Weasel Presents: NAZIS V2

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ChronoSeth
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by ChronoSeth »

Enjay wrote:Really loving the various improvements. One thing I did notice - most of the nazis are relatively small because they use Wolfenstein-like sprites. That in itself is not a problem but when you set thejm on fire, the charred character from Strife that is used for the death frames looks a bit taller so they seem to grow slightly when they are set on fire.

Obviously this could be resolved by reducing the sprite size slightly but another option might be to make the flame death spawn a burning death actor and then scale that actor down slightly.
Or use A_SetScale. Less can go wrong this way.
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wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by wildweasel »

armymen12002003 wrote:For Heretic ,Hexen & Strife You Gonna Be Adding The Nazis In There
I'll answer for each individual game.

Heretic's enemies really don't correspond well to the Nazis. The weakest enemies can fly (so I'd either have to make one of the nazis fly, or use Geists which would be absolutely infuriating), D'Sparil's stuff would be a pain to replicate with Hitler, and I've really tried, but none of Heretic's maps really suit the nazis well - there aren't a lot of places to take cover, since no Heretic enemy has a hitscan attack.

Strife's enemy replacements are problematic. The game has many variants of Acolytes I can replace, however replicating the DropItem functionality of the original Acolytes tends to fuck over some of the scripts, notably acolytes which are supposed to drop keys (or the uniform) when you kill them. I haven't yet figured out a way around this - the current (likely broken) Strife support may even break some other scripts which allow you to enter the Front HQ under the church, and I've probably also screwed up the game balance with my selection of conversation ID's.

Hexen...don't even bother trying to get this to work in Hexen without completely overhauling it. Hexen's weapon slots, to the best of my recollection, are limited to only the first four number keys. This also completely ignores the fact that I'd have to figure out how to split the weapons into the three classes, or else figure out how to deal with the game spawning all three classes' weapons at once. Also, Hexen only has two ammo types (three if I replace the combined mana) - Nazis has 7, not counting the grenades. So some weapons might not have a lot of ammo, or I'd have to deal with making random spawners on mana. Basically, this whole thing is likely more trouble than it's worth.
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InsanityBringer
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by InsanityBringer »

wildweasel wrote:Hexen...don't even bother trying to get this to work in Hexen without completely overhauling it. Hexen's weapon slots, to the best of my recollection, are limited to only the first four number keys.
Offhand I don't think there's an actual restriction. The 5-0 keys simply aren't bound to the slot command by default. I'm not sure if a mod can override the default bindings offhand.
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armymen12002003
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by armymen12002003 »

wildweasel wrote:
armymen12002003 wrote:For Heretic ,Hexen & Strife You Gonna Be Adding The Nazis In There
I'll answer for each individual game.

Heretic's enemies really don't correspond well to the Nazis. The weakest enemies can fly (so I'd either have to make one of the nazis fly, or use Geists which would be absolutely infuriating), D'Sparil's stuff would be a pain to replicate with Hitler, and I've really tried, but none of Heretic's maps really suit the nazis well - there aren't a lot of places to take cover, since no Heretic enemy has a hitscan attack.

Strife's enemy replacements are problematic. The game has many variants of Acolytes I can replace, however replicating the DropItem functionality of the original Acolytes tends to cake over some of the scripts, notably acolytes which are supposed to drop keys (or the uniform) when you kill them. I haven't yet figured out a way around this - the current (likely broken) Strife support may even break some other scripts which allow you to enter the Front HQ under the church, and I've probably also screwed up the game balance with my selection of conversation ID's.

Hexen...don't even bother trying to get this to work in Hexen without completely overhauling it. Hexen's weapon slots, to the best of my recollection, are limited to only the first four number keys. This also completely ignores the fact that I'd have to figure out how to split the weapons into the three classes, or else figure out how to deal with the game spawning all three classes' weapons at once. Also, Hexen only has two ammo types (three if I replace the combined mana) - Nazis has 7, not counting the grenades. So some weapons might not have a lot of ammo, or I'd have to deal with making random spawners on mana. Basically, this whole thing is likely more trouble than it's worth.
oh ok man
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SamVision
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by SamVision »

One other thing I noticed. I came across a scroll thing and when it picked it up it said "Computer Area Map". That is odd.
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wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by wildweasel »

SamVision wrote:One other thing I noticed. I came across a scroll thing and when it picked it up it said "Computer Area Map". That is odd.
uh...what WAD were you playing it with? I didn't replace the computer area map, but I believe Epic2.wad does change the graphic to a map scroll.
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SamVision
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by SamVision »

wildweasel wrote:
SamVision wrote:One other thing I noticed. I came across a scroll thing and when it picked it up it said "Computer Area Map". That is odd.
uh...what WAD were you playing it with? I didn't replace the computer area map, but I believe Epic2.wad does change the graphic to a map scroll.
LOL that's right. I cried of laughter when I saw that for the first time.
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armymen12002003
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by armymen12002003 »

hey weasel when i was playing with the tf2 spy it's sounds like steve martin from the pink panther which it made me lol
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EksFaktr
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by EksFaktr »

Hey, does anybody here happen to remember which episode of Spongebob had R. Lee Ermey in it? It's relevant to the topic, I promise. ;)
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Enjay
 
 
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by Enjay »

ChronoSeth wrote:Or use A_SetScale. Less can go wrong this way.
Ah, of course. I forgot about that. Thanks.
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MidnightTH
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by MidnightTH »

Great job so far WildWeasel!
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Vertigo
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by Vertigo »

Does anyone have any wads that work well with this? Also WW would you like me to create some taunt packs? Would it be worthwhile?
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SamVision
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by SamVision »

Vertigo wrote:Does anyone have any wads that work well with this?\
I know the wads that don't work well with this. Wolfendoom wads screw up the game, I fought specters on the first level of Second Encounter. lol
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Vertigo
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by Vertigo »

I'm pretty sure that I posted this earlier but Epic and Epic 2 work amazingly with this. Seems like they were made for each other. I'm looking for other wads with the same compatibility.
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wildweasel
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Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

Post by wildweasel »

Vertigo wrote:Does anyone have any wads that work well with this? Also WW would you like me to create some taunt packs? Would it be worthwhile?
I recommend Epic and Epic2, naturally - I also recommend TVR!, Rex Claussen's A Hex On You and Temple of the Ancients, and Scythe2.

As for taunt packs, feel free! I'd love to see what you guys come up with for "characters."

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