[Blade of Agony] New screenshots | p179

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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 8:17 am

I am just uploading a gameplay video of the first mission, more at the first post in about 80 minutes when it is online... *ageslater*
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 10:05 am

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Re: [WolfenDoom] Blade of Agony

Postby PSTrooper » Sat Feb 14, 2015 10:23 am

"AMI!!!"

Good stuff.
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Re: [WolfenDoom] Blade of Agony

Postby xenoxols » Sat Feb 14, 2015 10:30 am

Remove the tracers. Otherwise level looks pretty; internet sucks so I only saw a bit of the video.
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Re: [WolfenDoom] Blade of Agony

Postby chelonian » Sat Feb 14, 2015 10:42 am

xenoxols wrote:Remove the tracers. Otherwise level looks pretty; internet sucks so I only saw a bit of the video.

Why remove the tracer resources when they're such a integral part of the weaponry's function? Hell, even I've used them in a wad I never plan to release due to Weasel's (not wholly unjustified) reactions to people cannibalizing his stuff.

Hell, I even think I adapted them to make a Unmaker that fired tracers once.
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Re: [WolfenDoom] Blade of Agony

Postby xenoxols » Sat Feb 14, 2015 10:44 am

Because the tracers were designed around doom levels. Tracers are not designed around wolfenstein/wolfendoom levels.
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 10:52 am

xenoxols wrote:Because the tracers were designed around doom levels. Tracers are not designed around wolfenstein/wolfendoom levels.

Said who?
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Re: [WolfenDoom] Blade of Agony

Postby xenoxols » Sat Feb 14, 2015 11:04 am

Because wolfenstein games and wolfendoom mods are cover shooters, and tracers are for dodging, not for running to cover to avoid.
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Re: [WolfenDoom] Blade of Agony

Postby Ozymandias81 » Sat Feb 14, 2015 11:10 am

xenoxols wrote:Because wolfenstein games and wolfendoom mods are cover shooters, and tracers are for dodging, not for running to cover to avoid.

But we are in 2015!
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Re: [WolfenDoom] Blade of Agony

Postby Jeimuzu73 » Sat Feb 14, 2015 11:14 am

Are there going to be other Allied weapons aside from the shotguns? Looking at your status bar, I don't see a separate counter for .45 ACP or 7.62 Tokarev, which implies you didn't include the Thompson or the Shpagin from Nazis.
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 11:27 am

@MJ79 - Actually all of the weapons were taken from wildweasel's Nazi-mod, although I removed a few of them as they are redundant in terms of firepower and behaviour. But there are other weapons from the Allied forces as well.

@Xenoxols - Making all the weapons hitscan is something I want to avoid, as it is more interesting in terms of gameplay to "dodge and avoid" projectiles. It's not always possible though because of their speed but it's more of a challenge and controllable than hitscan attacks.
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Re: [WolfenDoom] Blade of Agony

Postby Nash » Sat Feb 14, 2015 11:31 am

Those ultra-tall doors bother me. Is it not possible to make the player taller? Or scale the entire level and textures down to match all actors' heights? I understand the Wolf3D actors are not tall. Or perhaps scale all actors UP to match the tall doors, and THEN use PixelRatio 1.0 to balance it all out?
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 11:35 am

@Nash - This is something I want to take care as well, adjusting the viewheight of the player and adjusting the scale of the nazis. It won't be perfect but I am sure I can achieve something in between that feels okay.
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Re: [WolfenDoom] Blade of Agony

Postby Nash » Sat Feb 14, 2015 11:44 am

Yeah IMO I think in 2015 we already have enough tools to properly address the scaling problem that has been plaguing Doom modding for 20+ years... personally I would make the player and the nazis taller, and then mess around with PixelRatio at the end of the chain until it feels correct.
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 11:50 am

What is this PixelRatio actually?
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