Weasel Presents: NAZIS V2
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.
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.
Re: Weasel Presents: NAZIS V2
In a nutshell, our versions basically add more enemies and weapons and tweak everything a bit to make it more balanced. Just like the Trailblazer add-ons.
The worst-case scenario is 'Brutal Doom syndrome' where I go full drspam or DoomGuy007 and end up destroying this mod and getting myself banned. Don't get me wrong, weasel, I loved Nazis! and it's my top favorite of your works, but I just feel it's lacking in some areas and I thought I'd tune it up to make it renewed like it was released today.
But at the end of the day it's your work, and you get to ultimately choose what's in it.
I think my version will be a standalone due to the class-based player system and overhaul of items, weapons and enemies. Unless that can be counted as an add-on.
JOOC, exactly how many other editions of Nazis! are there? So far we have mine, CJ's, the one with the Indy Jones whip and armymen's (check his YouTube account).
The worst-case scenario is 'Brutal Doom syndrome' where I go full drspam or DoomGuy007 and end up destroying this mod and getting myself banned. Don't get me wrong, weasel, I loved Nazis! and it's my top favorite of your works, but I just feel it's lacking in some areas and I thought I'd tune it up to make it renewed like it was released today.
But at the end of the day it's your work, and you get to ultimately choose what's in it.
I think my version will be a standalone due to the class-based player system and overhaul of items, weapons and enemies. Unless that can be counted as an add-on.
JOOC, exactly how many other editions of Nazis! are there? So far we have mine, CJ's, the one with the Indy Jones whip and armymen's (check his YouTube account).
- wildweasel
- Posts: 21705
- 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
"More balanced" how?MJ79 wrote:In a nutshell, our versions basically add more enemies and weapons and tweak everything a bit to make it more balanced.
Re: Weasel Presents: NAZIS V2
Basically cutting down on ammo from pickups, tweaking weapon/ammo spawns and slowing reloads so that the player gets to use other weapons. For enemies, well I get kinda bored after fighting countless Hans Grosses/Colonel Zweimeltods (which is kinda my fault since I play Claustrophobia 1024 and New Gothic Movement), so maybe a wider variety of enemies for better randomization should do it.
Re: Weasel Presents: NAZIS V2
Could you post or PM a link for that? I wouldn't mind trying it out. A bit more enemy variety sounds good. Though I wouldn't really say more balanced, just balanced differently.
Re: Weasel Presents: NAZIS V2
It's still WIP and needs a lot of work to do. I'll let wildweasel decide if he's fine with me releasing my version since it is his mod after all.
Sorry to keep you guys waiting, but I really have other work to do, so here's some screenshots of some new weapons (their original authors/sources will be eventually credited).
Sorry to keep you guys waiting, but I really have other work to do, so here's some screenshots of some new weapons (their original authors/sources will be eventually credited).
Spoiler:
- Captain J
-

- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Weasel Presents: NAZIS V2
if i can tell my reasons, i'll; i found my self that making my version into a mutator-friendly is hard. i mean, i tried to fix any of errors but i couldn't understand them and i failed. mostly stuck by this:Ed the Bat wrote:That was why I tried putting some of my efforts into turning them into add-ons, as they should've been all along. Not only is that smaller and more flexible, it also highlights what's different about them. Not sure why CJ turned his back into a stand-alone, really...
Code: Select all
Script Error, "ww-nazis CJ Flavor! v.2.pk3:decorate.lmp" line 29: Unexpected 'CJWeaselsRevolver' in definition of 'CJWildWeaselPlayer'. even CJWeaselsRevolver that it's already talking about is exist.- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Location: Maryland, US
- Contact:
Re: Weasel Presents: NAZIS V2
That sounds like CJWildWeaselPlayer is no longer inheriting from PlayerPawn or anything else that already does. But, I still don't understand. You keep saying you quit working on it, and here's this new version you put out. Which isn't an add-on, even though I already went through the work to make it into one for you. 
- Captain J
-

- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Weasel Presents: NAZIS V2
oops, gotta be precise. what i meant about quit working on it means no changes, no additions and nothing else but updating it to fit with the newest version of the original one.
btw, i just got fixed about revolver matter because of your help...well, you just saved my doom modding life there. thanks.
EDIT: aaand just got uploaded, thanks for your help also permission, eddy!
btw, i just got fixed about revolver matter because of your help...well, you just saved my doom modding life there. thanks.
EDIT: aaand just got uploaded, thanks for your help also permission, eddy!
Re: Weasel Presents: NAZIS V2
So is that a patch for the original version? I'm getting a little confused with all these patches. 
- wildweasel
- Posts: 21705
- 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
One of the reasons why I feel less than great about the sheer number of them. =P-Ghost- wrote:So is that a patch for the original version? I'm getting a little confused with all these patches.
Re: Weasel Presents: NAZIS V2
Should we make a separate thread for these patches?
- wildweasel
- Posts: 21705
- 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
That won't solve the problem, in my opinion. I'm kind of hoping that, by encouraging you guys to actually explain your changes to me and potentially submit them as things that I can toggle on/off with a cvar, that there won't need to be patches anymore.
Re: Weasel Presents: NAZIS V2
Yeah, merging everything together would be nice. I really like how some of those patches add a more RTCW touch with more monstrous enemies or different weapons. That silenced Sten in particular looks pretty cool.
- Captain J
-

- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Weasel Presents: NAZIS V2
well, if i can tell, my version. or recently, addon is just adjusting the ammo amounts and adding the new enemies, sounds and graphic changes, such as weapons and items.
and realistic enemy gunfiring sequence, i just made them fire real quick.
and realistic enemy gunfiring sequence, i just made them fire real quick.
Re: Weasel Presents: NAZIS V2
So far, I've implemented three classes: American, British and Russian. The British has the now-renamed Webley and suppressed Sten, the American has the M1911 and Thompson and the Russian has the TT-33 and Shpagin. I added dual-wielding to the American and Russian pistols because, well, primarily for RTCW aesthetic and possible achievement (the John Woo award- beat a level using only dual pistols. The second pistol replaces the chainsaw). I think dual-wielding Webleys may be a bit overpowered, and crud knows what I should do with the two German pistols.





