You may post it into your own thread, not his. This is a respective thing to know.Rokim21 wrote:Okay, I'll do it for you and post it here.
Weasel Presents: NAZIS V2
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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.
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Re: Weasel Presents: NAZIS V2
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Re: Weasel Presents: NAZIS V2
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
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
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
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
But that does not affect the new weapon drop system script in any way?
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Re: Weasel Presents: NAZIS V2
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.Water Hazard wrote:But that does not affect the new weapon drop system script in any way?
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Re: Weasel Presents: NAZIS V2
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
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
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
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.15098D wrote: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
Thanks a ton, I will use none of your code and give all of the credits!wildweasel wrote: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.15098D wrote: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
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
You ever seen an attack dog in action before?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!