[Blade of Agony] New screenshots | p179

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Re: [WolfenDoom] Blade of Agony

Postby Nash » Sat Feb 14, 2015 11:54 am

PixelRatio is a GZDoom-only MAPINFO flag that lets you scale the entire view to whatever you want. Doom defaults to 1.2, that's why Doom's pixels are taller (I think you already know this)... for "realistic" settings, set it to 1.0 so you'll have perfectly square pixels.

I mention using PixelRatio because, if you make the players and the nazis taller to match the doors (which I imagine would be 128px tall), it would feel like everything is suddenly too tall and lanky. So you use PixelRatio 1.0 (or less) at the end to "squash" everything back to normal.
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Re: [WolfenDoom] Blade of Agony

Postby Ozymandias81 » Sat Feb 14, 2015 12:11 pm

Nash wrote:PixelRatio is a GZDoom-only MAPINFO flag that lets you scale the entire view to whatever you want. Doom defaults to 1.2, that's why Doom's pixels are taller (I think you already know this)... for "realistic" settings, set it to 1.0 so you'll have perfectly square pixels.

I mention using PixelRatio because, if you make the players and the nazis taller to match the doors (which I imagine would be 128px tall), it would feel like everything is suddenly too tall and lanky. So you use PixelRatio 1.0 (or less) at the end to "squash" everything back to normal.

WOW, this pixelratio thing seems to be some "quincunx" scaling style, remembering me old Quake3 effects... IMOH I'll surely use this! - Am I able to include it inside "defaultmap"?
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 12:16 pm

@Nash - Thanks for the explanation, but what does it actually affect? Textures? Mapsizes? Sprites? I don't get it yet...
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Re: [WolfenDoom] Blade of Agony

Postby Nash » Sat Feb 14, 2015 12:20 pm

It affects everything that's rendered to the 3D viewport. Try it; add PixelRatio = 1.0 to your MAPINFO (or make it as part of DefaultMap so that it will affect all maps). You will see that the entire world appears to be "shorter" (but have correct-looking pixel size of 1x1 instead of 1x1.2)...
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Re: [WolfenDoom] Blade of Agony

Postby armymen12002003 » Sat Feb 14, 2015 1:18 pm

Nice i like how the first mission question? will you be adding allied solider friendlies in it?
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Re: [WolfenDoom] Blade of Agony

Postby wildweasel » Sat Feb 14, 2015 1:47 pm

chelonian wrote: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.

All I ever wanted is for people to ask me first. =P
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Re: [WolfenDoom] Blade of Agony

Postby Captain J » Mon Feb 16, 2015 4:22 am

oh scheisse, i never expected about this one. i really can't wait for this, tormentor! and btw, if you need some additional resources, just tell me. i got some stuff to show or you can request to me.
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Mon Feb 16, 2015 7:20 am

@CaptainJ - Sure thing, thx for the offer, just share whatever you've got :)
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Re: [WolfenDoom] Blade of Agony

Postby Captain J » Mon Feb 16, 2015 9:25 am

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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Mon Feb 16, 2015 10:37 am

Just downloading, thanks man :) Will take a closer look later.
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Tue Feb 17, 2015 3:59 pm

Image
Transition effect of the exterior intermission map area - the allied headquarter.
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Re: [WolfenDoom] Blade of Agony

Postby YukesVonFaust » Tue Feb 17, 2015 9:24 pm

nice weather effects, tormentor!
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Re: [WolfenDoom] Blade of Agony

Postby Nash » Wed Feb 18, 2015 5:21 am

Is the weather real-time? ;)
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Wed Feb 18, 2015 5:48 am

Not realtime :) but it changes everytime you visit the intermap
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Re: [WolfenDoom] Blade of Agony

Postby Ozymandias81 » Wed Feb 18, 2015 6:18 am

Tormentor667 wrote:Not realtime :) but it changes everytime you visit the intermap

I'm sure that this MOHAA+Wolf3d stuff will be thrilling.... :rock:
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