-Something wrong with the berserk (machete?)
-The MP40 reload is animated improperly
User avatar
SamVision
 
Joined: 13 Apr 2010
Location: Behind You

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Ethril » Sun Jun 05, 2011 11:36 pm

SamVision wrote:-The double shotgun takes annoyingly long to reload


pretty sure it's only like 15 tics longer than the vanilla SSG
an extra half a second between shots for such a powerful weapon hardly seems unreasonable.
User avatar
Ethril
F1
 
Joined: 16 Nov 2008
Location: Guidance Gate

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Mon Jun 06, 2011 1:34 am

SamVision wrote:Few small things:

-The double shotgun takes annoyingly long to reload

No longer than it takes to fire two shots of the trench gun and reload them.
-Something wrong with the berserk (machete?)

It's the German word "Machtige!" which means "Powerful!" Is that the only thing wrong with it?
-The MP40 reload is animated improperly

How?
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby PillowBlaster » Mon Jun 06, 2011 2:10 pm

wildweasel wrote:...but also note that the German word "Nebelwerfer" literally translates to "smoke thrower" so removing the smoke might turn that into a misnomer. =P


Oh, I didn't meant to remove the smoke, just to make it more translucent or move missile launch offset a bit down, that's all.
User avatar
PillowBlaster
 
Joined: 24 Jan 2010

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Vertigo » Mon Jun 06, 2011 10:52 pm

Have you considered adding textures to replace the UAC logos with swastikas etc? I mean with the same background but with 'UAC' removed/nazi symbols or names added just so base maps could actually become nazi base maps with no need to modify them.
User avatar
Vertigo
Psychonaut
 
Joined: 26 Jul 2005

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Mon Jun 06, 2011 11:32 pm

Vertigo wrote:Have you considered adding textures to replace the UAC logos with swastikas etc? I mean with the same background but with 'UAC' removed/nazi symbols or names added just so base maps could actually become nazi base maps with no need to modify them.

I do not like the idea of replacing IWAD textures with modified versions, as there are some older Vanilla-compatible map packs that also replace these textures and this may interfere with it.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby armymen12002003 » Tue Jun 07, 2011 11:19 am

Vertigo wrote:Have you considered adding textures to replace the UAC logos with swastikas etc? I mean with the same background but with 'UAC' removed/nazi symbols or names added just so base maps could actually become nazi base maps with no need to modify them.


hey man just play the wolfendoom series with this thats what i did
User avatar
armymen12002003
Good to go.
 
Joined: 01 Jun 2011
Location: The Plastic World
Operating System: Windows 10/8.1/8 32-bit
Graphics Processor: Intel (Legacy GZDoom)

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Enjay » Sun Jun 26, 2011 9:07 am

Been playing a few levels with this over the weekend. Loving it. Relatively low HP enemies with hitscan weapons are something I really like. So, this mod pretty much covers that and the fast projectile bullets are an interesting change. Personally, I'd be happy enough if all the enemies had been replaced with "normal" Nazis. I could do without the various semi-boss and novelty enemies (though it is fair enough that they are included) so I have been loading up and playing maps that contain mainly lower echelon enemies.

A few things that have probably been mentioned already...

The rottweiler dog needs to lose that shadow. It may work in Wolfenstein but a grey shadow just looks odd on most of the Doom floors.

The debris left behind by the TNT barrel and box has quite a big (wide) sprite and this looks odd when you move around because the sprite rotates to. Also, if there are some barrels on a narrow ledge the debris ends up hanging in mid air.

I played a couple of levels where there were narrow gaps that were meant to be shot through but it was very difficult, if not impossible, to shoot through them with the projectile weapons. Probably can't be solved I guess.

Is it deliberate that weapons don't change away when empty? Personally, I'd prefer it if they did.

I find the ghosts (lost soul replacements) silly looking and annoying to the point of not fun. Lost souls are often used in large "shoals" in maps but, IMO, the ghosts are often too deadly to be used like that. And they look silly. Did I mention that? :P

The ROTT alpha boss in the flying chair doesn't suit the graphical style of the other enemies IMO.

This mod is screaming out for a hand grenade of some sort. The ability to toss a grenade into a room and then follow through with all guns blazing is something that needs to be possible when fighting Nazis. ;)

I want burn deaths for the Nazis dammit!

Despite that list, this is a hugely enjoyable mod and the only reason that I have suggested/asked about so much is because I am having fun with it. :D

[edit] Just played "Phobos Anomaly" and the walls didn't lower when I killed the baron replacements. [/edit]
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Sun Jun 26, 2011 4:15 pm

Enjay wrote:The rottweiler dog needs to lose that shadow. It may work in Wolfenstein but a grey shadow just looks odd on most of the Doom floors.

Removed at this point - it's just not released yet.
The debris left behind by the TNT barrel and box has quite a big (wide) sprite and this looks odd when you move around because the sprite rotates to. Also, if there are some barrels on a narrow ledge the debris ends up hanging in mid air.

Hm. Maybe I could have the debris fade away after a while, or a lower scale?
I played a couple of levels where there were narrow gaps that were meant to be shot through but it was very difficult, if not impossible, to shoot through them with the projectile weapons. Probably can't be solved I guess.

Yeah, the bullets already have a radius of 1. Your best bet is, if you need to hit a switch a long way away, MDK it, or if you need to attack through it, punch through.
Is it deliberate that weapons don't change away when empty? Personally, I'd prefer it if they did.

I despise weapon auto-switch in all forms, personally, but it's a bit inconsistent the way this works, currently only the sawed-off shotgun will switch away if you try to reload without any ammo remaining. I could fix the other weapons to do this.
I find the ghosts (lost soul replacements) silly looking and annoying to the point of not fun. Lost souls are often used in large "shoals" in maps but, IMO, the ghosts are often too deadly to be used like that. And they look silly. Did I mention that? :P

I could reduce the damage, maybe?
The ROTT alpha boss in the flying chair doesn't suit the graphical style of the other enemies IMO.

I didn't initially see any issues with him, honestly.
This mod is screaming out for a hand grenade of some sort. The ability to toss a grenade into a room and then follow through with all guns blazing is something that needs to be possible when fighting Nazis. ;)

I'll see about adding some Stielhandgranates.
I want burn deaths for the Nazis dammit!

Okay, but I'd rather not use the same Strife animations and burn screams I've had in my last seven or eight mods. Alternatives? (Preferably not too cheesy?)
[edit] Just played "Phobos Anomaly" and the walls didn't lower when I killed the baron replacements. [/edit]

God damn it. Time to look up spawn ID numbers and boss flags again. =P
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Enjay » Sun Jun 26, 2011 4:34 pm

wildweasel wrote:Hm. Maybe I could have the debris fade away after a while, or a lower scale?

Either would do. Or make the barrels/crates spawn a number of individual debris actors that would fall appropriately for their size (fading out would probably still be a good idea).

wildweasel wrote:Yeah, the bullets already have a radius of 1. Your best bet is, if you need to hit a switch a long way away, MDK it, or if you need to attack through it, punch through.

One specific circumstance was an enemy in a cage made from 8x8 bars with 8x8 gaps between them. Even close up most of my shots caught the bars (though some got through) and, yes, I did eventually punch through. :) The enemy in the cage (a chaingunner without "Nazis" loaded), however, was impotent. Nothing he fired got through to me. There isn't anything that I can think of to remedy this though. It's not a big problem anyway.

wildweasel wrote:I despise weapon auto-switch in all forms, personally, but it's a bit inconsistent the way this works, currently only the sawed-off shotgun will switch away if you try to reload without any ammo remaining. I could fix the other weapons to do this.

Fair enough, it's your call. I realise this is a personal preference thing.

wildweasel wrote:I could reduce the damage, maybe?

But how would that make them look better? ;) Yes, a lower damage might help. Currently, if you let yourself get surrounded so that you can't move, you are pretty much dead.

wildweasel wrote:I didn't initially see any issues with him, honestly.

It's just that the graphical style is different. The normal Nazis have a fairly typical Wolfenstein almost-cartoony crispness to them and the boss enemies even more so. The flying chair guy, however, has a softer, more blurred appearance like someone has used a "soften" tool on him or resized a bigger picture to a smaller one using a smoothing resize of some sort. He isn't wearing a uniform either, which also singles him out a bit. It's not a big deal and the enemy works well enough. I just thought I'd mention it.

wildweasel wrote:I'll see about adding some Stielhandgranates.

That would be very nice. :D

wildweasel wrote:Okay, but I'd rather not use the same Strife animations and burn screams I've had in my last seven or eight mods. Alternatives? (Preferably not too cheesy?)

I can understand your reluctance to use them and, no, I don't know of any alternatives. It just seems a little disappointing to flame the bad guys and just have them fall over like normal.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Pompous Seed, Ryuhi and 12 guests