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Re: Weasel Presents: NAZIS V2

Posted: Mon Dec 09, 2019 4:16 pm
by wildweasel
If i were to revisit the mod and swapping system, I'd set things up so that you have five slots: melee, sidearm, two primaries, and one heavy, where a "primary" is any rifle, shotgun, or SMG.

Re: Weasel Presents: NAZIS V2

Posted: Wed Jan 15, 2020 7:57 am
by Lifeform
Thank You for making this, its Really an AWESOME MOD =P

You should have Changed the "Pyro Light" to the Flammenwerfer 35 that is much more fitting, other then that i have no complaints, this mod is AMAZING =)

Can we get a version of this mod but with only the weapon pack ? I Also love to play Doom with WW2 Weapons but with vanilla monsters as well, Still Good Job man, IM LOVING IT... ❤️️❤️️❤️️❤️️

Re: Weasel Presents: NAZIS V2

Posted: Wed Jan 15, 2020 10:11 am
by wildweasel
Lifeform wrote:Thank You for making this, its Really an AWESOME MOD =P

You should have Changed the "Pyro Light" to the Flammenwerfer 35 that is much more fitting, other then that i have no complaints, this mod is AMAZING =)
It doesn't visually resemble a Flammenwerfer at all, though, and I didn't want to use the Wolfendoom one. (It's actually a recycled weapon from a very old mod of mine... :? )
Can we get a version of this mod but with only the weapon pack ? I Also love to play Doom with WW2 Weapons but with vanilla monsters as well, Still Good Job man, IM LOVING IT... ❤️️❤️️❤️️❤️️
That defeats the entire point of the mod, IMO.

Re: Weasel Presents: NAZIS V2

Posted: Tue Apr 06, 2021 6:26 am
by Sebrw
Hi Wildweasel!
I just noticed playing again your mod that all weapons fire a little down of the crosshair.
Is it an intentional behaviour to mimic kind of a bullet drop at long range or is it a small bug that can be easily fix? It becomes very evident if you try to fire at point blank range or very near against a wall.
Or is it just me? :lol:

Thanks!

Re: Weasel Presents: NAZIS V2

Posted: Tue Apr 06, 2021 6:33 am
by StroggVorbis
@Sebrw
afaik, this has always been like this by default to my knowledge, as in vanilla weapons exhibit this too.

The two properties related to this are found in the player class definition, AttackZOffset (default 8) and ViewHeight (41).

Re: Weasel Presents: NAZIS V2

Posted: Tue Apr 06, 2021 8:30 am
by wildweasel
Sebrw wrote:Hi Wildweasel!
I just noticed playing again your mod that all weapons fire a little down of the crosshair.
Is it an intentional behaviour to mimic kind of a bullet drop at long range or is it a small bug that can be easily fix? It becomes very evident if you try to fire at point blank range or very near against a wall.
Or is it just me? :lol:

Thanks!
It's not easy to achieve a balance between where the crosshair points and where the bullet originates. Too high, and it no longer appears to be coming from the gun, but directly from the player's eyes, which looks a lot worse to me than the crosshair being very slightly off.

Re: Weasel Presents: NAZIS V2

Posted: Wed Apr 07, 2021 12:30 am
by Sebrw
Fair enough, thank you both!
I noticed this only at short range, longer shots seems relatively accurate :-)

Re: Weasel Presents: NAZIS V2

Posted: Thu May 19, 2022 11:05 am
by Captain J
Recently tried this mod out just for nostalgia and i see there are some changes i didn't even notice for several years. Cool features, i say!

There are few things i found it concerning tho. Such as not being able to turn off the weapon limit, and Small Ammo variants spawned along with Weapons do get crushed by the moving walls. See MAP32: Grosse.

Re: Weasel Presents: NAZIS V2

Posted: Thu May 19, 2022 6:19 pm
by wildweasel
Captain J wrote:not being able to turn off the weapon limit
On the "pipe-dream" list for this mod was some way to easily disable it - unfortunately, with it still being Decorate-based, the limit system is so deeply wired into the existing weapon code that it would be the opposite of trivial to make such a thing work.
and Small Ammo variants spawned along with Weapons do get crushed by the moving walls. See MAP32: Grosse.
Ideally, the aforementioned Weapon Limit system would behave more like Call of Duty's, where each dropped weapon contains its entire stock of ammo and isn't sitting there in a pile next to it. But again, Decorate...

All that said, I don't presently have any inclination to ever fix any of these things. I have no excuses, just... :shrug: