Weasel Presents: NAZIS V2

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Weasel Presents: NAZIS [finished!]

Post by wildweasel »

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.
User avatar
armymen12002003
Posts: 1421
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: Weasel Presents: NAZIS V2 [page 21]

Post by armymen12002003 »

how bout these in different classes weasel?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Weasel Presents: NAZIS V2 [page 21]

Post by wildweasel »

armymen12002003 wrote:how bout these in different classes weasel?
nope.

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.
User avatar
armymen12002003
Posts: 1421
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: Weasel Presents: NAZIS V2 [page 21]

Post by armymen12002003 »

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
User avatar
XutaWoo
Posts: 4005
Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends
Contact:

Re: Weasel Presents: NAZIS V2 [page 21]

Post by XutaWoo »

If this is anything, it's Wolfenstein not Call of Duty.
User avatar
armymen12002003
Posts: 1421
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: Weasel Presents: NAZIS V2 [page 21]

Post by armymen12002003 »

XutaWoo wrote:If this is anything, it's Wolfenstein not Call of Duty.
i ain't referring it to call of duty i was just making a suggestion so don't go putting words in my mouth
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Weasel Presents: NAZIS V2 [page 21]

Post by wildweasel »

I'm not adding character classes. Especially not CoD characters - they can stay in their own damn game.
User avatar
armymen12002003
Posts: 1421
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: Weasel Presents: NAZIS V2

Post by armymen12002003 »

oh ok i was just wondering no harm done i hope
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: Weasel Presents: NAZIS V2

Post by Slax »

No Kar98k :'(
User avatar
DenisBelmondo
Posts: 381
Joined: Fri Jun 06, 2008 6:26 pm
Location: Two-Key Return
Contact:

Re: Weasel Presents: NAZIS V2

Post by DenisBelmondo »

I noticed the PPSh-41 sprites were kinda "model-rippy" so I decided to hack one together.
Spoiler: Version 1
Credits: JoeyTD (centered Blood Tommy Gun), Doom Alpha sprites, ROTT (MP-40 sights), Dav0r (Counter-Strike model), celica (model texture)
Credits: JoeyTD (centered Blood Tommy Gun), Doom Alpha sprites, ROTT (MP-40 sights), Dav0r (Counter-Strike model), celica (model texture)
PPSH-41.png (6.41 KiB) Viewed 1876 times
I 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.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Weasel Presents: NAZIS V2

Post by wildweasel »

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...
User avatar
DenisBelmondo
Posts: 381
Joined: Fri Jun 06, 2008 6:26 pm
Location: Two-Key Return
Contact:

Re: Weasel Presents: NAZIS V2

Post by DenisBelmondo »

Oh and uhh, I noticed that I put the ironsights way too close to the barrel. Nothing beyond repair though.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: Weasel Presents: NAZIS V2

Post by TheDarkArchon »

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
Spoiler:
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Weasel Presents: NAZIS V2

Post by wildweasel »

Strange, I was pretty sure I tested that...thank you though.
User avatar
DenisBelmondo
Posts: 381
Joined: Fri Jun 06, 2008 6:26 pm
Location: Two-Key Return
Contact:

Re: Weasel Presents: NAZIS V2

Post by DenisBelmondo »

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.
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.
Thanks! I appreciate it.

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: Luger
Some small Luger edits. I'm not sure how it looks when animated though.
Spoiler: Extra Nazi death frame
Edit 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.
Post Reply

Return to “Gameplay Mods”