Weasel Presents: NAZIS V2

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Re: Weasel Presents: NAZIS V2

Postby Captain J » Thu Jun 30, 2016 11:33 am

Rokim21 wrote:Okay, I'll do it for you and post it here. :D
You may post it into your own thread, not his. This is a respective thing to know.
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Thu Jun 30, 2016 12:21 pm

Just make sure the credits are in order; the enemies' code was a joint-effort between me and Woolie Wool, and most of their graphics came from Monkee's Image World with a lot of edits (some of which are Woolie's own, especially the Mutants and Dr. Schabbs).
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Re: Weasel Presents: NAZIS V2

Postby Woolie Wool » Thu Jun 30, 2016 5:17 pm

The mutants were by WLHack and Schabbs was by thejosh. The basic guards were all created by Wolf Skevos-Jones.
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Re: Weasel Presents: NAZIS V2

Postby Rokim21 » Mon Jul 04, 2016 11:34 am

Thanks
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Re: Weasel Presents: NAZIS V2

Postby Water Hazard » Tue Jul 05, 2016 11:19 pm

Sorry for bumping this, but to play this mod without it's new enemies, what do i have to delete, exactly?
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Tue Jul 05, 2016 11:32 pm

Enemies, obviously. Go for the nazis.txt in the mod. and Don't forget to delete the ending sequence as well.
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Re: Weasel Presents: NAZIS V2

Postby Water Hazard » Tue Jul 05, 2016 11:50 pm

But that does not affect the new weapon drop system script in any way?
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Tue Jul 05, 2016 11:54 pm

Water Hazard wrote:But that does not affect the new weapon drop system script in any way?

There would be a significant number of weapons that you would no longer be able to find as a result, since the Luger, Walther, MP 40, UMG 43, and maybe others can only be found as enemy drops.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Tue Jul 05, 2016 11:56 pm

Indeed. So you might touch the weapon randomspawners to make the nazi's weapons able to spawn, that would be the fix.
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Re: Weasel Presents: NAZIS V2

Postby Mav3rick » Thu Jul 07, 2016 11:19 pm

There is a way to have it back with no need to change weapons and carry all in one go? better be one man army than the point man and only have few =P
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Re: Weasel Presents: NAZIS V2

Postby 15098D » Tue Nov 01, 2016 3:31 pm

Would you mine if I used some of the sound assets and the luger sprite for GII Overkill?
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Tue Nov 01, 2016 3:38 pm

15098D wrote:Would you mine if I used some of the sound assets and the luger sprite for GII Overkill?

Take careful note of the credits in ww-nazis-v2-lore.txt, and please don't use my code. Otherwise, you're okay to use them.
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Re: Weasel Presents: NAZIS V2

Postby 15098D » Tue Nov 01, 2016 3:40 pm

wildweasel wrote:
15098D wrote:Would you mine if I used some of the sound assets and the luger sprite for GII Overkill?

Take careful note of the credits in ww-nazis-v2-lore.txt, and please don't use my code. Otherwise, you're okay to use them.

Thanks a ton, I will use none of your code and give all of the credits! :)
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Re: Weasel Presents: NAZIS V2

Postby Wiw » Mon May 01, 2017 4:26 pm

Something that's been getting on my grill a lot is just how dogs can take a huge chunk of health out of you in one hit. It's like they're one of the most powerful enemies in the mod, they're just dogs!
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Mon May 01, 2017 5:20 pm

Wiw wrote:Something that's been getting on my grill a lot is just how dogs can take a huge chunk of health out of you in one hit. It's like they're one of the most powerful enemies in the mod, they're just dogs!

You ever seen an attack dog in action before?
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