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Re: Weasel Presents: NAZIS V2

Posted: Thu Jun 30, 2016 10:33 am
by Captain J
Rokim21 wrote:Okay, I'll do it for you and post it here. :D
You may post it into your own thread, not his. This is a respective thing to know.

Re: Weasel Presents: NAZIS V2

Posted: Thu Jun 30, 2016 11:21 am
by wildweasel
Just make sure the credits are in order; the enemies' code was a joint-effort between me and Woolie Wool, and most of their graphics came from Monkee's Image World with a lot of edits (some of which are Woolie's own, especially the Mutants and Dr. Schabbs).

Re: Weasel Presents: NAZIS V2

Posted: Thu Jun 30, 2016 4:17 pm
by Woolie Wool
The mutants were by WLHack and Schabbs was by thejosh. The basic guards were all created by Wolf Skevos-Jones.

Re: Weasel Presents: NAZIS V2

Posted: Mon Jul 04, 2016 10:34 am
by Rokim21
Thanks

Re: Weasel Presents: NAZIS V2

Posted: Tue Jul 05, 2016 10:19 pm
by Water Hazard
Sorry for bumping this, but to play this mod without it's new enemies, what do i have to delete, exactly?

Re: Weasel Presents: NAZIS V2

Posted: Tue Jul 05, 2016 10:32 pm
by Captain J
Enemies, obviously. Go for the nazis.txt in the mod. and Don't forget to delete the ending sequence as well.

Re: Weasel Presents: NAZIS V2

Posted: Tue Jul 05, 2016 10:50 pm
by Water Hazard
But that does not affect the new weapon drop system script in any way?

Re: Weasel Presents: NAZIS V2

Posted: Tue Jul 05, 2016 10:54 pm
by wildweasel
Water Hazard wrote:But that does not affect the new weapon drop system script in any way?
There would be a significant number of weapons that you would no longer be able to find as a result, since the Luger, Walther, MP 40, UMG 43, and maybe others can only be found as enemy drops.

Re: Weasel Presents: NAZIS V2

Posted: Tue Jul 05, 2016 10:56 pm
by Captain J
Indeed. So you might touch the weapon randomspawners to make the nazi's weapons able to spawn, that would be the fix.

Re: Weasel Presents: NAZIS V2

Posted: Thu Jul 07, 2016 10:19 pm
by Mav3rick
There is a way to have it back with no need to change weapons and carry all in one go? better be one man army than the point man and only have few =P

Re: Weasel Presents: NAZIS V2

Posted: Tue Nov 01, 2016 2:31 pm
by 15098D
Would you mine if I used some of the sound assets and the luger sprite for GII Overkill?

Re: Weasel Presents: NAZIS V2

Posted: Tue Nov 01, 2016 2:38 pm
by wildweasel
15098D wrote:Would you mine if I used some of the sound assets and the luger sprite for GII Overkill?
Take careful note of the credits in ww-nazis-v2-lore.txt, and please don't use my code. Otherwise, you're okay to use them.

Re: Weasel Presents: NAZIS V2

Posted: Tue Nov 01, 2016 2:40 pm
by 15098D
wildweasel wrote:
15098D wrote:Would you mine if I used some of the sound assets and the luger sprite for GII Overkill?
Take careful note of the credits in ww-nazis-v2-lore.txt, and please don't use my code. Otherwise, you're okay to use them.
Thanks a ton, I will use none of your code and give all of the credits! :)

Re: Weasel Presents: NAZIS V2

Posted: Mon May 01, 2017 3:26 pm
by Wiw
Something that's been getting on my grill a lot is just how dogs can take a huge chunk of health out of you in one hit. It's like they're one of the most powerful enemies in the mod, they're just dogs!

Re: Weasel Presents: NAZIS V2

Posted: Mon May 01, 2017 4:20 pm
by wildweasel
Wiw wrote:Something that's been getting on my grill a lot is just how dogs can take a huge chunk of health out of you in one hit. It's like they're one of the most powerful enemies in the mod, they're just dogs!
You ever seen an attack dog in action before?