[Blade of Agony] Preview in "Score" + Release Trailer | p191

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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Captain J » Sat May 13, 2017 11:09 pm

It seems the player can't move and on some kind of a vehicle. I guess it's the sprite just for stationary Nebelwerfer?
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Batandy » Sun May 14, 2017 1:35 am

Amazing as always, i can't wait to play :)
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Tormentor667 » Sun May 14, 2017 1:51 am

Captain J wrote:It seems the player can't move and on some kind of a vehicle. I guess it's the sprite just for stationary Nebelwerfer?

Exactly
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Kinsie » Sun May 14, 2017 2:30 am

Image

Why are you trying to claim the engine features DPJudas poured vast amounts of time into as an invention of your mod? Are you pulling a Sgt. Mark on us, Torm?
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby dpJudas » Sun May 14, 2017 3:12 am

Kinsie wrote:Why are you trying to claim the engine features DPJudas poured vast amounts of time into as an invention of your mod? Are you pulling a Sgt. Mark on us, Torm?

I don't really mind if mods advertise engine features - if it can get additional attention to the Doom community I think it is an overall win. I think it is spelled "Lens distortion," though.

Keep in mind that if someone starts out playing Brutal Doom or BoA, then there's a good chance they will try other mods later on if they had a good time.
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Enjay » Sun May 14, 2017 4:35 am

dpJudas wrote:I think it is spelled "Lens distortion," though.

Indeed.

If it had said "using" in small text above "NEW ENGINE FEATURES" it would have been clearer but I doubt that Torm is trying to claim he made those features and more that BoA is using and showcasing them.
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Ozymandias81 » Sun May 14, 2017 4:52 am

@Kinsie
We aren't absolutely going to claim those features as we did them, I think I can answer for everybody here.
On contrary I have to say that without DPJudas, Graf and Rachael (and for anybody else I missed here, sorry) amazing improvements to GZDoom (and QZDoom) Blade of Agony wouldn't be a thing.

@Jeimuzu73 / @armymen12002003 / @CaptainJ
Well, we didn't find a better sprite for that "railshooter" weapon sequence - it is meant to be an arcade one inspired to those we can see on MoHAA, CODs and sorta... Also I recall people here complaining that we are going to use the Neberlwerfer one before, and now you seems to disagree with this one (and that was posted somewhere here before I think)
Feel free to come with a fitting sprite for it if you wish, we are open to suggestions.

Thank you kindly with your incoming feedbacks, we are going through some playtesting + adjustments atm
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Tormentor667 » Sun May 14, 2017 6:09 am

Kinsie wrote:Why are you trying to claim the engine features DPJudas poured vast amounts of time into as an invention of your mod? Are you pulling a Sgt. Mark on us, Torm?

No, definitely not and I am sorry if you get that impression - or anyone else. The reason why I did it that way is that the trailer is also released in a lot of other communities which have no idea what GZDoom is or what it actually can do. Sure, I could have written "Showcasing the latest new features of GZDoom, a next-gen Doom sourceport" but this would make things a bit complicated, wouldn't it? The standalone package of BoA includes all the necessary credit both for Freedoom and GZDoom, the page tells everyone what the mod is based on so I am definitely not selling anything of dpJudas work as work of my own.

*EDIT*
Changed the trailer description a bit, as you made me feel guilty somehow - I hope this helps to clear things up.
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Gez » Sun May 14, 2017 6:12 am

If it had "Updated to GZDoom 3" above "new engine features" it would be a lot better.
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Wiw » Sun May 14, 2017 1:05 pm

Oh, are we up to GZDoom 3 now?
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Jeimuzu73 » Sun May 14, 2017 1:38 pm

Ozymandias81 wrote:@Jeimuzu73 / @armymen12002003 / @CaptainJ
Well, we didn't find a better sprite for that "railshooter" weapon sequence - it is meant to be an arcade one inspired to those we can see on MoHAA, CODs and sorta... Also I recall people here complaining that we are going to use the Neberlwerfer one before, and now you seems to disagree with this one (and that was posted somewhere here before I think)
Feel free to come with a fitting sprite for it if you wish, we are open to suggestions.

Thank you kindly with your incoming feedbacks, we are going through some playtesting + adjustments atm


I think I suggested replacing the Nebelwerfer turret with something lighter before because the thing is too heavy to mount onto a light truck or something. Captain J has an M2 sprite you can use instead.
Spoiler:
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Captain J » Sun May 14, 2017 8:48 pm

Thanks for mentioning my sprite but... I think Nebelwerfer ain't no allied weapon, nor fires small rockets. But editing might works, tho.
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby VladTopol1706 » Mon May 15, 2017 7:38 pm

Why not call the stationary nebelwerfer the Fliegerfaust?
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Tormentor667 » Tue May 16, 2017 3:40 am

Good suggestion :)
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Re: [Blade of Agony] Chapter 2 release trailer | p134

Postby Atendega » Tue May 16, 2017 4:11 pm

I'm a bit disappointed to see that stuff like various decorations, as well as scopes, are still visibly vertically stretched. Is there any chance of that ever being fixed?
Assuming this hasn't already been asked, if it has, I apologize >_>
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