He's on the project team, last I recall.Mav3rick wrote:Nobody ask ur opinionDoom Juan wrote:Get DOOM out of your heads: this is BOA
[Wolfenstein: Blade of Agony] v3.1 released (p204)
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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.
- wildweasel
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Re: [WolfenDoom] Blade of Agony (new shots p103)
- Tormentor667
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Re: [WolfenDoom] Blade of Agony (new shots p103)
Play any Medal of Honor or Call of Duty gameMav3rick wrote:What other mods do have "Flinching"?
So why do you think is your opinion more worth than any other person's? And as ww stated, Doom Juan is a team member.Mav3rick wrote:Nobody ask ur opinionDoom Juan wrote:Get DOOM out of your heads: this is BOA
Re: [WolfenDoom] Blade of Agony (new shots p103)
Wow! The new screenshots are gorgeous Torm! BOA is on the way to be... a classic!
Great job guys! 


Re: [WolfenDoom] Blade of Agony (new shots p103)
Wow ... guys ... it's a user option ... seriously, get over yourselves.
You should be grateful that they're sharing their development in public with you at all. In fact, you should be grateful they're even making a mod for you at all to play. Why are you trying to say what they can and cannot do? What I see here is such a shameful way for the community to present itself to people who are working hard and getting absolutely nothing in return for it except recognition.
They know some people don't like flinching. They put in a user option for it. They stated their reasons why they prefer to keep it. There should be no problem keeping it. You have your cake. They have their's. Why is this still even an issue?
You should be grateful that they're sharing their development in public with you at all. In fact, you should be grateful they're even making a mod for you at all to play. Why are you trying to say what they can and cannot do? What I see here is such a shameful way for the community to present itself to people who are working hard and getting absolutely nothing in return for it except recognition.
They know some people don't like flinching. They put in a user option for it. They stated their reasons why they prefer to keep it. There should be no problem keeping it. You have your cake. They have their's. Why is this still even an issue?
Nobody asked your's, either, but you're free to give it still. If you can't handle other people having the same abilities as you expressing their opinions, the exit's that way. ------>Mav3rick wrote:Nobody ask ur opinion
- YukiHerz
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Re: [WolfenDoom] Blade of Agony (new shots p103)
In my comment I hadn't realized there was an user option for it, my bad, sorry.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Yes i know from Moddb, it just the comment didnt bring anything to the tablewildweasel wrote: He's on the project team, last I recall.
Long time no play them man, but if u know i'll take ur wordTormentor667 wrote: Play any Medal of Honor or Call of Duty game

I didnt say mine is worth more than his as i state alread there was nothing usefull on his partSo why do you think is your opinion more worth than any other person's? And as ww stated, Doom Juan is a team member.
Actually, yes is a project is WIP so they need opinions/suggestions/etc... and yes i can handle many things but is internet and sometimes things get all mixed and confused, too much emojis and it look childish and not serious and other too serious, sorry if it came in the wrong way and lesson learnedEruanna wrote: Nobody asked your's, either, but you're free to give it still. If you can't handle other people having the same abilities as you expressing their opinions, the exit's that way. ------>

Now on real topic, there r items that to pick them up the player must get closer and even jump to the table to get, there is a way to make the player use the "use" command to grab objects that r far?
- Graf Zahl
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Re: [WolfenDoom] Blade of Agony (new shots p103)
That's not how the Doom engine works.
Re: [WolfenDoom] Blade of Agony (new shots p103)
It's possible in a roundabout way, but if you do that then these items will only be uppickable (pickupable?) with use.
If you're interested, it involves having SwitchableDecoration actors with +USESPECIAL that give the actual inventory item and then disappear in their Active state.
If you're interested, it involves having SwitchableDecoration actors with +USESPECIAL that give the actual inventory item and then disappear in their Active state.
- Ozymandias81
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Re: [WolfenDoom] Blade of Agony (new shots p103)
Also I wonder how much compatible would be this thing in coop mode though.
On my side it would be only a loss of time intergrateing such kind of interactivity on a FPS project, maybe it is good on an RPG like one instead.
On my side it would be only a loss of time intergrateing such kind of interactivity on a FPS project, maybe it is good on an RPG like one instead.
- Tormentor667
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Re: [WolfenDoom] Blade of Agony (new shots p103)
Release trailer - get psyched!
Re: [WolfenDoom] Blade of Agony (release trailer p109)
The pump shotgun reaaaally needs work, it's really obvious it was more or less just slapped in unchanged.
The muzzleflash doesn't stylistically match with the others, and the animation is very awkward and static in comparison to the other weapons shown.
Apart from that, looking good, I look foward to getting to play it.
The muzzleflash doesn't stylistically match with the others, and the animation is very awkward and static in comparison to the other weapons shown.
Apart from that, looking good, I look foward to getting to play it.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Nice!Tormentor667 wrote:Release trailer - get psyched!

- wildweasel
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Re: [WolfenDoom] Blade of Agony (release trailer p109)
Sometimes, I really wonder why I never got this feedback when the guns were part of ww-nazis.Yholl wrote:The pump shotgun reaaaally needs work, it's really obvious it was more or less just slapped in unchanged.
The muzzleflash doesn't stylistically match with the others, and the animation is very awkward and static in comparison to the other weapons shown.
- Kinsie
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Re: [WolfenDoom] Blade of Agony (new shots p103)
Mods are allowed to be critiqued and criticised just as much as any other game or form of media, regardless of price or origin. Attempting to dissuade that with "you should be happy they're making this at all!!!" just generates what I can only describe as Deviantart Culture. An example of this is the Elder Scrolls portions of Mod Nexus, where even mild, constructive feedback can result in a permanent ban. (I think they eventually outright removed the ability to give any rating except five stars?)Eruanna wrote:You should be grateful that they're sharing their development in public with you at all. In fact, you should be grateful they're even making a mod for you at all to play. Why are you trying to say what they can and cannot do? What I see here is such a shameful way for the community to present itself to people who are working hard and getting absolutely nothing in return for it except recognition.
Thankfully, Torm and his team are pretty reasonable with regards to feedback that's either negative or disagrees with their vision. There are a lot of things I'd argue this mod needs, but a Defense Force isn't really one of them.