Weasel Presents: NAZIS V2

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

Postby Salad Viking » Mon Jun 27, 2011 4:56 am

It doesn't sound quite right that pain sounds play when you use a wall.

Also, I have a question about the supershotgun sprites:

Spoiler:

Does that little... thing between the barrels slide in or what? Because, to me, it looks odd that it disappears like that.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Enjay » Mon Jun 27, 2011 6:22 am

On the burning death thing, how about a different approach? What if the enemies ran around at random spwning flame actors for a few seconds before falling over dead (and possibly a little puff of smoke rising from their bodies)?
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby TheDarkArchon » Mon Jun 27, 2011 6:30 am

Salad Viking wrote:It doesn't sound quite right that pain sounds play when you use a wall.

Also, I have a question about the supershotgun sprites:
[imgs]
Does that little... thing between the barrels slide in or what? Because, to me, it looks odd that it disappears like that.


It's the extractor. Look closely at the sprite when the shells are in and you can see that it's pushed in.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby NeuralStunner » Mon Jun 27, 2011 7:29 am

Enjay wrote:What if the enemies ran around at random spwning flame actors for a few seconds before falling over dead (and possibly a little puff of smoke rising from their bodies)?
Seconding this, but with an added idea: How about a little Translation magic to make them look charred?
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby lizardcommando » Mon Jun 27, 2011 11:47 am

Aren't there burning animations from ROTT or Blood you could use?
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby SamVision » Mon Jun 27, 2011 2:43 pm

Or he could just use the Strife burning death animation. Its overused yes, but its pretty cool.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Mon Jun 27, 2011 3:31 pm

Salad Viking wrote:It doesn't sound quite right that pain sounds play when you use a wall.

Yeah, I could probably just replace that with a simple "knock" sound or something. I think LWM's Chosen did that, and it worked.
Also, I have a question about the supershotgun sprites:

Spoiler:

Does that little... thing between the barrels slide in or what? Because, to me, it looks odd that it disappears like that.

I'm not sure what that's called, but I've seen shotguns with that before - basically, it gets pushed in while you insert shells, and is spring-released the next time the barrels are opened to eject the empty shells. If you look closely at CoD: Black Ops' Olympia shotgun, it does much the same thing.

As for the suggestions for burning deaths, hm, I'd really have to see this stuff in action to tell how it'd work in practice. I'm not sure translations are going to work on these guys, seeing as I've PNG-converted all of them.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby TheDarkArchon » Mon Jun 27, 2011 4:55 pm

wildweasel wrote:I'm not sure what that's called, but I've seen shotguns with that before.


I already wrote:It's the extractor.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Salad Viking » Mon Jun 27, 2011 5:40 pm

The Mancubus replacement fires in incessant succession. That has to be changed. They completely ruin open maps that use Mancs and close quarters maps like "Dead Simple" (and variants).

Obviously, you should remove the shadows from the dogs, but instead of completely removing the shadows, try changing the grey to translucency. If it doesn't work out, just get rid of the shadows.

You do intend on replacing that weird-ass hoverchair guy, right?

The flying Hitler ghost needs it's own special projectile and, preferably, an attack animation.

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

Postby wildweasel » Mon Jun 27, 2011 6:05 pm

Salad Viking wrote:The Mancubus replacement fires in incessant succession. That has to be changed. They completely ruin open maps that use Mancs and close quarters maps like "Dead Simple" (and variants).

I eventually intend to have a random replacement for him, but I'll bear this in mind.
You do intend on replacing that weird-ass hoverchair guy, right?

Nope. Like I said, I didn't see any problems with him.
The flying Hitler ghost needs it's own special projectile and, preferably, an attack animation.

He already has an attack animation - same as he does in Wolf3D. It's just very subtle.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Sun Jul 03, 2011 6:44 pm

http://files.drdteam.org/index.php/file ... whc-ana.7z - New version for you to play with.

Things I've changed:
- Steilhandgranate added. Bind a Throw Grenade key in the options to use it.
- Geists health reduced from 150 to 100.
- Rottweilers no longer have shadows.

Things I haven't changed yet:
- Hitler ghost projectiles.
- Colonel Zweimeltod's attack sequence.
- Heinrich Krist - and I probably never will, outside of perhaps his death animation.
- No burning deaths yet.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Vertigo » Sun Jul 03, 2011 11:47 pm

Awesome! This is one of the mods I'm most actively following <3
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Eisenfaust1986 » Mon Jul 04, 2011 9:32 pm

I'm not sure if this is within reason to request, but could you perhaps make the imp-replacement guards distinct from the ones that replace the zombiemen? How's about making them carry .357 revolvers or something of that sort to make them more of a challenge to fight against (and also to make ammunition for the revolver more available than it currently is)? Nevermind, it seems they're already distinct from the zombieman replacements.

Regardless, I'm currently testing this mod and am having a blast playing it with Wolfenstein 3d's Second Encounter by Laz Rojas. Please keep up the good work and I hope to see more from this project as the days move forward. Also, I'll try to find other things that may need improvement, besides that thing with the zombieman/imp replacement guards. :oops:
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Tue Jul 05, 2011 6:18 pm

http://files.drdteam.org/index.php/file ... hc-ana.pk3

Fixed:
- New usefail sound.
- Grenades now appear on fullscreen hud.
- Zweimeltod doesn't refire anymore, also drops grenades.
- Fake Hitler now fires weak flamebolts
- Waffen SS drop grenades rarely.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Hellser » Wed Jul 06, 2011 12:41 am

Not sure if this has been addressed to, but holding down the alt-fire on the super shotgun / double barreled shotgun causes it to reload when its already loaded.
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