[Wolfenstein: Blade of Agony] v3.1 released (p204)
Forum rules
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.
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
Re: [WolfenDoom] Blade of Agony
Another gameplay/atmosphere video
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: [WolfenDoom] Blade of Agony
really great so far, those maps are amazing as always intended to be made from you! well, if my advice can be helped, i think bj need his own voice. rather than younger ones from exact ww-nazis itself. i especially recommend RTCW one, though.
oh, also the fist seems pretty stiff and slow to compare with ww-nazi weapon animations. perk's smooth animation will be a good resource.
oh, also the fist seems pretty stiff and slow to compare with ww-nazi weapon animations. perk's smooth animation will be a good resource.
-
- Posts: 4949
- Joined: Sun Nov 14, 2010 12:59 am
Re: [WolfenDoom] Blade of Agony
Since, the project is on a public repository, people don't need to be part of the Realm667 organization nor have a GitHub account to download the project and play it.Tormentor667 wrote:Feel free to sign up to the Realm667 Github group for a development version to play around with
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
Re: [WolfenDoom] Blade of Agony
But they need to be to commit changesBlue Shadow wrote:Since, the project is on a public repository, people don't need to be part of the Realm667 organization nor have a GitHub account to download the project and play it.Tormentor667 wrote:Feel free to sign up to the Realm667 Github group for a development version to play around with
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
Stunning! It must be finished! I love it already!
- armymen12002003
- Posts: 1418
- Joined: Wed Jun 01, 2011 10:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Castle Wolfenstein
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
Love the new video, Question will there be missions like going undercover inside nazi bases like in MOHAA?
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
Yes, thats also planned
- armymen12002003
- Posts: 1418
- Joined: Wed Jun 01, 2011 10:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Castle Wolfenstein
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
ok can't wait for the finished product.
- Slax
- ... in rememberance ...
- Posts: 2121
- Joined: Tue Oct 19, 2010 7:01 am
- Location: Window office.
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
May wanna give high damaging enemies their own tracers in case you're gonna have them blasting you from range/fog. Danger, danger!
Removing weapon reloads might be a good idea if health is gonna be scarce. You're more likely to survive that way.
Removing weapon reloads might be a good idea if health is gonna be scarce. You're more likely to survive that way.
- Ozymandias81
- Posts: 2063
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
Or just try to fast animations a bit... also I think player speed makes him like it's heavyweighted from something...Slax wrote: Removing weapon reloads might be a good idea if health is gonna be scarce. You're more likely to survive that way.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
The weapon reloads - being, as they are, from ww-nazis - were already designed to have very fast reloads. Tormentor is just not playing very skillfully in that video, and doesn't even seem to be using the Run key at all. Consider adding health, and possibly letting the other Nazis drop their weapons (did you remove their DropItems or something?), because I saw a few riflemen and MP-40 guys that didn't drop a damn thing.
- Ozymandias81
- Posts: 2063
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
The actually GitHUB version of BoA has some Hexen PigPlayer codes like this:wildweasel wrote:... and doesn't even seem to be using the Run key at all...
Code: Select all
Player.SideMove 1.0 0.5
Player.ForwardMove 1.0 0.5
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
I presume the difficulty of this game would be overwhelming. So giving the realistic health gaining system to this mod would reduce some difficulties IMO.
- Ozymandias81
- Posts: 2063
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
...or just adding some portable health pickups...Captain J wrote:I presume the difficulty of this game would be overwhelming. So giving the realistic health gaining system to this mod would reduce some difficulties IMO.
PS: Torm, I've got this stuff from SkyNet, hope this will not bump so much on thread...
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: [WolfenDoom] Blade of Agony (want to join? send me a pm!
IF, tormentor agrees with it, through. either my
my opinion.
my opinion.