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Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 7:17 am
by Tormentor667
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*

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 9:05 am
by Tormentor667

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 9:23 am
by PSTrooper
"AMI!!!"

Good stuff.

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 9:30 am
by xenoxols
Remove the tracers. Otherwise level looks pretty; internet sucks so I only saw a bit of the video.

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 9:42 am
by chelonian
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.

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 9:44 am
by xenoxols
Because the tracers were designed around doom levels. Tracers are not designed around wolfenstein/wolfendoom levels.

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 9:52 am
by Tormentor667
xenoxols wrote:Because the tracers were designed around doom levels. Tracers are not designed around wolfenstein/wolfendoom levels.
Said who?

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 10:04 am
by xenoxols
Because wolfenstein games and wolfendoom mods are cover shooters, and tracers are for dodging, not for running to cover to avoid.

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 10:10 am
by Ozymandias81
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!

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 10:14 am
by Jeimuzu73
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.

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 10:27 am
by Tormentor667
@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.

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 10:31 am
by Nash
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?

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 10:35 am
by Tormentor667
@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.

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 10:44 am
by Nash
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.

Re: [WolfenDoom] Blade of Agony

Posted: Sat Feb 14, 2015 10:50 am
by Tormentor667
What is this PixelRatio actually?