[Blade of Agony] Gameplay survey, please participate | p150

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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby RockstarRaccoon » Thu Mar 16, 2017 7:29 am

Siberian Tiger wrote:
RockstarRaccoon wrote:Did you tell him how to replicate it?

You are asking me to replicate the issue as well as provide information on to how to replicate the issue to Scubbo

Oh, sorry, I thought you were them.
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby RockstarRaccoon » Sun Mar 19, 2017 4:58 am

Sitting down for E1M6...

Spoiler: Afterthoughts on E1M5

Spoiler: E1M6 - RETURN TO TUNIS (AKA, "OK, NOW I FEEL LIKE YOU'RE JUST MAKING UP GERMAN...")

It's late, and I can see there's alot more level to cover, including this mine-cart section. I'm gonna stop for the night and pick up again later. Hope this was helpful. Can't wait for the mine-cart sequence I've seen in the videos of this level.


Spoiler: Current Thoughts
Last edited by RockstarRaccoon on Sun Mar 26, 2017 6:21 pm, edited 2 times in total.
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby Tormentor667 » Sun Mar 19, 2017 8:28 am

Improvements added, thanks for the feedback ;)
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby RockstarRaccoon » Sun Mar 19, 2017 5:43 pm

No problem, this is really cool to play through, and I'd like to help with it. :3

Should I download the new version and look over the improvements, or just finish the level?

Edit: Still giggling at "Schtab! Schtab!"
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby RockstarRaccoon » Mon Mar 20, 2017 2:34 am

Alright, time to finish C1M6!

Spoiler: Real quick, 2 things I noticed on C1M5


Spoiler: C1M6 - Underground section


Really enjoyed this game so far guys, really nice work all around. Can't wait to continue in the beta of Chapter 2! :D

[spoiler]After thinking about this level later, I thought it might be more interesting if you added like, a quick smacking sound and a knock-down animation at the end of the level, like BJ's been hit from behind as he runs out into the ambush.[/spoiler]

Edit: NEVERMIND!
Couldn't wait. Playing C2M1, or at least the early parts.

Spoiler: C2M1: Escape from NOT Castle Wolfenstein (feels like a missed opportunity)


Alright, well, I escaped from the military prison (it didn't look like a concentration camp to me), and this seems like a good stopping point. I'll probably pick this up again in a few days, so you'll probably have another commit by then...

Nice work so far though!


One Last Edit:
Priest sprites with single barrel shotguns fired one at a time, because they drop single barreled shotguns, and seem to be discharging one then the other...
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ImageImage
You want me to rewrite the decorate too?
Last edited by RockstarRaccoon on Sun Mar 26, 2017 6:24 pm, edited 3 times in total.
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby Ozymandias81 » Mon Mar 20, 2017 9:49 am

Please instead of spoiling all BoA here, post your playtesting things on Realm667...
No worries concerning decorate and all other stuff, I can take care. Going through details now, you can't even imagine how much stuff I have to do.
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby RockstarRaccoon » Mon Mar 20, 2017 4:04 pm

I can imagine, seeing as I've playtested what's already there and given you a to-do list. That's why I'm offering to redo the way the priest sprites work if you're interested: I already know what to edit and can do it quickly in Slade.

I'll post on Realm667 instead from now on. I didn't know you preferred that. I removed the references to end-of-chapter plot details from my last post for you too. See you around. :3
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby Ozymandias81 » Mon Mar 20, 2017 4:32 pm

As I said I can do that by myself, just check recently changes from gitrepo.

Also: when you playtest a level always make sure that, if you get a graphical glitch like with portals on C1M5, it could be GZDoom build: test with previous or newer builds, because many issues that you have noticed doesn't happen with recent ones.
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby RockstarRaccoon » Mon Mar 20, 2017 4:55 pm

Ozymandias81 wrote:Also: when you playtest a level always make sure that, if you get a graphical glitch like with portals on C1M5, it could be GZDoom build: test with previous or newer builds, because many issues that you have noticed doesn't happen with recent ones.

Ah, alright then, I'll be more on top of that: I didn't know that any major change for those was planned for the upcoming version.
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby Ozymandias81 » Mon Mar 20, 2017 6:08 pm

I didn't say that they were planned, it is simply how BoA development progression comes in life, which follows at least GZDoom builds: we always have to test stuff on most recent builds of GZDoom, and if we notice something that doesn't work properly then we wait 2 o 3 builds... but if an issue doesn't change then we ask on forums for clues (or just point to developers of possible bugs)
For example on c1m5 there isn't that issue with that window at "behind you" room.
Did you understand now?
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby RockstarRaccoon » Wed Mar 22, 2017 1:58 am

I understood before. I meant that I didn't realize that GZ was doing improvements to that section of GZDoom's code.

Anyway, I'm looking at your maps in GZDoomBuilder and noticing some stuff with the Nodebuilder which is probably leading to slowdowns: the nodes are being built with the express idea that the player will be running around in the areas outside of the play area, looking over the tops of buildings, and other things that really don't happen too much in the game. I'm wondering if there's a way to give the nodebuilder hints about where it should optimize for the player being and compensating for the Z-axis stuff...
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby RockstarRaccoon » Sat Mar 25, 2017 4:26 pm

Uguyz liek dis? :V
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby Captain J » Sat Mar 25, 2017 9:21 pm

Looks good, but the box seems not stuffy enough, unless that was intentional.
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby RockstarRaccoon » Sat Mar 25, 2017 9:43 pm

Elaborate on "Stuffy"?
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Re: [WolfenDoom] Blade of Agony (Behind the scenes video | p

Postby Captain J » Sat Mar 25, 2017 10:09 pm

Filled with containment completely, with no empty space. And that shell box looks like half of the shells are gone in my eyes.
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