Weasel Presents: NAZIS V2

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

Postby hitmanx » Thu May 26, 2011 8:49 am

Oh you know how i feel about goldeneye reloads, but anything from weasel is bound to be good. :)
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Estopolis » Thu May 26, 2011 10:02 am

Well after playing through Epic 2 with this mod, I have a couple of issues. Minor ones.

The Klein-Nebelwerfer is a good weapon, but when fired the recoil happens first and then the rocket comes out. Takes awhile to get used to, especially when fired in rapid succession.
The Pyrolight's alternate fire is a good shot, but the explosion radius is rather small. Which makes hitting the Icon of Sin in general a very long and slow process.
The Klein-Nebelwerfer also has a blast radius that's relatively small, so it takes quite a lot of shots to take down Romero.


The other issue is the Mancubus replacement.
Kind of makes areas crowded with Mancubi a huge problem since the replacement has such a fast rate of fire.
The last level of Epic 2 pretty much showed that when you get surrounded by like eight of them.

But those issues aside, I like the mod quite a lot.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby bwc153 » Thu May 26, 2011 2:22 pm

That issue with Recoil first THEN projectile comes out also happens with the Gewehr 1943.

Also - speaking about that... the perfectionist in me is annoyed by this. Why is the Gewehr 1943 using an M1 Garand as the sprite?
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Thu May 26, 2011 4:42 pm

bwc153 wrote:That issue with Recoil first THEN projectile comes out also happens with the Gewehr 1943.

Noted. I'll fix as soon as I get started on it today.
Also - speaking about that... the perfectionist in me is annoyed by this. Why is the Gewehr 1943 using an M1 Garand as the sprite?

Because I don't actually have a Gewehr 43 sprite. (Go ahead, ask me about the P-38 too! =P)
Estopolis wrote:The Klein-Nebelwerfer is a good weapon, but when fired the recoil happens first and then the rocket comes out. Takes awhile to get used to, especially when fired in rapid succession.

Already fixed, will be in the next release version.
The Pyrolight's alternate fire is a good shot, but the explosion radius is rather small. Which makes hitting the Icon of Sin in general a very long and slow process.

I could probably stand to expand the blast radius on it, maybe.
The Klein-Nebelwerfer also has a blast radius that's relatively small, so it takes quite a lot of shots to take down Romero.

Would it make a difference for this if I were to leave the blast radius the same, but increase the splash damage?
The other issue is the Mancubus replacement.
Kind of makes areas crowded with Mancubi a huge problem since the replacement has such a fast rate of fire.
The last level of Epic 2 pretty much showed that when you get surrounded by like eight of them.

But those issues aside, I like the mod quite a lot.

I should really either nerf or replace those guys. They're irritating.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Thu May 26, 2011 5:41 pm

http://files.drdteam.org/index.php/file ... hc-ana.pk3 - Updated the mod today.

Changes:
- Enemy mini-rocket damage has been nerfed.
- Keys now have colored tags on the pickup sprites, and are now colored to match Doom locks on the status bar.
- Gewehr 43 now has proper graphics.
- Fixed projectile offsets for Death Knight, Miniship, and all chaingun-wielding bosses.
- Shotgun now replaces the shotgun. Gewehr 43 takes the Chainsaw slot and is also dropped by Riflemen.
- Many bug fixes, thanks to the forumers for the help finding some of these.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby E.C.S » Thu May 26, 2011 6:08 pm

Just in time to play it. Thanks WW.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby lizardcommando » Thu May 26, 2011 6:17 pm

Ooh, this is pretty damn cool. Tough, but it's still fun to play. I just played this with Phobos: Anomaly Reborn. By the way, the Gewehr 43 pickup sprite had some purple pixels around the buttstock. I just fixed it for ya.

M1GPA0.png
purple pixels gone
M1GPA0.png (4 KiB) Viewed 1673 times
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Xaser » Thu May 26, 2011 6:56 pm

Oh, snap! This is great stuff, somehow. Need to play with it a bit more, but it's looking good thus far. :)

Also, you've reminded me that I really need to get a better rip of that Necrodome "minigun" thing. I had the gamma correction up too high when I did it way back when. :(
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Thu May 26, 2011 7:21 pm

lizardcommando wrote:Ooh, this is pretty damn cool. Tough, but it's still fun to play. I just played this with Phobos: Anomaly Reborn. By the way, the Gewehr 43 pickup sprite had some purple pixels around the buttstock. I just fixed it for ya.

M1GPA0.png

Oops. Fixed, thanks. =P
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby TheDarkArchon » Thu May 26, 2011 7:50 pm

One things been bugging me more than it should have: The 7.92mm stripper clip pickup look nothing like 7.92mm bullet or a stripper clip. I've made a sprite for it.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Thu May 26, 2011 8:08 pm

TheDarkArchon wrote:One things been bugging me more than it should have: The 7.92mm stripper clip pickup look nothing like 7.92mm bullet or a stripper clip. I've made a sprite for it.

Added. =P
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Estopolis » Fri May 27, 2011 4:29 am

Increasing the actual splash damage of the Klein-Nebelwerfer would fix the problem against the Icon of Sin I think.
It was a bit hard trying to adjust the aim while using those rockets that didn't hurt very much, but since you fixed the recoil issue a tiny bit of damage would probably be more than enough.

After playing the most recent version, I can't really see any problems with it right now.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby wildweasel » Sun May 29, 2011 4:46 pm

Random poll question: should I try to make "real" reload animations for the weapons, i.e. more than just dropping them off screen and playing a generic sound? I'd try to keep them fast and simple, though, since slowing down the reloads would make the game harder than it needs to be.
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Enjay » Sun May 29, 2011 4:49 pm

Fast and simple works for me. :)
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Postby Vict » Sun May 29, 2011 5:08 pm

There doesn't need to be long, complex reload animations.

Though I'd like to see more like the .357. I'm not a fan of the Goldeneye-style reloading but adding a little more feedback and sound when reloading a weapon would make a huge difference.
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