Weasel Presents: NAZIS V2

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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Sat Dec 12, 2015 8:43 pm

I'm flattered to hear you say so! I never want it to seem like I'm trying to take the project (or any of your others) away from you, but it makes me feel special to have my contributions appreciated. I'll port the Sten over shortly, and I've also got a bit of inspiration for how I might improve the inventory system, but I need to spend some time brainstorming and testing first. Hopefully I'll have both ready to pull soon.
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Re: Weasel Presents: NAZIS V2

Postby deadwolf » Sun Dec 13, 2015 10:20 am

I think that the sten's rate of fire should be lowered in this mod. In blade of agony, the sten's rate of fire was a bit too high. I think that the fire rate should be that of the mp-40.

Just my thoughts.
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Sun Dec 13, 2015 10:33 am

I'll leave weasel to make the final call on that, but I wouldn't be opposed to rebalancing the gun. I actually based its code off of the Thompson's, so it has the same firing rate. I've never used any of the guns in this game personally, so I wouldn't be the right one to gauge how they should compare to one another. Then again, it depends on how much realism is desired.

Fun fact: throughout the project's DECORATE files, I've marked many of the guns' muzzle speeds and firing rates as listed by Wikipedia, just to add a little food for thought.
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Re: Weasel Presents: NAZIS V2

Postby deadwolf » Sun Dec 13, 2015 10:43 am

That's a nice touch ed. I was also thinking of maybe adding the m3 grease gun smg to the mod. It's basically an american mp-40 copy with a slow rate of fire (450rpm cyclic), fires the same bullet as the Thompson, but is lighter and more accurate.

I know that captain j has angled sprites of the weapon. Might ask him to center it and add different hands to the gun.

Ultimately it's weasels call if he wants it or not...
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Sun Dec 13, 2015 10:49 am

I'm always in favor of seeing more guns thrown into the mix. I seem to remember weasel once saying he'd like to see the grease gun, too?
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Re: Weasel Presents: NAZIS V2

Postby deadwolf » Sun Dec 13, 2015 11:03 am

In addition to new weapons, I'd like to see some new enemies/replacement enemies in the mod: mainly snipers and the female elite guard.

The sniper is pretty self-explainatory. The elite guards use and drop the sten gun...they are espionage/infiltration units.
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Re: Weasel Presents: NAZIS V2

Postby Water Hazard » Sun Dec 13, 2015 11:13 am

The interesting part of this mod is the Inventory system simply because, thanks to that, we could have even more weapon variation.

I do think the Sten should maintain a bigger fire rate than the MP-40 but making less damage than the the latter.
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Re: Weasel Presents: NAZIS V2

Postby wolf00 » Sun Dec 13, 2015 1:27 pm

here is image of m3 grease gun in ops variant[built in int. silencer] if you vant something interesting http://www.timawa.net/m3/c_m3_test2.jpg
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Re: Weasel Presents: NAZIS V2

Postby Water Hazard » Tue Dec 15, 2015 12:39 am

I do believe those OSS Grease guns were extremely rare in WW2...
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Tue Dec 15, 2015 1:35 am

I think I wouldn't mind a regular Grease Gun being available, just to have an SMG that takes .45 without the blistering fire rate of the Thompson.
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Re: Weasel Presents: NAZIS V2

Postby Water Hazard » Tue Dec 15, 2015 2:00 am

And i may suggest a Browning Automatic Rifle, just to compete with the FG-42 and the STG-44 in-game.
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Re: Weasel Presents: NAZIS V2

Postby drdim » Sun Jan 10, 2016 6:05 pm

Hi!
I downloaded the mod from the github page, but it doesn't work on my machine.
I tested it with gzdoom and zdoom, same result:

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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Mon Jan 11, 2016 9:49 am

This mod only works with development builds of ZDoom. There is a link in the first post of the thread where you can download a dev build.
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Re: Weasel Presents: NAZIS V2

Postby drdim » Mon Jan 11, 2016 12:34 pm

Thank you! I feel kinda stupid for not reading through the first page before asking :D

It works well with the zdoom dev build!
I tried the newest build of gzdoom as well. It loads and works too exept the reload key (you can bind it but nothing happens). Any idea how to fix that?
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Mon Jan 11, 2016 1:20 pm

drdim wrote:I tried the newest build of gzdoom as well. It loads and works too exept the reload key (you can bind it but nothing happens). Any idea how to fix that?

Hrmm...I guess that particular issue still hasn't had its fix released. That's a known bug with the January 2nd build of GZDoom; I'm told the second to last build works fine.
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