Weasel Presents: NAZIS V2

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Ed the Bat
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Re: Weasel Presents: NAZIS V2

Post by Ed the Bat »

Whoopsie! I knew I'd miss something. I went and fixed up what I found. Download it again and give it another try, if you'd like.
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Captain J
 
 
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Re: Weasel Presents: NAZIS V2

Post by Captain J »

Weeeeeell, i don't want to disappoint you like this, but mp40 is somehow wont reload randomly.

for example, if you fired it only once, it wont reload.
Last edited by Captain J on Tue Feb 24, 2015 4:11 am, edited 1 time in total.
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Ed the Bat
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Re: Weasel Presents: NAZIS V2

Post by Ed the Bat »

Ah, THAT was a tricky one! I won't bore you with the details, but it was due to inheritance jumping to the wrong version of a state. My mistake. I think I've got it ironed out now. New fix uploaded again. Third time's the charm? :P
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Re: Weasel Presents: NAZIS V2

Post by Patriot1776 »

Well shucks...the GitHub files, including the CJ patch, don't wanna play with Master Moose's patch, and I really like it because of the additions of the M1911 and the M1 Garand. Granted the M1 Garand ain't as powerful as the Kar 98K it feels like, but dang it feels good to kill Nazis with the service rifle that helped liberate Europe and came to be a beloved weapon by the folks it liberated.
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

Do you have a link to Master Moose's patch? I may consider adding things from it.
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Re: Weasel Presents: NAZIS V2

Post by Captain J »

well, i found this link to download it from my private massage inbox. i was going to ask him a permission, but he was not online since a year ago.
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Re: Weasel Presents: NAZIS V2

Post by wildweasel »

Uh...are you sure that patch goes to ww-nazis?
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Re: Weasel Presents: NAZIS V2

Post by Captain J »

...dyslexia never leaves me alone, and i'm really sorry about that.
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Re: Weasel Presents: NAZIS V2

Post by Ed the Bat »

http://forum.zdoom.org/viewtopic.php?f= ... 00#p732433
Is this it? Seems to load just fine on top of the GitHub build of Nazis and the version of CJ Flavor I just posted a few hours ago.
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Re: Weasel Presents: NAZIS V2

Post by Patriot1776 »

So I have to have Master Moose's patch loaded before CJ's and the current dev build?
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Re: Weasel Presents: NAZIS V2

Post by Ed the Bat »

No, after. CJ Flavor is (as of now) a patch for the dev build, and Master_Moose's project is a patch for CJ Flavor.
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Re: Weasel Presents: NAZIS V2

Post by Patriot1776 »

I goofed up. I had wrong version of I guess the CJ patch. Went back a page and checked the links again, and got your pre-built versions of pk3's and everything's working okay now.
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Re: Weasel Presents: NAZIS V2

Post by Ed the Bat »

Good. Now, are there any other variants of Nazis floating around here that I've missed? I'm on a roll, here, with getting them trimmed down and updated for the dev builds. Master_Moose's project may spit out one or two warnings and some of the code might stand for a bit of cleanup, but as it sits now, it WORKS (and was an add-on instead of stand-alone to begin with, which is excellent), so it's not urgent that anything be done to it.

I'm liking the idea of vetting these alternate variants for materials to be imported back into the main project. As far as I'm seeing, Lippeth's Stripped & Strangled variant has some weapon additions that could prove interesting (CJ Flavor has a bit of weapon addition too, but it seems to actually come from S&S anyhow). CJ Flavor's weapon edits mostly seem to be just adjustments to ammo capacity, which I'm not sure is so interesting... but where CJ Flavor really stands out is all the extra enemies (even coming from places like Spear Resurrection!), which I think is certainly worth combing through. I haven't taken much time to look into Master_Moose's work, but my understanding is that it brings, among other things, fancy effects for brass/shells and liquid splashes, even with 3D models? Worth a look, in my book.
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Re: Weasel Presents: NAZIS V2

Post by Patriot1776 »

Just tried resetting my ZDoom.ini, and with this load order:

ww-nazis-dev.pk3
ww-nazisV2 REDUX patch.pk3 (Master Moose's patch)
ww-nazis-cj.pk3

Only the REDUX patch weapons are available, the 44. Magnum, the Colt M1911, and the M1 Garand. NONE of the German guns can be selected.

With this load order:

ww-nazis-dev.pk3
ww-nazis-cj.pk3
ww-nazisV2 REDUX patch.pk3 (Master Moose's patch)

All guns are selectable, but now ammo pickups randomly do not give you ammo, specifically long rifle ammo pickups and some shotgun shells cannot be picked up either, leading to ammo shortages even when you know you've been picking up ammo for guns you have or some ammo cannot be picked up even you are out of that ammo.
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Re: Weasel Presents: NAZIS V2

Post by Ed the Bat »

Ah, I should've seen that coming... yes, CJ Flavor changes the ammo capacities for pretty much everything, meaning I had to create new ammo types to facilitate that when making it an add-on... meaning I had to make new weapons to accept them. Master_Moose's Redux isn't expecting that. So, I'll just go ahead and get that one up to speed too so it runs as intended...

Meanwhile, Redux will still work atop the original CJ Flavor (the old stand-alone version), if you're looking to play it immediately.
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