Weasel Presents: NAZIS V2
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- wildweasel
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Re: Weasel Presents: NAZIS [finished!]
Hey, Rebellion just released an update to their World War 2 FPS game, so I think I'll do the same and just leave this right here. Make sure you've got a very recent zdoom vintage, and as usual, let me know if there are any major outstanding bugs.
And yes, I realize that there are now too many pistols and too many rapid-fire weapons.
And yes, I realize that there are now too many pistols and too many rapid-fire weapons.
- armymen12002003
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Re: Weasel Presents: NAZIS V2 [page 21]
how bout these in different classes weasel?
- wildweasel
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Re: Weasel Presents: NAZIS V2 [page 21]
nope.armymen12002003 wrote:how bout these in different classes weasel?
Here's a complete changelog...
- Most weapons that are placed in maps were changed - instead of being the same guns you can get off the nazis themselves, they are now the Thompson (replaces Chaingun), the PPSh-41 (replaces the Plasma Rifle), and the Lee-Enfield (replaces the Chainsaw). With the exception of the Enfield, they take unique ammo types and come with piles of ammo.
- The FG-42 is now dropped (half the time) by Paratroopers. The other half the time, he drops a 5-round Mauser clip.
- MP-40 sped up by half a tic.
- StG-44 slowed down by two tics, power beefed, and ammo drops reduced to suit.
- Officers now drop Lugers instead of P-38s. The Luger does slightly less damage but is more accurate, and can be fired as fast as you can click the trigger.
- Dr. Schabbs no longer glows in the dark.
- Weapon bobbing now altered, thanks to Xaser for implementing that in ZDoom.
- Reloading now requires a press of the ZDoom standard issue Weapon Reload key instead of Altfire.
- Flamethrower received a crap ton of updates, including better animations, MUCH improved flame projectiles, and it now needs to be reloaded!
- Majorly fixed up and updated the Lore text.
- armymen12002003
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Re: Weasel Presents: NAZIS V2 [page 21]
what i mean i'd love to see a couple of characters from Call Of Duty Tank Dempsey as one class arming him with the Thompson Nikolai Belinski arming him with the PPSh-41 Both From Zombies & Capt. Price From COD2 arming him with the Lee-Enfield if if ain't too much trouble
- XutaWoo
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Re: Weasel Presents: NAZIS V2 [page 21]
If this is anything, it's Wolfenstein not Call of Duty.
- armymen12002003
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Re: Weasel Presents: NAZIS V2 [page 21]
i ain't referring it to call of duty i was just making a suggestion so don't go putting words in my mouthXutaWoo wrote:If this is anything, it's Wolfenstein not Call of Duty.
- wildweasel
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Re: Weasel Presents: NAZIS V2 [page 21]
I'm not adding character classes. Especially not CoD characters - they can stay in their own damn game.
- armymen12002003
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Re: Weasel Presents: NAZIS V2
oh ok i was just wondering no harm done i hope
- Slax
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Re: Weasel Presents: NAZIS V2
No Kar98k :'(
- DenisBelmondo
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Re: Weasel Presents: NAZIS V2
I noticed the PPSh-41 sprites were kinda "model-rippy" so I decided to hack one together.
Edit: I imagine the reloading sequence might be a problem though because you're going to have to dip the sprite down enough so that the magazine isn't visible anymore, and that's about 83% of the sprite's height. Unless I can make magazine falling frames when the sprite retreats to the bottom of the screen to look like it's being taken out of the gun though it would break the consistency of having the other sprites completely "static" during their reloading sequences having their offsets changed each frame. This one would be the black sheep of the bunch in that regard.
Spoiler: Version 1I can make a full set if you're willing to use it.
Edit: I imagine the reloading sequence might be a problem though because you're going to have to dip the sprite down enough so that the magazine isn't visible anymore, and that's about 83% of the sprite's height. Unless I can make magazine falling frames when the sprite retreats to the bottom of the screen to look like it's being taken out of the gun though it would break the consistency of having the other sprites completely "static" during their reloading sequences having their offsets changed each frame. This one would be the black sheep of the bunch in that regard.
Last edited by DenisBelmondo on Mon May 14, 2012 2:26 pm, edited 7 times in total.
- wildweasel
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Re: Weasel Presents: NAZIS V2
There is something of a compromise I can make, and that's dropping the weapon only halfway down the screen, swapping to the sprite on the left, finishing the reload sequence and then swapping back to the sprite on the right.
As far as needing a full set, no need, I could just pop on the muzzle flashes and a hand myself. Doesn't take that much effort. =P
[edit] Whoops - speaking of the PPSh, I just noticed it's not spawning its ammo pile like the Thompson does...
As far as needing a full set, no need, I could just pop on the muzzle flashes and a hand myself. Doesn't take that much effort. =P
[edit] Whoops - speaking of the PPSh, I just noticed it's not spawning its ammo pile like the Thompson does...
- DenisBelmondo
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Re: Weasel Presents: NAZIS V2
Oh and uhh, I noticed that I put the ironsights way too close to the barrel. Nothing beyond repair though.
- TheDarkArchon
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Re: Weasel Presents: NAZIS V2
Nosehair: Not that my opinion is worth much of a shit, but I prefer that PPSh to the one currently in the mod.
Weasel: The SMLE has a bug where if you have 5 ammo or less left when reloading, you get an extra bullet when the player inserts the second, presumably empty clip. Fix contained within spoilers
Weasel: The SMLE has a bug where if you have 5 ammo or less left when reloading, you get an extra bullet when the player inserts the second, presumably empty clip. Fix contained within spoilers
Spoiler:
- wildweasel
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Re: Weasel Presents: NAZIS V2
Strange, I was pretty sure I tested that...thank you though.
- DenisBelmondo
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Re: Weasel Presents: NAZIS V2
EDIT: Updated previous post with V2 of PPSh-41 sprites. Looks more like a PPSh and less like a shortened Gewehr with a drum mag.
The PPSh edits are coming along just fine, I'm having trouble finding/spriting a good barrel though. So I decided to take a break from it and complete a pet "project" of mine (attachment). Nothing too special. Also, I hope it doesn't seem like I'm using this topic as a means of showcasing my work, ehe.
Thanks! I appreciate it.TheDarkArchon wrote:Nosehair: Not that my opinion is worth much of a shit, but I prefer that PPSh to the one currently in the mod.
The PPSh edits are coming along just fine, I'm having trouble finding/spriting a good barrel though. So I decided to take a break from it and complete a pet "project" of mine (attachment). Nothing too special. Also, I hope it doesn't seem like I'm using this topic as a means of showcasing my work, ehe.
Spoiler: LugerSome small Luger edits. I'm not sure how it looks when animated though.
Spoiler: Extra Nazi death frameEdit 2: Here are some extra frames for the nazis' death sequences. The bottom row has white cuffs for the officers.
Last edited by DenisBelmondo on Mon May 14, 2012 4:14 pm, edited 5 times in total.